Upon Creation:
HP: 14 + Vitality Modifier
MP: 10 + Mentality Modifier
Attack: 1
Defense: 5
Upon Level Up:
HP: + 1d5 + Vitality Modifier
MP: + 1d4 + Mentality Modifier
Attack:The Druid's attack now goes up 2 out of every 3 levels (like the Cleric). It was previously going up every other level.
Defense: +1 two out of every three levels
Abilities:
Lvl. 1 Charm
A druid has the ability to attempt to charm monsters and befriend them. This is a check based on the druid’s charisma, his “charming” skill, and the enemy’s aggression factor. Some enemies (i.e., most sentient creatures) cannot be charmed. Upon a successful charm, the druid gains the monster as a pet until it dies or is released. An added benifit of having pets, is that there is a chance that monsters will attack the pet now. This ability costs 6 MP.
Lvl. 1 Friendship
Once every three hours, a druid may use the Friendship ability. The druid charms any monster if it is able to be charmed, provided the monster's level is no more than five higher than the druid's level. This does not count toward a druid’s total of charms for a given creature. This ability does not cost MP.
Lvl. 1 Dismiss
Dismiss allows a druid to release his pet so that he might charm a new one.
Lvl. 1 Natural Healing
Beginning at level 1, a druid's Natural Healing is now whatever is greater: 1, or the Druid's level/2(rounded down), hit points, every step, but not in battle.
Lvl. 6 Summoning
At sixth level, a druid gains the ability to summon monsters. If the druid has charmed five of the same type of monster successfully, he can then summon one at any time no matter what area you are in. This ability costs 12 MP.
Lvl. 12 Entangle
The enemy takes a % miss chance, while entangled. This ability costs 10 MP.
Lvl. 40 A Druid gains the Healing Seed.
Lvl. 80 Greater Entangle
The enemy takes a % miss chance, while entangled. This ability costs 50 MP.
Lvl. 120 Prefect Entangle
The enemy takes a % miss chance, while entangled. This ability costs 250 MP.
Note to everyone using armor, and weapons:
See the weapons, and armor restrictions in the Updates to the game
If you are 10 levels below a monsters level, your weapon will not do as much damage.
The damage can be reduced to 3-6 damage, if you are way under the monsters level.
The same in true for monsters who attack you with weapons.
Special abilities for thiefs, and fighters, that include a 1 shot kills, are less affected buy the damage gimp, in tearms of you getting a kill.
Those abilities are based on attack, instad of damage.
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