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 Post subject: Druid Class
PostPosted: Thu Mar 22, 2007 1:29 am 
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Joined: Wed Dec 21, 2005 10:00 pm
Posts: 1465
Location: The Patching room.
Druids:

Start with: 0 gold and a vine sword (a wooden short sword with the strength of steel, covered in barbed vines a little stronger than wood.)
3 skills (2 weak, 1 medium), 3 incantations (2 weak, 1 medium), and 3 trees.

Druid Basic Summary: Druids use unique abilities known as incantations to increase their power in battle. Incantations are living enhancements, mostly plant matter and soil that the druid grows on or in their body. Incantations take a certain number of posts to grow and last a duration equal to twice the number of post spent growing, unless stated otherwise. A druid may dismiss an incantation early. Only one incantation of each tree can be active at a time; an incantation is only considered active after it has finished growing. Certain incantations have a type, such as boots or armor, and no two incantations of a certain type can be active at once.

A druid can cast a new incantation of a tree he already has an active incantation of, but only one can be active at a time. When the second incantation leaves the growth process and becomes active, he/she must choose which incantation to keep and which to dismiss. A druid can only have one incantation in the growth phase at a time, but may have an active incantation for each tree the druid has unlocked. Additional trees may be purchased at the cost of 5gold and a medium skill.


Example of Incantations:
On her first post, Ivy casts Vines of Enhancement (Agility).
On her next three posts the incantation is in the growth phase.
On her fifth post Vines of Enhancement becomes active and it takes effect and will last lat through her next seven posts. Ivy then has no incantation growing and can now cast a new incantation.

Quote:
The tree of Gwuhiir (Armour-based): This tree is mainly based around defensive plants for the druid, allowing him several different methods of defense. Fire is the enemy of this tree, and Extinguish is an incantation all the druids should consider learning (this is the CHEAPEST rain/water based incantation druids will be able to get. Rain of frogs only lets frogs fall, no water!)

Ironwood Armour: The druid covers his chest in ironwood armour. This armour is hard as iron, and light as wood. It protects him in a similar way to which steel breastplate would. (weak/4 posts to grow/armour type)

Stench Buds: A cluster of mushrooms sprouts from the top of the druid's head. They secrete a horrible stench in a 5 foot radius so horrible that people coming close can get have difficulty breathing, suffer from watery eyes and an upset stomach. The druid himself is immune to the stench, but will find his nose stuff up as a consequence. (weak/3 posts to grow/helm type)

Boots of Moss: The druid creates boots made of moss. This allows him to walk and run in complete silence, allowing for surprise ambushes. (weak/2 posts to grow/boots type)

Inverted Thorn Armour: This armour is used by the more...insane druids. This armour has thorns on the inside, which causes pain to the user, allowing them to ignore minor pain from outside sources, and thus be able to withstand large amounts of pain with relative ease. It acts as leather armour in terms of protection, but causes very minor bleeding all across the torso. (medium/3 posts to grow/armour type)

Vines of Enhancement: Vines wrap around the druid, and enter his body on various strategic places, where they strengthen the muscle bases. This will allow the druid to move around at an increased speed, or increase the druid's physical strength. (medium/4 posts to grow)
NOTE: You can increase your speed or your physical strength, not both.

Forest Pigment: The druid grows various natural plants on his body. When he remains stationary he is the splitting image of a small tree. This can confuse opponents, and allow him stealth. This effect gets better when fighting in an environment of trees. (medium/2 posts to grow/skin type)

Barkskin: The Druid covers his entire skin in bark. This causes his ENTIRE body to be protected except for his eyes, nose and mouth in armour similar to ironwood armour. (strong/4 turns to grow/armour type, skin type)

Extinguish: The Druid creates a small cloud of water. This extinguishes any flames that burn him. This is an instant incantation. It is never considered growing or active. (strong/3 uses)

Vine Appendage: The druid creates a vine that emulates human skin. This allows him to replenish his health and restoring minor wounds. Only minor wounds can be healed, and the blood loss of losing limbs still happens, though at a slower rate. (strong/6 posts to grow/skin type)

Living Forest: The druid creates a complete tree body around him. He loses a lot of his speed, but his strength and armour is immense. All other incantations from all the other trees are removed, only this incantation can be active. This incantation cannot be use on the first page of a battle. (Think of an Ent in Lord of the Rings and you’re pretty close) (Powerful/6 posts to grow)
Note: Living Forest is an incantation for both the Tree of Rahel and Gwuhiir.

