ZombieMud

An Information Source about ZombieMud

druid

  • Druid holy days are about once a week.
  • Druids aren't really that newbiefriendly guild but not that hard either.

Elementals

  • Elementals are familiars for Druids. They are summoned by the spells conjure lesser elemental and conjure greater elemental. They follow the druid around and are able to tank for them and even do some decent damage. You can choose to have either air, fire, earth, or water elemental. Each has its own strengths and weaknesses.
  • certain elementals can attack its master under certain conditions. For instance, fire elemental doesn't fancy water, neither does an earth elemental.
  • if your lore is low in the given field, that can make the elemental uncontrolable
  • And there's always just a chance that the elemental will attack you anyway (mostly because of low lore%)
  • When your elemental skill improves (fire/water/earth/air) the elemental gains hp and more skill, until certain level of 100%, when elemental hp doesnt rise but skillpercent does.
  • Elementals can tick (heal themselves), but there are also healing spells for them that work quite nicely. There are many healing spells available in the druid guild of each element. Healing an elemental with its similar elemental heal is best. (Healing a water elemental with a water healing spell works much better than healing it with even a more powerful earth of fire healing spell)
  • Earth elementals are best in tanking, fire elementals do the most damage, air elementals are nice backrow damagedoers, water elementals can strangle (good for player killing?).
  • In later game (after level 45) there's a subguild (elementalists) that allows you to reach higher percentages of elemental lores up to 100%.

  • DONT LET YOUR ELEMENTAL DIE (it takes up to 30minutes to get a new one [ELEMENTAL FAVOR REDUCES THE TIME])

Attackspells

Mainly druids use attackspells to deal damage(lol) Most useful of those are:

Skyfire

  • Does electric damage based on air lore level, guild level and such.
  • 2 rounds casting time
  • good for druids of all ages;)
  • cloudburst upgrades damage muchos! (watch out for elemental angering!)

Creeping doom

  • Does poison damage based on earth lore and time of the year (when summer does +30% more damage and in winter -30%)
  • useful later on when using staves and wands

Finger of death

  • Does Cold damage based on time of the year (summer -30%, winter +30%)
  • Pluto lore upgrades damage a significant amount when conjured!

Lores

There's two different types of lores - Planet lores and Elemental lores

Elemental lores

Earth -/Fire -/Water - and Air lore are knowledge of a certain element. When casting spell that has something to do with one or more elements, those skills are checked for bonuses. Mostly for conjuring elementals and stuff like that.

Planetal lores (Sun/mercury/venus/mars/jupiter/saturn/uranus/neptune/pluto lore) are things that give bonus effect on spell. There's very many "conjuctions" going on nearly all the time, and when a druid casts spell, the spell automagicly checks the conjuctions, and gives bonus effects to the spell if the planet is in conjuct and the planet lore skill is high enough (the skill succeeds).

Druid mastery

Druids mastery is an interesting one. At low guildlevel one gets a "torc", that when looked upon, shows an exact time, when druids can advance in rank. Advancing takes place at main guild room by casting a spell "advancement" (which is at 100%). Primary druids can advance every holydays, but secondary druids are able to do so every MAJOR holyday (about 2 weeks intervals). Im not sure about how the rank affects cast spells and used skills, but i believe they are checked as extra conjuction points.