Druid Skills: Difference between revisions

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==Active Skills==
== Active Skills ==
===Forage===
 
=== Forage ===
Caps at level VI
Caps at level VI


Requires level 12
Requires level 12


Chance to find a "Magical Fruit" which heals you 80 + 80 per point
Restorative fruits and berries can often be found and foraged for later use.


Re-use time: 35 seconds


=== Shapeshift: Bear ===
Caps at level X


Requires completion of Source of Druid Power Quest
Fruits heal 160 life + 80 life per point


Requires level 50
35 seconds re-use time


+ 10% absorb cap


- 25% haste penalty


+ 2.5% hp bonus per point
===Tracking===
Caps at level V


+ 3% stun resist per point
Requires level 45


+ 1 hpregen per point
Even the lightest feet or smallest scrape leaves a mark, which can be followed by those trained to see such things.


+ 1 Dual Wield every 2 points


+ 1 Enrage every 3 points


+ 100 claw damage per point
Tracking allows you to recieve updates on the general location of any player in an area.  Additional points reduces the amount of time between updates for faster Tracking.


+ 1 armor per point 2 points in focus


Re-use time: 2 minutes


=== Tracking ===
===Shapeshift: Bear===
Caps at level V
Caps at level X


Requires level 45
Requires level 50


Allows you to get updates on where a character is in respects to your own position. Can only be used on players in the same area as you
Only after receiving the mystical power of the Druids can one shape change into a bear.


=== Roar ===
+10% absorb cap,-25% haste penalty
Requires level 65


Requires skill: Shapeshift: Bear V
+6% life bonus, +3% stun resistance bonus, +1 life regeneration bonus per point


+ 1% accuracy per point
You gain a +1 Dual Wield and Enrage for every 4 points


Large damage bonus
2 minutes and 30 seconds re-use time


Must be shape shifted into bear form.


Re-use time: 3 minutes


=== Razor Claws ===
===Roar===
Caps at level X
Caps at level X


Requires level 90
Requires level 65
 
Requires Shapeshift: Bear V
 
Savage energies and instincts are released when a shape shifted Druid releases a primal roar.
 


Requires skill: Shapeshift: Bear X


Requires skill: Roar VII
+1% accuracy + 1% accuracy per point


Next attack has 5% armor penetration per point.
Large damage bonus


34% + 6% chance per point to cause enemy to bleed, dealing 130 damage every point every 4 seconds for 20 seconds.
Lasts 30 seconds


Must be shape shifted into bear form.
3 minute re-use time


60 second re-use time.


=== Nature Spirit ===
Caps at level III


Requires level 100
==Passive Skills==
===Prayer===
Caps at level X


Requires AA 20
Prayer allows for quiet contemplation on the nature of divinity and the goodness of your chosen god.


The next spell will cast instantly.


If the spell is a healing rain, the rain will have the entire healing effect applied instantly.


Mana cost is increased 50%, - 10% per point.
+3 passive mana regeneration per point


60 second re-use time.


== Passive Skills ==


=== Divine Focus ===
===Divine Focus===
Caps at level X
Caps at level X


Requires level 1
Eases the difficulty of entering into the state of inner calm that allows you to draw on powers of the divine.


- 2% mana cost for all spells per point


=== Prayer ===
Caps at level X


Requires level 1
-2% spell mana cost on all spells per point
 


+ 3 mpregen per point


=== Maces ===
===Maces===
Caps at level VII
Caps at level VII


Requires level 2
Requires level 2


Increase damage with maces
The most basic skill you can learn, but also one of the most important.
 
 
 
Improves your ability to wield and do damage with maces.
 


=== Dodge ===
 
===Dodge===
Caps at level IV
Caps at level IV


Requires level 10
Requires level 10


+ 3% dodge bonus per point
The attempt to dodge an enemy's attack is a true art form. A successful dodge can range from a mere well timed duck to an elaborate back flip. Regardless of the form, a successful dodge will cause an enemy's melee attack to miss you completely.
 
 
 
Requires: Agility
 
+3% dodge bonus per point
 
+4% possible dodge bonus per point


+ 4% possible dodge bonus per point


=== Mastery of Air ===
 
===Mastery of Air===
Caps at level X
Caps at level X


Requires level 15
Requires level 15


+ 2% sp to Air spells per point
Improves your ability to deal with the elements of Air, increasing the power and minimum effect.
 
