Woodsman Notes
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The spell 'infuse poison power' gives you hps, a poison damage special, and a poison damage special with residual poison damage (with the skills spiritual power/transfer)
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The spell 'infuse lightning power' gives you hps and eps, a electric damage special, and a stun special (with the skills spiritual power/transfer)
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The spell 'infuse fire power' gives you eps, a fire damage special, and a fire damage special with residual fire damage (with the skills spiritual power/transfer)
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The spell 'infuse strength' gives you hps, a physical damage special, and a stun special (with the skills spiritual power/transfer)
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The spell 'infuse acid power' gives you sps and eps, an acid damage special, and a special that makes your opponents hit less hard (with the skills spiritual power/transfer)
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The frequency of the five difference dtype specials varies for each
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The power range of infuses is from strongest to weakest: poison, lightning, fire, strength, acid
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The spell 'poison warding' gives you sps and a cure poison special which doesn't currently work (with the skills spiritual power/transfer)
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The spell 'lightning warding' gives you hps and eps, a stun special, and a break concentration special (with the skills spiritual power/transfer)
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The spell 'fire warding' gives you eps and a spell reflection shield that reduces up to 30% of spell damage to you (with the skills spiritual power/transfer)
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The spell 'power warding' gives you hps and a physical protection shield around you (with the skills spiritual power/transfer)
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The spell 'acid warding' gives you sps and eps and an acid shield around you that does counter damage (with the skills spiritual power/transfer)
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The lightning and acid ward are 'offensive' wards
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The poison, fire, and power wards are 'defensive wards
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You must use the skill 'observe opponent' before you can use the skills 'prepare shield' or 'prepare weapon'
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The skill 'observe opponent' must be used outdoors
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The skill 'prepare shield' increases the healing and effectiveness of the ward on the shield and partially absorbs melee hits, spells, and skills done to you
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The skill 'prepare weapon' increases the damage of the infuse on the weapon and it hits through the defenses of your opponents
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The skill 'whirling branches' does more damage with two leafblades than with just one
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The spell 'vengeance of gaia' attemps to stun your opponents
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You must be outdoors and have an alignment of Holyman or better to use the spell 'vengeance of gaia'
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The skill 'herb gathering' can find one of four types of herbs used for various healing
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You can have up to one major level familiar and one minor level familiar from the animal tamer guild:
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Major level familiars - bear, eagle, one wolf, or two wolves
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Minor level familiars - falcon
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In the animal trainer and sylvan woodlord guild, you get the skill 'animal friendship' which allows for the possibility of one more major familiar (allowing a total of up to two major familiars and one minor familiar)
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The skill 'find herbs' can several of the seven different kinds of herbs used in making potions
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A player can drink one of the warrior potions or the rogue potions and one of the priest potions or mage potions at a time
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The skill 'build campfire' is much better than the skill 'fire building' and gives nice regeneration
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You can infuse a leaf blade with one infuse at a time, you can ward a twigshield with one ward and a time, and you can cast one infuse and one ward at a time on a rootstaff
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You can also cast the spell 'wrath of mother earth' on top of the infuse/wards on a blade or staff
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Waking salts disintigrate over time
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Failing any of the herbalist spells destroys one set of ingredients for whatever spell you were trying to make
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The spell 'magical growth' can create the following three types of plants:
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Green - restores the least amount of hunger
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Red and green - restores twice as much as the green plants
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Brown - restores three times as much as the green ones
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Eagle familiar has 100cha and Golden Eagle has 120cha