Custom Incantation: You can create your own incantation; however, it will cost you more than a regular one. A weak incantation costs a medium skill/special, a medium incantation a strong skill/special and a strong incantation a powerful skill/special. You can never have a custom powerful incantation, except from rewards.


The Tree of Rahel (Attack-based): This tree is mainly based around offensive plants for the druid. It allows him to attack in various ways. Fire is the enemy of this tree. Living forest is available to both this tree and the armour tree.

Bramble Boots: The Druid creates brambles that cover his boots. His boots now kick with cutting damage, and have a bit more grip, giving him higher running speed. (weak/2 posts to grow/boots type)
Note: Also works on bare feet.

Needle Spitters: The druid creates 2 small spitting plants on his shoulders. These plants can spit small needles at the opposition. This can be done in conjunction with his normal attacks. The needles are the strength of small darts and inflict minor damage, but they can spit 2 needles per post (1 per plant) (weak/4 posts to grow/shoulder type)

Spiked Fist: The druid creates a giant wooden spike on his fist. This spike is treated as a short sword. If he wields his vine sword in his other hand as well he can dual wield, but he’ll need a skill to do it efficiently. (weak/1 post to grow)

Spore Sprayer: The druid can create a spore sprayer on a part of his body. This spore sprayer can emit either a spore cloud that irritates skin, or a fog-like cloud that inhibits vision. Although the sprayer can be grown on any part of the druid's body, this incantation still counts as a shoulder type. (medium/3 posts to grow/shoulder type)

Thorn Skin: The druid’s skin becomes covered in barbs and thorns. This makes his entire body a weapon, as each small barb and thorn can cause minor cuts and lacerations. You cannot use any other armour type when using thorn skin. (medium/3 posts to grow/ skin type)

Briar Vines: The druid creates 2 briar vines from his hands. He can use these 2 vines as whips with cutting damage. He does not need a skill to dual wield this incantation. (medium/3 posts to grow)

Dustlaunchers: The druid can create 2 dustlaunchers on his shoulders. These dustlaunchers can launch small rocks at high speed, sticky mud at low speed and dust at medium speed. Rocks will cause blunt damage, mud will slightly inhibit movement, and dust will lower vision. These Dustlaunchers can operate while a druid attacks as well. (strong/4 posts to grow/shoulder type)
*Lightning resistant, but weak to fire*
NOTE!: Only one type of "ammo" can be shot during the post.

Plant Weapon: The Druid creates a plant melee weapon of choice. This plant weapon has all the properties of the normal weapon and in addition has thorns on it. (strong/2 posts to grow)

Entangling Vines: The druid creates 2 smooth vine appendages to his hips. These octopus-like vines can try to entangle and/or whip his opponent. They have the strength of the druid, and can move independently of the druid (strong/5 posts to grow)

Arms of Oak: The druid creates 2 huge arms of oak to cover his own arms. These arms give him incredible strength, and do not hinder his attack speed, while (weakly) protecting his arms from harm. (strong/3 posts to grow/arms type)

Living Forest: The druid creates a complete tree body around him. He loses a lot of his speed, but his strength and armour is immense. All other incantations from all the other trees are removed, only this incantation can be active. This incantation cannot be use on the first page of a battle. (Think of an Ent in Lord of the Rings and you’re pretty close) (Powerful/6 posts to grow)
Note: Living Forest is an incantation for both the Tree of Rahel and Gwuhiir.

Custom Incantation: You can create your own incantation; however, it will cost you more than a regular one. A weak incantation costs a medium skill/special, a medium incantation a strong skill/special and a strong incantation a powerful skill/special. You can never have a custom powerful incantation, except from rewards.


The Tree of Nekher (Animalistic): This tree focuses on using characteristics of various animals to improve various facets of the druid’s abilities.