 
 
+2% spellpower to Air spells per point
 
+2% minimum effect to Air spells per point
 


+ 2% minimum effect to Air spells per point


=== Mastery of Ice ===
===Mastery of Ice===
Caps at level X
Caps at level X


Requires level 20
Requires level 20


+ 2% sp to Ice spells per point
Improves your ability to deal with the elements of Ice, increasing the power and minimum effect.
 
 
 
+2% spellpower to Ice spells per point
 
+2% minimum effect to Ice spells per point
 


+ 2% minimum effect to Ice spells per point


=== Mastery of Fire ===
===Mastery of Fire===
Caps at level X
Caps at level X


Requires level 25
Requires level 25


+ 2% sp to Fire spells per point
Improves your ability to deal with the elements of Fire, increasing the power and minimum effect.
 
 
 
+2% spellpower to Fire spells per point
 
+2% minimum effect to Fire spells per point


+ 2% minimum effect to Fire spells per point


=== Magic Resistance ===
 
===Magic Resistance===
Caps at level X
Caps at level X


Requires level 30
Requires level 30


+ 5% resistance to fire,ice,earth,air,light, and dark spells per point
Through experience and knowledge, a resistance to the most common elements of magic can be developed.
 
 
 
+5% resistance to fire, ice, earth, air, light and dark spells per point
 
 


=== Double Attack ===
===Double Attack===
Caps at level IV
Caps at level IV


Requires level 35
Requires level 35


+ 4% chance per point to hit twice with your weapon
Skilled Weapon masters can often strike their opponent twice from a single blow.
 
 
 
+4% chance to hit twice with your weapon per point
 
 


=== Parry ===
===Parry===
Caps at level IV
Caps at level IV


Requires level 40
Requires level 40


+ 2% parry bonus per point
One of the very first defensive weapon techniques, Parry uses your weapon to deflect an enemy's melee attack.
 
 
 
Requires: Strength and Agility
 
+2% parry bonus per point
 
+4% possible parry bonus per point
 


+ 4% possible parry bonus per point


=== Spiritual Purity ===
===Spiritual Purity===
Caps at level X
Caps at level X


Requires level 50
Requires level 50


Requires skill: Prayer X
Requires Prayer X
 
Divine power is restored quicker in purer souls.
 
 
 
+4 passive mana regeneration per point


+ 4 mpregen per point


=== Stability ===
 
===Stability===
Caps at level IV
Caps at level IV


Requires level 55
Requires level 55


+ 8% stun resistance per point
By taking a more stable stance, attackers are less likely to catch the defender off guard or off balance.
 
 
 
+8% stun resistance bonus per point
 
+2% chance per point to land a Bash with 100% accuracy
 


=== Healing Mastery ===
 
===Healing Mastery===
Caps at level V
Caps at level V


Requires level 60
Requires level 60


- 4% agro generation from healing spells per point
Over time, Healers discover ways to amplify their arts in subtle and not so subtle ways.
 
 
 
+2% chance per point for 2x effect of your Healing Spells
 
+2% bonus to the power of Healing Spells
 
-4% to agro generation from Healing Spells


+ 2% bonus to healing spells per point


=== Mastery of Pain ===
 
===Mastery of Pain===
Caps at level III
Caps at level III


Requires level 70
Requires level 70


+ 2% absorb per point
Through constant exposure, one's threshold for pain and suffering can be increased.
 
 
 
+2% absorb bonus per point
 
 


=== Combat Precision ===
===Combat Precision===
Caps at level IV
Caps at level IV


Requires level 75
Requires level 75


+ 3% accuracy per point
"Hitting the target with one attack is more effective then missing with two."
 
- Swordmaster Vandalera
 
 
 
+3% accuracy bonus per point
 
 


=== Arcane Mastery ===
===Arcane Mastery===
Caps at level V
Caps at level V


Requires level 75
Requires level 75


- 2% penalty to enemy's magic resistance per point
"Through study of innate magic resistances, advanced pupils will find resistances are not uniform in effect and can thus be pierced."
 
- Study of Arcane Sciences
 
- Leaflet XIII, Book XXVII
 


=== Feral Stamina ===
 
Caps at level VI
-2% penalty to enemy's magic resistance per point
Requires level 80
Requires skill: Dodge III
Requires skill: Shapeshift Bear X
+ 5% life bonus per point.
Each point in toughness grants 3 additional life per point.
+ 1 hp regeneration per point.

