Difference between revisions of "Druid"

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:''This page is about the class. For other uses, please see [[Druids (disambiguation)]].''
:''This page is about the class. For other uses, please see [[Druids (disambiguation)]].''
[[File:achaea_druid.jpg|x400px|alt=Druid Official|right]]
[[File:achaea_druid_circle.jpg|x400px|alt=Druid Official|right]]
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Druids are the most ancient of the forestal classes, devoted to the forests and all they represent. Although their isolationist nature has tended to remove them from the great events of history, the formation of the forest commune of Eleusis in modern times (as well as the formation of the Council of Oakstone) has given Druids power that extends beyond their beloved forests. Members of the Druid class tend to stay clear of the near-religious battles between good and evil that dominate much of the land, preferring instead to focus on what they deem good: The welfare of the forests. Though some Druids are loners, there is a thriving forestal community, and some Druids are as social as possible.  
Druids are the most ancient of the forestal classes, devoted to the forests and all they represent. Although their isolationist nature has tended to remove them from the great events of history, the formation of the forest commune of Eleusis in modern times (as well as the formation of the Council of Oakstone) has given Druids power that extends beyond their beloved forests. Members of the Druid class tend to stay clear of the near-religious battles between good and evil that dominate much of the land, preferring instead to focus on what they deem good: The welfare of the forests. Though some Druids are loners, there is a thriving forestal community, and some Druids are as social as possible.  

Revision as of 20:16, 7 July 2019

This page is about the class. For other uses, please see Druids (disambiguation).
Druid Official

Druids are the most ancient of the forestal classes, devoted to the forests and all they represent. Although their isolationist nature has tended to remove them from the great events of history, the formation of the forest commune of Eleusis in modern times (as well as the formation of the Council of Oakstone) has given Druids power that extends beyond their beloved forests. Members of the Druid class tend to stay clear of the near-religious battles between good and evil that dominate much of the land, preferring instead to focus on what they deem good: The welfare of the forests. Though some Druids are loners, there is a thriving forestal community, and some Druids are as social as possible.

The skills of a Druid are rooted in forest and beast. Perhaps the most important is the ability to establish a location in the forest as his personal grove, from which much of his power flows. Within his Grove, none can stand against a Druid; there they reign supreme, backed by the full power of the forest. Swarms of bees will attack enemies, an earth golem can be made to guard the grove, lightning can be called down, thorny vines summoned to hurt and hinder your enemies, and far more. A Druid can travel through the forest instantly from his grove, and return to it equally quickly.

Outside of a grove, and even outside of forests generally, a Druid remains a force to be reckoned with, if not nearly as powerful as in the forest. They are able to tap into the remnants of natural life in a location, coaxing them to grow at an astounding rate. Through their power is Nature able to progress at a much faster rate, granting power to those who stand upon the reclaim land. Similarly, a druid is able to transform into a variety of different animals, ranging from the humble squirrel to the grizzly bear to the mighty wyvern. These transformations grant the Druid a range of new powers, from bird forms that allow flying to the skies above and swooping down to hoist a victim into the skies, to the elephant form that allows trampling an opponent, and a host of other capabilities.

A fledgling Druid possesses the skills of Groves and Metamorphosis, gaining Reclamation upon embracing class.

Abilities in Battlerage

Strangle Summon vines to throttle your opponent. Level: 6
Syntax: STRANGLE <target>
Required: 14 rage
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Denizens
Cooldown: 16.00 seconds
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Summon vines from your quarterstaff which will throttle your opponent. The vines will continue to choke the life from your target for some time, doing damage to the denizen for the duration.
Note: {{{note}}}
Redeem Severely weaken your target. Level: 10
Syntax: RECLAMATION REDEEM <target>
Required: 22 rage
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Denizens
Cooldown: 31.00 seconds
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Steal a target's energy for a short time to feed the natural world around it, giving the weakness affliction for several seconds.
Gives affliction: Weakness
Note: {{{note}}}
Vinecrack Crack a denizen's shield like a tough nut. Level: 20
Syntax: VINECRACK <target>
Required: 17 rage
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Denizens
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Wrap your target in vines which constrict around it, shattering a denizen's shield.
Note: {{{note}}}
Ravage Unleash your animalistic rage. Level: 35
Syntax: RAVAGE <target>
Required: 36 rage
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Denizens
Cooldown: 23.00 seconds
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Spring upon your target and savagely attack it with your fangs and claws. (Requires Wildcat, Cheetah, Hyena, Bear, Wolverine, Icewyrm, Gorilla, Wyvern, or Hydra)
Note: {{{note}}}
Sear Summon the blinding power of sunlight. Level: 50
Syntax: SEAR <target>
Required: 25 rage
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Denizens
Cooldown: 23.00 seconds
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Summon a blast of sunlight from your outstretched quarterstaff to blind your opponent. This attack will do significantly increased damage to targets that are afflicted by recklessness or are stunned.
Uses afflictions: Recklessness or Stun
Note: {{{note}}}
Glare Startle your target into clumsiness. Level: 65
Syntax: QUARTERSTAFF
Required: 14 rage
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Denizens
Cooldown: 23.00 seconds
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Assault your target with the brightened tip of your quarterstaff, causing the target to become clumsy for several seconds.
Gives affliction: Clumsiness
Note: {{{note}}}

Related Artefacts

Artefact Description
Yggdrasian Splinter (Quarterstaff) Increases personal sunlight capacity by 2500 (+50% at transcendent).
A clasp of the animal spirit Strengthens the bond to your current morph.
Gaian Plinth
  • Increases rate of sunlight gain in grove.
  • Increases max sunlight to 18000.
  • Reduces cost of GROVE IMBUE by 1000 sunlight.
Rakia's flame Increases the rate at which a Metamorph can SUMMON FLAME.
Copper Knuckles Increases Metamorphosis MAUL damage by 10%.
Brass Knuckles Increases Metamorphosis MAUL damage by 15%.
Spiked Knuckles Increases Metamorphosis MAUL damage by 20%.