Concept Class - Druid
"One with nature. Harnesses the spirits of beasts within. Calls the spirits of beasts to come forth. And contols the spirits of the surrounding world."
Attributes
Rumination - With every other attribute point into this attribute you gain 2 health and 1 energy when you use a spell or attack while in another form.
Alteration Magic - This attribute has no inherit affect. Many skills related to transforming are benefited with more attribute points. You can only go into another figure when focusing more.
Invocation Magic - Summoned creatures have %2 more health with every other attribute point in this attribute. Many skills relating to summoning allies are benefited with more points in this attribute. Some skills in this attribute require you to be in a certain form.
Entrancement Magic - This attribute has no inherit affect. Many skills related to calling upon spirits of the world around you are more benefited with more points into this attribute.
Focus Told
Your focus level raises when mediating longer. Mediation happens when not moving. You gain a point of Focus for every 5 seconds not standing still. When you move your Focus does not go down but when you use a skill using focus all your focus goes away making you have to meditate again. Another way to meditate and gain focus is to stay still but cast spells that do not require you to move. They will be adressed next to the skill. You cannot gain focus while standing in a spot and attacking. Many skills relating to transforming require focus. Also some Entrancing and Invocation Magic skills also require focus. Skills that require Focus are nonmoving and cast immediatley. They will be called Focus Spells. Non moving, non focus spells are called Nonmoving Spells/Skills.
Skills
Rumination:
Spirit Trance - Elite Nonmoving Spell; If you are in a form that form ends. You are healed for 50-200 health and gain 2-10 energy.
10 energy 2 sec. casting time 30 sec. recharge
Untimely Daydream - You gain 3 stikes of Focus but are easily interupted for 15-6 seconds.
1 focus
Spiritual Touch - Elite Spell; target touched ally gains 50% more focus when standing still and spirits can be cast 25% faster
10 energy 3 sec. casting time 45 sec. recharge time
Signet of Focus Power - Elite Signet; you gain 1-5 strikes of focus
2 sec. casting time 30 sec. recharge time
Alteration Magic
Spirit of the Werewolf -Enchantment Focus Spell; you turn into the form of a Werewolf for 20-120 seconds. While in this form you attack 25% faster and deal slashing damage. You now perform close attacks. Life stealing skills against you fail.
3 focus
Were Slash - Attack; you have to be in Werewolf form to perform this attack. You attack for +10-22 damage and cause bleeding.
1 adren.
Spirit of the Rhino - Elite Enchantment Focus Spell; you turn into the form of a Rhino for 20-120 seconds. While in this form you deal blunt damage and attack speed is equal to hammer attack speed. You now perform close melee attacks. You have a 15% chance to knock down or deep wound foes while in this form.
4 focus
Spirit of the Vampire Bat - Elite Enchantment Focus Spell; you turn into the form of a vampire bat for 20 - 120 seconds. While in this form you perform piercing far melee damage. You move 25% faster and steal life each attack.
4 focus
Spirit of the Scarab - Elite Enchantment Focus Spell; you turn into the form of a scarab beetle for 20 - 120 seconds. While in this form you perform close range slashing attacks. You have +50 armor and cannot be the target of hexes. You also can't be the target of enchantments.
4 focus
Invocation Magic -
Summon Snow Wolf Spirit - Spell; summon a snow wolf that stays alive for 5-20 seconds. It performs 15-22 damage.
5 energy 2 second casting time 15 sec. recharge
Summon Dragon Spirit - Elite Spell; summon a dragon that with each attack foe is set on fire for 1-3 seconds. It dies after 5-15 seconds. You can only summon one at a time.
3 focus
Summon Crows Spirit - Spell; summon 3 hawks that attack for no damage but are diseased and anyone who is adjetant to them becomes diseased too. They stay alive for 3-10 seconds.
2 focus
Be the Creature - Elite Non Moving Enchantment; when in a different form your summoned creatures live for 10-20 seconds longer.
10 energy 45 sec. recharge
Entancement Magic
Entangling Vines - Hex; target foe is hexed with entangling vines for 3-10 seconds.For each second target foe is hexed he takes 1-8 damage. When the 3-10 seconds are over adjetant allies to that foe move 30% slower for 3-12 seconds.
2 focus
Magma Flow - Elite Spell; target for suffers 25-88 fire damage and is interupted easily for the next 5-12 seconds.
Wind Spirit - Enchantment; adjetant allies move 25% faster and attack for lightning damage for 15-30 seconds.
Ebonic Thorns - Hex; target foe and adjetant allies of that foe move 60% slower and take 1-8 damage when running for 3-8 seconds.
Other
30 energy
3 pips
60 armor
staff max damage
while in spirit form there are many attack skills and spells relating to that form
|