The Druid


[Enter the Dream]

Druids are the priests of the wild. They draw their power directly from the primal spirits of nature, rather than from the gods. It is neither arcane or divine, and commonly thought of as "wild". Those who become druids do so because they wish to feel rooted in time and their ancestry, to feel a connection between the life-giving earth and the sky watching over it. The druids draw their wisdom from their ancient ancestry much like how a tree draws its nutrients through its roots in the earth.

A cornerstone of druids is their relationship with Acadia, the realm of the dead. As it can bring great harm, they personally shun the use of metal. Some druids are known to spend their lives peacefully in holy groves, forests or burial sites that keep them near it. They are fond of stone circles, crystals, trees, and revere nature.

There is no sacred book or scripture on druid principles. Druids simply believe in the principle of energy flow, much like the monks, where one's good or bad deeds will cause that energy to return. Consequently, druids always walk closely to the neutral path - either in alignment or ethos, or both. Although some choose to fight for their own reasons, druids are tolerant of religious diversity.

Abilities

Level 1:cure lightflail
macewhip
hand to handkick
parryscrolls
staveswands
wishstaff
foragedruidic staff
needles
Level 2:consecrate
Level 3:faerie fire
Level 4:loreherblore
produce flameforesight
Level 5:refreshwild growth
roast herbs
Level 6:cure blindnessdetect magic
meditation
Level 7:identifywilderness healing
breath of the wildbay for blood
Level 8:detect invisleaves
Level 9:know alignmentfast healing
Level 10:earthquakeironwood
Level 11:protection creature
Level 12:summon dryadsenchant staff
Level 13:cure diseaseinfravision
rainmakerthunderclap
Level 14:cure poison
Level 15:trancefaerie flare
faerie blastlocate animal
Level 16:ritual of treesbewitch animal
Level 17:shield blockritual of stone
star gatefind water
wall of fire
Level 18:call lightningremove curse
hagglemight of the oaks
stargazestardust
Level 19:control weathergiant strength
Level 20:sanctuarywild shape
gust of wind
Level 21:faerie fogsacred lands
Level 22:teleportwinters wrath
Level 23:blood seed
Level 24:dispel magicsecond attack
ritual of bloodbrambles
Level 25:spore cloudsummon dervish
summon ravens
Level 26:cancellation
Level 28:wilderness recalltempest
water walkinglava burst
moonbeam
Level 30:spirit bonddreamwalk
primal fury
Level 32:astral form
Level 35:flash flood
Level 36:healing wordskywrite
Level 38:one with nature
Level 40:stone skinmisty mirage
Level 42:summon stag
Level 45:sun blastthorn armor
thunderwave
Level 50:tornadocurse of acadia

Available races

Selecting a race is a fun way to flavor a character, and further define its strengths and weaknesses. Hover over a race link to view a brief summary of how the race interacts the class, or click it to visit the race's page for detailed information about that race.

Tips

  • Use fly scrolls and protective shield to prevent your shaman being pinned down with bash and trip, unable to cast his spells.
  • Savebreak equipment can help lower the spell resistances of opponents.
  • Weapon ward protects from many skills and combat style/weapon style inferiority.
  • Dispel magic removes the positive spells from your enemy, forcing him to use more mana/potions
  • Use the ability to cure to out-regen even the hardest hitting of enemies
  • Focus on improving DAMROLL and SAVE VS MENTAL. His damage comes mostly from weapons, and he needs sanctuary up to complete his defences.

Play the Game