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Druid

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The druid is the master of elements and the forces of mother nature. Their close ties with the powers of nature allow them to conjure elemental creatures of earth, air, fire, and water to assist them. The forest is the kingdom of the druid, where he is certainly in his element. The order of druids in Derlith is a complex hierarchy; the most experienced druids can call very powerful elemental creatures to fight for them, yet only those druids with the most stamina can hope to hold them to this world for long.

Contents

General Information

  • Druids are known to be magical, and such are their pets. They are known to be good casters and easily gain magical skill in all realms from conjuring.
  • While they are not the best of healers, they still hold healing powers that are better than all the other non-healer classes.
  • Similar to rangers or werewolves, druids thrive in the forest due to their superb searching, hiding, and tracking skills.
    • Note that there are two types of track; a druid is able to do both.
    • They are gifted with a natural ability to increase their endurance while traveling through forests, allowing them to maneuver quickly without delay for a short amount of time.
  • Along with strong magical powers, druids can toughen their defenses by making their skin as tough as bark. This barkskin ability may increase armor by a substantial amount.
  • Druids' close ties with nature give them the ability to commune with their surroundings, detecting the presence of living creatures around them.
  • Naturally, they are immune to any environmental damage caused by reaching vines in the room.


Armor type: Leather
Restrictions: N/A
Summary of Skills: barkskin (level 7), commune, conjure, endurance, track.

See here for a quick comparison of how their pets are compared to others.

Benefits from Stats

Suggested prime requisites are in magenta.

  • Intelligence: If you plan on taking advantage of druidic magical abilities, INT is definitely what you will want to stack up on. Conjuring pets does not raise magic skill, and thus more points should be distributed to INT if you would like stronger magical casts as well as good stuns.
  • Constitution: Some may choose to dump their stat points in this stat, which is good for high HP. Paired with barkskin, you will have strong physical defense.
  • Piety: Regardless of whether or not you have used INT on your druid, the class itself receives a decent amount of MP. This means that you will probably want a moderate amount of PTY to regain this mana quickly with little downtime.
  • Strength: Like the other conjuring classes, druids are a bit dependent on their elemental pets for damage. Consequently, STR is not as big of a priority but it is nice to have a bit to chip in some weapon damage to supplement damage dealt by your pet.
  • Dexterity: Druid skills do not depend on DEX at all, and so it is not beneficial to put points in this stat.

Playable Races

Barbarian*, Cambion*, Dark-Elf*, Dwarf**, Elf*, Gnome*, Goblin*, Half-Elf, Half-Giant, Half-Orc, Halfling, Human*, Kataran*, Kobold, Minotaur, Ogre, Orc*, Seraph, Tiefling*, Troll*

Training Locations

This information is out of date with the opening of Druidwood Grove.

  • level 1-2: Southbeach Woods, room entitled 'Training in the Way of the Birch'
  • level 2-3: Druidwoods, wind spirit.
  • level 3-4: fire spirit.
  • level 4-5: fire spirit: trade Boogun collar. Dropped by Booguns located northeast of tradetown, hidden exit cave. (fire room)
  • level 5-6: water spirit: trade gorseberry cluster. Dropped by gardeners located in the southeast park of Durgas Falls.
  • level 6-7: water spirit: trade elf whip. Dropped by elven maidens located at the Silverhand Tavern in Tradetown. (night exit only, morning spawn only.)
  • level 7-8: earth spirit: trade gum stick. Dropped by leisa located in the southeastern part of the Druidwoods.
  • level 8-9: earth spitit: trade mud ball. Dropped by gnomish maidens located in the sothereastern part of Durgas Falls.
  • level 9-10: Mother Nature: trade eagle feather. Dropped by Great Eagle? located in the High Firedrakes, hidden room in fairy dragons. (air elements aggro)
  • level 10-11: Mother Nature: trade sprite bow. Dropped by Sprite Fathers located in the Mabon Grove of the Druidwoods.
  • level 11-12: Mother Nature: trade lava. Dropped by Peleu priestesses in Fort Drejur.
  • level 12-13: Mother Nature: trade dragon teeth. Dropped by vermillion dragons located in hidden exit cave somewhere in Meadhil woods.
  • level 13-14: Father Time: trade aspen leaf. Dropped by druid hermits located in the Mistletoe Grove of the Druidwoods.
  • level 14-15: Father Time: trade elven saddle. Dropped by elven steeds located in Eldinwood?
  • level 15-16: Father Time: trade bridal nosegay. Dropped by argonomist? mages located between Durgas Falls and Durgas Mines.
  • level 16-17: Father Time: trade dwarven keg. Dropped by Dwarven Brewmasters located outside the pawnshop of Ironguard.
  • Level 18-23: Raspberry Briar in Druidwoods.
  • Level 23-30:

Roleplaying Notes

Druids are a particularly peculiar class when it comes to roleplaying. As a force of nature, they are not as connected to the political and moral affairs of the world of men. Instead, they quest to protect nature and her animals and keep the world in balance. To them, an "evil" person who kills babies in their sleep yet treats the world with respect is more likable than the holy paladin who cuts down trees for his magnificent hunting lodge. It is not that they don't care about men and women, but rather much more about the animals of the world. Of course, the evil man who kills babies will most likely have many other bad traits that go with him, which could involve killing baby animals - then the druid would hate him more than the paladin.

Some druids even go as far as to meddle in the politics of the world to ensure a balance between good an evil. For example, with the war between Caladon and Sigil, either side winning would be seen as a loss, as the balance in the world would be greatly upset should one kingdom defeat the other and gain control of 2/3s of the known world. Druids also have a liking towards Highport with its policy of remaining in the aforementioned war. Those druids who believe in the balance of the universe above everything else would even go as far as assisting the death knights in their cause should they be losing the battle. In short, druids do not want any side to get too much power and upset the nature balance of the world.

Besides their views on the universe, druids are very in-tune with nature. Battling some powerful druids can be frightening as the forest itself seems to come alive and attack. Animals are the friends of druids, and it is rumored that some of the more talented druids can speak to animals. The druid system is very strict, where elders are treated with respect and initiates do whatever they are told. Advancing in the hierarchy involves defeating the druid who holds the position above you in a very complicated duel. The rules can vary but are always decided beforehand - for example, some regulations can be no magic, only magic, only fists, to the death, to a certain number of hitpoints, to a certain percent of hitpoints, pet-duels, etc. The list is literally endless. Although this hierarchy is not implemented in Realms, druids still follow a strict "respect your elders" code.

Druids are generally a confusing bunch to roleplay. Some might accuse them of having shifty morals, though they are generally quite devout and loyal. They shun society and do not like spending much time in cities - in fact, druids separated from their forests are often known to go insane. They much prefer solitude, sometimes even from the members of their own order, many living in hermitage most of their lives.