Druid companion abilities

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Druid companion abilities

All companions receive 3 abilities; the first two are combat specials that happen at random, the last is an ability that must be activated with a whispered or spoken command. The first combat special is acquired at level 5 the second at level 10, the activated ability at level 20. At level 1 all companions acquire a 'guard' ability which forces damage from a physical attack onto the companion; at low levels it is detrimental to use this as your companion does not have too much hp. Most companions have had only one or two people choose them; more information is always appreciated.


Rat


  • The level 5 ability of the rat is a thrusting damage special.
  • The level 10 ability of the rat inflicts a disease on its opponent.
  • The level 20 triggered ability of the rat is 'paralyze', paralyzing its opponent.

Turtle


  • The level 5 ability of the turtle is to snap periodically at its foes, resulting in a small stun.
  • The level 10 ability of the turtle is a piercing damage special inspired by Super Mario Brothers.
  • The level 20 triggered ability of the turtle instructs the turtle to retreat into its shell, possibly acting like the elementalist diamond elemental's armor ability.

The turtle cannot land hits at level 1.

Lizard


  • The level 5 ability of the lizard is a thrusting damage special.
  • The level 10 ability of the lizard is a roar that lowers the opponent's defense skill by 5.
  • The level 20 triggered ability of the lizard is 'fear', inflicting the 'afraid' status effect on its opponent.

Bear


  • The level 5 ability of the bear is a growl, lowering its opponent's offensive capabilities.
  • The level 10 ability of the bear is a cutting damage special.
  • The level 20 triggered ability of the bear vastly increases the rate at which it naturally regenerates health.

Early Druid guild masters believed that the bear at their level had more than 1,000 hp, greater than the maximum allowed by players. As such, if a bear companion gets badly wounded at that level, it would be difficult to heal them to full health.

Bobcat


  • The level 5 ability of the bobcat is a damage special.
  • The level 10 ability of the bobcat is a damage-over-time special.
  • The level 20 triggered ability for the bobcat is 'flurry'; upon command the bobcat leaps at the druid's foe and executes a series of physical attacks in quick succession. A level 36 bobcat can get between 12-13 physical strikes in its flurry and at lower levels the bobcat receives a lower number of strikes. At high level a druid can actually kill large foes merely by having the bobcat execute the flurry attack several times.

The bobcat has stronger physical attacks and greater health than the wolf. The bobcat's level 10 ability leaves a pool of blood on the floor of the room. The pool of blood in the room will increase in size and change its description several times if the special occurs often enough. The pool of blood, being a pool of blood, cannot be picked up and carried by anybody.

Wolf


  • The level 5 ability of the wolf is a cutting damage special.
  • The level 10 ability of the wolf is a stun.
  • The level 20 triggered ability for the wolf is 'ravage'; upon command the wolf will ravage the druid's foe and has a chance to instantly kill the foe. A high level wolf can instantly kill the druid's foe a good percentage of the time.

It has less health and has weaker physical strikes than the bobcat.

Fox


  • The level 5 ability of the fox is a stun.
  • The level 10 ability of the fox redirects an attack to someone (or something) else in the room at half-damage.
  • The level 20 triggered ability of the fox interrupts any spell being cast by its opponent. This ability fails when the opponent is not casting a spell. This ability requires a target to be specified.

The fox cannot land hits at level 1. At level 20 it is seen as a strong anti-PK companion. There is a perception that it has low health, and is unable to hit anything within the first 2-3 levels. The fox appears to level very quickly after its initial stages.

Salamander


  • The level 5 ability of the salamander is a fire damage special.
  • The level 10 ability of the salamander is a blinding special.
  • The level 20 triggered ability of the salamander is 'quickfire,' another instant-kill special that still does nice damage if it does not insty. Be warned: Anything instied by quickfire leaves no corpse to loot money or items from, similar to the elementalist rite fissure.

Bat


  • The level 5 ability of the bat is an internal damage special.
  • The level 10 ability of the bat is a room-stun.
  • The level 20 triggered ability of the bat is 'confuse.'

The bat cannot land hits at level 1. Some people said in order for a level 1 bat to hit anything, it needed multiple moonbathes. One early Druid took a bat as his companion, and ceased playing after a day of attempting to get it to level. At the time of writing, level 2 bats are able to hit skeletons at least once during combat occasionally, and level 3 bats are able to hit skeletons at least once during combat most of the time.


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