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For the village druid in Terinyo, see Guth'Alak.

Druid is a class in ADOM. Druids are quite powerful clerical casters that usually start out in better physical shape than wizards or priests, but tend not to be as proficient with magic as either.

As beings that are one with nature, animals that are naturally generated during the game will not be hostile to druids. Druids also have a very varied skillset as nature priests, including useful skills like Herbalism and Swimming, and quite rare skills like Woodcraft and Gardening. Concentration and Literacy of course are must-have skills for them; although they tend to advance in these skills slowly compared to other casting classes, which can make them somewhat frustrating to play in the early game.

Basic Information[править | править исходный текст]

Manual information[править | править исходный текст]

Druids are nature priests. They worship the Old Gods and regard all nature as a holy thing to worship and protect. Their specialty are spells of nature and protection. It is said that no animal will willingly harm a druid.

Base Stats[править | править исходный текст]

Starting Skills[править | править исходный текст]

Skill Typical Value Typical Modifier Available Ingame?
Climbing N/A
Concentration No
First aid N/A
Gardening Yes
Healing Yes
Herbalism Yes
Listening N/A
Literacy Yes
Survival No
Swimming Yes
Woodcraft No

Crowning Gifts[править | править исходный текст]

Nature's Companion is certainly the most useful of these for Druids. Druids that rely on melee a lot, such as trollish or orcish druids, may also be happy with Purifier. Missile users will also be somewhat happy with Whirlwind.

Special Abilities[править | править исходный текст]

Class Abilities[править | править исходный текст]

  • Animals will generally be generated non-hostile if the PC is a druid.
    • Exceptions are those that are summoned, those that appear in tension rooms, or all animals in Keethrax's level.
  • Druids will get a different reward for completing Guth'Alak's quest. This will be instead of the "knowledge or power" choice.
  • Heir gift: yellow <armor> of balance. Some races will get robes; others will get leather armor.
  • Druids need 50% more marks to increase a weaponskill (for all weapon categories).

Class Powers[править | править исходный текст]

  • Level 6: Choosing to 'e'vade wilderness encounters will always work.
  • Level 12: PP regeneration in the wilderness is increased to twice its usual rate.
  • Level 18: Gains immunity to 'all weather effects' (i.e. rain).
  • Level 25: Gains ability to summon 1d3 major animals, at the cost of 1d3 Mana points. This also trains Mana (similarly to necromancy).
  • Level 32: HP regeneration in the wilderness is increased to twice its usual rate.
  • Level 40: Gains shock immunity.
  • Level 50: Corruption inflicted on the PC from monster attacks is reduced by 10%.

Starting Gear[править | править исходный текст]