Druids:
The Druid is purely magical. The only physical abilities come from a dirk hidden in the sleeve of the robes.
They're not very fast, not nearly as fast as the Ranger or Beast Tamer, but faster than Humans and Dwarves. They're proficient in the archaic ways of magic, but know little of strategy, fighting, or nature. If met with a sword, their bodies would collapse like a brittle leaf.(NOTE: All elves are good at making herbal potions, some better than others. Clerics, Druids, Rangers, Beast Tamers, Lancers. That's the herb-specialty order from best to worst.)
SkillsLevel 1- Flurry of Leaves- Materializes a hoard of sharp leaves and throws them at the target several at a time from all directions, each leaf attacks twice before ripping up and fading to the ground.
- Vine Drain - Vines spur up from the ground and wrap about the target. These can be cut, because they do give slack. Only if the target is against a wall can they bind the enemy in place. However, the second the vines touch the target, their spirit slowly drains away from them until it's nearly depleted, then the spell dissipitates. The higher your level, the less prone to it you are.
Level 2- (A)Solarin's Light - Base healing spell, can be used on a maximum of two people at a time.
Level 5- (A)Multiple Arms - Allows for another weapon to be equipped. Note that both weapons may not be used simultaneously without the p.skill Dual Wield.*1*
- Veil of the Moon - Shrouds the area in darkness for a fixed period of time.
Level 7- Hell Bent - Base Revival spell, can be cast on one person, and only brings them back to life, they will need to be healed after.
- Raging Blades - Turns the grass beneath the target's feet erect like needles, depending on the footwear of the target, the blades of grass could pierce the shoe.
Level 10- Sentinel's Rage - Turn the forest around the caster of the spell into a ferocious army of living trees, Sentinels. These trees grow to double their initial size and then move in towards the caster's target(s), and fight like any other human, elf, or dwarf might. Their only true weakness is fire or sharp, sturdy blades. But after a short while they turn back to trees.
Level 12- Golem Summon - The ability to take a large boulder, or mound of rocks, and summon from them a Rock Golem to fight in your stead. This spell also requires some of your blood, so use it wisely.
Level 14- Blessed Wind - Medium healing spell, can be used on a maximum of two people at a time.
- Shadow Claw - Powerful metaphysical technique in which a claw of darkness swipes out at the target. (Requirement: Must Use Veil of the Moon to use - Or it must be a moonless night.)
Level 15- Dark Beast - Summon up a metaphysical beast from the shadows to fight for you. Very quick and difficult to see. Again, like Golem Summon, this spell requires some blood, and like Shadow Claw, requires the use of Veil of the Moon. (Or it has to be a moonless night.)
Weapons- Lvl1 - Maple Rod
- Lvl1 - Red Wand
- Lvl1 - Oak Staff
- Lvl1 - Dirk
Head ArmorHand ArmorBody Armor- Lvl1 - Black Robes (Cloth)
Leg ArmorKey:
*1*: On the Druid class, your first weapon is a Staff, Wand, or Rod. Then, when you get this skill, you may equip the Dirk for melee. Druids will only have the ability to use Wands, Staves, Rods, or Knives.
(A): This is an
ATTRIBUTE. Attributes are any skills that aren't attacks. Most attributes you don't have to use, they're just there, like Multi-Shot. There may be some Attributes that have to be used, and they will be marked so that you're made aware of that.