Druid:
General Attributes:
Druid: Transformation Specialty.
Adds +10% crit rate, hp recovery and evasion while using shapeshift, transform, or Lycanthropy.
Carnivory:
[ Buff rank 2 ] [ Summon - Physical damage ]
Grant yourself a buff that summons a corpse flower for 20 seconds when an enemy is killed while under the effects of Chortasmata’s plant conversion, for a maximum of 2 - 9 corpse flowers at a time.
Very rough estimated formula:
(corpse flower atk inheritance + weapon matk inheritance) * (Spr minion dmg bonus + Skill level dmg bonus)
Interactions:
- [Requirement] Needs Chortasmata for it to even have any effect.
- Corpse flowers count as allies for the skills Revenged Sevenfold and Seed Bomb, given those skills a larger potential dmg output when they are up.
Notes:
- You can only spawn corpse flowers from enemies who die inside Chortasmata and those that die within 10s of getting the Rash debuff. (Since the conversion is now an invisible 10s buff.)
- Corpse flowers attack with a short ranged linear wave attack, which can hit once or twice.
- Corpse Flowers can’t spawn from flying enemies unless you bypass chortasmata’s inability to hit them. (Like with Heavy Gravity).
- Corpse Flowers do benefit from Spr’s minion damage bonus but seem to get a lesser damage increase from it, hence my assumption that its skill level and minion bonus are additive to each other.
- Corpse Flowers damage is either hidden or shown as red numbers for some reason.
- Corpse Flowers are considered to be wearing cloth armor.
- Corpse Flowers can crit.
- Corpse Flowers deal non-elemental physical damage, despite how they scale.
- Corpse Flowers innate skill dmg bonus likely stacks additively with Spr’s minion dmg bonus.
Skill Analysis:
Due to their short range, short duration and kill requirement to spawn it will only work well in fights vs a stream of enemies in a small area, like say Challenge Mode.
They also need a considerably Spr Investment for them to be worthwhile on their own, though they do aggro and absorb damage quite nicely.
Chortasmata:
[ Buff rank 2 ] [ Debuff rank 2 ] [ Magic - Poison ] [ No target limit ]
Creates a patch of Grass at target location that heals allies standing inside it and which debuffs non-flying enemies with a poison DoT and converts them into plant race.Attributes:
Chortasmata: Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.
Interactions:
- Dievdirby: Plant-type damage ensures non-elemental will deal +20% damage vs enemies affected by chortasmata’s conversion.
- Iltiswort Cards allows for an easy +30% damage boost vs enemies hit by chortasmata.
- Velnia Monkey Cards trigger off the Rash debuff, allowing for an easy +30% dmg boost vs nonflying enemies.
- [Stated Synergy] Chortasmata heals for 10% more if also under Dievdirby’s Statue off Goddess Zemyna buff.
- Attack vs plant stats also benefit from said plant conversion.
- Skills that ground flying enemies enable Chortasmata to hit flying enemies, like Heavy Gravity.
- Whereas skills like Raise that turn enemies flying prevent chortasmata from affecting them.
- Chortasmata’s plant conversion also disables Judgement from working, regardless of whether it was cast prior or after chortasmata.
Notes:
- The rash debuff will only be applied if an enemy touches the grass and doesn’t already have said debuff.
- While the race conversion is in effect enemies are no longer considered to be any other race than plant.
- The race conversion will change mobs stats according to the plant stat factors.
- The race conversion is technically a rank 2 10s hidden buff, but it shouldn’t affect players anyhow.
- Since plants have a very high crit resistance using chortasmata currently lowers crit chances for the entire group by a very large degree.
- But we will get an attribute to remove the plant conversion effect in one of the next patches.
- Chortasmata’s Enhance does not affect its healing factor!
Skill Analysis:
A very potent skill for both healing and damage, though its inability to hit flying enemies is a minor blemish.
