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''This is a Guide for the Druid School in [[Restoration-Maegye|Maegye Class]], part of [[The Restoration Period (Game)|The Restoration Period Game]] of Maeykka.''
 
''This is a Guide for the Druid School in [[Restoration-Maegye|Maegye Class]], part of [[The Restoration Period (Game)|The Restoration Period Game]] of Maeykka.''
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Users of the Water & Earth Maegye arts, Druids attune themselves with the nature of the body and the physical world. More than any of the other schools, they understand the inner workings of life on Maeykka, and how to strengthen or weaken it, heal or destroy it... even change it!
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Each Druid begins with a Journeyman Sponsor who will offer them their spellbook and bestow upon them their first Maegye-infused tattoos. Unlike spells, Druid tattoos do not require mana to activate and automatically level up with the Druid. While further spells can be obtained at guildhalls and schools, each new tattoo can only be obtained through a Druidic Ceremony.
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'''Inventory: Spellbook'''
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Each Druid begins with a Maegye-encrypted device which records the spells they have learned (and the official Journeyman they obtained it from). For Sunlings and Norfolk, the spellbook also functions as a medium in which to channel the mana necessary for spells.
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Additionally, Druid bodies also function as spellbooks of a sort, with tattoos helping them channel magical effects with minimal mana cost.
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== Apprentice Levels ==
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After obtaining a spellbook, Druids are generally allowed to study however they need to before gaining Journeyman status. This could involve enrolling into a school for intensive study (in-game time: spell level x week for improving failure rate - aka a Level 4 spell would require four weeks of intensive study in order to improve the failure rate) or through usage in daily life.
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==== Level 1 Spells ====
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{| class="article-table"
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!Conjure Water (w)
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!Claw (e)
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|-
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|Create water out of the atmosphere
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|Harden & sharpen fingertips in order to turn hands into natural weapons for a certain amount of time.
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|-
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|
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|
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|-
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|Required for: Choking Mist
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|Required for: Harden Skin
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|}
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Tattoos:
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* Detect Poison: Whenever around poisons, this tattoo throbs. Its sensitivity to the poison and the bearer's knowledge of the effects depends on their level.
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* Directional Instinct: Know where North is at all times.
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==== Level 2 Spells: ====
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{| class="article-table"
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!Purify Food/Drink (w)
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!Fortify Body (e)
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|-
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|This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage
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|Imbues the self with a resistance bonus on saving throws, the amount being determined by the level of the caster.
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|-
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|
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|
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|-
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|
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|
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|}
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Tattoo:
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* Herbal Knowledge: This tattoo imbues the bearer with an innate sense of what plants are harmful and helpful. It also helps the bearer recall previously learned knowledge about plants.
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==== Level 3 Spells: ====
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{| class="article-table"
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!Choking Mist (e)
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!Heal
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!Harden Skin
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!Shift Earth
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|-
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|Congeal water in the air which creates a thick mist that can slow movement and inhibit breathing.
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|Beginning with surface wounds, understand the body enough to imagine & speed up its mending.
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|Causes all of the caster's skin to harden to a natural armor for a certain amount of time.
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|Cause the earth to shift and become less stable, as well as erase footprints.
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|-
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|
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|
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|
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|
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|-
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|Required for: Jet Stream
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|Required for: Growth
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|
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|Required for: Solidify Earth, Shift
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|}
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Tattoo:
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* Blend: When in natural surroundings, the bearer becomes harder to detect.
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==== Level 4 Spells: ====
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{| class="article-table"
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!Jet Stream
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!Endure Elements (w)
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!Shatter (e)
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!Solidify Earth (e)
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|-
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|Shoot a stream of water, causing force damage.
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|Utilize a shroud of water to stabilize the body in inclement environmental conditions.
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|Cause hard objects, such as porcelain and glass to shatter.
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|Stone, dirt, and other types of earth within the area become more tightly packed.
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|-
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|
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|
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|
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|
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|-
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|
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|Required for: Breath Underwater
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|
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|
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|}
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Tattoo:
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* Heightened Perception: Detection of traps, people, animals and other moving or foreign objects in nature is heightened.
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==== Level 5 Spells: ====
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{| class="article-table"
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!Breath Underwater
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!Growth
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|-
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|Create a bubble around the head to convert water into air for breathing
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|Cause vines and other soft plant life to grow rapidly, tangling enemies or making terrain difficult to cross.
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|-
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|
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|
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|-
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|
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|
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|}
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== Journeyman Levels ==
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To obtain Journeyman Status, the Druid must go on a Spirit Quest with at least four Druid Journeymen. During this Spirit Quest, the Druid will learn which of the nine Druidic animals is most closely tied to its soul.
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The Orca:
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The Frog:
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The Monkey:
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The Wolf:
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The Antelope:
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The Panther:
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The Bruin:
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The Bat:
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The Spider:

Latest revision as of 10:58, 14 May 2018

This is a Guide for the Druid School in Maegye Class, part of The Restoration Period Game of Maeykka.

Users of the Water & Earth Maegye arts, Druids attune themselves with the nature of the body and the physical world. More than any of the other schools, they understand the inner workings of life on Maeykka, and how to strengthen or weaken it, heal or destroy it... even change it!

Each Druid begins with a Journeyman Sponsor who will offer them their spellbook and bestow upon them their first Maegye-infused tattoos. Unlike spells, Druid tattoos do not require mana to activate and automatically level up with the Druid. While further spells can be obtained at guildhalls and schools, each new tattoo can only be obtained through a Druidic Ceremony.

Inventory: Spellbook

Each Druid begins with a Maegye-encrypted device which records the spells they have learned (and the official Journeyman they obtained it from). For Sunlings and Norfolk, the spellbook also functions as a medium in which to channel the mana necessary for spells.

Additionally, Druid bodies also function as spellbooks of a sort, with tattoos helping them channel magical effects with minimal mana cost.

Apprentice Levels[]

After obtaining a spellbook, Druids are generally allowed to study however they need to before gaining Journeyman status. This could involve enrolling into a school for intensive study (in-game time: spell level x week for improving failure rate - aka a Level 4 spell would require four weeks of intensive study in order to improve the failure rate) or through usage in daily life.

Level 1 Spells[]

Conjure Water (w) Claw (e)
Create water out of the atmosphere Harden & sharpen fingertips in order to turn hands into natural weapons for a certain amount of time.
Required for: Choking Mist Required for: Harden Skin

Tattoos:

  • Detect Poison: Whenever around poisons, this tattoo throbs. Its sensitivity to the poison and the bearer's knowledge of the effects depends on their level.
  • Directional Instinct: Know where North is at all times.

Level 2 Spells:[]

Purify Food/Drink (w) Fortify Body (e)
This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage Imbues the self with a resistance bonus on saving throws, the amount being determined by the level of the caster.

Tattoo:

  • Herbal Knowledge: This tattoo imbues the bearer with an innate sense of what plants are harmful and helpful. It also helps the bearer recall previously learned knowledge about plants.

Level 3 Spells:[]

Choking Mist (e) Heal Harden Skin Shift Earth
Congeal water in the air which creates a thick mist that can slow movement and inhibit breathing. Beginning with surface wounds, understand the body enough to imagine & speed up its mending. Causes all of the caster's skin to harden to a natural armor for a certain amount of time. Cause the earth to shift and become less stable, as well as erase footprints.
Required for: Jet Stream Required for: Growth Required for: Solidify Earth, Shift

Tattoo:

  • Blend: When in natural surroundings, the bearer becomes harder to detect.

Level 4 Spells:[]

Jet Stream Endure Elements (w) Shatter (e) Solidify Earth (e)
Shoot a stream of water, causing force damage. Utilize a shroud of water to stabilize the body in inclement environmental conditions. Cause hard objects, such as porcelain and glass to shatter. Stone, dirt, and other types of earth within the area become more tightly packed.
Required for: Breath Underwater

Tattoo:

  • Heightened Perception: Detection of traps, people, animals and other moving or foreign objects in nature is heightened.

Level 5 Spells:[]

Breath Underwater Growth
Create a bubble around the head to convert water into air for breathing Cause vines and other soft plant life to grow rapidly, tangling enemies or making terrain difficult to cross.

Journeyman Levels[]

To obtain Journeyman Status, the Druid must go on a Spirit Quest with at least four Druid Journeymen. During this Spirit Quest, the Druid will learn which of the nine Druidic animals is most closely tied to its soul.

The Orca:

The Frog:

The Monkey:

The Wolf:

The Antelope:

The Panther:

The Bruin:

The Bat:

The Spider: