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| The order in which you select spells will determine their Spell Memory Priority. You can right click spells to "forget" them, and you must drag and drop a spell to memorize it. Spell tiers determine their spell memory cost. | | The order in which you select spells will determine their Spell Memory Priority. You can right click spells to "forget" them, and you must drag and drop a spell to memorize it. Spell tiers determine their spell memory cost. |
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| All Druid [[Spells]] have a cast range of {{Ability_Data|NaturesTouch|Range}} (meters). | | All Druid [[Spells]] have a cast range of {{Ability_Data|Dreamfire|Range}} (meters). |
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Revision as of 01:23, 7 September 2024
Description
Druids in Dark and Darker are a more combat focused alternative to the cleric class with the ability to shapeshift into various forms with great combat potential and cast spells to heal themselves and allies. They also offer the ability to zone enemies using their treant, entangling vines and thorn barrier spells. They have a high mobility and so are great at running into and running from combat.
Class Info
The Druid is a spirit mage with a deep connection to nature. Able to wield the powers of the wilderness, they can even transform their bodies to mimic the powers of beasts.
Weapon of choice - Staff/Spear
- Pros
- Able to shapeshift into various animal forms.
- Utilize nature spells for healing.
- Excellent spacing and zoning tools.
- Highest mobility in the game.
- Able to escape sticky situations. (Dreamwalk perk)
- Cons
- Limited equipment.
- Dependent on equipment.
- Limited ranged options.
You can equip an additional perk every 5 levels.
Currently maxed out at Level 15, so a total of 4 perks can be equipped.
Dreamwalk |
When you take damage while in human form, gain 5 Magical Power for 3s and become spiritual, phasing through targets and becoming invulnerable, but being unable to attack and use skills while still able to cast spells. 18s Cooldown in the form of a Debuff. |
Enhanced Wildness |
While in animal form, gain 5 Move Speed Add and 10 Armor Rating. |
Force of Nature |
When Druid heals anyone (including self) and they are not at maximum health they gain 3 Physical Power for 3s on each tick of received healing. |
Herbal Sensing |
Detect nearby herbs. 6m radius. |
Natural Healing |
Heal yourself and nearby allies 1 Magical Base Healing (10% Scaling) every 3s. 6m radius. |
Shapeshift Mastery |
Allows you to change Shapeshift form instantly, bypassing cast time entirely. |
Spirit Bond |
You transfer 15% of Damage received by a party member within 6m to yourself, up to 20 damage per instance. 1s Cooldown in the form of a Debuff. |
Spirit Magic Mastery |
When you cast Spirit magic, gain 10 Magical Power. |
Sun and Moon |
Nearby allies and self gain 3 Vigor and 5 Magical Power. 6m radius. |
Thorn Coat |
When melee attacked, return 5 True Physical Base Damage to the attacker. |
You can equip a total of 2 skills.
Shapeshift Memory |
Transforms one of 5 creatures, cannot use tools in non-human state. |
N/A |
N/A |
Shapeshift Memory 2 |
Transforms into one of 5 additional creatures, cannot use tools in non-human state. |
N/A |
N/A |
Spell Memory |
Allows you to memorize spells to use in the dungeon. |
N/A |
N/A |
Skills gained when shapeshifted. Note that in-game descriptions prefix the skill names with "[Wild] ", but that's not actually part of the skill name. Adding to the confusion, Bear's skill name actually does start with "Wild ", and the in-game description displays it as "[Wild] Wild Fury".
The order in which you select spells will determine their Spell Memory Priority. You can right click spells to "forget" them, and you must drag and drop a spell to memorize it. Spell tiers determine their spell memory cost.
All Druid Spells have a cast range of 7m (meters).
Spell Types:
Earth
Spirit
Tier 1
Tier 2
Barkskin Armor |
Grant self 25 Armor Rating for 10s. |
N/A |
1s |
5 Casts |
Tier 3
Dreamfire |
Deal 15 Spirit Magical Base Damage to enemies within a chosen 0.8m area after a 0.5s delay. Any allies or self currently affected by Nature's Touch that are within 7m of you are instantly healed for 10 Magical Base Healing. Cast range of 7m. |
Damage 100% Scaling Healing 100% Scaling |
1s |
4 Casts |
Tier 4
Thorn Barrier |
Creates a 1.2m tall thorn barrier that lasts for 8 seconds. Any character standing within 1.5m of the thorn barrier will takes 4 Physical Base Damage (0% Scaling) per second. The barrier has 6 Impact Endurance. Casting range of 7m |
N/A |
1.25s |
3 Casts |
Entangling Vines |
Spreads roots across the floor in a 1m radius that last for 6s. Any targets that pass through the area are rooted in place for 1s. After the effect is removed, the target gets immunity to the entangling effects for 1 second. Can only have one on the field at once. Casting range of 7m |
N/A |
1.25s |
3 Casts |
Tier 5
Tier 6
How does Shapeshift damage work? See Shapeshift damage for more.
