Druid

Druids are melee Clerics who forge bonds with Fae creatures, strengthening their bodies, minds, and spirits by drawing upon the magical energies of their companions.

  1. Strengths
  2. Weaknesses
  3. History
  4. Abilities
    1. Branch Advancement
    2. Root Advancement
  5. Gameplay Video
  6. Screenshots

Strengths

Where fragile Mages force their minions to fight in their stead, the mighty Druid draws upon their bonded Fae to personally take the fight to their foes. Druids themselves are formidable combatants, using their pets more as conduits and sources of power than as direct attackers.

Weaknesses

A Druid’s bond with their Fae Spirit is both the key to their power and their greatest weakness. Enemies who destroy a Druid’s companion greatly reduce the Druid’s prowess and endurance.

History

The empty, fog-shrouded streets of the fishing village lay silent. A joyful song rang out, incongruous with the terror that choked this lonely town as faceless cultists skulked amidst the huts. A short figure skipped out of the mists, nearly running straight into the terrifying priest of Akylios. Her large eyes looked up and she gulped, audibly.

“And who are you, little girl?” he said in an oily voice.

“I’m not a little girl,” said Asphodel, Dwarven cleric of Tavril, “and I don’t think you are a very nice man.”

“Oh no, not a bit,” leered the Tidelord. “You smell innocent and unspoiled, a fitting offering.” The Abyssal began at once to chant a ritual of binding.

“Shh!” admonished Asphodel, and the Tidelord’s mouth filled to the brim with flowers.

Sputtering, spitting out blooms, he gestured to his minions to attack, and the Deep Ones skittered up and lunged at her with their claws.

Asphodel hefted a heavy shillelagh and muttered a prayer, and shards of stone erupted from the wood. She leapt merrily into the midst of the crab-men, swinging wildly with strength that belied her size. Claw and chitin flew across the abandoned marketplace, and though the Deep Ones inflicted grievous wounds, the Dwarf seemed to heal instantly in a shower of flower petals.

The Tidelord spat the last of the flowers out of his mouth and realized what was happening. “Faerie!” he shouted.

Sure enough, a small sprite hovered in the background, channeling its power into the Dwarf who clobbered his Deep Ones. The Tidelord smiled: planar minions were his specialty. A dark bolt flew from his hand and struck down the tiny faerie.

“Dianthe, no!” cried Asphodel, who yanked her club from the last crab-man’s gooey insides and ran to aid her friend.

“Enough of your tricks, girl! On an island in a sea of tears did Akylios himself teach me the profane arts! He will wind your flesh ’round his little finger like string around a spool! I shall turn your insides to… to… oh dear…” and with a gesture from Asphodel, the Tidelord slumped to the ground in an enchanted sleep.

Asphodel looked at her injured friend. “I think we’re going to need Lykon’s help with this.” The faerie nodded before flitting away.

“I have underestimated you,” yawned the Tidelord as he rose up off the cobblestone some moments later. “What force lets you bind the fair folk to your will?” He clenched his fist, and the twisting magics of Akylios wound around his arms as he commanded Asphodel’s lungs to fill with seawater.

Hacking and gasping, she never took her gaze from the evil priest. “That’s what’s wrong with your dragons. They think everything should be destroyed, corrupted, or controlled. I prayed that we were not alone in the universe, that… there were spirits of good who would be my friends.”

A cloven hoof came down behind the Tidelord, vines rushing up from the shattered cobblestone in its wake. The Abyssal turned just in time to see an armored satyr hulking over him, axe raised to strike, its hot breath blowing away the mist.

“And my friends don’t like it when people try to hurt me.”

