Difference between revisions of "Druid"

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''"Druids are like, totally cool and commune with nature and stuff. They can turn into animals and talk to trees, and like, hang out in the Druidy Grove south of Minotaur Halls."-Kumar, the Lizard King''  
 
''"Druids are like, totally cool and commune with nature and stuff. They can turn into animals and talk to trees, and like, hang out in the Druidy Grove south of Minotaur Halls."-Kumar, the Lizard King''  
  
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==Druid Introduction==
 
Druids are the hippiest spell casting class in EUO with unique versatility in being able to polymorph into different animal forms. These animal forms give different abilities not limited to; increasing strength, increasing intelligence, ability to travel over water or ignore difficult terrain.  
 
Druids are the hippiest spell casting class in EUO with unique versatility in being able to polymorph into different animal forms. These animal forms give different abilities not limited to; increasing strength, increasing intelligence, ability to travel over water or ignore difficult terrain.  
  
Grandmaster druids can create staffs with spell enchantments (by passing normal crafting restrictions). In polymorph form, these staff spell enchantments are able to proc or activate through spell casting - unlike other spell casters who can only activate these effects through melee attacks with spell enchanted staffs. 
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===Druid Equipment===
  
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'''Staves'''
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Staffs are the druid's preferred weapon, which like for other spellcasters give:
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*decreased spell cool downs
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*less mana used per spell
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*staff materials affect spell damages, and may have a venomous or vampyric effect
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*staves of slaying give increased damage to offensive spells
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*increased mana regeneration rate (including during meditation)
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Staffs can also be used as a melee weapon:
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*Damage type: Bludgeon
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*Stat Dependent Damage Optimisation: 50% strength/50% dexterity
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*Default Special Move: [[Combat Abilities#MR Cleave|MR Cleave]]
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Enchanted staff proc effect:
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Grandmaster druids can create staffs with spell enchantments (by passing normal crafting restrictions) by using the Transfer Enchantment spell. In polymorph form, these staff spell enchantments are able to proc or activate through spell casting - unlike other spell casters who can only activate these effects through melee attacks with spell enchanted staffs. This proc effect does not work when shields are equipped. 
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'''Armour'''
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Druids benefit with faster spell casting from wearing only unarmoured gear such as robes and gi, with increased spell cool downs if they wear light, medium or heavy armour.
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'''Water pipe'''
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Druids wouldn't be druids without their ancient alien artifact, the bong! Talk to Kumar in the [[Places_of_interest#Druidy_Grove|Grove]]. Try experimenting with it under different conditions!
  
 
===Druidry===
 
===Druidry===
This is the school of magic used by Druids.  
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This is the school of magic used by Druids. Unlike other spellcasting classes the effects of some druidry spells will change depending on the polymorphed form of the druid or on the condition of the target.  
Also, the Druid thread: http://forums.swut.net/viewtopic.php?f=3&t=5347
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| 5 || Restoration || Des Mani Tym || High health regeneration for 10 seconds
 
| 5 || Restoration || Des Mani Tym || High health regeneration for 10 seconds
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| 5 || Sticks to Snakes || Des Ylem Rel  || Summons 4 friendly (to you) snakes around the target.
 
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| 6 || Summon Treants || Des Kal Xen || Summons two treants to do your bidding.  
 
| 6 || Summon Treants || Des Kal Xen || Summons two treants to do your bidding.  
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| 7 || Transfer Enchantment || Des Rel Ort || Transfers non-staff spell enchantment to staff, soulbinds staff.  
 
| 7 || Transfer Enchantment || Des Rel Ort || Transfers non-staff spell enchantment to staff, soulbinds staff.  
 
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| 8 || Abduction || Des Corp || Single Target high damage spell
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| 8 || Abduction || Des Corp || Single target high damage spell that also restores a small amount of HP
 
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===Polymorphism===
 
===Polymorphism===
This is the second school of magic used by Druids.
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This is the second school of magic used by Druids, which allows the druid to change their form to suit different conditions and environments.  
Also, the Druid thread: http://forums.swut.net/viewtopic.php?f=3&t=5347
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| 2 || Polymorph Hydra || Rel Yelm II || Hydra polymorph shifts druid stats to intelligence. Druid Action casts lightning bolt (Ort Grav), and causes chain lightning (Vas Ort Grav) on entangled mobs (if they aren't killed in a single attack).  
 
| 2 || Polymorph Hydra || Rel Yelm II || Hydra polymorph shifts druid stats to intelligence. Druid Action casts lightning bolt (Ort Grav), and causes chain lightning (Vas Ort Grav) on entangled mobs (if they aren't killed in a single attack).  
 
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| 3 || Polymorph Rabbit || Rel Yelm III || Rabbit polymorph doesnt shift stats, but increases walking speed to max? No Druid Action (yet?)
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| 3 || Polymorph Rabbit || Rel Yelm III || Rabbit polymorph doesnt shift stats, but increases walking speed and attack speed.
 
