Druid - akintu/akintu GitHub Wiki

Overview

The Druid fills several roles. He is an excellent ranged attacker due to his massive dexterity, he is a useful trap specialist, and he is an elemental damage dealer. Many of the Druid's abilities rely on poison statuses and elemental damage. This leaves him offensively crippled against enemies with high poison tolerance or high poison elemental resistance. However, as he has access to the Ranger and Thief skill sets, he will have alternatives to only dealing poison damage available (which is important for solo play.)

Theme

Ancient Druids used Natural magic to summon wildlife and commune with the animals. Over time, many people flocked to the Druids and their way of life. Many of these pilgrims were unable to use any form of magic. Furthermore, many of them lacked the knack to deal with animals in a similar fashion. These pilgrims were not so much attracted to the Druidic way of life as they were repulsed by the rule of Kings and the strict control of the law. They became the majority of the "Druids" in time -- signified more by their self-reliance and their ability to survive in wild areas of the world than any affinity with nature or mystical powers.

Statistics

Starting Statistics

  • Strength: 12

  • Dexterity: 20

  • Cunning: 15

  • Sorcery: 4

  • Piety: 7

  • Constitution: 10

  • Starting HP: Base 50 - 4 * 0 Constitution + 25 Ranger Bonus = 75 HP

  • Armor Tolerance: Medium

Levelup Stats

  • Strength: +2/3

  • Dexterity: +2

  • Cunning: +3/2

  • Sorcery: +0

  • Piety: +3/4

  • Constitution: +1

  • HP Gained: Base 5 + 2 Ranger Bonus = 7 HP (not including Constitution bonuses)

Abilities

Druids learn an ability every even level of their choice from the Ranger and Thief skill sets. They learn a passive ability each level from the same. They learn no magic.

Combination Abilities

  • Movement: 5 AP
  • Melee Attack: 7 AP
  • Ranged Attack: 5 AP

Level 1 Abilities (Starting)

  • Knowledge of Poisons (Passive)

    • Effect: All poison damage of any kind dealt by the Druid gains +30% damage. This applies to their traps as well as any applied poisons to their weapons.
  • Potency of Poisons (Passive)

    • Effect: All poison ratings from traps and applied poisons to their weapons gain +5 poison rating making them harder to ignore via poison tolerance.
  • Exposure to Poison (Passive)

    • Effect: Druids have an innate +5 Poison Tolerance and +20% Poison elemental resistance.
  • Deep Wound (Active)

    • Cost: 10 AP
    • Effect: Melee/Ranged attack; A successful ranged or melee attack will deal bleeding damage to your foe in addition to its normal effect. The target will bleed for 10% of their current HP each turn. Additionally, if the weapon used had an applied poison of any kind, the poison rating of this attack is increased by 5.
    • Duration: 5 Turns
    • Cooldown: 1x per turn
  • Painful Shot (Active)

    • Cost: 6 AP
    • Effect: Ranged Attack; A successful ranged attack will have +10% critical magnitude and will have an occasional chance to lower enemy attack power by 10%.
    • Duration: 5 Turns (Does not stack)

Level 2

  • Poisonous Touch (Active)
    • Cost: 5 AP
    • Effect: Melee DoT; Instead of attacking in melee, simply touch the target with your hand dipped in deadly poison (of which you have built an immunity.) If you roll a melee hit with +5 Accuracy, the enemy will take 1-8 + 1 per 2 Cunning poison damage each turn. Poison rating 12 + 1 per level.
    • Duration: 4 Turns (Does not stack.)
    • Cooldown: 2 Turns

Level 3

  • Target Throat (Active)

    • Cost: 8 AP
    • Effect: Self-buff; For the next few turns, you gain +30% critical magnitude with ranged attacks at the cost of 3 Accuracy. Additionally, the Druid's poison ratings increase by 5. Your ranged attacks also have a rare chance to stun for one turn although huge enemies are immune to this effect.
    • Duration: 4 Turns
    • Cooldown: 5 Turns
  • Time with Nature (Passive)

    • Effect: +5% Poison and Cold resistance

Level 4

  • Trap: Poison Thorn (Active)
    • Cost: 5 AP
    • Effect: Tactical; Lay a trap that deals 6-12 poison elemental damage when triggered and poisons the target for 3-6 + 1 per 4 cunning poison damage each turn afterward. Trap rating = 23 + 1 per 5 cunning. Poison Rating: 22 + 1 per level (rolled twice; once for initial damage and once for DoT.)
    • Duration (DoT): 3 Turns + 1 per 30 Cunning (max 30)
    • Cooldown: 1x per turn

Level 5

  • Lethargic Shot (Active)
    • Cost: 8 AP
    • Effect: Ranged Attack; Attack has Force * 1.10 and applies a slowing poison that lowers movement speed by 1 tile/move and dodge by 5 points and accuracy by 2 points. Poison rating = 25 + 1 per 5 cunning.
    • Duration: 3 Turns

Level 6

  • Study with Poison (Passive)
    • Effect: All poison ratings are increased by 3, poison tolerance by 2, and trap ratings by 1.