Druid/Necromancer
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Jump to navigationJump to searchThe 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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