Shape Shifting into any form has a base 1s cast time.
Human |
Transforms into a human. |
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Bear |
Transforms into a wild bear. Too big to pass through doors.
Gain 50% Physical Damage Reduction Mod and 50% Max Health Bonus.
Suffer -20% Move Speed Bonus and -30% Action Speed and -30% Jump height. |
Swipe (Left Click) |
Claws with right hand inflicting Strength * (75% Primitive Multiplier) + 15 Primitive Add as Physical ShapeShift Base Damage with 100% Scaling, 5 Impact Power, and pushing the target back.
While attacking, move at 80% movement speed. Hit targets suffer -20% Move Speed Bonus for 1s. |
Bash (Right Click) |
Raise your body and slam down inflicting Strength * 75% Primitive Multiplier as Physical ShapeShift Base Damage with 100% Scaling, 10 Impact Power, knocking enemies further or destroying chests and doors.
While attacking, move at 80% movement speed. Hit targets suffer -20% Move Speed Bonus for 1s. |
Chicken |
Transforms into a chicken.
Can spread their wings and jump twice.
Suffer -60% Max Health Bonus as well as -60% Incoming Physical Healing Mod and -60% Incoming Magical Healing Mod. |
Pecking (Left-Click) |
Pecks the target with its beak, inflicting Resourcefulness * (75% Primitive Multiplier) as Physical ShapeShift Base Damage with 100% Scaling, 3 Impact Power, and 30% Armor Penetration.
While attacking, move at 80% movement speed. Hit targets of the attack suffer -3% Move Speed Bonus for 0.25s. |
Clucking (Right-Click) |
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Panther |
Transforms into a wild panther.
Gain 5% Move Speed Bonus and 20% Jump height.
Suffer -25% Max Health Bonus as well as -25% Incoming Physical Healing Mod and -25% Incoming Magical Healing Mod. |
Scratch (Left-Click) |
Claws the target with his right hand, inflicting Agility * (75% Primitive Multiplier) as Physical ShapeShift Base Damage with 100% Scaling and 3 Impact Power and causing the target to bleed.
Bleed deals 5 Physical Base Damage with 50% Scaling over 3s, stacking up to 2 times and refreshing when new stacks are applied.
While attacking, move at 75% movement speed. Hit targets of the attack suffer -15% Move Speed Bonus for 1s. |
Neckbite (Right-Click) |
Bite the target's neck, inflicting Agility * 75% Primitive Multiplier as Physical ShapeShift Base Damage with 100% Scaling and 3 Impact Power.
While you are frenzied, Neckbite Silences the target for 0.1s.
While attacking, move at 75% movement speed. Hit targets of the attack suffer -7% Move Speed Bonus for 0.5s. |
Rat |
Transforms into a wild Rat.
Gain 10% Jump height.
Suffer -95% Max Health Bonus, -100% Physical Damage Reduction, -100% Magical Damage Reduction, as well as -95% Incoming Physical Healing Mod and -95% Incoming Magical Healing Mod.
Squeak loudly randomly every 3s-10s |
Infected Fangs (Left Click) |
Bites the target, inflicting 1 Physical Base Damage with 100% Scaling and 2 Impact Power and inflicting a plague to the target.
The plague deals 3 Dark Magical Base Damage with 50% Scaling over 3s.
While attacking, move at 80% movement speed. Hit targets of the attack suffer -1% Move Speed Bonus for 0.1s. |
Squeak (Right Click) |
Makes a squeak. |
Main Hand + Two Handed |
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Main Hand + One Handed |
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Off Hand |
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Utility |
[[]] |
Head |
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Chest |
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Legs |
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Hands |
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Feet |
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Back |
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Main Hand + Two Handed |
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Main Hand + One Handed |
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Off Hand |
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Utility |
[[]] |
Head |
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Chest |
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Legs |
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Hands |
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Feet |
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Back |
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These Stats do not include starting armor.
All bolded numbers are automatically updated; however, non-boldened phrasing/numbers are written manually by the community. See Class Ability Documentation for more.