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New Character Idea: Druid


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Stats: 125 Hunger

           250 Sanity

           125 Health

           0.75x Damage Multiplier

           0.9x Speed Multiplier

           0.75x Gathering Time - The time it takes to pick things up and harvest things.

 Only the Druid is able to wield the power of his staffs.

 Ability: Starts with a Wooden Cane, which gives a speed boost of 10%.  It is craft-able with 2 living logs and 2 nightmare fuel at a shadow manipulator.  It is also a staff, and has some gimmicks:

Right click on empty space or on the item while equipped: Uses 20% of it's durability, 20 sanity is lost, and creates 3 saplings, 3 grass tufts, and 1 berry bush in a aura around the player.  They are non-transplantable, which means that they do not drop their respective resource plant when dug up.  They also disappear after 5 harvests and are not immune to disease. 

Right clicking on a resource plant will turn it into it's variant at the cost of 10% durability and 10 sanity.

Saplings <---> Twiggy Trees

Grass Tufts <---> Grass Geckos

Berry Bushes <---> Juicy Berry Bushes

Evergreen <---> Birch Tree

Right clicking on a player will give them a boost of 40 points to health and sanity, which can go over their max health and sanity in the form of a green sliver.  The boost will decay at 10 points/minute if nothing is done to health or sanity.  If the extra health is lost, it cannot be regained without use of the wooden cane.  This is at the cost of 50% durability and 50 sanity.

Durability on the Wooden cane can be regained by harvesting and planting things:

Harvesting a Sapling, Grass Tuft, Berry bush, Tumbleweed, or Mushroom: +0.25% / +0.125%

Planting an pinecone/birch nut: +0.5% / 0.25%

There is also an endgame variant to the wooden cane: Living Cane (3 green gems, 2 living logs, 2 nightmare fuel)

The Living Cane has the same gimmicks as the wooden cane, only instead with a 30% speed boost, and an effective 2x durability.  All spells require only half the durability, but regained durability is halves as well.  Sanity loss stays the same.  The spells are also slightly more effective.

Staff-grown plants now survive 8 harvests before being destroyed.

Variant Changing requires even less durability- only 2.5% each, and only drain 5 sanity.

Boosting someone gives them a 60 point boost in both aspects, decay stays the same.

 

Druid here isn't a team player, he's The team player.

 

A Note about disease and how it affects this character:

I know that when ever a thread about regrowth or disease pops up, an active member of this community tends to believe that if worlds are supposed to die out from disease *cough* *cough*.  The Druid cannot stop or prevent disease, only provide a source of twigs and grass other than the desert.  The plants themselves are also susceptible to disease, so if they linger around for long enough they may get caught in the plague.  The plant's can't even be moved, similar to tumbleweed spawning areas.  If Klei truly believes that 1000+ day worlds aren't supposed to have anymore saplings or grass tufts, I have no problem with that.  It won't kill worlds, it will just be more of an annoyance than anything.  I have no problem with removing that feature from the Druid.

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