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(Created page with "== Overview == Druids are masters of nature and healing magic. Throughout history, they have used their skills and knowledge to the benefit of all humans. Nature can heal and protect, but can also cause widespread destruction. As such, druids command the powers of ice and earth to punish those who oppose the natural order. Like sorcerers, druids are weak physically and cannot carry as much equipment as knights and paladins. == Benefi...")
 
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== Overview ==
Druids are masters of nature and healing magic. Throughout history, they have used their skills and knowledge to the benefit of all humans. Nature can heal and protect, but can also cause widespread destruction. As such, druids command the powers of ice and earth to punish those who oppose the natural order.


Like [[Sorcerer|sorcerers]], druids are weak physically and cannot carry as much equipment as [[Knight|knights]] and [[Paladin|paladins]].
== Benefits ==
* Druids are welcome on team hunts thanks to their ability to heal others
* Various elemental spell effects make for interesting, colorful gameplay
* Druids can effectively deal several types of damage and can usually adapt to the hunted monsters' weaknesses
* Strong damage output in every situation, both single- and multi-target
* Can use Magic Shield to drastically increase survivability
* Fastest advancement in magic level (same as sorcerers)
* Largest amount of mana and fastest regeneration (same as sorcerers)
* Can make many types of offensive runes
* The only vocation capable of making the Icicle runes and the Avalanche runes which are useful for hunting dragons and demons
* Can use all types of runes, except the Holy Missile runes
* Can make healing runes
== Drawbacks ==
* Weak in terms of defense, druids must maintain distance from their enemies while casting [[Spells|spells]] and shooting [[Runes|runes]]. Sometimes, that is difficult and some people might not enjoy such gameplay
* Not the best choice for hunting for profit due to the cost of runes and low carrying capacity
* Lowest amount of hitpoints and slowest regeneration (same as [[Sorcerer|sorcerers]])
* Slowest advancement in shielding and melee skills (druids advance a little bit faster than sorcerers, but the difference is negligible)
* Lowest capacity (same as sorcerers)
* Although Ice Damage is a very strong type of damage, a large array of creatures are immune to Earth Damage, which makes Druid's offensive spells very inflexible. This coupled with the fact that they also have a smaller arsenal of offensive spells, especially beam spells, usually makes Sorcerers better when hunting alone. Druid's Strong Ice Wave also has lower range than the Sorcerer's counterpart, which puts the player in a greater risk.
== Advancement and regeneration ==
After advancing to the next level, every player receives an increase in capacity, maximum hitpoints and maximum mana.
Druids gain:
* 10 oz of capacity
* 5 hitpoints
* 30 mana
== Regeneration ==
As time passes, every player will regenerate lost hitpoints and mana, as long as they have eaten recently (see the page on Regeneration for more information).
Druids regenerate:
1 hitpoint every 12 seconds
2 mana every 3 seconds
Elder druids regenerate:
1 hitpoint every 12 seconds
2 mana every 2 seconds
== Promotion ==
When a druid reaches level 20, they can purchase a [[Promotion|promotion]] and become an elder druid with certain benefits.
== Tips and Tricks ==
All vocations should use their strengths to their own benefit. For example, it would be useless for a knight to try and make money selling runes. Instead, use the unique aspects of the vocation to your advantage.
== Making Money ==
* Sell Runes. Druids can make large amounts of money as a Provider of nearly all kinds of runes, especially Icicle (Rune), if you have a premium account, and Avalanche (Rune) that high level mages use to hunt demons. You can make runes while standing around somewhere (manasit) but you can also use a melee weapon in a hunting ground wich you can easily slaughter and meanwhile making [[Runes|runes]], this way you wont lose your soul (unless you are too hight level for the [[Creatures|creatures]] you kill).
* Offer an Eternal Winter or Wrath of Nature service. Since Druids have strong attack [[Spells|spells]], when you reach the level requirement for the Eternal Winter or Wrath of Nature spell, you will become very valuable on a large hunt or quest. Even helping with a quest that you have already completed, you can charge a large amount of money to help a group complete the [[Quests|quest]].
* Offer a healing service. Because of the low mana cost for the Heal Friend and Mass Healing spells (compared to Ultimate Healing Runes), you can go along with a Knight on a hunt and do nothing but heal them. You can charge a flat rate for the amount of time you spend with them, or you might even be able to get a portion of the loot from the hunt. You may also do this on a group hunt, using the Mass Healing spell to heal other players, as well as summoned creatures.
