Solace MUD Official Forum

Solace Development => Ideas => Topic started by: Lizzy on March 24, 2006, 06:46:36 am



Title: Druids
Post by: Lizzy on March 24, 2006, 06:46:36 am
Druids are herbalists correct? Knowledgeable in gathering herbs for healing and curative. So, why not enable them to be able to ID plants and flowers. Not lore, but ID them?


Title: Re: Druids
Post by: Gena on April 02, 2006, 07:56:42 pm
They do have identify spell
It would be nice if they could plant something and then gather nice fruits  :)


Title: Re: Druids
Post by: deda on April 06, 2006, 01:50:04 am
Don't you think that druids should also have some skill simiral to ranger camouflage? I mean, they are the priest of the woods and so far, those poor tree huggers seem unable to hide themselves from those nasty necros and outcasts even in forests... It's injustice, I say! signed Kalimero :P


Title: Re: Druids
Post by: MacFie on April 06, 2006, 02:33:02 am
They get treeform, that's a pretty bad ass spell


Title: Re: Druids
Post by: deda on April 06, 2006, 03:59:05 am
But cannot move in treeform... I mean't a skill that will make them invisble in forest and able to move unobserved...


Title: Re: Druids
Post by: Matthew on April 06, 2006, 05:14:17 am
Choose Greater Wolf for form.


Title: Re: Druids
Post by: Klash on April 06, 2006, 07:02:03 am
True Wolf form gives you the ability to camo but would be nice to have it without  having to cast greater!Would also be nice to have the ability to see those hidden or invis people without buying potions!


Title: Re: Druids
Post by: Quino on April 06, 2006, 08:47:06 am
Join warders and get chameleon.

As for 'missing' detect invis - druids are children of nature and invisibility - pure magic, so there is no natural way for druid to see it.

Detect invis 'for free' can be obtained in Tower of High Sorcery in Palanthas. Just need some skills to fight :)


Title: Re: Druids
Post by: Nierth on April 06, 2006, 08:54:57 am
Detect invis 'for free' can be obtained in Tower of High Sorcery in Palanthas. Just need some skills to fight :)

Bad advice to visit ToHS. 'for free' will mean 'for your life' most of cases.  >:(


Title: Re: Druids
Post by: Klash on April 06, 2006, 10:20:35 am
Hmm!Seems i will need to eat allot of carrots that or I will need to search for a new herb that will allow me to!


Title: Re: Druids
Post by: Lizzy on April 06, 2006, 03:32:27 pm
Hmm!Seems i will need to eat allot of carrots that or I will need to search for a new herb that will allow me to!

LOL eat all those carrots and your ears will grow long and floppy. But yeah, druids are herbalists, and tree huggers.  :o Pity we couldn't have a skill enabling us to find certain tree, and extract herb or such that casts invis or such. And the herb is only visible to the druids trained eye. LOTS of herbs like that, only trained to be visible on the ground even to druids.

You see a small ant crawling amongst the green grass.

get ant

eat ant

You have become invisible.

You say  ' See that ant on the ground?'

Popeye says 'What ant?'

who

Crafty the female wild elf
Popeye the sailor man

group

[24 Dru] Crafty       100%hp 100%mana 100%mv
[32 Ass] Popeye     100%hp 100%mana 100%mv



Title: Re: Druids
Post by: deda on April 06, 2006, 11:35:10 pm
Still, wouldn't you agree that they need some kind of camo after all? Without joining the Warders or getting greater wolf form? C'mon they are the peeps of the woods, they KNOW how to make themselves invisible in the woods... And not to be the usual cannon fodder, being unable to see invis or to be invisible...


Title: Re: Druids
Post by: Proph on April 07, 2006, 12:12:03 am
Why do rangers use camo? They make surprise attacks. Druids are more like healers imho... no need.


Title: Re: Druids
Post by: deda on April 07, 2006, 12:28:36 am
Yeah, 'cause if they did had something like it, what necro would come to a forest to feast on tasty druid game :P


Title: Re: Druids
Post by: Klash on April 07, 2006, 01:00:44 am
Hmm well how about giving them a trap of somesort,not a harm trap just an alarm type that the druid may set up in an area within reasonable distance and let the druid know that someone be it invis or not has walked through that area!


Title: Re: Druids
Post by: Matthew on April 07, 2006, 03:38:36 am
There are free detect invis potions around. Also places to find alot of coins worth of item to sell and purchase extra's.


