druids

Dual Mastery Spells:

Plant/Animal: Adaptation

Plant/Spirit: Sunray

Animal/Spirit: Embodiment

Plant spell descriptions: (The plant domain can be viewed as the most defensive of the 3)

Barkskin: offers a considerable amount of protection.

Channel Lifeforce: gives a small amount of protection, mainly just a precursor to Surge. also used to repair surge. Power depends on the number of druids in the room.

Entangle: A good hold. Does not aggro the mob if you're not in combat.

Sanctify/Meditate: Sanctify can be done in forests to increase the effects of meditate in that room. Meditate, when done in a sanctified room (the circle always counts as sanctified), grants a large bonus to physical and mental regeneration. If you're wearing a CR and drunk, meditate can be used to refill you very quickly. Outside of a sanctified room it's pretty crummy.

Decay: Does moderate damage, and has a chance of destroying a piece of equipment the target holds. Not a good idea if you're killing for equipment.

Thorns: Can be cast on barkskin, entangle, or tree. On your barkskin, it hurts anything that attacks you. On entangle, it adds a damage effect to the entangle. On tree, it damages targets that hit the tree. Casting on your barkskin works decently especially when in combat with multiple opponents.

Bloom: Bloom used to require a tree to be cast, I suppose it doesn't anymore. There are several different blooms that can be cast, each requiring a different component and doing a different damage type. It hurts all mobs in room over several rounds. Very nicely potent against multiple targets. Somewhat too costly for just single target combat.

Merge: Passive bonus to spell protection added to your mantle. "Free" stuff is always good.

Animate Tree: Summons a tree to the room which attacks all mobs in room. Very hardy, and periodically pulls targets to itself making them attack it instead of you. Deals decent damage when it hits, but hits slow; primarly used for defense. Downside is it withers almost immediately if you leave the room. Requires a seed component.

Surge of Lifeforce: Transforms Channel Lifeforce into a "Wall of Lifeforce". The wall offers significant protection and a small increase to attack speed. Every time you take damage that the wall doesn't fully protect you from, it deteriorates. If you let the wall break completely you are debuffed for some time, and cannot make a new one. Channel is used to repair the wall before it breaks.

Animal spell descriptions: (The animal domain can be considered to be the most offensive of the 3)

Familiar: The druid companion. Can choose from a rather large collection of animals. It can sell, send items to the donation, stay in a room alerting you who enters, and is required to cast distract.

Firefly: Makes light; follows you around.

Parasite: Massively lowers the target's stats. Does not cause aggro, and has an extremely long duration.

Lash: Direct damage, low cost, moderately low damage... sometimes it's useful when you have extra mental, or need to boost your domain training.

Truesight: Deals damage to your target each round depending on how wounded he is. Only castable after the target is considerably damaged (about 1/3rd hp remaining) and will do greater damage as the target gets closer to death. Requires a foxglove component.

Nature's Wrath: Deals damage to targets distant from neutrality. Really it's only good against those with extreme alignment, Saintly or Demonic. Has an extra round delay before cast.

Torment: Slows the target, and deals minor damage. Possibly also a hold effect as well. I can't say for sure at the moment if the effect is purely slow, or slow and hold.

Distract: Causes a string of extra attacks with your weapon for increased damage. Some weapon types work better than others; one handed staves and rods, for example, tend to yield high hit results. Requires pebbles component, and your companion.

Mindmeld: Acts in a way that gives you a chance to dodge attacks from the target it's cast on. Small initial cast, and has a small upkeep cost as used. It's quite possibly coded as a hold on the monster that is cleverly disguised to look like a dodge.

Summon Animal: Randomly summons a combat companion from a list of possible animals. Each animal has varying damage types. The animal heals when not currently in combat. Need to be outdoors for the initial casting.

Spirit spell descriptions: (The spirit domain is the most magical of the 3 domains and has the highest direct spell damage)

Planeshift: Transports your spirit to the circle, the only way to leave the circle is to planeshift back to where you were. Can be used to safely escape from risky situations (surrounded by autos) or you can also raise your stats in the circle.

Calm: Makes the target stop attacking you.

Shock: Deals a small amount of damage to the target.

Cure: Heals you, one of the best reasons to have spirit domain, but also makes up for the lack of defenses the other domains offer.

Lightning: Deals a moderate amount of damage to the target.

Feedback: Deals damage to the target based on how much damage he deals to you in the rounds while it charges up. Mostly not a very good idea, since it takes long, and you have to spend that time getting beat up if it's going to do any good.

Balefire: Deals a large amount of damage to the target; requires a diamond component. This is the druid's most powerful basic direct damage spell.

Drain: Deals damage to the target and heals you for the amount of damage done. Is heavily dependent on the difference between yours and your target's wisdom. I believe it can actually hurt you if the target's wisdom is higher. Extremely effective against targets with little or no wisdom.

Elemental Bolt: Dishes out significant damage to the target over 4 rounds. Each round it hits with a different element. Now you can also choose to only shoot a single bolt at the target, instead of all 4; I'm not entirely sure why you would do that (yes, it's cheaper, but it also only hits once instead of 4 times).

Druidfire: Deals damage every round, and protects you, but with a few catches. For maximum effectiveness, you need both hands to be empty (no weapon or shield equipped). In this case, it deals significant damage every round, and requires a small mental cost every round; also, it has a chance to block incoming attacks. If you have 1 hand full (either a one handed weapon OR a shield equipped) it does the same thing but for less damage and hurts you every round as well. If you have both hands full, it just hurts you every round; don't do this. The druidfire will continue until you are completely drained of all your mental, whether you are in combat or not. If you are not in combat, it will damage you each round. Finally, when your mental is very low, it will hurt you a little each round (while still functioning as normal) until it ends.