Healer

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Healer.jpg

Fierce protectors of all life. Druids, grown into the very nature of Taern like ancients oak, were uprooted and moved onto a foreign soil by the grunts of Utor and their demons. Furious like bears awakened from their slumber, they cannot put down roots and dream only about the return to their northern forests. Typical Druids. They're excellent healers, understanding the lingo of nature and able to summon the strength of nature to defend themselves. Powerful lords of beasts and plants, the true Pride of Taern!

  • Pros:

- can heal - powerful mental attacks

  • Cons:

- low damage The most important parameters are Knowledge and Power.

Contents

Skills

Healer's Skills



Healing

Healing.jpg


A basic ability of a Druid. A deep knowledge of the forces feeding the world allows him to reverse the processes which are destructive for the living organisms, healing the wounds and pouring vital forces in chosen characters.
Properties

  • Avaible at 2nd level
  • Buff
  • DMG: 1.3 * Power + 0.7 * Knowledge
  • Each heal increases the duration of the healing debuff by 2 turns
  • Healing debuff: 1 round -10% of heal power
  • 35% effectivness in PVP.
Skill level Healed HP Mana Difficulty
I 130% 35 100
II 140% 40 95
III 150% 46 90
IV 160% 51 85
V 170% 56 80
VI 180% 61 75
VII 190% 67 70

Dispel

Dispel.jpg


All Druid's actions are aimed at restoring the primordial harmony and integrity. Each disturbance sets deep anxiety of a Druid. The Ritual of Dispel helps to restore the state from before the magical influence. It removes part of negative and positive spells from a chosen character.
Properties

  • Avaible at 5th level
  • Buff
Skill level Dispell power Mana Difficulty
I 2 20 100
II 2,3 23 95
III 2,6 26 90
IV 2,9 29 85
V 3,2 32 80
VI 3,6 35 75
VII 4,2 38 70

Swarm

Swarm.jpg


Druid has many friends among the insects. Moths, wasps and hornets are often his ears and eyes, carrying the news from the deepest parts of the forest. Druid has a huge svarrn of wasps at his service, which can drop on a chosen opponent, taking away his force and ability to act.
Properties

  • Avaible at 8th level
  • Debuff
  • DMG: 1.3 * Power + 0.7 * Knowledge
  • Damage from the next round
Skill level Damage Chance to Hit Duration AP Mana
I 40% + 0% 3 - 1 30
II 40% + 1% 3 - 1 35
III 45% + 2% 4 - 2 39
IV 55% + 3% 4 - 2 44
V 60% + 4% 4 - 2 48
VI 70% + 6% 4 - 2 53
VII 80% + 8% 5 - 3 57

Blending In

Blending In.jpg


Druid has learned in a natural way how to be in ideal harmony with nature. Standing without a movement, engrossed in nature, he's barely visible. Only a movement can give him out. This ability makes it additionally harder to hit him.
Properties

  • Avaible at 12th level
  • Buff
Skill level Ranged Defense Phisical Defense Duration Mana Difficulty
I + 18% + 18% 3 30 100
II + 20% + 20% 3 35 95
III +22% +22% 4 39 90
IV +24% +24% 4 44 85
V +26% +26% 5 48 80
VI +28% +28% 5 53 75
VII +30% +30% 6 57 70

Restoration

Restoration.jpg


Drawing from the inexhaustible sources of nature the Druid can strengthen his own organism or the one of a chosen ally by resupplying his energy. This ability influences directly the level of Stamina, which can be restored gradually for some time, depending on the Druid’s proficiency.

Properties

  • Avaible at 15th level
  • Buff
  • DMG: 1.3 * Power + 0.7 * Knowledge
  • Stamina from the next round
Skill level Healed Stamina Duration Mana Difficulty
I 100% 3 30 100
II 115% 3 35 95
III 130% 3 39 90
IV 145% 3 44 85
V 160% 3 48 80
VI 175% 3 53 75
VII 190% 3 57 70

Bash

Bash.jpg


Nature can protect itself. And so can the Druid. Using his skill the servant of nature summons the power of elements thanks to which his blovs become devastating and unstoppable. Additionally his weapons start to emanate with a natural light, which is a sign of power of the summoned elements. The Anger of Elements is a powerful Melee attack.

Properties

  • Avaible at 18th level
  • Physical attack
  • Requirement equipped melee weapon
  • DMG: 0.7 * Power + 0.3 * Knowledge + Weapon
  • Requirements: Weapon equipped
Skill level Damage Hit chance Stamina Mana
I 145% 100% 12 10
II 160% 104% 14 12
III 175% 107% 16 13
IV 190% 108% 17 15
V 205% 111% 19 16
VI 220% 114% 21 18
VII 235% 117% 23 19

Spring of Nature

Spring of Nature.jpg


Bodily and spiritually bound with nature the Druids knows the secret ways to infinite sources of magical energy and knows the rules of using it. Thanks to this he is able to use his Mana in an optimal way, which means that the magic he is using costs him less energy. Also a chosen ally can use the Source of nature.

Properties

  • Avaible at 22nd level
  • Buff
Skill level Use of mana Duration Mana Difficulty
I -20% 3 20 90
II -23% 3 23 85
III -26% 4 26 80
IV -29% 4 29 75
V -32% 5 32 70
VI -36% 5 35 65
VII -40% 6 38 60

Mass Heal

Mass Heal.jpg


A necessity to fight in a group during the war with Utor made the Druids invent some new techniques which could support a whole group of allies. The result of their common work is a group spell, which works similarly to Healing, but concerns all characters on the Druid's side.
Properties

  • Avaible at 26th level
  • Group Buff
  • DMG: 1.3 * Power + 0.7 * Knowledge
  • Each mass heal increases the duration of the healing debuff by 1 turn
  • Healing debuff: 1 round is -10% of heal power
Skill level Healed HP Mana Difficulty
I 80% 60 100
II 90% 69 95
III 100% 78 90
IV 110% 87 85
V 120% 96 80
VI 130% 105 75
VII 140% 116 70

Roots

Roots.jpg


The crucial ability of a druid, which demands great maturity and advancement. It enables the Druid to communicate with the world of plants, the most mysterious part of the Druidic knowledge. The flora united with the Druid entwines around the indicated opponent nailing him to the ground and disabling him from any Melee attack. It causes some additional damage.
Properties

  • Avaible at 30th level
  • Debuff
  • DMG: 1.3 * Power + 0.7 * Knowledge
  • PVP only: each subsequent cast of roots has -30% hit penalty.
Skill level Damage Chance to Hit Ranged Defense Duration Mana
I 90% -35% -15% 2 30
II 95% -33% -18% 2 35
III 100% -31% -21% 2 39
IV 105% -30% -24% 2 44
V 115% -29% -27% 3 48
VI 120% -28% -30% 3 53
VII 140% -26% -35% 3 57

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