Druid
General info
Possible races
Abilities & Spells
Abilities
Forage
Searches for food, water, or other crafting items on the square. Uses 1 stamina.
Morph
Morphs the Druid into one of the following animals: Wolf, Bear, Panther, Tiger, Cheetah, Lion, Jaguar, Leopard, Lynx, or Puma.
The animal doesn't make a difference except for a cosmetic value. Morph requires 100 MP to cast and lasts five minutes. It gives back a minimum of 100 HP when it is cast; however, spells become unavailable while morphed.
Track
Allows the Druid to follow a party leader as if it was in the actual party. Requires at least 1 stamina to use but doesn't consume any. Can be used while Camouflaged without being seen.
Spells
Heal
The mystics who chose to use their magical energies for the purpose of healing usually learn this spell during their initiation into the magical community. By channeling their energy towards another in a positive way they rejuvenate the injured and weak.
//what it does//
Cleanse
Among the many rites passed down through the guilds of wise men this spell is learned in effort of purging the body of all toxins by flooding it with positive energies, thus forcing it to create a balance of purity in body and mind.
//what it does//
Grasping Vines
Having such a deep connection with nature some druids may go as far as to use their powers to manipulate the very plant-life of the forest. Though not incredibly dangerous these vines can prove to be quite a nuisance distracting his foes and allowing time to escape.
//what it does//
Jolt
A less common spell as it is used chiefly by magic users who dedicate their magical abilities to becoming one with nature. This spell is enacted when the user achieves total concentration, at this point magnetic fields begin to change erratically the disturbance ends in an arc of blue electricity hurling towards a foe.
//what it does//
Camouflage
So in tune with his environment a druid can effortlessly blend in with his surroundings,whether it be the dense forest of arilin to the grassy plains of nightmist , so well in fact that he cannot be seen by the untrained eye, giving him ample surprise or an easy way to avoid conflict.
//what it does//
Nourish
For days or even weeks on end, a Druid can find themselves out in the wilderness, combatting the elements for whatever spiritual reason. Because of the obvious dangers, many Druids teach themselves how to pull natural resources (such as water and food) from anywhere they choose. Not only does this help to keep a Druid healthy but it can also be used to keep comrades battle-ready.
//what it does//
Thornshield
Early on in a Druid's training, they begin to realize that their symbiotic relationship with nature grants them powers otherwise unattainable by others. A perfect example is the Thornshield. After a relatively fair time of study, a Druid can simply beckon the will of nature to create a barrier of rough and fickle thorn-baring vines to raise in front of a Druid to protect him from lesser attacks. This shield follows the Druid around for only a short time, however, so it is usually in the Druid's best interest to study more powerful spells.
//what it does//
Stoneform
It is often a misconception that Druids can only (if they even possess the ability) morph into animate creatures. However, to Druids, all things have a spirit; the wind, the earth, the sky and everything else that happen to share this world with them. It is because of this misinformation that many find it surprising when a Druid casts a spell upon themselves to harden and gray the skin to the point where it becomes rough and turgid like actual stone. Of course, this is only used by the more adept druids as carelessness may lead to permanent deformaties and possibly death.
//what it does//
Gaea's Blessing
//what it does//
Nature's Fury
//what it does//
Stormwrath
//what it does//
Guilds
Multi-alt
Level | Location |
---|---|
1-3 | Nightmist |
4-10 | Grassy Meadow |
11-20 | Large Forest |
21-28 | Arilin |
29 | Jahanna Desert |
30 | Jahanna Desert |
31-40 | Silversail |
For level 31: Requires Ceramic Javelin or Chameleon Horn. Give the required item to the guild master present and use the given key to access the level 31 guild.
For level 35: Requires Grandmaster's Insignia.
1-alt
Level | Location |
---|---|
1-3 | Nightmist |
4-10 | Grassy Meadow |
11-15 | Resthaven |
16-20 | Arilin |
21-24 | Enchanted Forest |
25-28 | Royal Forest |
29-30 | Jahanna Desert |
31-40 | Tirantek |
Equipment Guide
Weapons
Level | Weapon |
---|---|
1 | Oak Staff |
5 | Quarterstaff |
10 | Warhammer |
19 | Staff of Serenity |
20 | Staff of Elements |
21 | Fangs |
24 | Torashuko |
25 | Morning Star |
27 | Hawk Talon |
30 | Viper Claws |
** | Ceramic Javelin |
** | Cobalt Staff of the Winds |
Armor
Body Armor
Level | Body Armor |
---|---|
1 | Leather Vest |
5 | Studded Leather Doublet |
10 | Branchwood Tunic |
15 | Oak Vest |
20 | Ironweed Doublet |
21 | Bear Pelt |
25 | Fireleaf Tunic |
30 | Robe of Halcyon |
30 | Sand Wurm Hide |
** | Dragon’s Skin |
Shields
Level | Shield |
---|---|
1 | Wooden Bracers |
5 | Steel Bracers |
10 | Wooden Shield |
15 | Feathered Shield |
Helmets
Level | Helmet |
---|---|
1 | Pirate Hat |
20 | Antlers |
Gloves
Level | Gloves |
---|---|
10 | Tomb Gloves |
27 | Spider Gauntlets |
27 | Wizard Cuffs |
27 | Gauntlets of Malice |
Boots
Level | Boots |
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Jewelry
Amulets
Level | Amulet |
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Bracelets
Level | Bracelet |
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Rings
Level | Ring |
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