STR: +5 WIS: +15 MANA: +75 WT: 1.0 Size: MEDIUM SV FIRE: +10 AC: 4 8:28. The druid is a priest class that can cast healing spells, teleport, snare (to slow down enemies movement rate), and moderately-powerful nuking and damage-over-time spells, as well as charming animals to use them as pets. Twinking a druid isn't nearly as helpful. STR: +10 STA: +10 CHA: +10 HP: +50 MANA: +80 Race: ALL, MAGIC ITEM Skill: 2H Blunt Atk Delay: 20 by Mallorn » Tue Apr 02, 2013 2:05 pm. ), PoH (...things...it's common to die on zone in, let's just say that. DEX: +4 WIS: +4 AGI: +4 MANA: +50 SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5 Race: HUM ELF HEF HFL, MAGIC ITEM LORE ITEM NO DROP An experienced druid is able to adventure alone, but is equally at home in a group. Race: HUM ELF HEF HFL, MAGIC ITEM I was also just thinking about some melee or hybrid and the only worry there would be not having gate if I didn't pick druid or wizard. Class: ALL except NEC WIZ MAG ENC Slot: HANDS Slot: CHEST Maybe that's what you want, but it's pretty mean to leave a level 30 player in the middle of EJ with no way out (which has happened - I have had to rescue someone abandoned this way), just as an example. All the melee types get double attack and/or dual wield, whereas we, don't. Of these, porters receive a self-evac and a group evac, both at high levels (52 for self, 57 for group). Druids can be, and are a valuable part of any dungeon group, especially at higher levels. Effect: Regrowth of the Grove (Must Equip, Casting Time: 9.0) at Level 45? WIS: +6 AC: 4 Deity: Tunare, MAGIC ITEM WIS: +8 The evac spells, which come in several flavors, are received much later than the rest. WIS: +9 HP: +30 MANA: +30 AC: 3 Orc Wristbands for xp, coin, and armor although you'll need to be 9 or 10 or grouped to kill Orc . SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10 WT: 6.5 Size: SMALL WIS: +7 MANA: +20 Slot: WRIST Slot: ARMS Class: ALL Race: HUM ELF HEF HFL, MAGIC ITEM LORE ITEM NO DROP Offensively, druids are versatile. Race: ALL, Slot: NECK WT: 0.1 Size: TINY Slot: HANDS AC: 2 Class: ALL AC: 2 They lean towards being heavily mana based with good starting wisdom, and the best agility of all the races. AC: 5 Class: ALL Race: ALL, MAGIC ITEM NO DROP Class: ALL WT: 2.0 Size: MEDIUM WT: 0.0 Size: TINY AC: 2 Q: Where are the druid guild halls located? WT: 3.0 Size: MEDIUM Slot: BACK SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10 Class: ALL Not wanted for groups later in life. WT: 0.0 Size: TINY Slot: WAIST SV FIRE: +8 SV COLD: +8 Class: ALL WIS: +15 INT: +15 HP: +35 MANA: +50 AC: 4 (It is a good guard pet in low level zones while afk) The above stats were collected from a live server and may be inaccurate if there were ever any updates pertaining to this pet. Race: ALL, MAGIC ITEM NO DROP STA: +7 CHA: +7 WIS: +7 INT: +7 Race: ALL, MAGIC ITEM LORE ITEM NO DROP STR: +5 DEX: +5 STA: +5 CHA: +5 WIS: +12 INT: +12 AGI: +5 HP: +75 MANA: +75 AC: 15 I've had them flat out cancel the trade before and are generally very nice. A: 1H* is definitely the way to go. Scholar. SV FIRE: +12 SV DISEASE: +12 SV POISON: +12 WT: 0.1 Size: TINY Class: CLR DRU SHM Quote Reply # Oct 08 2002 at 3:16 PM Rating: Decent __DEL__1592254603015. WIS: +14 MANA: +65 SV DISEASE: -5 From Project 1999 Wiki. Effect: Snare (Must Equip, Casting Time: 4.0) at Level 45 SV FIRE: +12 SV DISEASE: +12 SV COLD: +12 SV MAGIC: +12 SV POISON: +12 They do not take you to other zones. Slot: CHEST AC: 15 Half-Elves also get infravision. AC: 20 DEX: +13 INT: +5 Slot: FEET Race: ALL, MAGIC ITEM LORE ITEM NO DROP MANA: +10 Nowadays on p99, payment can be called donations or tips, and whether or not they are required is up to the porter. Class: DRU For full porting capabilities, all porters want a Tooth of the Cobalt Scar. AC: 9 SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10 Slot: EAR SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5 Although we get an EK evac, the EK ramp is