Squirrel Cap: The druid creates a helmet that lives. It serves as a leather helmet in terms of protection, but it can warn the druid from attacks from all sides, as it possesses a 360-degree vision range. (weak/4 posts to grow/helm type)

Dreaded Claws of Wolverine: The druid creates 2 claws on his hands, which can be used for slashing. The claws have the length of short swords, and the same durability. The druid cannot use other weapons in his hands while using the claws of wolverine. (We all know Wolverine of X-men) (weak/2 posts to grow)

Leopard Senses: The druid creates leopard ears, eyes, and a leopard nose. He is then able to use these to sense as if they were his own. (weak/3 posts to grow)

Crocodile Skin: The druid creates a skin of crocodile. This toughens his hide to be similar to leather armour, and does not count as any form of armour in terms of other trees. (medium/3 posts to grow/skin type)

Spider Legs: The druid creates extra legs. These extra legs allow him to walk like a spider, and scale near vertical cliffs, as well as sense better by sensitive hairs in the legs. He increases his speed over rough terrain as well, though in normal terrain no speed change is made. (medium/4 posts to grow)

Shell of Tortoise: The Druid creates a massive shell which acts like a massive breastplate. This breastplate is as durable as a steel breastplate and it deflects most blows as well. (medium/3 posts to grow/armour type)

Limbs of Lizard: The druid creates the ability of a lizard. He can voluntarily choose to dislodge one of his limbs. Though this causes incredible agony and pain, as well as the obvious discomfort (losing a leg makes it hard to walk etc) a new one will grow in 3 posts. This works with limbs cut off before as well, though cutting it off will cause blood loss as normal for those 3 posts it takes to regenerate. Limbs of Lizard only works with amputations, not cuts, slashes or other injuries (including broken bones, though discarding the affected limb to regrow one DOES discard the effect. For obvious reasons you can’t dislocate your torso or head) (strong/4 posts to grow, can only regrow 2 limbs per battle)

Pincers of Crab: The druid creates two devastating pincers over his hands. These pincers can crush rock, and can be used as blunt weapons, as well as give medium defense. Speed is slightly decreased due to the weight of the pincers. (If you get an arm in a pincer, expect it to be amputated.) (strong/4 posts to grow/arms type)

Flames of Dragon: The druid creates a gland similar to that of dragons. This allows him to breathe fire like they can. (strong/2 posts to grow/ only 3 uses of dragon breath per battle)

Form of Warg: The druid can transform himself completely in a large wolf standing upright with fierce claws and sharp teeth. The druids know this creature as a Warg. The Warg is very strong although not as strong as Living Forest. However, they are a lot faster than Living Forest. All other incantations from all the other trees are removed when Form of Warg is cast, only this incantation can be active. This incantation cannot be activated on the first page. (powerful/6 turns to grow)

Custom Incantation: You can create your own incantation, however, it will cost you more than a regular one. A weak incantation costs a medium skill/special, a medium incantation a strong skill/special and a strong incantation a powerful skill/special. You can never have a custom powerful incantation, except from rewards

The Tree of Dijur (Forestry): This tree focuses mainly on creating or altering nature to suit the druids will in any location. This is the closest to spellcasting druids come. Unlike other trees, this tree does not remain in play and only has temporary effects or instants.

Sentree: The druid infuses a tree with life. The tree can now move 2 of his branches as arms. He can use these to bash anybody coming close to him. After a short while the life force wears off and the tree returns to normal (needs a tree to be cast upon). (weak/instant/2 uses per battle/lasts 2 posts)

Insane Growth: The druid casts a few seeds, specially treated by him, on the floor. After one turn a massive wall of brambles grows from the seeds. The wall is hard to penetrate, and will try to attack anybody coming close, including the druid, with his thorns. This wall, created by superspeeding the lifespan of the seeds, dies off after 5 posts. (needs earth to grow in) (weak/1 post to grow/2 uses per battle/lasts 5 posts)

Grass Eruption: The druid enchants the grass to grow high up, obstructing vision, and allowing him to escape. After 2 posts the enchantment stops, and the grass returns to normal (weak/1 post to grow/lasts 2 turns/3 uses per battle)

