Difference between revisions of "Druidry"

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__NOTOC__
''If you are looking for the [[Hartstone]] version, see [[Druidry (Stag)]]. For the [[Blacktalon]] version, see [[Druidry (Crow)]].''
{| align="right" border="1" cellpadding="4" cellspacing="0" width="40%"
|-
| style="background:lightyellow"|Druids are often considered "mages of the forest" for, like mages, they create demesnes over which they have almost complete control. However, instead of using elemental magic, druids use nature magic and, thus, their demesne are great tracts of forests.
|-
|}
 
{{SkillTableHeader}}
{{SkillTableRow|Sapling|Master|0|Populate the forests with thriving trees.}}
{{SkillTableRow|Treebourne|Master|0|The canopy is as much your home as anywhere.}}
{{SkillTableRow|Forest|Master|25|Sprout forests in nearly any environment.}}
{{SkillTableRow|Meld|Master|50|Merge your magics with the forest.}}
{{SkillTableRow|IntoxicatingFlower (Stag)|Master|75|Your enemy can't help but follow the smell of this flower.}}
{{SkillTableRow|Infestation (Crow)|Master|75|Infest forests with the grace of the dark forest.}}
 
{{SkillTableRow|Treebane|Gifted|25|Throw your tree-climbing foes onto the ground.}}
{{SkillTableRow|Squirrels (Stag)|Gifted|75|"Aid shall come from even the smallest." -Glinshari}}
{{SkillTableRow|Murder (Crow)|Gifted|75|Call down a murder of crows to descend upon your prey.}}
 
{{SkillTableRow|Pathtwist (Stag)|Expert|0|All roads lead to you.}}
{{SkillTableRow|Briars (Crow)|Expert|0|Spring up walls of briars.}}
{{SkillTableRow|Dissolve|Expert|20|Easily remove an aura of protection around another.}}
{{SkillTableRow|Spores|Expert|40|Hallucinogenic mushroom spores affect the mind.}}
{{SkillTableRow|Pollen (Stag)|Expert|60|Use Pollen to confuse your enemies.}}
{{SkillTableRow|InsectCloud (Crow)|Expert|60|Call your minature allies to confuse your enemies.}}
{{SkillTableRow|SpiritGrasp (Stag)|Expert|80|Summon your ancestors to descend upon your enemies.}}
{{SkillTableRow|Swarm (Crow)|Expert|80|Wasps and bees descend upon your enemies.}}
 
{{SkillTableRow|Totem|Virtuoso|0|Summon your totem animal.}}
{{SkillTableRow|Treelife|Virtuoso|40|Bring combat into the tree tops.}}
WildePalate
{{SkillTableRow|Spiders (Crow)|Virtuoso|66|Call up millions of poisonous spiders.}}
{{SkillTableRow|Thorns|Fabled|0|Thorny vines attack your foes.}}
Missile
{{SkillTableRow|Storm|Mythical|0|Strike down your enemies with lightning strikes.}}
{{SkillTableRow|Cudgel|Fabled|40|Summon the ultimate weapon of the druids.}}
{{SkillTableRow|Darkseed (Stag)|Mythical|75|Plant the darkseed inside your victim.}}
{{SkillTableRow|Scarab (Crow)|Mythical|75|Plant an egg-laying beetle in the flesh of your victim.}}
{{SkillTableRow|Regrowth|Mythical|50|Cast the powers of the forests in one spell.}}
{{SkillTableRow|Sap|Fabled|60|Slow down your opponents with sticky sap.}}
Cocoon
{{SkillTableRow|Fury|Transcendent|0|Unleash the god-like power of nature.}}
|}
 
[[Image:Druidry.jpg|thumb|Mystic Cudgel (by Incabulos)]]
 
{{AB
|skillname = Sapling
|syntax = FORESTCAST SAPLING [DEMESNE] <br>
MULCH
|cost = Power: 10 (Any) (For Demesne)
|description = By encouraging growth within a forest location, a random type of sapling will be born. Only one sapling can grow in any location, and it will prevent any mage from changing the environment. If the location a sapling grows is not a natural forest location (i.e., a location where the environment has been changed into a forest), it will die in one Lusternian day. However, if the sapling is born into a true forest location, it will permanently thrive there, growing larger and larger. If it survives for two years, it will blossom into a mature tree, which can then be harvested for lumber. The older (and heavier) a tree is, the more lumber it will provide. If the tree is never harvested, it will eventually die on its own in about 10 years (leaving only half the lumber it would have yielded if harvested). Trees grow faster during the Spring and Summer months, as well as if the growth spell is used in its location.
<br><br>
Casting for the demesne will create saplings in each room for ten power.
<br><br>
You can also <tt>MULCH</tt> saplings in a room with saplings.
}}
 
