Type: Supporter
Profession: Path of Harmony
Class Stats
Primary: Empathy
Secondary: Constitution
Tertiary: Strength
The enemy approaches through the trees. The group stops while the druid calls upon Nature to buff his companions for the fight they will be facing. The enemy appears. From the side, you see the druid casting spells to heal and aid the group during the fight. Another enemy breaks from the trees. The druid quickly sends his spirit companion to intercept the additional foe. A third enemy approaches and the druid calls upon the trees. Their roots spring from the ground to hold the enemy in place.

Followers of the Path of Harmony, druids use natural magic. They are primarily healers with a variety of spells they can learn to aid their realm mates. They receive basic buffs and can specialize in buffs that are unique in the realm. Druids have some offensive capabilities. Besides the ability to pick up a weapon and swing it at an enemy, they can cast poison spells to physically harm their opponent and cast root spells to freeze their opponent in place. They are also able to summon Nature's spirits as companions to travel or fight beside them. The role of a healing druid can be exacting. It takes a lot of patience, dedication and quick reflexes to keep your group healthy and performing their best. A druid can choose to spend his life alone with his spirit companion, dedicated to a group, or a little of both.


Celt 60 + 45 60 + 23 60 + 15 60606060602% Crush3% Slash5% Spirit
Firbolg 70 + 45 60 + 23 90 + 15 40406060603% Crush2% Slash5% Heat
Sylvan 60 + 45 60 + 23 70 + 15 55457060603% Crush2% Thrust5% Matter5% Energy


Armor: Cloth, Leather, Reinforced, Scale
Weaponry: Staves, Blunt, Blades
Shield: Small
Miscellaneous: Sprint







Realm Abilities

Symbol vote yes2 Useful Realm Abilities

  • Augmented Acuity
  • Augmented Dexterity
  • Ethereal Bond
  • Mastery of Healing
  • Serenity
  • Wild Healing
  • Divine Intervention
  • Mystic Crystal Lore
  • Raging Power
  • Perfect Recovery

Neutral Neutral Realm Abilities

  • Avoidance of Magic
  • Purge
  • Toughness
  • Mastery of Focus
  • Mastery of Concentration
  • Wild Minion

Symbol vote no2 Lesser Use Realm Abilities

  • Augmented Strength - not a recommended ra but will help with mele damage and ability to carry stuff that is helpful for crafters or those that carry seige into battle.
  • Lifter - this is as useful on a druid as any class, as it helps them carry stuff, if your a crafter it is particularly useful, particularly if ou tend to craft seige to carry into battle though the later is likely more often done by tank class.
  • Long Wind - again not useless, again just as useful to a druid as anyone to reduce end cost when running, possibly more so than many.
  • Mastery of Magery - this will help dot damage so can be a decent ra for nature druid's, though not recommended for first choose or ras.
  • Mastery of Pain - Druid mele damage is low so not a recommended ra but if you tend to be more of a mele druid, particularly with addtion of cl styles, increased chance to crit isn't neccearily a bad idea.
  • Veil Recovery
  • Veil Recovery
  • Adrenalin Rush
  • Barrier of Fortitude
  • First Aid
  • Second Wind

Realm Rank 5 Ability:

Name Nature's Womb
Reuse 10 minutes

An instant cast spell that silences the druid for 5 seconds and converts all damage taken for the duration into healing the druid.

Master Level Paths


Useful Artifacts


Other Useful Items


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