Class: Sorcerer
Tag: DRU
Like the Amazon, the Druid is above all, versatile, trains in several realms, and is quite unrestricted at highest levels. The Druid variant is unusual in that the order of the skills is up to the player. Also, his second dot is not just a simple hell run. By his third dot the Druid (DRU) will have learned: self-reliance, the art of melee, damage avoidance, and close combat magiks. He is a very coop friendly variant.
The Skills of the Druid
The Druid must learn all these to lead and defend his people, who have been persecuted for many years by marauders -individuals who travel alone but create havoc (bosses w/o packs). Only handful of enemies have mastered their skills, and they remain bitter enemies.
Key Enemies
There are no marauders in the cats or caves, but there are more key enemies.
Doomcloud and Rustweaver, having been listed twice, are arch-enemies.
Item use (among other things) changes based on the Druid's current stage of training.
Unlike other variants where there is a set order to the training, this is left up to the Druid to decide. Some might prefer the challenge of an LoL sorcerer at the start, where others may prefer to switch to LoL mode after becoming quite powerful and reliant on Adria.
There are seven circles to the progression before they become an Arch Druid. They are called by the number of the circle they are trying. (i.e. start as a Druid of the 1st circle, progress to Druid of the 7th circle, then Patriarch, Great Druid and Arch Druid.) The seventh quest is done last, but here are the first six, in no particular order...
Self-reliance
Full living off the land rules - no contact with townspeople at all. If death occurs, he must be rescued by a like minded character or 'New Game.' The majority of this circle must be done solo, since the Druid is trying to learn self-reliance.
The goal is to enter from the church and clear dungeon levels until they have reached dlvl = (clvl / 2) + 2, rounding up, where clvl = character level at which they started this phase of training. It need not be done in one game. They must also kill any three key bosses.
For and during this stage no gifts can be received. This phase is special in that it MAY be done concurrently with any other phase.
Art of Melee
The Druid must learn to defend and even attack when his supply of mana has run dry, and so learns to wear heavy armor and wield strong weapons. Either a hefty axe or sword and shield may be used. *No* offensive spells are to be used during this phase, although defensive and utility spells are allowed. Some +str or +all item(s) should be worn if at all possible, and the heaviest armor he can wear.
He may receive or borrow items for this quest (if helpful), but they must be appropriate for his level. He must clear three consecutive dungeon levels, including his deepest so far, and two key bosses.
Artillery Tactics
The Druid learns an extreme form of arty mage tactics, where he seeks to
take no damage from melee attackers and avoid ranged spells. The goal is
to spend 2-3 character levels in this phase, with two key bosses required
in the process. Light armor with
no strength requirement must be worn during this phase, and no shield.
Depending on the level, items such as Naj's Puzzler, Angel's staff, and Naj's plate are excellent. One test frequently taken during this phase is to wear a Thinking Cap of Durability 1 during the whole period, to help the mage remember he *really* doesn't want to get hit! Others may combine this training with 'The Naked Way.'
Battle Mage Tactics
This phase is appropriate after the art of melee is learned, so the heavy
armor will not be a hindrance. The goal is simple, clearing the first three
levels of the deepest section yet encountered by the Druid, plus the
slaying of at least three key bosses.
The Naked Way
The Druid again learns self-reliance, but this time in the sense of
freedom from fancy gear. He may either choose the 'Naked Way,' and
venture out in the darkest scariest nether-regions known as
public b.net, and clear at least four dungeon levels in four
different games. Or he can choose the 'Beyond Naked Way.' For the BN Way, he
should borrow/find/get as much cursed gear as he can stand, and
do a full clear of the deepest section he can. Two key bosses should fall.
The Power of Resistance
The shortest of the tests, the Power of Resistance may be undertaken when high resists are
available. The Druid must empty three of the deepest dungeon levels he
can which have magic attackers. The first 1/2 of the quest must be done with no resists,
and the second half with full resists. One key boss must be killed.
Finally, he must do a streak *through* one level with a magic (ranged) attacker, killing nothing, using his best dodging skills to avoid damage. If he is forced to drink a potion in the middle he must try again with a different level.
Friendship
Not a phase, but a philosophy. Druids are sought out
as coop partners because their versatility allows them to complement
any party, and because he is familiar with many of the restrictions
of other classes. Although optional, it is *highly* recommended that
the Druid, before his test to become a Patriarch, carry out the
Mentor Quest, for which he receives the title 'Grand'.
Mentor Quest
Ideally before becoming a Patriarch (but
sometimes as a Patriarch), the druid who chooses this quest will
coop in seven games with other variants (enough to at
least kill one key boss, or three non-key bosses) - one for each of the Seven Circles - that correspond to each of the Circles.
Example: Mentoring by the 7 Circles
(Examples only)
Typically, you would try to do the given circle coop with one of these types, or as you finish a circle, do a short coop with them. If no opportunity arises, re-visit that realm during 7th circle.
The Testing
Once these quests have been completed, he is a Druid
of the 7th circle and one more trial before he becomes a Patriarch.
He must put together all these skills in one full clear game.
The church is done Naked, the cats living off the land, and the caves with melee. Finally, he enters Hell, selects Arty or Battle style once he sees what is on lvl 13, the opposite is used on lvl 14, and now on lvl 15, he becomes capable and free of using a hybrid or a combination of styles to be based on the situation. Some may choose a standard 'Hybrid' setup that tries to give good AC and good spells at the same time, but many high lvl Druids like to have differing types of gear which they choose depending on the monster make-up and the partner classes. They may carry both an Awesome Full Plate and an Obs. Leather of Sorcery, and a variety of jewelry, to help themselves 'adapt.'
Patriarch
When a Druid has completed the testing and killed Diablo on
Normal difficulty, he is called a Patriarch. He now seeks to kill
several of the enemy bosses he has not yet seen, then try Nightmare.
Great Druid
Rather than a simple Hell run, the Patriarch
seeks to again focus on versatility, and to become Great Druid
must complete the...
Quest of Recapitulation
The Quest of Recapitulation must be done solo or with other Druids. Given the leveling up likely during this quest, he should not wait too late if he would like to do 3@30.
Arch Druid
The high level Druid who has slain Diablo in H/H. The
bravest Great Druid will try to do this solo at 30th lvl. If successful,
he may add the prefix 'Master' to his title (e.g. Grand Master Arch Druid).
Example
(to illustrate only, choose order you want)
Another good order would be: Arty, Melee, Battle, LoL, Naked, Resist.