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| 4 || Polymorph Wisp || Rel Yelm IV || Wisp polymorph doesn't shift stats, but casts invisiblity (Sanct Lor) upon morphing. Druid Action casts teleport. Doesn't shift stats.  
 
| 4 || Polymorph Wisp || Rel Yelm IV || Wisp polymorph doesn't shift stats, but casts invisiblity (Sanct Lor) upon morphing. Druid Action casts teleport. Doesn't shift stats.  
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Press x to shift out of polymorph.
 
Press x to shift out of polymorph.
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{{Navigation Player Character}}
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[[Category:Classes]]

Latest revision as of 13:31, 4 January 2025

"Druids are like, totally cool and commune with nature and stuff. They can turn into animals and talk to trees, and like, hang out in the Druidy Grove south of Minotaur Halls."-Kumar, the Lizard King

Druid Introduction

Druids are the hippiest spell casting class in EUO with unique versatility in being able to polymorph into different animal forms. These animal forms give different abilities not limited to; increasing strength, increasing intelligence, ability to travel over water or ignore difficult terrain.

Druid Equipment

Staves

Staffs are the druid's preferred weapon, which like for other spellcasters give:

  • decreased spell cool downs
  • less mana used per spell
  • staff materials affect spell damages, and may have a venomous or vampyric effect
  • staves of slaying give increased damage to offensive spells
  • increased mana regeneration rate (including during meditation)

Staffs can also be used as a melee weapon:

  • Damage type: Bludgeon
  • Stat Dependent Damage Optimisation: 50% strength/50% dexterity
  • Default Special Move: MR Cleave

Enchanted staff proc effect:

Grandmaster druids can create staffs with spell enchantments (by passing normal crafting restrictions) by using the Transfer Enchantment spell. In polymorph form, these staff spell enchantments are able to proc or activate through spell casting - unlike other spell casters who can only activate these effects through melee attacks with spell enchanted staffs. This proc effect does not work when shields are equipped.

Armour

Druids benefit with faster spell casting from wearing only unarmoured gear such as robes and gi, with increased spell cool downs if they wear light, medium or heavy armour.

Water pipe

Druids wouldn't be druids without their ancient alien artifact, the bong! Talk to Kumar in the Grove. Try experimenting with it under different conditions!

Druidry

This is the school of magic used by Druids. Unlike other spellcasting classes the effects of some druidry spells will change depending on the polymorphed form of the druid or on the condition of the target.

circle spell name runic incantation description
1 Druid Action Des Ort Has different effects depending on druid polymorph form. Eg. Teleport in Wisp form, Lightning in Hydra form, etc.
2 Thorn Whip Des Grav Por Ranged attack that drags target mob closer to druid while doing small damage.
3 Speak with Plants Des Wis Action targeting plants/trees in the environment that gives different effects depending on type of plant.
4 Entangle Des An Por Ranged paralyse that binds monsters to spot, also synergizes with Druid Action for different combo effects depending on druid polymorph form.
5 Restoration Des Mani Tym High health regeneration for 10 seconds
5 Sticks to Snakes Des Ylem Rel Summons 4 friendly (to you) snakes around the target.
6 Summon Treants Des Kal Xen Summons two treants to do your bidding.
7 Transfer Enchantment Des Rel Ort Transfers non-staff spell enchantment to staff, soulbinds staff.
8 Abduction Des Corp Single target high damage spell that also restores a small amount of HP

Polymorphism

This is the second school of magic used by Druids, which allows the druid to change their form to suit different conditions and environments.

circle spell name runic incantation description
1 Polymorph Crocodile Rel Yelm I Crocodile polymorph shifts druid stats to strength. Druid Action knocks back nearby mobs, and causes bleed on mobs that are also entangled.
2 Polymorph Hydra Rel Yelm II Hydra polymorph shifts druid stats to intelligence. Druid Action casts lightning bolt (Ort Grav), and causes chain lightning (Vas Ort Grav) on entangled mobs (if they aren't killed in a single attack).
3 Polymorph Rabbit Rel Yelm III Rabbit polymorph doesnt shift stats, but increases walking speed and attack speed.
4 Polymorph Wisp Rel Yelm IV Wisp polymorph doesn't shift stats, but casts invisiblity (Sanct Lor) upon morphing. Druid Action casts teleport. Doesn't shift stats.
5 Polymorph Shark Rel Yelm V Can only shark polymorph onto water tiles. Travel in water, including high seas with no health damage. Doesn't shift stats.
6 Polymorph Zorn Rel Yelm VI Zorn polymorph allows mountain walk. Druid Action causes earthquake (In Vas Por Yelm). Doesn't shift stats.
7 Polymorph Snake Rel Yelm VII Snake form Druid Action casts poison wind (In Nox Hur). Doesn't shift stats.
8 Polymorph Mothra Rel Yelm VIII Mothra form Druid Action casts sleep wind (In Zur Hur). Doesn't shift stats.

Press x to shift out of polymorph.


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