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Heroica-druid

Druid is one of the fifteen advanced job classes available to the players of Heroica RPG after they reach level 15. It is available only to original cleric and rangers, and combines the healing powers and the closeness to nature of those two.

These herbalists use the nature for healing.

  • Additional Health: +7
  • Additional Ether: +1 (For rangers +1 per level)
  • Weapons: Druids can wield anything suitable for a ranger or a cleric.
  • Job Traits: Nurturing - Druids can heal and remove negative effects from someone even outside of battle by spending 1 ether; Animal Talk (see Ranger)
  • Battle Style: Natural – Druids have the powers of nature on their side in battle.
  1. SHIELD: Roots of Life – The druid grows holy roots out of the soil that revives all fallen allies with 1 health at the cost of 5 ether per revival, and then restores health to the whole party equal to their weapon power added to their level at the cost of 1 ether per healed ally. All negative effects will be removed from the party as well. (e.g. WP 10 + Level 15 = restore 25 health to all allies + remove effects) If all ether is depleted, nothing happens.
  2. CRITICAL HIT/NURTURE MORE: The druid attacks the target with strength equal to two times their weapon power added to their level. Instead of attacking, the druid can spend 1 ether to restore health to themselves or one of their allies equal to the power of their critical attack. All bad effects will be removed from the target as well. (e.g. WP 10 x 2 + Level 15 = 35 damage or restore 35 health + remove effects)
  3. HIT/NURTURE: The druid attacks the target with strength equal to their weapon power added to their level. Instead of attacking, the druid can spend 1 ether to restore health to themselves or one of their allies equal to the power of their attack. All bad effects will be removed from the target as well. (e.g. WP 10 + Level 15 = 25 damage or restore 25 health + remove effects)
  4. AIM/NURTURE LESS: The druid focuses their strike to attack their target with strength equal to their weapon power only. Instead of attacking, the druid can spend 1 ether to restore health to themselves or one of their allies equal to their level. All bad effects will be removed from the target as well.
  5. DAMAGE/NO NURTURING: The druid is struck by the opponent’s attack. Optionally, any attempt of nurturing fails.
  6. SPECIAL GUARD/NO NURTURING: The druid is struck by the opponent’s special skill, but has a 1/2 chance to be protected from any negative effects caused by it. Optionally, any attempt of nurturing fails.

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