Class: Druid: Difference between revisions

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*Earth Form: The Druid can shapeshift to hide from a mob into a pile of dirt, making the mob's memory be erased-kinda think like a possum playing dead.  Druid cannot move nor cast spells or do really anything when in this form.
*Earth Form: The Druid can shapeshift to hide from a mob into a pile of dirt, making the mob's memory be erased-kinda think like a possum playing dead.  Druid cannot move nor cast spells or do really anything when in this form.
*Fire Form-Same thing as Dirt Form but may move, perhaps limit amount they may move in this form, before they "burn out".
*Fire Form-Same thing as Dirt Form but may move, perhaps limit amount they may move in this form, before they "burn out".
*Mark of Earth-increased resistance to earth damage.
*Mark of Fire-increased resistance to fire damage.
*Mark of Frost-Increased resistance to cold damage.
*Mark of Water-increased resistance to water damage.
*Freezing Claw-player reaches out with a frozen claw and freezes mob solid, looses any loaded eq or gold but gains exp.
*Magma burst-A huge volcanic pit that causes area damage of 20d6 damage.


Armor Specifics:
Armor Specifics:

Revision as of 21:54, 14 November 2005

Spell Ideas:

  • Leonal's Roar: Deals damage or paralyzes evil mobs and causes sonic damage type, no effect on good align mobs.
  • Rain of Roses: Only cast outdoors, call forth a shower of rose petals that poisons mob, similar to my whip.
  • Rain of Black Tulips: Stronger than Roses, but similar in idea, maybe disease with this one?
  • Sunmantle: Cloak of sunlight envelopes person(loses about body when wore) same as Starmantle, but with Sun damage type and resistance.
  • Earth Form: The Druid can shapeshift to hide from a mob into a pile of dirt, making the mob's memory be erased-kinda think like a possum playing dead. Druid cannot move nor cast spells or do really anything when in this form.
  • Fire Form-Same thing as Dirt Form but may move, perhaps limit amount they may move in this form, before they "burn out".
  • Mark of Earth-increased resistance to earth damage.
  • Mark of Fire-increased resistance to fire damage.
  • Mark of Frost-Increased resistance to cold damage.
  • Mark of Water-increased resistance to water damage.
  • Freezing Claw-player reaches out with a frozen claw and freezes mob solid, looses any loaded eq or gold but gains exp.
  • Magma burst-A huge volcanic pit that causes area damage of 20d6 damage.

Armor Specifics: (Armor: Druid)

Race Specific Ideas:

    • Must subdue a wild animal familiar before they can have any to summon.**
  • Dwarven Druid-Underlands Defence-Druids with this ability have strengthed their bond with the earth so much that their flesh becomes stronger and more durable providing a natural +3 armor bonus. (Race: Dwarf)