Druid in Eimatshya's EverQuest | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Druid

Druids are priests who can channel the telluric energies twisting through Norrath. This primordial power allows them to commune with the earth and its inhabitants. They can access unique recipes with the herbalism skill. Their powers use the Harmony resource representing their connection to the natural world. As they use their powers to bend nature to their will, they begin to slip out of harmony. If they fall too far out of alignment with nature, they must rest to reconnect using the Commune ability.   Druids usually live their lives in the wilds, away from civilization. As a result, they are consummate travelers, gaining numerous abilities that aid in traveling the world. They are accustomed to wandering alone and are highly self sufficient, able to easily solo and recover without aid. Unlike Shamans and Clerics, who serve a congregation or community, druids cannot extend the majority of their travel abilities to others.   The druids are concerned with learning about and protecting the natural world. They are generally disdainful of cities and civilization and often oppose its oppose their expansion (sometimes peacefully, sometimes violently, depending on the individual druid and the situation). Consequently, druids are often unwelcome in civilized lands.   Class Skills: Language: Plant (200), Language: Beast (200), Animal Taming (200), Track (100), swim (50)   At level 20, druids can begin the quest to unlock the wanderer title. At level 35 they can begin the quest to unlock the preserver title, and at level 50 they can begin the epic quest to unlock the greenseer title.  
  • Class Ability: Commune - Druids use this ability to commune with nature, thereby building up their Harmony resource.
  • Special Ability: Earth-home (can recover fatigue and wounds from resting at a locus of telluric energy)
  • Special Ability: Tongues (can speak and understand any language except Runes of Power, and Thieves' Cant)
  • Special Ability: Beast Friend (non-corrupted animals will not aggro unless attacked)
  • Special Ability: Plant Friend (non-corrupted plants will not aggro unless attacked)
  • Special Proscription: Cannot use metal weapons or equipment
  Powers:  
  • Call of [Ancient Oak name]: Self only teleport along telluric currents to move from one Ancient Oak to another in a matter of seconds. Greenseers (level 50+ druids) can teleport to an Oak from any tree. To travel to an Ancient Oak, druids must speak the name of the specific oak they wish to travel to
  • Calm Animal: wipes aggro from target animal making it passive to all players for one minute unless attacked
  • Calm Plant: wipes aggro from target plant making it passive to all players for one minute unless attacked
  • Camouflage: target gains weak invisibility (5% chance a target will see through it). See invisible does not see through this power.
  • Cat's Eye: Target can see a sporadic, flickering outline of invisible beings, spirits, and people under the effects of the Camouflage spell.
  • Charm Animal: charm an animal (pet)
  • The Earth Bears Witness: cast on a corpse (assuming it is touching the ground) to receive a vision of the corpse's last minutes including the identity of the killer.
  • Gills: target can breathe underwater for the duration of the effect
  • Harmony: soothes mobs around the target making them passive unless actively attacked.
  • Mystic thorns: single target damage shield
  • Nature's fury: self only damage increase (adds mystic: telluric damage to each attack)
  • Nature's Pull: phase into the earth, arriving at the nearest tree a few seconds later
  • Nature's Touch: single target HoT
  • Skinchange: Take the form of an animal (raven - fly at low altitude at triple run speed, otter - swim +200, bear - STR and HP increase, wolf - ATK and run speed increase, leopard - ATK and leap increase, sneak/hide+240, monkey - AGI buff and climb +240, tree - HP regen). To learn an animal's shape, the druid must first tame the animal and Commune next to it for one minute. Afterwards, the druid will be able to take its shape.
  • Swarm: a swarm of stinging insects engulfs target. DoT and target is distracted unless attacked by another foe.
  • Telluric Circle of Warding: Enemies cannot enter the circle until it is destroyed (through dispel magic)
  • Wind Walk: increases movement speed for target by 10%-70% (scales with level of caster - +1% per level starting at level 10). Can only be cast outdoors.

Remove these ads. Join the Worldbuilders Guild


Cover image: by Keith Parkinson

Comments

Please Login in order to comment!