Currently, plant stat conversion is a loss of DPS for your party, however, but that’s being fixed in an upcoming patch anyway.
Shapeshift:
[ unknown buff/debuff rank ] [ Max skill level 1 ]
Transform into an plant, beast or insect type monster standing in front of you for 60 seconds.
When transformed you gain new skills based on your transformation.
Interactions:
- Transform will simply use the last form you shapeshifted into.
- Is affected by Druid: Transformation specialty ofc.
- Chortasmata’s Plant conversion enables you to turn into any non-flying enemy regardless of race.
- [Exclusion] You can only have 1 transformation active at a time, so Transform or Lycanthropy will overwrite this buff.
Notes:
- Only works on normal rank enemies, so no bosses, special or elite mobs.
- You gain that monsters skills, but only those which are unique to monsters.
- These skills will overwrite will overwrite execute quickslot 1 - 6.
- The last skill will always end the transformation.
- You cannot auto attack while transformed, but offhand attacks are possible.
- Most transformations lack animations for casting and attacks.
- A few transformations prevent jumping.
- I will try to post interesting transformations elsewhere after I’m done writing the rest of the guide. Not sure where yet.
Skill Analysis:
Shapeshift remains nearly useless since the vast majority of enemies do not have interesting skills to offer.
It is however mandatory for Transform, so its worth is tied to transform at all times.
Seed Bomb:
[ Buff rank 3 ][ Magic - Poison ] [ Target limit: 5 ]
Grants a buff to up to 5 allies in medium range that explodes when they are hit or after 5 seconds pass.Attributes:
Seed Bomb:Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.
Visual tell:
Shows a striped seed above one’s head while the buff is active, which turns ends in an explosion when it triggers.
Interactions:
- Any minion (Carve Owl / Carnivory) or object will be able to be buffed by this skill enabling it to deal full damage with greater ease.
- Inquisitor’s Pears of Agony, Dievdirby’s statues and Druid Carnivory all work extremely well for example.
Notes:
- [Faulty Description] The tooltip lists Seed Bomb as merely magic dmg, but it is actually magic poison dmg.
- Seed bomb doesn’t affect all allies, it only affects party members, summons, pets, and objects. (and maybe guild members?)
- Ranged attacks can also cause seed bomb to explode, even if its explosion won’t reach any enemies.
- [Bug] If you are attacked while casting Seed Bomb there’s a chance the buff will persist for 5s even though it won’t deal damage twice.
Skill Analysis:
Generally only worthwhile if you can ensure 5 explosions hitting enemies per cast.
But druid has plenty of decent skills already that are less niche or more niche but stronger so I don’t think it sees much use in its current state.
Sterea Trofh:
[ Buff rank 2 ]
Buffs your critical damage for 15 seconds.Attributes:
Sterea Trofh:Enhance:
A default enhance that increases its crit damage by 0.5 - 60%.
Interactions:
- [Exclusion] Does not affect summon damage.
Notes:
- Like Zalciai uses the new crit attack/dmg stat that’s technically something new, see the mechanics section.
- Crit attack should be renamed into Crit damage in one of the next patches.
Skill Analysis:
With a 35+% crit increase, it’s still worthwhile to invest in, even if you take the crit cap into account.
But it’s poor performance while leveling seems outright unnecessary, and its inability to effect summons also diminishes it a fair bit.
Transform:
[ unknown buff/debuff rank ] [Max skill level 1]
Change into the latest form you selected with Shapeshift for 60 seconds.
When transformed you gain new skills based on your transformation.
Interactions:
- [Required] Cannot be used without selecting an enemy via Shapeshift.
- Is affected by Druid: Transformation specialty as well.
- [Exclusion] You can only have 1 transformation active at a time, so Shapeshift or Lycanthropy will override this buff.
Notes:
- Only works on normal rank enemies, so no bosses, special or elite mobs.
- You gain said monsters skills, but only those which are unique to monsters.
