Post by Spookypatrol [Delia] on Nov 29, 2018 13:03:47 GMT -5
Welcome, Naturalists! Wishing to specialize as a Druid? Purchase a skill below and you will be locked into your new Druid class!
Skill:
Beastform: Legends tell of heroes and demons alike that could transform into the form of beasts. The Druid may harness a similar mystical energy in order to transform themselves into a creature of their choosing, so long as it is one that exists within the world. The creature chosen must be terrestrial in nature.
While in Beast Form, the player gains the following bonuses:
And the following detriments:
In addition, the Druid gains the following skill:
Leader of the Pack: Grants a massive morale boost to all Familiars and Summons on the field, causing their next attack’s accuracy to be boosted by 25% of the Druid’s Competency score, and causing them to deal bonus damage equal to 20% of the Druid’s Competency score. 6 round cooldown.
At any time a Druid may revert back to their original form. In doing so, they instantly clear one CC and one status condition from themselves. Transforming and reverting take a full-round action, and there is a 1 round cooldown period between transformations.
Rupee Cost: 300
Skill:
Charm Monster: The Druid’s connection to creatures rivals none, and as such they are able to commune with even hostile monsters. The Druid may perform a Competency check in order to convince a monster to fight alongside them. While fighting alongside a Druid, this monster gains a morale boost, granting it bonus damage equal to 10% of the Druid’s Competency score. The creature attacks on the Druid’s turn, and has a 50% chance to intercept any attack that would have been meant for the Druid.
The Druid may instead command the creature to defend an ally, granting the target ally the intercept bonus, and causing the creature to attack on the ally’s turn instead.
The undead, Minibosses, Bosses, and Players may not be charmed. The charm breaks if a CC clear is used on the target creature, if the creature dies, or if 4 rounds have passed.
8 round cooldown after the charm expires. This skill has a 4 round cooldown if the charm fails.
Rupee Cost: 300
Skill:
Veil of Nature: The Druid becomes adept at camouflaging in almost any terrain, allowing them to enter a medium-strength Stealth for up to 2 Rounds. If performing this skill in natural terrain, this becomes a strong Stealth instead. While camouflaged, the Druid gains +2 movement speed, becomes immune to roots and slows, and instantly clears any roots and slows that were on him/her. If his/her stealth is not broken, the Druid may perform one of two skills on his/her next turn:
Ambush: The Druid gains 25% bonus critical on his/her next attack, and is guaranteed to Sunder the target for 2 rounds. If this attack lands critically, the target is additionally Crippled for the same duration.
Withdraw: The Druid prefers to remain in cover for protection, allowing them to rest and heal themselves for HP equal to 150% of their Competency score as a heal over time. The Stealth is prolonged by 1 Round, and the heal triggers every turn, dividing the 150% across its remaining duration. If the stealth is broken or interrupted in any way, the heal instantly ends.
7 round cooldown after the stealth expires.
Rupee Cost: 350
Skill:
Circle of Serenity: The Druid creates a ring around him/herself and up to 2 allies, creating a magical, serene field. While within this field, all targets are immune to poison and disease damage, and gain a 40% boost to all incoming healing effects. When this field is initially cast, all allies are instantly cured of any poison or disease DoTs currently on them as well. The field lasts 3 rounds.
8 round cooldown after the field expires.
Special Grid Rules: On a grid, this Circle instead takes up a 3x3 square around the Druid.
Rupee Cost: 350
Skill:
COMING SOON
Rupee Cost: 400
Skill:
COMING SOON
Rupee Cost: 400
Skill:
COMING SOON
Rupee Cost: 450
Skill:
COMING SOON
Rupee Cost: 450
Skill:
COMING SOON
Rupee Cost: 500
Skill:
COMING SOON
Rupee Cost: 500
Skill:
COMING SOON
Rupee Cost: 550
Skill:
COMING SOON
Rupee Cost: 550
COMING SOON
NOTE: Once you choose a class specialization, you may NOT purchase skills from other specializations!
Tier 3: Levels 20-24
Skill:
Beastform: Legends tell of heroes and demons alike that could transform into the form of beasts. The Druid may harness a similar mystical energy in order to transform themselves into a creature of their choosing, so long as it is one that exists within the world. The creature chosen must be terrestrial in nature.