Rain of Frogs: The druid calls upon a cloud. From this cloud frogs emerge. These frogs try to latch themselves on the opponent’s legs, hindering his movement. The opponent can choose to sacrifice his attack to remove the frogs, or after three posts the frogs are too dispersed to cause any significant hindrance. If successful, these frogs slow down the opponent. (There is no water in this cloud, only frogs) (medium/instant/3 uses per battle)

Call of the Wilds: The druid calls out to the wilds, and various woodland animals come to his aid to stampeding their way towards the opponent. (Most effective in woodland areas, virtually inefficient in cities) (medium/1 turn to grow/various animals come to stampede the opponent for 1 post/2 uses per battle)

Charm Animal: The druid can charm animals, including pets. This causes pets of the opponent to refuse to attack the druid for 1 page. This spell does not work with monster tamer pets and summons) (medium/1 use per battle)

Beanstalk: The druid casts a single prepared bean on the soil. Within seconds a massive beanstalk emerges and shoots towards the sky. The beanstalk tries to grab anybody nearby with his vines and then cast him high up into the sky. The beanstalk stays in place and tries to grab and throw anybody coming within range (including the druid) for 3 posts after which it dies off from its unnatural growth. (strong/instant/2 uses per battle/lasts 3 posts)

Nature's Call: The druid asks of nature to do his bidding. It takes 1 post for the natural world to respond. Then for 1 post anything natural tries to harm the opponent. (The more nature is around the more power this spell has) (strong/takes 1 post to grow/lasts 1 post/2 uses per battle)

Nature’s Champion: The druid is able to ask the wilds for their ultimate boon. Every plant and animal nearby sacrifices some of its energy to create a champion of nature. Its appearance will change to according to its environment. It takes 2 posts for nature to create their champion. This champion will fight for 7 posts then return to the wilds. (can take 3 hits, has powers related to the environment (A desert area will create a sand champion, forest a forest champion etc. Be creative!) Can only be used after 2ed* page. (powerful/takes 2 posts to create/lasts 7 posts/1 use per battle)

This tree CANNOT get custom incantations. This is as much spells as a druid will ever get.


The Tree of Karnal (Soil): This tree focuses on soil, rock and dirt. This is mostly a defensive tree, with some offensive abilities. All soil based growths are resistant to lightning, and most to fire.

Skin of Mud: The druid creates a skin made of mud. Though this mud offers light protection at best, and minor fire resistance, it gives the unique ability to blend in with any dirt or sand surrounding. (Stealth ability similar to forest pigment for dirt and desert areas) (weak/3 posts to grow/skin type)

Arms of Gravel: The druid creates small pebbles, rocks and dirt to bond with the skin on his arms. This gives his arms a medium defensive bonus, a resistance to fire and makes him slightly stronger. The weight of the pebbles, rocks and dirt causes him to strike a little slower. (weak/costs 3 posts to grow/arm type)

Concrete Shoes: The druid creates solid rock boots. Though these weigh him down and decrease his walking/running speed significantly, the protection to his feet is formidable. It also allows him to kick at high strength. (weak/3 posts to grow/boots type)

Head Density: The Druid creates a membrane of rock around his head, causing it to be extremely solid and armoured, better than any helmet can. Furthermore, his head is all but immune to fire attacks. A downside is that he cannot turn his head swiftly, and it’s extremely tiring to keep your head up for extended periods. (medium/4 posts to grow/helm type)

Bore: The druid can create a rock drill on his lower back. With this drill he can dig holes at the same speed at which he normally walks. This drill also protects his back and gives his back fire resistance. (medium/5 posts to grow)

Soil Control: The druid creates two arms of soil under his own arms. These hands are unable to hold anything (no weapons can be held), and are fragile to normal attack, though resistant to fire. If struck, the injury is as dire as damage to a normal hand. A simple strike could easily dislocate a hand of soil, so be careful when using this incantation! The druid can control the soil when his hands are stuck in the soil, to let the soil itself attack the opponent, even at great distance. These attacks can include sprays of dirt, balls of hard mud, and several other soil-based attacks (be creative without being overpowered!) However, this only works in dirt and desert; when nature covers the dirt with plants, or humans with bricks, the control is too weak to penetrate. (medium/3 posts to grow)

