Druid class icon
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.

Attributes & Races

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

Abilities & Specialization

409s.png Sprint

Nature Affinity

104s.png Cloth
105s.png Leather
163s.png Reinforced
106s.png Scale

209s.png Staves
202s.png Blades
212s.png Blunt
226s.png Shield (Small)

Master Levels
2635s.png Convoker
2610s.png Perfecter

Sub Classes
0s.png Forester
0s.png Guardian
0s.png Magician
0s.png Stalker

496s.png Alchemy
498s.png Armorcraft
485s.png Basic Crafting
489s.png Fletching
488s.png Spellcrafting
492s.png Tailoring
499s.png Weaponcraft
497s.png Siegecraft




Realm Abilities

Symbol vote yes2 Primary Realm Abilities Symbol vote yes2 Neutral Secondary Realm Abilities Neutral Symbol vote no2 Useless Realm Abilities Symbol vote no2

ras.png Augmented Acuity
ras.png Augmented Constitution
ras.png Augmented Dexterity
ras.png Augmented Quickness
ras.png Augmented Strength
ras.png Avoidance of Magic
ras.png Long Wind
ras.png Mastery of Focus
ras.png Mastery of Healing
ras.png Mastery of Magery
ras.png Mastery of Pain
ras.png Toughness
ras.png Wild Healing
ras.png Wild Minion
ras.png Wild Power

ras.png Ethereal Bond
ras.png Lifter
ras.png Serenity
ras.png Veil Recovery

3015s.png Barrier of Fortitude
3035s.png Divine Intervention
3018s.png Perfect Recovery
3010s.png Purge

3000s.png First Aid
3006s.png Mastery of Concentration
3007s.png The Empty Mind

3001s.png Adrenaline Rush
3008s.png Mystic Crystal Lore
3009s.png Raging Power
3002s.png Second Wind

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.

Useful Artifacts


bruiser (two handed)

Egg of youth


eternal plant

crocodile tear ring


Other Useful Items


CL or dragon quest, dragon scales bucklar



excellent mythirian of power

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