Dark & Shattered Lands
telnet dsl-mud.org  port 4000 or 443
PLAY NOW

Druid

Druids of Algoron

Druids are a nature based class. They worship trees, animals and all that surrounds them made of nature. They are more similar to Rangers than any other class, but they cast at their level and are VERY deadly in the proper sectors.

Who can be a Druid?

ClassCLERICS only
RaceHUMANS and ELVES.
AlignmentANY
ClanANY
Prime Attribute:WisdomSecondary Attribute:Dexterity
Hit Points per Level:8 - 11Skill Adept:75%
Magic:Full spellcaster; not affected by the moons
Currently Played:184

Armor

Druids can wear cloth and leather armor, and can use shields.

Armor TypeDruidNotes
ClothYesWearable by every class
LeatherYesToo abrasive for mages and other pure spellcasters
Studded LeatherNoToo heavy for many clerics, bards and stealth classes
ChainNoToo heavy or noisy for most stealth and spellcasting classes
PlateNoOnly warriors and a few warrior-type reclasses can wear plate

Experience by Race

How much experience a druid of each race needs per level compared to normal (100%); higher means slower leveling. Which races may actually become a druid is listed under Becoming a Druid below.

RaceExperience
Human100%
Goblin130%
Deep Gnome125%
Shalonesti Elf140%
Half Elf140%
Dark Elf140%
Wild Elf130%
Hill Dwarf150%
Mountain Dwarf150%
Kender140%
Ogre140%
Giant Ogre160%
Half Ogre100%
Minotaur150%
Yinn160%
Dark Dwarf150%
Tinker Gnome125%
Sea Elf140%
Felar100%
Wemic100%
Bugbear100%
Hobgoblin100%
Mul150%
Limited Races
Gully Dwarf100%
Centaur100%
Ariel100%
Pixie100%
Bakali100%
Troll100%
Orc150%
Arboren100%
Lagodae125%
Lepori100%

Skills & Spells

Free at Creation

Every druid starts with these, at no creation point cost.

LevelSkill
1Dig
1Herbal
1Recall
1Scrolls
1Staff
1Staves
1Swim
1Wands

Druid Default Package (40 creation points)

Taking the default package at creation gives you all of the following:

LevelSkill
12Find Water
15Dark Vision
17Tame
22Dodge
26Creaturelore
26Sneak
29Acute Vision

Spell groups: Nature, Weather, Protective, Healing, Attack (see Spell Groups below)

Skills

Skills a druid can learn individually. Cost is in creation points at creation; after creation, skills are gained from your guildmaster for twice that many trains.

LevelSkillCostIn Default
1Dagger2
1Flail4
1Mace3
1Polearm6
1Shield Block6
1Spear4
1Sword6
3Riding2
6Meditation5
9Fast Healing5
10Hand to Hand5
12Find Water2Yes
14Kick6
15Dark Vision3Yes
16Lore4
17Tame3Yes
18Haggle8
18Hide7
20Astrology7
20Parry8
21Peek7
22Dodge8Yes
24Blind Fighting6
24Second Attack8
25Pick Lock8
26Creaturelore2Yes
26Sneak5Yes
29Acute Vision5Yes
29Pugil8
30Enhanced Damage9
35Shillelagh12

Skill Groups

Weaponsmaster (20 cp): Dagger, Flail, Mace, Polearm, Spear, Staff, Sword

Spell Groups

Druids cannot buy spells one at a time; spells come in groups. Each group lists the level at which a druid can cast each spell.

GroupCostIn DefaultSpells (level)
Attack5YesEarthquake (10), Dispel Evil (15), Dispel Good (15), Dispel Neutral (15), Heat Metal (16), Flamestrike (20), Castigation (34), Demonfire (34), Ray of Truth (35), Shadow Torrent (35)
Benedictions4Bless (7), Calm (16), Remove Curse (18), Frenzy (24), Holy Word (36), Imbue (42)
Creation4Create Water (3), Continual Light (4), Create Food (5), Illumination (7), Create Tree (10), Floating Disc (10), Create Rose (11), Create Spring (17)
Curative4Cure Blindness (6), Cure Disease (13), Cure Poison (14)
Detection3Detect Evil (4), Detect Good (4), Detect Magic (6), Detect Poison (7), Detect Invis (8), Know Alignment (9), Detect Hidden (11), Locate Object (15), Farsight (16), Identify (16)
Elemental3Summon Elemental (41), Blizzard (43), Firestorm (47)
Harmful3Cause Light (1), Cause Serious (7), Cause Critical (13), Harm (23), Cause Decay (37), Cause Fatality (45)
Healing3YesCure Light (1), Refresh (5), Cure Serious (7), Cure Critical (13), Heal (21), Mass Healing (38)
Maladictions5Blindness (8), Poison (12), Weaken (14), Plague (17), Curse (18), Energy Drain (22), Slow (40)
Nature3YesNature Growth (11), Enhance Seed (18), Bark Skin (19), Call Wild (30), Protection Cold (30), Wrath of Nature (31), Entangle (34), Swarm (38)
Protective4YesArmor (2), Protection Evil (9), Protection Good (9), Protection Neutral (9), Fireproof (12), Sanctuary (20), Dispel Magic (24), Proximity Dispel (24), Cancellation (26), Protection Cold (30), Protection Fire (30), Shield (35), Stone Skin (40)
Transportation4Word of Recall (5), Summon (12), Gate (17), Fly (18), Teleport (22), Waypoint (24), Portal (30), Pass Door (32), Nexus (35)
Weather4YesFaerie Fire (3), Call Lightning (18), Control Weather (19), Tornado (20), Faerie Fog (21), Lightning Bolt (23), Dispel Fog (32), Fog (32)

Racial Skills

Only druids of the listed race receive these.

LevelSkillRace
1TauntKender
10FuryOrc
10SpitGoblin, Hobgoblin
15Forepaw SwipeWemic
15GoreMinotaur
15RootveinArboren
19SharpenHill & Mountain Dwarf
20Bunny HopLagodae, Lepori
20HoofCentaur
20Pixie DustPixie
20ScreechAriel
20Viper BiteBakali
25DeeprootArboren

Becoming a Druid

Base class: Cleric only.

Requirements:

  • Race: Humans and Elves
  • Any alignment
  • Any clan

A character may reclass only once, starting at level 10 (level 51 gives the most benefit). See help reclass in the game for full details.

« Back to Classes  |  « Back to Cleric