Revision as of 10:50, 12 September 2022

Active Skills

Forage

Caps at level VI

Requires level 12

Restorative fruits and berries can often be found and foraged for later use.


Fruits heal 160 life + 80 life per point

35 seconds re-use time


Tracking

Caps at level V

Requires level 45

Even the lightest feet or smallest scrape leaves a mark, which can be followed by those trained to see such things.


Tracking allows you to recieve updates on the general location of any player in an area. Additional points reduces the amount of time between updates for faster Tracking.


Shapeshift: Bear

Caps at level X

Requires level 50

Only after receiving the mystical power of the Druids can one shape change into a bear.

+10% absorb cap,-25% haste penalty

+6% life bonus, +3% stun resistance bonus, +1 life regeneration bonus per point

You gain a +1 Dual Wield and Enrage for every 4 points

2 minutes and 30 seconds re-use time


Roar

Caps at level X

Requires level 65

Requires Shapeshift: Bear V

Savage energies and instincts are released when a shape shifted Druid releases a primal roar.


+1% accuracy + 1% accuracy per point

Large damage bonus

Lasts 30 seconds

3 minute re-use time


Passive Skills

Prayer

Caps at level X

Prayer allows for quiet contemplation on the nature of divinity and the goodness of your chosen god.


+3 passive mana regeneration per point


Divine Focus

Caps at level X

Eases the difficulty of entering into the state of inner calm that allows you to draw on powers of the divine.


-2% spell mana cost on all spells per point


Maces

Caps at level VII

Requires level 2

The most basic skill you can learn, but also one of the most important.


Improves your ability to wield and do damage with maces.


Dodge

Caps at level IV

Requires level 10

The attempt to dodge an enemy's attack is a true art form. A successful dodge can range from a mere well timed duck to an elaborate back flip. Regardless of the form, a successful dodge will cause an enemy's melee attack to miss you completely.


Requires: Agility

+3% dodge bonus per point

+4% possible dodge bonus per point


Mastery of Air

Caps at level X

Requires level 15

Improves your ability to deal with the elements of Air, increasing the power and minimum effect.


+2% spellpower to Air spells per point

+2% minimum effect to Air spells per point


Mastery of Ice

Caps at level X

Requires level 20

Improves your ability to deal with the elements of Ice, increasing the power and minimum effect.


+2% spellpower to Ice spells per point

+2% minimum effect to Ice spells per point


Mastery of Fire

Caps at level X

Requires level 25

Improves your ability to deal with the elements of Fire, increasing the power and minimum effect.


+2% spellpower to Fire spells per point

+2% minimum effect to Fire spells per point


Magic Resistance

Caps at level X

Requires level 30

Through experience and knowledge, a resistance to the most common elements of magic can be developed.


+5% resistance to fire, ice, earth, air, light and dark spells per point


Double Attack

Caps at level IV

Requires level 35

Skilled Weapon masters can often strike their opponent twice from a single blow.


+4% chance to hit twice with your weapon per point


Parry

Caps at level IV

Requires level 40

One of the very first defensive weapon techniques, Parry uses your weapon to deflect an enemy's melee attack.


Requires: Strength and Agility

+2% parry bonus per point

+4% possible parry bonus per point


Spiritual Purity

Caps at level X

Requires level 50

Requires Prayer X

Divine power is restored quicker in purer souls.


+4 passive mana regeneration per point


Stability

Caps at level IV

Requires level 55

By taking a more stable stance, attackers are less likely to catch the defender off guard or off balance.


+8% stun resistance bonus per point

+2% chance per point to land a Bash with 100% accuracy


Healing Mastery

Caps at level V

Requires level 60

Over time, Healers discover ways to amplify their arts in subtle and not so subtle ways.


+2% chance per point for 2x effect of your Healing Spells

+2% bonus to the power of Healing Spells

-4% to agro generation from Healing Spells


Mastery of Pain

Caps at level III

Requires level 70

Through constant exposure, one's threshold for pain and suffering can be increased.


+2% absorb bonus per point


Combat Precision

Caps at level IV

Requires level 75

"Hitting the target with one attack is more effective then missing with two."

- Swordmaster Vandalera


+3% accuracy bonus per point


Arcane Mastery

Caps at level V

Requires level 75

"Through study of innate magic resistances, advanced pupils will find resistances are not uniform in effect and can thus be pierced."

- Study of Arcane Sciences

- Leaflet XIII, Book XXVII


-2% penalty to enemy's magic resistance per point