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This page is work-in-progress. The information may be lacking, may not be up-to-date, however is not deleted as it provides some useful information or is capable of expansion.
Please note that Druid and this page are WIP, regardless of the up-to-date status seen at the top of the page.
Description
Druid
Class Info
Weapon of choice: Caster.
You can equip an additional perk every 5 levels.
A Maximum of 4 perks can be equipped.
Enhanced Wildness |
While in animal form, gain 5 additional move speed and 10 armor rating. |
Force of Nature |
When you heal a target, the recipient gains 3 physical power for 3 seconds. |
Herbal Sensing |
Detect nearby herbs. |
Natural Healing |
Recover yourself and nearby allies 1 health every 3 seconds. 4.5 meter radius. |
Spirit Magic Mastery |
When you cast spirit magic, you gain 10 magical power. |
Sun and Moon |
Nearby allies gain 3 vigor and 5 magical power |
Thorn Coat |
When melee attacked, return 5 true physical damage. |
You can equip a total of 2 skills.
Shapeshift Memory |
Transforms into selected creature, cannot use tools in non-human state. |
-------- |
?s |
Shapeshift Memory 2 |
Transforms into selected creature, cannot use tools in non-human state. |
-------- |
?s |
Spell Memory |
Allows you to memorize spells to use in the dungeon. |
-------- |
?s |
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.
Wizard has default 8 meters range on their spells unless it is a projectile (Magic Missile, Light, Fireball, Ice Bolt)
Spell Types:
Tier 1
File:Spell Nature'sTouch.png Nature's Touch |
Target gains 15 additional recoverable heath and healed 15 health over 12 seconds. |
-- |
-- |
5 Casts |
Tier 2
Slow |
Decreases the target's Move Speed Bonus by -40% for 2.5 seconds. |
|
1.25s |
5 Casts |
Ice Bolt |
Throws an Ice bolt that deals 30 Ice Magical Damage and inflicts Frostbite for 1 second. Projectile speed: 14m/s
Frostbite inflicts -20% decreased Move Speed Bonus and -20% Action Speed. |
100% |
1.25s |
5 Casts |
Ignite |
Set the target's weapon on fire for 15 seconds. When hitting a target with an Ignited weapon, attacks deal another source of damage that deals 5 Fire Magical Damage and burn the target for 1 second, dealing 1 Fire Magical Damage. |
Initial Damage: 50% DoT: 50% |
0.75s |
10 Casts |
Magic Lock |
Lockable objects such as doors or chests will be locked for 20 seconds. |
N/A |
?? |
9 Casts |
Tier 3
Magic Missile |
Channel and fires up to 10 homing missile that each deal 9 Arcane Magical Damage. Stops firing when you move. Projectile speed: 7m/s
The casting interval between each missile fire is determined by your Spell Casting Speed. Default channeling duration is 3 seconds. Both of these scale with Spell Casting Speed, meaning that there will always be 9 missiles fired at maximum. Magic missiles can pierce shields. |
100% per missile |
1.25s |
5 Casts |
Haste |
Target gains +10% Action Speed and Spell Casting Speed as well as 5% Movement Speed for 8 seconds. Casts to self if no target is found. |
|
0.75s |
4 Casts |
Tier 4
Lightning Strike |
After 0.4 seconds, a bolt of lightning falls in the targeted area, dealing 30 Lightning Magical Damage. Targets hit by this shock will have their Move Speed Bonus decreased by -20% for 1 second. Blast radius of 0.8 meters. |
100% |
2s |
5 Casts |
Invisibility |
Target becomes invisible for 4 seconds, and gains an increased +5% Move Speed Bonus. Casts to self if no target is found. Invisibility is NOT broken by movement, but will break if performing an action or attack. |
|
0.75s |
4 Casts |
Fireball |
Shoots a fireball that causes 25 direct Fire Magical Damage to a target and 10 splash Fire Magical Damage. Direct hits also apply the splash damage. Nearby targets are knocked back. Projectile speed: 12m/s
Also applies a burn to damaged targets, dealing 3 Fire Magical Damage over 3 seconds |
Direct & Splash = 100% DoT = 50% |
2s |
4 Casts |
Tier 5
Explosion |
When casted, a sticky bomb sticks to the target which detonates after 3 seconds exploding for 25 Fire Magical Damage and applying burn in a 1m radius. When applying to a target it is in the form of a status debuff which can be affected by the targets debuff duration. Can also stick to walls. When casted on a shield, the bomb instead floats in the air in the location of impact, but can still explode. If the Wizard dies, the sticky bomb status is removed from the target immedietely and deals no damage.
Also applies a burn to damaged targets, dealing 2 Fire Magical Damage over 3 seconds. Instead of Fire Mastery increasing the duration by 2s, it increases the duration by 1s, and increases the base damage by 1. |
Initial Damage = 100% DoT = 50% |
1.75s |
4 Casts |
Tier 6
Chain Lightning |
Electrocutes the target, inflicts 35 Lightning magic Damage, and fires lightning that is transferred to a living being within 8 meters and shocks up to 3 times. Chains deal 5 less damage per chain after the first (35/30/25/20). It does not transfer to the target it was transferred to once, and it transfers to yourself if you are nearby.
Targets hit by this shock will have their Move Speed Bonus decreased by -20% for 1 second. |
100% |
2.5s |
2 Casts |
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.
-rawr
- Not in game yet