Druid

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Druidsmare the purest embodiment of nature. They live to serve only the balance and are perhaps some of the most ancient sages in Aelisus. By nature, Druids are communers, as they use the forest forces to cast their own spells of protection and healing. Furthermore, druids are a master of herbs. They have learned to brew potent concoctions and stomach them with less fear of TOXICITY than the average adventurer. Druids are the predecessors of the modern ranger class, and while they have many of the same combat abilities, they are much more aloof and clerical than the fighting class of a ranger. As a Druid's home is within the forest, while he is away from the forest, he will experience a painful YEARNING. A druid will find his guild masters residing within a forest only, as druids by nature dislike the population and the crowd of a city. Most are rural creatures and rarely emerge out of the woodlands. If you desire to join the druids' order, you must be of NEUTRAL alignment, a cleric, and reach the twentieth title. Inquire within the cleric guildhall once you are ready-the mission-master will likely need your help.

Available Classes:

Recommended:

These are available upon creation.

Avian, Demi-Giant (Hill), Half-Drow, Duergar, Dwarf, Half-Elf, Gnome, Goblin, Halfling, Human, Minotaur, Panthera, Slith

Not Recommended:

These are not available upon creation, but can be converted to at any guildmaster by using the Guild command.

Ogre

Not Available:

These are not valid guilds, due to alignment restrictions.

Aquai, Demi-Giant (Fire), Demi-Giant (Storm), Demon, Drow, Elf, Faerie (Ylsae), Faerie (Kaddar), Illithid, Undead


Level Skills Spells
1 dagger mace clarity
spear mace
hand to hand butcher
staff whittle
forage prune
fishing
3 circle of protection
4 camouflage
5 keen sight brew detect traps
6 parry meditation detect magic
7 kick scout
8 dirt kicking
9 fast healing
10 second attack herb detect invis
11 lightning bolt
12 quiet movement
14 trance
15 camp transform
17 dodge tame forest mist
18 shield block dual wield
19 control flora
20 warcry religious conversion druid gate
22 create torch
23 arise create food create spring
25 thunderclap
26 trap of silvanus
27 invigorate
28 entangle
29 control weather thunder storm
30 potion mastery lifeforce
32 heal mana
34 fasting
35 shield of thorns
36 arms of gaia deluge water
40 vitalize treeform
41 earthquake
42 werepower
44 restoration
47 hurricane
49 tsunami
50 divine intervention

Changelog

-Druid has lost foliage. Instead, druid green circle can be cast anywhere. They've also gained the 'arise' skill allowing them to raise minerals, herbs, and trees to fight with them. Herbs and trees, similar to circle green, stems yearning for the forests for a time. 7-23-21