- These skills will overwrite will overwrite execute quickslot 1 - 6.
- The last skill will always end the transformation.
- You cannot auto attack while transformed, but offhand attacks are possible.
- Most transformations lack animations for casting and attacks.
- A few transformations prevent jumping.
- I will try to post interesting transformations at the end of this post but be warned that I won’t get that done for a long while.
Skill Analysis:
There are some potentially interesting AoE skills (Talo Wizard, Blom & Ahklass Bishop) but far more testing is required.
For those planning to use regular Lycanthropy, this is well worth investing in to have something extra for when its down.
Thorn:
[ Debuff rank 2 ] [ Magic - Poison ] [ Target limit: 8 ]
Throw vines in a rectangular AoE where you’re aiming. Enemies hit by said vines are dealt continous poison damage for 6 seconds and held in place for 3 seconds.Attributes:
Thorn:Enhance
A default enhance that increases its skill factor by 0.5 - 60%.
Thorn:Bleeding
Adds a 10 - 50% chance to inflict a 10s bleed on each enemy.
Delivery Method:
A directional rectangular AoE applies a 6s Thorn DoT debuff, a 3s hold debuff and potentially a 10s bleed.
Interactions:
- Its bleed enables the dmg boost from Prisoncutter cards.
- Pardoner’s Discerning Evil allows bleeding to extend into far larger ticks.
Notes:
- The tooltip lists Thorn as merely magic dmg, but it is actually magic poison dmg.
- It’s bleeding attribute is calculated separately for each enemy.
- [Unknown] Said bleeding states “Deals damage equal to 10% of the targets hp every second. Does not surpass the casters own minimal attack values.” but that seems an overstatement, see Nokia3310’s in-depth reply about said bleed’s odd performance.
- [Bug] Bleeding increases in damage per second somehow.
- The current Thorn fully affects flying enemies, unlike its previous forms.
Skill Analysis:
Its damage could be better, but it is fairly decent even at skill level 1 due to its attribute.
Its large number of hits also allow it to trigger on hit effects often, and it has bonus cc.
Lycanthropy:
[ Buff rank 3 ]
Temporarily transform into a werewolf, Which aggros nearby enemies, has increased aggro on skills, and gains 5 new skills while other skills are locked out.
If the attribute Human Form is active you simply get a different set of stat boosts instead.Attributes:
Druid: Wolf Spirit.
Adds up to 30s to the duration of both Lycanthropy forms.
Lycanthropy: Human Form.
Causes Lycanthropy to instead transform you into a demi-lycan form, which has different stat and doesn’t change your skills.
Lycanthropy benefits:
Additional Damage +10% per skill level.
Critical Rate +10% per skill level.
Inability to use basic attacks.
Gains 5 new skills, but can’t use old skills.
Base Movement speed +10.
Maximum HP +100%.
Defenses +50%.
Block Penetration +10%.
3% sp lost per second.
Immunity to soft knockbacks.
-50% sp cost for dashing.
Skills (Credit to Crevox for finding this info):
- Claw: 2x 269%, +50 AoE attack ratio melee twin swipes. 0s cd.
- Slash: 5x 146%, +50 AoE attack ratio linear slash. 5s cd.
- Wild Breath: 4 x 86%, small area breath attack with a chance to confuse. 5s cd.
- Warcry: 1x 359% large AoE with a chance to stun for 3s. 10s cd.
- Exit transformation.
Demi-lycan benefits:
+30s duration.
Gets a different auto attack with a 5% chance to inflict bleeding for 10s.
No skills gained, but can still use existing skills.
2% of maximum HP restorer per 8 seconds.
Physical damage +4% per skill level.
Magical damage +6% per skill level.
Critical rate +10% per skill level.
Immunity to soft knockbacks.
-50% sp cost for dashing.
Interactions:
- Affected by the general druid attribute Transformation Specialty and thus gets +10% evasion, +10% hp rate, and +10% crit rate.