{{AB
|skillname = Treebourne
|description = So used are you to being in the canopy, you can now cling tightly to the trees without using any balance whatsoever. If you specialise in Crow and have the Perch ability, you can also use this with no balance cost.
<br><br>
Furthermore, you will be able to glance at the ground with no balance cost.
}}
 
{{AB
|skillname = Forest
|syntax = FORESTCAST FOREST <br>
FORESTCAST FORCEFOREST
|cost = Power: 1 (Commune Nexus)
|description = You may temporarily transform almost any environment into a forest location. If a location is currently the demesne of any druid or mage, you can FORCE it and break the meld in that location.
}}
 
{{AB
|skillname = Meld
|syntax = FORESTCAST MELD <br>
FORESTCAST CLEAR <br>
FORESTCAST CLEAR NODE <#> <br>
FORESTCAST SENSE <br>
FORESTCAST WATCH ON/OFF <br>
FORESTCAST DISSOLVE <br>
FORESTCAST BOND <br>
FORESTCAST UNBOND <br>
FORESTCAST PASS [Bonded Druid] <br>
DEMESNE <br>
DEMESNE [NODES|ROOMS|BONDS|EFFECTS]
|description = The primary power of druidry is to build your own forested demesne. By casting a <tt>MELD</tt>, you create a node of power. You can have up to 3 nodes at any time, and they cannot be placed next to each other. If you place nodes within 5 rooms of each other, leylines will add the connecting rooms to your demesne.
<br><br>
You may also <tt>BOND</tt> to a fellow druid's demesne and assist them. Bonding increases the strength of the nodes and the elementals that defend them.
<br><br>
While in your demesne, you can <tt>SENSE</tt> who dares to enter your boughs and <tt>WATCH</tt> who enters and leaves. <tt>DEMESNE</tt> will show you what rooms are included in your demesne, and what powers are currently active. You can <tt>DISSOLVE</tt> your demesne at any time or <tt>CLEAR</tt> a specific node to remove it.
}}
 
{{AB
|skillname = IntoxicatingFlower (Stag)
|syntax = FORESTCAST INTOXICATINGFLOWER [target{{!}}NODES]
|cost = Power:  3 (Moonhart) (Nodes Only)
|cost = Damage Type: Electric
|description = Command the flowers throughout your demesne to spread their deadly
pollens upon your enemies.
<br><br>
You may target a single enemy or target all enemies between connecting
nodes and the node you are standing on.
}}
 
{{AB
|skillname = Infestation (Crow)
|syntax = FORESTCAST INFESTATION [target{{!}}NODES]
|cost = Power:  3 (Ravenwood) (Nodes Only)
|cost = Damage Type: Poison
|description =  Summon forth a swarm of blood-thirsty insects to attack and infest your
enemies.
<br><br>
You may target a single enemy or target all enemies between connecting
nodes and the node you are standing on.
}}
 
{{AB
|skillname = Treebane
|syntax = FORESTCAST TREEBANE [HERE{{!}}NODES]
|cost = Power:  3 (Commune Power) (Current Room) <br>
5 (Commune Power) (All Nodes)
|description = Command the trees to toss your enemies out of your location or if you are located at one of your nodes, away from all nodes in the demesne.
}}
 
{{AB
|skillname = Squirrels (Stag)
|syntax = FORESTCAST SQUIRRELS [DAMPEN]
|cost = Meld Effect <br>
|description = This will be cast throughout your demesne.
<br><br>
Command an army of squirrels to patrol through your demesne, damaging and knocking over your enemies. If they are already knocked over, they'll be knocked off balance.
<br><br>
Append <tt>DAMPEN</tt> to lower this effect.
|notes = Equal chance to cause one of: minor bleeding, blindness, or amnesia. Not a smart afflicter.
}}
 
{{AB
|skillname = Murder (Crow)
|syntax = FORESTCAST MURDER [DAMPEN]
|cost = Meld Effect <br>
Damage Type: 50% Cutting 50% Unblockable
|description = This will be cast throughout your demesne.
<br><br>
Murders of crows will swoop through your demesne, damaging and knocking over your enemies. If they are already knocked over, they'll be knocked off balance.
<br><br>
Append <tt>DAMPEN</tt> to lower this effect.
|notes = Equal chance to cause one of: blindness, damage, or dysentery. Not a smart afflicter.
}}
 
{{AB
|skillname = PathTwist (Stag)
|syntax = FORESTCAST PATHTWIST [DAMPEN]
|cost = Meld Effect
|description = This will be cast throughout your demesne. Winding paths will have a chance of returning your enemies to the room if they attempt to leave and afflicting them with allergies.
<br><br>
You can append <tt>DAMPEN</tt> to lower this effect.
}}
 
