Druid/Necromancer

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The nukers of the game, designed for massive spell damage but quite fragile. These classes need to learn to stay out of the way, letting their skill in magery do the trick while letting better suited warriors hold off their targets.

Druidry and Necromancy are directly-opposing schools of magic. The use of one will always detract from the other.


Special Skill Druids: Animal Lore
Necromancers: Necromancy
Primary Skills Evaluating Intelligence
Magic Resistance
Magery
Meditation
Poisoning
Wrestling
Secondary Skills Anatomy
Camping
Alchemy
Fencing / Macefighting / Swordsmanship
Tactics
Weapon Restrictions While casting a spell, can only be holding a weapon capable of casting.
Special Spells Druid: Druid Rune Bag
Necromancer: Codex
Max Base AR* 13
Spells Available
1st Circle Create Food
Heal
Magic Arrow
Nightsight
Reactive Armor
2nd Circle Cure
Harm
Magic Trap
Magic Untrap
3rd Circle Fireball
Magic Lock
Teleport
Unlock
4th Circle Fire Field
Greater Heal
Lightning
Mana Drain
Recall
5th Circle Blade Spirits
Dispel Field
Incognito
Magic Reflection
Mind Blast
Paralyze
Poison Field
6th Circle Dispel
Energy Bolt
Explosion
Invisibility
Mark
Paralyze Field
7th Circle Chain Lightning
Energy Field
Flame Strike
Gate Travel
Mana Vampire
Mass Dispel
Polymorph
8th Circle Resurrection


  • The maximum base ar is determined from a base piece of armor with no additional bonuses.
  • Spells available refers to spells cast from a spellbook. All spells can be cast from scrolls.


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