Title: Re: Druids
Post by: Lizzy on April 07, 2006, 04:39:57 am
I think warders have a trap or alarm to let them know. But yeah. Druids really aren't decked out as woodsmen/ladies/people. They are just another healing class who can turn into an animal  ;D *growls snarls BITES Klash*  ;D or turn into a tree.

Living grass - what is the use of that? Maybe it could be cast as an alarm too? Or trap like the ones set by a thief.

Why are we unable to hide and move at the same time anyway?

MORE POWER TO US DRUIDS yaaaaa  :-*


Title: Re: Druids
Post by: Klash on April 07, 2006, 04:57:32 pm
Not sure about the living grass kinda odd for it to just stand there!And my poor treant i didnt wanna kill it tr=troll not tr=treant felt kinda stoopid that day didn't realize you could attack your own pet! :PBite Klash hmm well it seems when i first started my druid i didn't realize that bite was a comand and someone was being a bit snippy so i bit her bad move ;).


Title: Re: Druids
Post by: Lizzy on April 07, 2006, 05:08:08 pm
I WASN'T being snippy!!! And what bad move? :P Yeah, I still haven't worked out that living grass either. lol The expression - bite me? I will NEVER use with you again!!! BAD BAD wolf :P


Title: Re: Druids
Post by: Klash on April 08, 2006, 07:43:05 pm
And about the detect potions yes i have found some and even with haggle 9900 silver a wack get kinda costly specilay for a rank 10+ when they step into that pk world!


Title: Re: Druids
Post by: Lizzy on April 09, 2006, 02:09:39 am
And about the detect potions yes i have found some and even with haggle 9900 silver a wack get kinda costly specilay for a rank 10+ when they step into that pk world!

Any potions are costly for low ranks I guess. But I guess the issue for druids isn't the cost factor - but that they are supposed to be herbalists? Really, they are a bit like a ranger/invoker yet they know very little herbal skills except the gather, forage, and curative. Again, I think herbs should be just visible and known to druids.

(Klash, read your personal messages here please? And I like your pic :)  )


Title: Re: Druids
Post by: Niano on April 09, 2006, 04:11:49 am
Detect invis potions in kalaman arent that expensive.


Title: Re: Druids
Post by: Matthew on April 09, 2006, 07:27:11 am
detect invis potions elsewhere are also even cheaper
There are staves and potions about to be FOUND that grant detect invisible you need not buy them.


Title: Re: Druids
Post by: Lizzy on April 09, 2006, 01:43:28 pm
But what's the point of being a druid - herbalist - if you can't have an eye to find in the forest, herbs to create for all occasions? Poisons even :D You can find things to eat, and you have pass door. So why can't a druid/ranger find herbs for invisible? And things like that?


Title: Re: Druids
Post by: Matthew on April 09, 2006, 03:16:59 pm
No one can! Excepting invokers who can make det invis potions with brew ive been told but i have never found the component cause ive never really looked.


Title: Re: Druids
Post by: Gena on April 15, 2006, 03:19:48 pm
About druids: i do not think they realy need hidden movement, it would be much better to get some skills to find short trails, some sort of gate within one forest.
<find path> target but without falling out of treeform.
I think druids and rangers should spend 1 movement to walk through the forest.
And alarm ... maybe some spell that will allow druid to see any kind of invis, camo and so one within one forest ? Let's say the trees will inform him about any living creature. maybe 'eyes of woods ' spell ?
Druid help forests and forests should help him too, i think. Maybe some help from animals, branches, roots ? Let's say during battle a wolf jump out bushes and bites the target, or trees help with their branches to block incoming attacks maybe even disarming the target. And roots, they can trip enemy of their guardian.
Druid should be more defended in the forest as he has no harm reduction skills/spells


Title: Re: Druids
Post by: eleazar on April 15, 2006, 04:02:49 pm
'eye of woods' implemented in warders... with name 'plant tree' :)
(ouch i can feel cold eyes of imms glaring angry at me for revealing one secret, though most of players already know for that...)
barksin helps them to defend in forests...
so druids are ok now... remember that they did not have standoff few days ago...

potion of det invis is 100 gold in kalaman, but it is rumoured there is 15 gold potion in Nethosak.