While in Beast Form, the player gains the following bonuses:
- +2 Movement Speed
- +15% Perception
- +10% Accuracy
And the following detriments:
- -10% Evasion
- All basic attacks are converted into melee if they are not already.
- Mental-based CC (Charm, Fear, Taunt, Mesmerize, Hypnotize, Sleep, Distract, Enrage, Confuse) have a 15% higher chance of being applied against the Druid in Beastform.
In addition, the Druid gains the following skill:
Leader of the Pack: Grants a massive morale boost to all Familiars and Summons on the field, causing their next attack’s accuracy to be boosted by 25% of the Druid’s Competency score, and causing them to deal bonus damage equal to 20% of the Druid’s Competency score. 6 round cooldown.
At any time a Druid may revert back to their original form. In doing so, they instantly clear one CC and one status condition from themselves. Transforming and reverting take a full-round action, and there is a 1 round cooldown period between transformations.
Rupee Cost: 300
Skill:
Charm Monster: The Druid’s connection to creatures rivals none, and as such they are able to commune with even hostile monsters. The Druid may perform a Competency check in order to convince a monster to fight alongside them. While fighting alongside a Druid, this monster gains a morale boost, granting it bonus damage equal to 10% of the Druid’s Competency score. The creature attacks on the Druid’s turn, and has a 50% chance to intercept any attack that would have been meant for the Druid.
The Druid may instead command the creature to defend an ally, granting the target ally the intercept bonus, and causing the creature to attack on the ally’s turn instead.
The undead, Minibosses, Bosses, and Players may not be charmed. The charm breaks if a CC clear is used on the target creature, if the creature dies, or if 4 rounds have passed.
8 round cooldown after the charm expires. This skill has a 4 round cooldown if the charm fails.
Rupee Cost: 300
Tier 3.5: Levels 25-29
Skill:
Veil of Nature: The Druid becomes adept at camouflaging in almost any terrain, allowing them to enter a medium-strength Stealth for up to 2 Rounds. If performing this skill in natural terrain, this becomes a strong Stealth instead. While camouflaged, the Druid gains +2 movement speed, becomes immune to roots and slows, and instantly clears any roots and slows that were on him/her. If his/her stealth is not broken, the Druid may perform one of two skills on his/her next turn:
Ambush: The Druid gains 25% bonus critical on his/her next attack, and is guaranteed to Sunder the target for 2 rounds. If this attack lands critically, the target is additionally Crippled for the same duration.
Withdraw: The Druid prefers to remain in cover for protection, allowing them to rest and heal themselves for HP equal to 150% of their Competency score as a heal over time. The Stealth is prolonged by 1 Round, and the heal triggers every turn, dividing the 150% across its remaining duration. If the stealth is broken or interrupted in any way, the heal instantly ends.
7 round cooldown after the stealth expires.
Rupee Cost: 350
Skill:
Circle of Serenity: The Druid creates a ring around him/herself and up to 2 allies, creating a magical, serene field. While within this field, all targets are immune to poison and disease damage, and gain a 40% boost to all incoming healing effects. When this field is initially cast, all allies are instantly cured of any poison or disease DoTs currently on them as well. The field lasts 3 rounds.
8 round cooldown after the field expires.
Special Grid Rules: On a grid, this Circle instead takes up a 3x3 square around the Druid.
Rupee Cost: 350
Tier 4: Levels 30-34
Skill:
COMING SOON
Rupee Cost: 400
Skill:
COMING SOON
Rupee Cost: 400
Tier 4.5: Levels 35-39
Skill:
COMING SOON
Rupee Cost: 450
Skill:
COMING SOON
Rupee Cost: 450
Tier 5: Levels 40-44
Skill:
COMING SOON
Rupee Cost: 500
Skill:
COMING SOON
Rupee Cost: 500
Tier 5.5: Levels 45-49
Skill:
COMING SOON
Rupee Cost: 550
Skill:
COMING SOON
Rupee Cost: 550
Class Mastery: Level 50
COMING SOON