Abilities

Branch Advancement

Name Description
Touch of the Fae Increases your Endurance by (1/2/3/4/5)%. Increases the Endurance of our pets by (5/10/15/20/25)%.
Strength of Earth Increases your Attack Power by (1/2/3/4/5)% of your Spell Power.
Balm of the Woods Heals the ally for 66 to 70 health.
Spirit of Hunter Increases your Critical Hit chance by (1/2/3/4/5)%.
Spirit of the Wood When you Critically Hit with Fervent Strike or kill an enemy, you regain (2/4)% of your Maximum Mana.
Heed the Call Reduces the cast time of your Summon spells by (2/4/6) seconds.
Slumber Puts the enemy into a deep sleep for 10 seconds.
Forest Blessing Increases the healing done by your Faerie and Greater Faerie by (15/30)%.
Savage Force Increases the damage of your Bombard and Eruption of Life by (6/8/10/12/14)%.
Grim Silence Summons forth foreboding spirits to bind the enemy’s mouth, Silencing them for 5 seconds. Requires Slumber Rank 1.
Brutal Impact Your Bombard snares the enemy, reducing their movement speed by (15/XX/XX)% for 4 seconds.
Boundless Growth Reduces the cooldown of your Eruption of Life by (1/X/X) seconds. Requires Savage Force Rank 3.
Earth’s Clutch Increases duration of your Stone Strike’s Root by (1/2) second(s).
Weight of the World Your Crag Hammer increases your Critical Hit damage by (2/X/X/X/X)%.
Rage of the Fae Sends your pet into a rage, causing all of their abilities to Critically Hit for the next 15 seconds. Does not trigger global cooldown.
Balm of the Forest Heals up to 10 party and raid members around the ally for 132 to 137 health.
Hot Blooded Reduces the cooldown of your Rage of the Fae by (12/XX/XX/XX/XX) seconds. Requires Rage of the Fae Rank 1.
Summon Satyr Summons a Satyr who fights alongside the Cleric and increases their allies’ attack power. While this pet is active, the Cleric is granted the Power of the Fae, causing the Cleric’s Attack Power to be increased by their Spell Power, their Physical Crit to be increased by their Spell Crit, and their Melee Hit by their Spell Focus.

Root Advancement

Name Description
Dismiss Pet Dismiss your Pet.
Summon: Faerie Summons a Faerie who heals the Cleric and their allies. While this pet is active, the Cleric is granted the Power of the Fae, causing the Cleric’s Attack Power to be increased by their Spell Power, their Physical Crit to be increased by their Spell Crit, and their Melee Hit by their Spell Focus.
Fervent Strike A fierce, heavy blow that deals weapon plus 29 to 32 Physical damage. Requires Melee Weapon
Shield of Oak Surrounds the Cleric with a shield of oak that absorbs the next 409 Physical damage. Lasts 30 seconds.
Trickster Spirit A clever strike that calls on a trickster spirit to harass the enemy, dealing weapon plus 28 to 30 Physical damage, in addition to causing their damage to be reduced by 5% for 15 seconds. Requires Melee Weapon
Bombard Propels a meteorite at the enemy, dealing 43 to 46 Earth damage.
Fae Hammer Empowers the Cleric’s weapon with Life magic, causing all successful melee attacks to restore 5% Mana. Lasts 10 seconds.
Wild Strike A wide, swinging blow that deals weapon plus 20 to 22 Physical damage to up to 3 enemies. Requires Melee Weapon
Combined Effort A calculated blow that deals weapon plus 36 to 39 Physical damage, in addition to Increasing the damage and healing the Cleric’s pet by 10 % for 15 seconds. Requires Melee Weapon
Eruption of Life A Life Infused strike, dealing weapon plus 13 to 16 Life damage, in addition to dealing 34 Life damage every time the enemy is hit with a melee attack over the next 12 seconds. This effect may trigger up to 3 times. Requires Melee Weapon
Crag Hammer Empowers the Cleric’s weapon with Earth magic, causing them to deal an extra 4 Earth damage on melee attack abilities. Lasts 1 hour.
Stone Strike An Earth charged attack, dealing weapon plus 36 to 39 Physical damage, in addition to Rooting the enemy for 3 seconds. Root cannot be broken by damage. Requires Melee Weapon
Summon: Greater Faerie Summons a Greater Faerie who heals the Cleric and their allies. While this pet is active, the Cleric is granted the Power of the Fae, causing the Cleric’s Attack Power to be increased by their Spell Power, their Physical Crit to be increased by their Spell Crit, and their Melee Hit by their Spell Focus.
Hidden Path Removes all harmful effects from the Cleric’s pet.
Slothful Spirit A solid strike that calls on a slothful spirit to slow the enemy’s metabolism, dealing weapon plus 56 to 59 Physical damage, in addition to causing their Mana, Power and Energy to recover at 75 % the normal rate for 15 seconds. Requires Melee Weapon
Spiteful Spirit A malevolent strike that call on a spiteful spirit to hinder aid given to the enemy, dealing weapon plus 63 to 67 Physical damage, in addition to causing healing abilities used on them to heal 25 % less health for 15 seconds. Requires Melee Weapon
Strength of the Fae Bolster’s the Cleric might with ancient Fae magic, increasing their melee damage by 50% and reducing the damage they take by 50%. Requires the Cleric have an active pet.

Gameplay Video

Screenshots

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