- Hengestone prevents sp loss for 20 seconds for regular Lycanthropy.
- Oracle’s Arcane Energy can also restore your sp if you cast it prior to lycanthropy, but it allows you to be more mobile than hengestone.
- Inquisitor’s Breaking Wheel can spread Lycan skills.
Notes:
- Lycanthropy’s aggro on transform is via a rank 3 debuff that lasts 5 seconds.
- Lycanthropy’s stat benefits apply on skills used prior to its transformation as well.
- Lycanthropy cannot auto or offhand attack, but demi-lycan can.
- Lycanthropy scales off both Matk + Patk, but deals physical damage.
- Not all effects are actually listed in said skill descriptions.
- Lycanthropy lowers stamina cost for dashing by 50%.
Skill analysis:
Normal Lycanthropy is very powerful at the moment, but it’s huge sp cost can be very taxing.
Demi-lycan is not as amazing, but still a welcome dmg boost that’s incredibly easy to keep up.
Henge Stone:
[ Object ] [ Buff rank 1 ]
Summon a henge stone at target location which has a medium aura that increases cleric magic circles and objects skill level by 1, adds a multiplicative +10% druid damage, and negates the sp drain off Lycanthropy.
Interactions:
- Nullifies the Lycanthropy SP cost as you’ve probably read at least 2 times already.
- Gives +1 skill level to every object and magic circle skill clerics have.
Notes:
- Henge Stone cannot be destroyed.
- Not all skills it affects get a +1 level shown in their tooltip when Henge Stone is active.
- Henge Stone’s damage boost is multiplicative.
Skill analysis:
Another skill that acts more akin to a mere attribute than a skill. Its sp cost nullification is quite useful though, but the rest is meager.
Overall analysis:
Druid is in a pretty decent position, it has plenty of damage, healing and even damage boosts.
Though it has a major downside in that it struggles somewhat vs flying enemies as chortasmata is one of its more important skills.
Carnivory summons also seems overly niche due to their list of requirements to work.
And the whole plant conversion is quite bad currently as plants are quite defensive, but luckily that should get fixed soon.
Bonus round for transformations of note:
But I’ll need to postpone this as It would waste my time on testing more skills out with resets.
.
~
.
Sadhu:
Out of Body:
[ Magic - Psychokinesis ] [ Buff rank 99 ] [ AoE attack Ratio: 4? ]
Separate your spirit from body, creating an explosion at target location alongside a spirit that allows you to you to attack enemies with it from range while leaving your body immobile. You take less damage, gain evasion and immunity to knockback and knockdowns while under this effect,Attributes:
Out of Body:Enhance:
Interactions:
- Out of Body’s spirit is required for Sadhu’s Prakriti and Astral Body Explosion skills to work.
- Out of Body’s spirit auto attack damage is only affected by these buffs: Transmit Prana, Aspergillum, Blessing, Sacrament, Last Rites and Visible Talent. (forgot if it was affected by binatio as well)
- Possession resets the Out of Body Cooldown if it isn’t currently in use.
- Exorcist’s Gregorate counts OoB’s spirit as an ally to trigger an extra hit off.
Notes:
- Your spirit has a fixed 55 move-speed.
- You cannot move beyond the 180 range stated on the skill while in OoB.
- Your spirit’s new auto attack is a 100% magic - soul x3 fake hit effect with an enhance attribute.
- Buffs other than Transmit Prana need to recast whenever you enter OoB.
- OoB is now a fantastic defensive buff, but it’s immobility is harder counter as re-using it just recasts the explosion.
- You cannot exit OoB while silenced or affected by other cc like debuffs.
- You can only exit OoB by using ABE, Prakriti, or the return to body skill.
Skill analysis:
Actually has decent explosion AoE dmg and defensive stats, but it’s auto attack dmg is still worthless.