so long it's actually faster (or at least less annoying) to port to WC and run through Kithicor. Project 1999 - Bread Quest (Quest now removed on Blue. I always tip my level in pp as I feel its easier to make money as I level so should tip more. STR: +6 WIS: +7 MANA: +70 Race: HUM ELF HEF HFL, MAGIC ITEM SV DISEASE: +2 SV POISON: +2 Race: ALL, MAGIC ITEM AC: 4 For further discussion of Druid specialization choices see: See Druid Equipment for the full list of Druid gear. STA: +5 CHA: -25 WIS: +5 INT: +5 HP: +50 MANA: +100 If I need a port I do a /who and talk to the druid and agree a tip price when discussing the port and explain that SoW is expected. AC: 4 AC: 4 STR: +10 STA: +15 CHA: +15 HP: +45 Troopers, higher for Mountaineers. STR: +3 WIS: +3 Race: ALL, MAGIC ITEM LORE ITEM NO DROP WIS: +3 The first set allow you to port to : North Karana, West Commonlands, Tox. WT: 4.0 Size: LARGE They get infravision, and also a native ability to forage. Ring of Butcher - Empty Ring of Feerrott - Empty Ring of Misty - Empty of immediate port in aggro, but Ella Foodcrafter roams nearby and there are two level 30ish druid NPCs on the opposite side of the stone ring from where you port in. There is a gnoll in Splitpaw you talk to for the Paladin Weapon quest isn't there? WT: 0.1 Size: TINY Your passengers also need a tooth for the same reasons. Race: ALL, Slot: FINGER Halflings are the most popular druid race. Race: HUM ELF HEF HFL, MAGIC ITEM LORE ITEM Siren's Grotto Allakhazam Zone Information. Race: ALL, MAGIC ITEM LORE ITEM Human druids can be quite a competent and balanced character. AC: 35 Evocation and Conjuration each enhance very specific strategies, while Alteration is a good choice if you want to retain the most versatility. While, it is true that our powers are somewhat watered down indoors, we still play a valuable backup healer, buffer, and have those nifty Evac spells everyone just loves. STR: +15 WIS: +15 HP: +50 MANA: +100 Race: ALL, MAGIC ITEM LORE ITEM Deity: Karana, MAGIC ITEM LORE ITEM NO DROP WT: 0.4 Size: MEDIUM Slot: HEAD AC: 2 AC: 20 I like balance so I want all the same races, my thoughts so far have been: Iksar shm/nec/sk or bst. SV FIRE: +30 SV DISEASE: -5 SV COLD: -5 SV MAGIC: -5 SV POISON: -5 Once you start leveling into your mid to late 20's the scaling factor of Wisdom will give you much stronger returns. Slot: FINGER SV DISEASE: +15 SV POISON: +15 Class: DRU MANA: +35 WT: 0.1 Size: TINY Slot: PRIMARY SECONDARY AC: 8 Slot: FINGER Class: CLR DRU SHM Slot: WRIST Slot: FACE Class: DRU Race: ALL, MAGIC ITEM AC: 6 Effect: Divine Aura (Any Slot/Can Equip, Casting Time: 1.0) Slot: FACE Don't sit down near them, even if you're a druid or a ranger, or the druids will assist the animals. STR: +10 WIS: +13 INT: +13 MANA: +25 STR: +5 AGI: +13 HP: +15 Class: WAR CLR PAL RNG SHD DRU BRD SHM A nice 2 handed weapon will go a long way to helping you get passed the first 30 or so levels shaman, which when they are not particularly great solo'rs. Here's your all-purpose guide to porting for porters! WIS: +2 Slot: CHEST STA: +2 WIS: +8 Skill: 1H Blunt Atk Delay: 30 243 posts. hello friends, this spell drops of Elysians in Umbral Plains. AC: 16 SV FIRE: +2 Class: DRU WT: 0.1 Size: SMALL Skullcap s, an item with an instant port to WC you’ll want to get also. Race: HUM ELF HEF HFL, MAGIC ITEM LORE ITEM Class: ALL AC: 15 Race: ALL, MAGIC ITEM LORE ITEM NO DROP ), or do whatever. Slot: NECK SoE drops here too. STR: +3 WIS: +3 HP: +10 Slot: EAR SV FIRE: +8 SV DISEASE: +8 SV COLD: +8 SV MAGIC: +8 SV POISON: +8 If druid.host contains port then that port will be ignored. DMG: 8 Class: ALL STR: +15 WIS: +15 INT: +15 HP: +100 MANA: +100 Class: ALL WT: 1.5 Size: SMALL AC: 5 Class: CLR DRU BRD SHM NEC WIZ MAG ENC Slot: CHEST Others indicate in their macros if CRs and/or newbies are free, if they're willing to evac, and if sow/levi are available. WT: 7.0 Size: MEDIUM Slot: ARMS SV FIRE: +9 SV MAGIC: +9 SV POISON: +9 WT: 1.0 Size: TINY Race: ALL, MAGIC ITEM Race: ALL, MAGIC ITEM Class: ALL ), East Karana (druids always nearby and right next to the port in spot), Butcherblock (static dwarf skeleton spawn), North Karana (Good Qeynos guards and mobs path through and around here. Class: ALL Slot: FEET Race: ALL. SV COLD: +4 SV MAGIC: +4 SV POISON: +4 Race: ALL, MAGIC ITEM NO DROP Class: CLR DRU SHM Race: ALL, MAGIC ITEM LORE ITEM HP: +65 Wizards, who have the more useful ports of the two classes, also receive Translocation spells, which teleport either the target or the group to their bind points, or to specific spots in certain zones. Effect: Invigor Slot: EAR Class: DRU Race: ALL, MAGIC ITEM LORE ITEM NO DROP Race: ALL, MAGIC ITEM LORE ITEM NO DROP Porting can make you quite a bit of plat as most people will donate for a port. A: Basically, using the above math as a basis, below lvl 25 +Mana will give you stronger returns and have the benefit of being less expensive generally. - Be sure to con all the rare dragons you see in this zone... many of them are raid targets. Class: DRU Class: ALL except SHD MNK SHM NEC Race: ALL except IKS, MAGIC ITEM AC: 20 Slot: HANDS Race: ALL, Slot: WAIST WT: 2.5 Size: SMALL As the primary means of damage for a druid kiting or root-rotting individual mobs, this can save you considerable mana and make you much more effective. Race: ALL, MAGIC ITEM LORE ITEM STR: +10 CHA: +5 WIS: +10 AGI: -5 AC: 10 Big fun but be carefull. WT: 7.5 Size: LARGE AC: 10 AC: 2 Race: ALL, MAGIC ITEM LORE ITEM NO DROP Obtained by doing the task Beasts for the Stew. Race: ALL, MAGIC ITEM Effect: Levitate (Must Equip, Casting Time: 6.0) at Level 45 So you get your group port spells at 29. Effect: Truesight (Worn) Class: DRU Class: ALL AC: 20 WIS: +4 WT: 6.0 Size: SMALL Evocation is good for both grouping (as DPS) and soloing druids. WIS: +5 AGI: +7 Slot: WRIST STR: +6 WIS: +6 MANA: +55 [1] [2]. I tend to afk at the drop of a hat so maybe druid would be mandatory having ports or evac. Slot: HANDS The merchants at the rings (Martyn Firechaser, Slea Pinewhisper, Ellona, etc) are on Beta Neutral faction and are normally safe to be around (unless the passenger has wrecked Beta Neutral faction). Any time you use these spells, you will zone (see the LOADING, PLEASE WAIT... message), because they're meant to get your group out of dangerous situations. SV POISON: +7 Slot: RANGE AC: 9 WIS: +4 AGI: +8 MANA: +5 MaestroMorganti 1,858 views. AC: 15 Race: ALL, Slot: FINGER WT: 2.0 Size: TINY Race: ALL except DWF TRL OGR HFL GNM, MAGIC ITEM Most porters who want to advertise have a macro to the tune of "/ooc Ports now available to: (all ports porter can do)". WT: 1.5 Size: SMALL Slot: LEGS STA: +5 CHA: -5 WIS: +9 AGI: +9 MANA: +5 WT: 5.5 Size: SMALL WT: 5.0 Size: SMALL Race: ALL, MAGIC ITEM LORE ITEM NO DROP These are considered relatively dangerous because the evac points overlap the path of aggressive mobs, so there's always a 10% chance of getting attacked upon zone-in. Race: ALL, Slot: EAR Slot: SHOULDERS (no gate for melee) These are quite mana hungry, and druids certainly get some nasty spells in this line. Effect: Aura of Battle (Worn) STR: +10 DEX: +10 WIS: +10 AGI: +10 MANA: +10 Class: ALL WT: 0.0 Size: TINY AC: 11 AC: 7 Slot: PRIMARY WT: 0.1 Size: TINY Slot: HANDS DEX: +15 MANA: +50 Race: ALL, MAGIC ITEM Class: ALL SV FIRE: +5 SV COLD: +5 SV MAGIC: +5 Race: ALL, MAGIC ITEM LORE ITEM Race: ALL, MAGIC ITEM LORE ITEM NO DROP This may also encourage generous tips. SV FIRE: +8 SV DISEASE: +8 SV COLD: +8 SV MAGIC: +8 SV POISON: +8 WT: 1.0 Size: SMALL Race: ALL, MAGIC ITEM SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5 WT: 2.5 Size: MEDIUM Effect: Invigor (Any Slot/Can Equip, Casting Time: 1.5) at Level 50 WIS: +3 INT: +3 Class: CLR DRU BRD SHM NEC WIZ MAG ENC STR: +7 DEX: +7 STA: +7 HP: +75 MANA: +75 Slot: HEAD WT: 5.0 Size: LARGE Race: ALL, MAGIC ITEM NO DROP The Druid hitpoint (HP) spells, the \"skin\" line, also includes a mana regen co…