|Эта статья всё ещё не переведена на русский язык|
Внесите свой вклад!
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?|
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%.