* Summon creatures for others. You can charge a fee for summoning [[Creatures|creatures]] for a [[Paladin|paladin]] to convince. Since paladins cannot use the Summon Creature spell, you can summon a creature for them, and if they have enough mana, they can use a Convince Creature rune to take control over it and use it to help them hunt. You can also summon a [[Monk|monk]] or a [[Ghoul|ghoul]] for [[Knight|knights]] and [[Paladin|paladins]] to train and charge an hourly fee (note you can only use this method in PvP and PvP-Enforced worlds because you cannot attack summons of players in Optional PvP worlds).
== Gaining Experience ==
* Use a blocker. This way you can hunt larger [[Creatures|creatures]] that you would not normally be able to take on alone. This will most likely cost you quite a bit in [[Runes]], since druids do not have many instant attack spells, and you may need to pay the blocker for their services.
* Hunt with Summoned Creatures. When hunting with summons, you do not need to use as many [[Runes|runes]], and you can stay in your hunting area longer because you are not using as much mana with your [[Rods|Rod]].
* Use Defensive Fighting when you are hunting with [[Rods]]. Changing your fighting mode will not affect the damage that your rods will cause, but using Defensive Fighting will cause you to take less damage from any melee attacks. Note that the damage from Rods does NOT increase with level or magic level.
* Use your surroundings. Since most [[Rods]] cannot attack as far away as a [[Bow]] or [[Crossbow]] that [[Paladin|Paladins]] use, druids need to use trees, stairs, and other obstacles to help maintain a distance from strong [[Creatures|creatures]]. With some practice, you will be able to fight strong [[Creatures|creatures]] without taking very much damage.
== Advancing Your Skills ==
Magic Level:
* Never have full mana. Your Magic Level is advanced by using mana. Every second that you have full mana, you are losing potential magic level advancement.
* Spend as little time as possible in Protection Zones. You cannot use mana that you do not generate, so spend as little time as possible in situations where you do not regenerate mana.
* Always eat. Make sure you have access to Food at all times. If you run out of food, then you will not be able to regenerate mana for using.
* Use [[Rods]] to hunt. Using rods uses mana. An Elder Druid can regenerate mana as fast as the [[Snakebite Rod]] will use it, so they can potentially "train" their magic level by attacking creatures with this rod. If used on a [[Creatures|creature]] that is immune to Earth, then your magic level will still advance, but you will not cause damage to the creature you are attacking, so you could potentially "train" for as long as you want to. A tip is to summon yourself a Snake and shoot it with your [[Snakebite Rod]].
* Use your melee weapon when gaining Soul Points. You need only to kill one monster every 4 minutes, so you are not worried about killing monsters quickly. This frees up your mana for [[Spells|spells]] and you can use up your mana completely if you wish to train your magic level. The only time to use your [[Rods|rod]] is for leveling, otherwise best train your melee skill since you can use [[Spells|spells]] to use up mana.
* Carry [[Fluids|Mana Potions]]. Not only is this a good idea if you get in a jam, but using [[Fluids|Mana Potions]] will help you advance your Magic Level faster.
* Don't use Magic Shield if you don't need to. Any mana that you lose to your Magic Shield does not count towards your magic level. If you are not in danger of dying, use Light Healing, Intense Healing and Ultimate Healing spells instead. An other possibility for premium druids is Heal Friend which can also be used for self-healing, as it heals between 1/2 to all of your hitpoints (depending on your Level and Magic Level).
* Spend your Soul Points before hunts. Usually, the price needed to buy [[Fluids|Mana Potions]] and make your own runes is only a bit more expensive than buying said [[Runes|runes]]. It is a good strategy for a faster Magic Level increase, as long as the player is not in dire need of money.
* Choose hunts carefully. The more mana potions you use, the more mana you'll be spending and thus the more progress you'll be making on your magic level. Choosing hunts that allow you to use a lot of mana (and thus a lot of potions) but provide enough loot to pay off your mana potions will result in significant increase in advancement rate. Obviously the power of your character will determine the most effective way to do this - for very powerful players this could be by using ultimate area spells with particular monsters may work (for example: Wrath of Nature on Quara), for less powerful players use of wave [[Spells|spells]] may be more suitable (for example: Ice Wave on Dworcs); obviously, killing more [[Creatures|monsters]] (per cast) will provide more [[Items|loot]] and make this more feasible

Latest revision as of 20:04, 22 October 2024