{{AB
|skillname = Briars (Crow)
|syntax = FORESTCAST BRIARS [DAMPEN]
|description = This will be cast throughout your demesne. Walls of vines and thorns will have a chance of blocking your enemies, keeping them in the room if they attempt to leave and infesting them.
<br><br>
You can append <tt>DAMPEN</tt> to lower this effect.
}}
 
{{AB
|skillname = Dissolve
|syntax = DISSOLVE [<target>{{!}}NODES{{!}}MELD]
|cost = Power:  5 (Commune Nexus) (Nodes) <br>
10 (Commune Nexus) (Meld)
|description = You can dissolve the aura of protection defense around those who are using it to escape some of the powers of your demesne. This requires balance but not equilibrium and is a very fast attack. You can also dissolve it from all enemies between connecting nodes, or all enemies inside your entire meld for a power cost.
}}
 
{{AB
|skillname = Spores
|syntax = FORESTCAST SPORES [DAMPEN]
|cost = Meld Effect <br>
|description = This will be cast throughout your demesne.
<br><br>
Spores will drift through your demesne, which will cause random afflictions and build allergies upon your enemies.
<br><br>
You can append <tt>DAMPEN</tt> to lower this effect.
|notes = Equal chance to cause one of: hallucinations, confusion, or clumsiness. Not a smart afflicter.
}}
 
{{AB
|skillname = Pollen (Stag)
|syntax = FORESTCAST POLLEN [DAMPEN]
|cost = Meld Effect <br>
|description = This will be cast throughout your demesne.
<br><br>
You can send a cloud of pollen that will obfuscate locations and afflict your enemies with allergies.
<br><br>
You can append <tt>DAMPEN</tt> to lower this effect.
}}
 
{{AB
|skillname = InsectCloud (Crow)
|syntax = FORESTCAST INSECTCLOUD [DAMPEN]
|cost = Meld Effect <br>
|description = This will be cast throughout your demesne.
<br><br>
You can summon a swarm of insects that will obfuscate locations and infest your enemies.
<br><br>
You can append <tt>DAMPEN</tt> to lower this effect.
}}
 
{{AB
|skillname = SpiritGrasp (Stag)
|syntax = FORESTCAST SPIRITGRASP [DAMPEN]
|cost = Meld Effect <br>
|description = This will be cast throughout your demesne.
<br><br>
You can call upon your ancestral spirits to patrol your demesne, stunning and afflicting your enemies with allergies.
<br><br>
You can append <tt>DAMPEN</tt> to lower this effect.
}}
 
{{AB
|skillname = Swarm (Crow)
|syntax = FORESTCAST SWARM [DAMPEN]
|cost = Meld Effect <br>
|description = This will be cast throughout your demesne.
<br><br>
Swarms of insects will patrol your demesne, stunning and infesting your enemies.
<br><br>
You can append <tt>DAMPEN</tt> to lower this effect.
}}
 
{{AB
|skillname = Totem (Stag)
|syntax = FORESTCAST TOTEM <br>
:BEAST ORDER TREETOSS <target> <br>
:BEAST ORDER HEAL HEALTH
|cost = Power: 10 (Mother Moonhart) <br>
Beast Ego: 500 to Heal
|description = Call on White Hart to gift you with one of his fawns. The power cost will be significantly less if cast on the Ethereal Plane. The fawn will mature to a stag which will be able to heal your health and also have the unique inherent ability to toss others into trees.
<br><br>
===Treetoss===
 
This is a unique attack that will toss a target into a tree (assuming there are trees around).
<br><br>
 
===Heal Health===
 
Your stag can tap into its reserves and channel those energies into you. This is the same as the Beastmastery skill except stags have a stronger ability to heal. Note that you do not need the Beastmastery skill so long as you have the druidry skill of totem and the Stag specialization.
<br><br>
NOTE: If you lose the druidry skill of totem or forget the Stag specialization, your stag will not abandon you; however, it will lose its special beast abilities (including the more powerful healing).
}}
 
{{AB
|skillname = Treelife
|syntax = FORESTCAST TREELIFE [DEMESNE]
|description = This can be cast in a single forest location or throughout your demesne. If any of your enemies are caught flying while the trees are alive, they will be caught and pulled in by the branches of the trees. Those that
walk below the branches are also vulnerable. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.
 
