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.


Many druid abilities require careful manipulation of their DRUIDIC STAFF.
Level 1:cure lightflail
hand to handkick
druidic staff
Level 2:consecrate
Level 3:faerie fire
Level 4:loreherblore
produce flameforesight
Level 5:refreshspirit bond
roast herbs
Level 6:cure blindnessdetect magic
Level 7:identifywilderness healing
breath of the wild
Level 8:detect invisleaves
Level 9:know alignmentfast healing
Level 10:barkskinblood worms
Level 11:protection creature
Level 12:enchant staff
Level 13:cure diseaseinfravision
Level 14:cure poison
Level 15:locate objecttrance
faerie flarefaerie blast
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
Level 19:control weather
Level 20:sanctuarywild shape
Level 21:faerie fog
Level 22:teleportwinters wrath
Level 24:dispel magicsecond attack
ritual of blood
Level 25:summon dervish
Level 26:cancellation
Level 27:water walking
Level 28:wilderness recall
Level 29:tempest
Level 30:lesser boondreamwalk
primal fury
Level 32:astral form
Level 35:flash flood
Level 36:healing wordskywrite
Level 38:one with nature
Level 40:misty mirage
Level 45:sun blastthorn armor
Level 50:summon stag

Note that each race of druids gains some extra abilities from their CIRCLE.

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.

dwarf, duergar, gnome, avian, werebeast, treant
Werebeast druid attributes
Racial Legacies
Innate Abilities

Werebeast druid has a compounded experience cost of 300.


  • Brandish - Click to watch the various applications of druid staff brandishing.


  • Use fly scrolls and might of the oaks to prevent your druid being pinned down with bash and trip, unable to cast his spells.
  • Savebreak equipment can help lower the spell resistances of opponents.
  • 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.

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