This will be obtained only when 3 players of certain classes go to a shrine at a certain location. VetOP+ will need to be there too in order for it to work. The area will be a shrine. The three classes that must meet are the following: Knight, Sorcerer and Swiftblade. All three people need to be at least level 20 in their class before being able to become druids. The three classes would have to stay at the shrine for at least 3 days (in-game, day and night) until they become druids.
It’s like if they were all training in each other’s styles of fighting.
Druid
Designed to heal others while still be able to inflict damage upon enemies. If the game can handle it, it can be used for soaking up damage, healing and the ability to cast the spells in order to damage big.
There would be an energy bar that can be charged up by attacks and can be unleashed for a devastating attack, does not apply to healer. This energy bar would have at least 100 points at maximum. Attacks would charge up a certain amount of energy.
Just to let you all know; Druids will need to choose which form they want to transform into at first and they will stay with that form. They will be able to change back and forth between normal mode and chosen mode. The shape shift ability will let those in Normal mode shape shift into the specified mode.
Skills: Normal
0.25 hp per level
75 hp
Endurance
Mark
Recall
Shape shift (transforms into mode chosen when first using this ability)
Note that once you’ve chosen a mode, you’re stuck with it and you can only go back and forth between the mode chosen and normal mode.
Skills: Tank
If possible, make it an animal, maybe a bear.
0.40 hp per level
130 hp
Endurance
Mark
Recall
Shield
Fury of (family name) (charges up energy bar by at least half)
Charge (attack that goes twice as fast as sprint and stuns the enemy for a second or two, does no damage)
Blitz (this attack charges up energy)
Mangle (should be the main attack, charges up energy)
Rake (charges energy and does same effect as bleed)
Slam (Unleashes all energy from the bar)
Note that attacking with fists will charge up a SMALL amount in the energy bar.
The damage the tank gives out depends on the level but should be less than Berserkers, Paladins, etc. After all, Tanks are supposed to take the damage.
Skills: Healer
If possible, make the healer a mobile tree.
0.50 hp per level
65 hp
Endurance
Mark
Recall
Shield
Gift of (family name) (healing spell)
Healing wave (should mainly be used in raids where people are close together, this spell heals people that are in range of the healer, costs 25 mana, will have a cooldown of a few seconds)
Rejuvenation (heals for a small amount every second for a few seconds, has a cooldown that prevents it from being spammed so that people can't die, costs 15 mana)
Light heal (instant cast, has a small cooldown, costs 10 mana)
Entangle (traps the enemy you want to trap in order to escape from him/her, will have a cooldown so it can't be spammed, has only a range of 10 blocks away, costs 40 mana)
Evocate (restores mana faster but at the cost of hp)
Siphon (takes enemy hp and gives half of it to the caster, costs 25 mana)
Skills: Damage
This mode will let the player stay human.
0.25 hp per level
85 hp
Endurance
Mark
Recall
Shield
Prowess of (family name)
MELEE ATTACKS
Stab (charges energy bar, causes same effect as bleed)
Tear (charges energy bar)
Pound (stuns and damages, charges energy bar)
Slash (Charges energy bar, causes same effect as bleed)
MAGICAL SPELLS
Blink (teleports away in direction the person is currently facing and from the cast point, that person advances about 20 blocks.)
Obliterate(This attack will do massive damage, most likely to kill even those with 100 hp but will cost 100% of mana and 50% of hp, if you did this in real life, you’d be exhausted beyond belief(that means unable to move for at least 3 seconds)) Note that this attack has a 30 block range.
Tools:
Normal mode
Sword: Wood, Stone, Iron
Axe: Wood, Stone, Iron
Pickaxe: Wood, Stone, Iron
Shovel: Wood, Stone, Iron
Hoe: Wood, Stone
Tank mode
No tools are able to be used. What inflicts damage on the enemies are the fists. When attacking in this form, the damage would be equivalent to Iron or Diamond.
Sword: Used as fists, damage equivalent to Iron or Diamond
Pickaxe: Un-equippable
Axe: Un-equippable
Hoe: Un-equippable
Bow: Un-equippable
Healer mode
Sword: Wood, Stone
Axe: Wood, Stone
Pickaxe: Wood, Stone
Shovel: Wood, Stone
Hoe: Wood, Stone, Iron, Diamond
Damage mode
Sword: Wood, Stone, Iron, Diamond, Gold
Axe: Wood, Stone
Pickaxe: Wood, Stone, Iron
Shovel: Wood, Stone
Hoe: Wood, Stone
Armor: (For tank mode, armor must be equipped in normal mode or it won’t be equipped at all)
Helmet: Leather
Chest plate: Leather
Leggings: Leather
Boots: Leather
The armor would increase the endurance of the druid in Tank Mode.
The armor would increase the amount to heal in Healer Mode
In damage and normal mode, it wouldn't give any benefits other than armor itself.
Exp from:
Tank
Player vs. player: Killing
Player vs. mob: Killing
Healer
Pvp: Healing, Killing
Harvesting and Skilling
Damage
Pvp: Killing
Normal
Pvp: Killing
Skilling
Man this took so long to make.
Edit: If someone can, check how many characters there are. I'm not sure.