'''Changelog:'''
* The ability was changed to bring players in the sky or tree elevations down to the ground. '''(#2110 on 6-13-2020)'''
}}
 
{{AB
|skillname = Thorns
|syntax = FORESTCAST THORNS [DEMESNE]
|cost = Damage Type: 50% Cutting 50% Asphyxiation
|description = This can be cast in a single forest location or throughout your demesne. Anyone in the trees will be attacked by thorny branches. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.
}}
 
 
{{AB
|skillname = Cudgel
|syntax =  FORESTCAST CUDGEL <br>
:POINT CUDGEL <target> [direction] <br>
:WHIRL CUDGEL <br>
:RAISE CUDGEL <br>
:TWIRL CUDGEL
|cost = Power: 10 (Commune Nexus) <br>
Damage Modifier: 1/8 blunt and cutting resistance <br>
Can Target Denizens
|description = The forests will grant you the ultimate weapon of a druid--the fearsome cudgel. By wielding the cudgel you may <tt>POINT CUDGEL</tt> at a target and release the burl burst attack, shooting thousands of tiny splinters atyour target. You can <tt>RAISE CUDGEL</tt> in a location with trees and lift everyone in that location (including yourself) up into its branches. With <tt>WHIRL CUDGEL</tt>, you can reveal anyone hiding in your location. Finally, <tt>TWIRL CUDGEL</tt> will create a shield that will offer some protection against physical attacks. The power cost is significantly less if cast on the Ethereal Plane.
}}
 
{{AB
|skillname = Sap
|syntax =  FORESTCAST SAP <target>
|cost = Power: 5 (Commune Nexus)
|description = Casting this curse on a target who is in the trees will cause sap to coat your victim, causing any action to be delayed from the stickiness of the sap.
}}
 
{{AB
|skillname = LightningBugs
|syntax =  POINT CUDGEL <target> [<direction>]  LIGHTNINGBUGS
|cost = Damage Type: 100% Electrical
|description = Glinshari promised his followers that aid shall come from even the smallest, and indeed, it shall. A druid true of intentions and loyal to Nature shall find that even the seemingly harmless lightning bugs will come to the defense of their home - you need but ask.
}}
 
{{AB
|skillname = Storm
|syntax =  FORESTCAST STORM [DEMESNE]
|cost = Damage Type: 100% Electric
|description = This can be cast in a single forest location or throughout your demesne. A thunder storm will cover your demesne, throwing lightning bolts at your enemies. If it is cast for your demesne, it will only affect the
region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.
}}
 
{{AB
|skillname = ThornRend
|syntax =  FORESTCAST THORNLASH <target> <br>
:FORESTCAST THORNREND <target>
|cost = Power:  2/vined limb (Commune Nexus) (thornrend only)
|description = Nature will respond when you point out a threat, viciously wrapping spiked vines around a limb of your enemy until they writhe free. Although this is not true entanglement, it does cause bleeding should they try to move through the forest and also prevents them from flying. Further, if the legs are lashed in vines, there is a chance movement is slowed (chance increases if both legs are lashed), and lashed arms will have increased arm balance time (-5/-5 penalty). Commanding the vines to rend apart your victim will cause increased bleeding depending on how many limbs are lashed together, and if all four limbs are lashed, the vines will fatally rip apart your hapless captive.
}}
 
{{AB
|skillname = Regrowth
|syntax =  FORESTCAST REGROWTH
|cost = Power: 8 (Commune Nexus)
|description = Your forest demesne will wildly spring to life, and become imbued with: Storm, Thorns, Spores, Pollen, Treelife, and Swarm, plus any additional demesne Druidry spells specific to your Totem specialisation.
}}
 
{{AB
|skillname = DarkSeed
|syntax =  FORESTCAST DARKSEED <target>
|cost = 7 (Moonhart Tree) <br>
Damage Type: Unblockable
|description = This fearsome curse will plant a seed within the body of your victim. It will quickly mature, sprouting vines that painfully burst forth from the target's skin and entangle the hapless victim--multiple times.
}}
 
{{AB
|skillname = Fury
|syntax =  UNLEASH CUDGEL
|cost = Power: 10 (Commune Nexus) <br>
Damage Type: 100% Poison (Blacktalon) <br>
Damage Type: 100% Electric (Hartstone)
|description = Unleash the wrath of nature in her full and glorious fury. She shall seek out your personal enemies that still stand within your demesne and leave them battered and bloodied! You must wield your cudgel and be at full mana to invoke such a spectacle. The damage will depend on how infested or built up their allergies are. It will cure them upon its finish.
<br><br>
Bonded melders will reduce the time until it damages.
}}

Latest revision as of 11:03, 8 July 2023

If you are looking for the Hartstone version, see Druidry (Stag). For the Blacktalon version, see Druidry (Crow).