Prakriti:
[ Magic - Psychokinesis ] [ Target limit: 10 ]
Reunite with your spirit at its current location, creating a small magic circle that damages enemies in that location.Attributes:
Prakriti: HP recovery:
Recovers 5 - 15% of your max HP upon using Prakriti.
Interactions:
- Needs Out of Body’s spirit to function of course.
Notes:
- Lacks an enhance attribute for some reason.
- At max level, and thus 7.5s, it will only hit enemies 6 times.
- It cannot hit flying enemies.
- [BUG] do not use this skill near walls, you can get stuck that way.
Skill analysis:
Useful for its re-positioning, healing, and even it’s damage is not that bad atm.
Astral Body Explosion:
[ Magic - Psychokinesis ] [ Debuff rank 1 ] [ AoE attack ratio +10 ]
Causes your Spirit to explode, dealing damage and debuff enemies with a debuff that deal 5% dmg of said original hit x 9 ticks over 5 seconds.Attributes:
Astral Body Explosion: Enhance:
A default enhance that increases its skill factor by 0.5 - 60%
Astral Body Explosion: Untouchable:
Causes your body to emit a second explosion of the same damage and both hits will knock back enemies to boot. But it won’t cause OoB to end anymore either.
Delivery method:
A medium sized pbaoe around OoB’s spirit that debuffs enemies, and if the attribute is taken a second explosion is made at your body’s location with the same effects.
Interactions:
- Requires Out of Body to be cast.
- Transmit Prana will boost the damage of the main hit, but not that off the debuff.
Notes:
- The debuff from ABE doesn’t stack, so even if you hit an enemy twice it will only be affected by a single debuff.
- You can hit the same enemy twice with this skill, to the contrary of initial ktest reports.
Skill analysis:
It’s ok right now, but is generally less ideal than OoB, Vashiti, or even Prakriti in terms of damage.
Vashita Siddhi:
[ Magic - Psychokinesis ] [ Debuff rank 1 ] [ AoE attack ratio + 15 ]
Causes an spirit explosion at you’re body’s location, which deals damage and has a chance to stun enemies.Attributes:
Vashita Siddhi: Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.
Skill analysis:
Now it’s essentially a better variant of ABE ironically enough, more aoe, easier to use, more dmg, and bonus stun. Pretty good tbh.
Possession:
[ Magic - Psychokinesis ] [ Debuff rank 1 ]
Channel a magic spell for 0.5s that when released fires a single directional ball that hits one enemy and immobilzes it for 4s… Does not work on bosses and resets OoB’s CD if it is not in use.Attributes:
Possession: Enhance:
A default enhance that increases its skill factor by 0.5 - 60%.
Interactions:
- Resets Out of Body’s cool down when you aren’t using it.
Skill analysis:
One a great AoE dmg + cc combo, now a worthless blob.
Prana:
[ Buff rank 1 ] [ Additional Property Damage - Psychokinesis ]
Grant yourself a buff that adds Additional property damage psychokinesis equal to a portion of your min matk for magic attacks only, and a minimum crit rate boost.
Interaction:
- Any magic hits will trigger its additional property damage buff aspect, so the more hits a skill has the more dmg Prana adds.
Notes:
- Currently ignores the resistance stats of enemies, which is likely not intended.
- It used to provide a larger bonus to psychokinesis/soul element skills, but I haven’t checked if that’s still the case.
- Minimum crit chance essentially ensures you crit x% of the time. It’s really not a great stat to have if you can max crit rate instead.
Skill analysis:
Finally has excellent uptime now since it lasts 60s and has a 60s CD, but it’s buff effect is far weaker then it used to be. It’s not bad though, but not exactly good either.
Overall analysis:
Sadhu is honestly not in a bad shape atm, it has quite a bit of burst dmg from plenty of skills.
Though it is rather disappointing to see Possession & Prana in such weak states compared to what they used to be.