Druid class 10
The complete definition of this class in the game's own mod format. Command names link to the reference.
newclass setclassname "Druid" classdescr "The Druids like to portray themselves as priests of nature and the saviors of Elysium. Most do not agree with this description, but what is certain is that they have found a way to coerce the beasts of Elysium to do their bidding. However, meddling with the forces of nature is dangerous and it is only a matter of time before the Druid is lured into helping the beasts in their war against humankind. When such beasts attack human settlements, they are backed by the power of the Druid. Helping the beasts is surely an act of evil, but no one can deny that leading the animals is a great feat of magic as the beasts of Elysium have strong souls and are not easily swayed.^^Influencing nature requires collecting magical herbs and using them in mystic rituals. Ultimately the Druid may even win the support of powerful beings of legend that can only be contacted through communion with the most ancient forests where the Soul of the Wild runs deep. Most beasts are stronger than humans, but they are usually lacking in ranged attacks and siege abilities." classabdescr "The Druid collects herbs from forests and jungles.^The Druid can use herbs to perform rituals.^The Druid and all animals under his command are stealthy in forests." hometerr 28 addstartterr 5 addstartterr 6 setmaincom "Druid" addstartunits "Barechested Warrior" 10 addstartunits "Barechested Slinger" 5 addstartunits "Barechested Scout" 1 addstartunits "Venus Trap" 5 addstartcom "Druid's Apprentice" reqterr 4 recherochance 1 recasschance 0 townbonusdescr "mercenaries and magic items" libbonusdescr "wizards" templebonusdescr "apprentices"
Record definition from the base game data (v5.33 extraction), shown with Illwinter's permission. Unaffiliated with Illwinter Game Design.