Druids can gather herbs to heal poison and plague. I made level 38 healing herb with cure serious, cure poison, cure plague :)

Regarding  di potions, there is a chance to solve that problem with yet undone alchemy skill. For example, forst rank potions as we know are armor and lesser strength. Second rank could be shield and giant strength, and third detect invis and invis... Forth maybe heal curse, and consecrate (though this one shoud be quite expensive, lets say 30-40 takhisis herbs.. ;-)


Title: Re: Druids
Post by: Matthew on April 16, 2006, 01:03:00 am
I dont like the proffessions, anyone can take them. Things like this should be available only to specific classes eg. some clerics, druids and abjurers etc and maybe rangers. Each with thier own set of potions they can brew. One thing i noticed here is the massive lack of trade, right now invokers pretty much hold all the cards being able to brew hastes VERY cheaply and with next to no effort when really a brew system like apothecary brew should be implimented for each classes chosen, but not everyone. What outcast would bother making protective potions? I can see an outcast or assassin making poisons, but not protective and restorative potions.


Title: Re: Druids
Post by: Habbakuk on April 16, 2006, 04:14:19 pm
Matthew, don't worry. Crafting system is under construction. Current one will be removed and replaced with completely other engine.


Title: Re: Druids
Post by: Niano on April 16, 2006, 07:55:39 pm
And matthew, really it makes prefect sense for outcast or assassin to brew protective and restorative potions. Just because they are evil does not mean they do not need protection, and what better way to get it than through dark magic?


Title: Re: Druids
Post by: Proph on April 16, 2006, 11:35:19 pm
I can see an outcast or assassin making poisons, but not protective and restorative potions.
Hehehehe. Not all of them have phantasmal armor, some of them have to brew/buy potions.


Title: Re: Druids
Post by: Matthew on April 17, 2006, 02:20:21 am
I can see an assassin buying protective potions. Not gathering herbs to brew them. You know, he is interested only in stealth and killing his target quickly. Not a full frontal assult requiring greater defences.


Title: Re: Druids
Post by: sio on October 21, 2014, 09:27:35 am
.. this object, an iron-wood shilleigh, is a staff,
   and can be referred to as 'staff shilleigh'.
It is of 34th level, weighs 5 pounds, and is worth 29 gold.
It glows with a soft light, hums faintly and sheds a magical aura.
Only druids can use it.
It deals 6d8 damage (averaging at 27).
Its attacks take the form of force of nature.
It is designed to be used with two hands.
When worn, it
   modifies damage roll by 7
   modifies hit roll by 7


hei,druid's staff,it's useles,probably we need to add something like:

When worn, it
      modifies mana regeneration by 2
      modifies hp regeneration by 2



Title: Re: Druids
Post by: zondra on October 21, 2014, 12:41:36 pm
staff is great. the problem is in form you don't carry over spells or skills. which makes tanking in form pointless, I have a ton of ideas on druids but none of them involve the staff


Title: Re: Druids
Post by: bluesky on October 21, 2014, 12:46:11 pm
there is already oaken staff with mana regen and other greath suplements, druid only.
Shilleigh is useful, at least when your items vaporise, you have someting to rely on. And especially now, when it doesn't crumble, it opens a wide variety of useful things for it, like for example, level 35 makes shilleigh and then help to level 10 druid to not worry about great weapon ;)


Title: Re: Druids
Post by: zondra on October 21, 2014, 01:11:24 pm
Force of nature is energy attack, most are hurt by, id other staffs that is high avg


Title: Re: Druids
Post by: bluesky on October 21, 2014, 01:26:27 pm
Form is useful for leveling and midd ranks pk. Greater form can heal self, and deal damage which is unique. On higher ranks, it seems pk is better when out of form. You have sunray and other things.


Title: Re: Druids
Post by: zondra on October 21, 2014, 01:59:14 pm
Yea form learned from book hurt by fire and tearing attack only does one hit, manicore tigering etc o two hits with chance of blind


Title: Re: Druids
Post by: zondra on December 25, 2014, 12:34:39 am
from what i see in greater wolf form you can't walk in camo you step out every step. is this bug?


Title: Re: Druids
Post by: omledufromage on December 30, 2014, 11:13:47 pm
Tear has only 1 turn lag.
Rake has 2 turns lag.

So damage over time is rougly the same, but tear has a huge advantage in PK for hunting people down.
If you are hunting someone, you do not want to attack with 2 turn lag command. I had much more success using murder during persecutions in manticore form, rather then rake.

As for camo with greater wolf: have you compared results from naturally sneaky races against non-sneaky races (elves vs gnomes)?