Stoneskin: The druid creates a skin completely made of stone. This slows him down dramatically, but offers great protection and strong fire and lightning resistance. (strong/5 posts to grow/skin type)
NOTE!: The druid cannot attack the turn Stoneskin finishes.*

Diamond Limbs: The druid creates limbs made from diamond. These limbs are razor-sharp, nigh impervious to damage, and resistant to all elements. The druid has little problem moving his limbs around, and can hold a weapon as normal. The druid can only use helmet-based incantations in combination with this skill, and his torso and head are not covered in diamond. This incantation can’t be activated on the first page. (powerful/6 posts to grow)

Custom Incantation: You can create your own incantation, however, it will cost you more than a regular one. A weak incantation costs a medium skill/special, a medium incantation a strong skill/special and a strong incantation a powerful skill/special. You can never have a custom powerful incantation, except from rewards.


The Tree of Tejui (Poison): This tree is all about poisons. The druid creates several poisonous attacks to cause status effects and damage over time. As well as some defensive toxins that will aid the druid. This tree only has medium or higher incantations, due to the power of poison.

Skin of Fungus: The druid creates a fungus that quickly covers his entire body. This fungus is highly toxic, and touching the druid causes pain as the fungus immediately irritates and burns the skin similar to 1st degree burns. (medium/5 posts to grow/skin type)

Poison Gloves: The druid creates gloves made of poisonous briars. These briars contain a toxin that will cause minor damage over time, even when the gloves only cause minor damage. The druid cannot wield any other weapons in his hands while wearing poison gloves. (He can sheath his weapon before finalizing the incantation.) Poison gloves protect like iron gauntlets and attack similar to claws. (medium/4 posts to grow/gloves type)

Eye Squirt: The druid creates 2 special eyes that can squirt acid a small distance away. This acid is just potent enough to pierce skin, after which it releases its biotoxin. This toxin causes severe loss of equilibrium, making it incredibly hard for the opponent to stay upright for 1 turn. The druid can only squirt acid from each eye once per incantation cycle. (medium/3 posts to grow)

Crown of Pain: This crown made of thorns, pierces the druids head and releases a constant flow of neurotoxins. These neurotoxins paralyze the pain system, making the druid resist pain very efficiently, though the effects of wounds are not changed. (medium/3 posts to grow/helm type)

Ring of Clotting: The druid creates a small ring that has a miniscule needle, piercing his finger into the bloodstream. The needle releases a constant dose of venom. Though painful, this constant venom flow allows the druid to clot his blood almost instantly when wounded, sometimes so fast it traps a blade inside the wound. Though this is painful, it can help the druid by disarming the opponent for a brief moment. And of course, wounds seal nearly instantly. This does not decrease bone fractures, or severity of wounds; it just stops the bleeding. (strong/2 posts to grow)

Hallucinogenic Thorn: The druid can create a single thorn on his body. If he manages to pierce his opponent with this thorn, it will release a very powerful hallucinatory poison. This in effect makes the victim so stoned he’ll have tremendous problems keeping fact from hallucination. (and cause addictive effects if you wish for comic relief, but this is not obligatory) (strong/4 posts to grow)

Paralyzing Venom: The druid creates incredibly powerful venom and coats it on a simple bramblevine. This vine is then wrapped around his weapon (or the venom is simply applied to the vine on the sword, if the stock weapon is still used). If the weapon hits, a powerful paralytic poison is released in the victim’s bloodstream. This causes the victim to suffer from anything to unresponsiveness to complete paralysis of a limb for 1 post (or more depending on the severity of the wound). This incantation can’t be activated on the first page. (powerful/6 posts to grow)

Custom Incantation: You can create your own incantation, however, it will cost you more than a regular one. A weak incantation costs a medium skill/special, a medium incantation a strong skill/special and a strong incantation a powerful skill/special. You can never have a custom powerful incantation, except from rewards.


Errata: Casting an incantation DOES count towards its growth time, however, the enchantment is not considered 'active' until this time is complete. Example: Cast Bramble Boots (Growth 1), Second Post (Growth 2), Third Post (Usable)


Last edited by deathjet on Sat Apr 21, 2007 4:36 am, edited 1 time in total.

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