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Druids are masters of nature and healing magic. Throughout history, they have used their skills and knowledge to the benefit of all humans. Nature can heal and protect, but can also cause widespread destruction. As such, druids command the powers of ice and earth to punish those who oppose the natural order.

Like sorcerers, druids are weak physically and cannot carry as much equipment as knights and paladins.

Benefits[]

  • Druids are welcome on team hunts thanks to their ability to heal others
  • Various elemental spell effects make for interesting, colorful gameplay
  • Druids can effectively deal several types of damage and can usually adapt to the hunted monsters' weaknesses
  • Strong damage output in every situation, both single- and multi-target
  • Can use Magic Shield to drastically increase survivability
  • Fastest advancement in magic level (same as sorcerers)
  • Largest amount of mana and fastest regeneration (same as sorcerers)
  • Can make many types of offensive runes
  • The only vocation capable of making the Icicle runes and the Avalanche runes which are useful for hunting dragons and demons
  • Can use all types of runes, except the Holy Missile runes
  • Can make healing runes

Drawbacks[]

  • Weak in terms of defense, druids must maintain distance from their enemies while casting spells and shooting runes. Sometimes, that is difficult and some people might not enjoy such gameplay
  • Not the best choice for hunting for profit due to the cost of runes and low carrying capacity
  • Lowest amount of hitpoints and slowest regeneration (same as sorcerers)
  • Slowest advancement in shielding and melee skills (druids advance a little bit faster than sorcerers, but the difference is negligible)
  • Lowest capacity (same as sorcerers)
  • Although Ice Damage is a very strong type of damage, a large array of creatures are immune to Earth Damage, which makes Druid's offensive spells very inflexible. This coupled with the fact that they also have a smaller arsenal of offensive spells, especially beam spells, usually makes Sorcerers better when hunting alone. Druid's Strong Ice Wave also has lower range than the Sorcerer's counterpart, which puts the player in a greater risk.

Advancement and regeneration[]

Stat increase per level[]

After advancing to the next level, every player receives an increase in capacity, maximum hitpoints and maximum mana.

Druids gain:


Regeneration[]

As time passes, every player will regenerate lost hitpoints and mana, as long as they have eaten recently (see the page on Regeneration for more information).

Druids regenerate:


Elder druids regenerate:

Promotion[]

When a druid reaches level 20, they can purchase a promotion and become an elder druid with certain benefits.

Tips and Tricks[]

All vocations should use their strengths to their own benefit. For example, it would be useless for a knight to try and make money selling runes. Instead, use the unique aspects of the vocation to your advantage.

Making Money[]

  • Sell Runes. Druids can make large amounts of money as a Provider of nearly all kinds of runes, especially Icicle (Rune), if you have a premium account, and Avalanche (Rune) that high level mages use to hunt demons. You can make runes while standing around somewhere (manasit) but you can also use a melee weapon in a hunting ground wich you can easily slaughter and meanwhile making runes, this way you wont lose your soul (unless you are too hight level for the creatures you kill).
  • Offer an Eternal Winter or Wrath of Nature service. Since Druids have strong attack spells, when you reach the level requirement for the Eternal Winter or Wrath of Nature spell, you will become very valuable on a large hunt or quest. Even helping with a quest that you have already completed, you can charge a large amount of money to help a group complete the quest.
  • Offer a healing service. Because of the low mana cost for the Heal Friend and Mass Healing spells (compared to Ultimate Healing Runes), you can go along with a Knight on a hunt and do nothing but heal them. You can charge a flat rate for the amount of time you spend with them, or you might even be able to get a portion of the loot from the hunt. You may also do this on a group hunt, using the Mass Healing spell to heal other players, as well as summoned creatures.
  • Summon creatures for others. You can charge a fee for summoning creatures for a paladin to convince. Since paladins cannot use the Summon Creature spell, you can summon a creature for them, and if they have enough mana, they can use a Convince Creature rune to take control over it and use it to help them hunt. You can also summon a monk or a ghoul for knights and paladins to train and charge an hourly fee (note you can only use this method in PvP and PvP-Enforced worlds because you cannot attack summons of players in Optional PvP worlds).

Gaining Experience[]

  • Use a blocker. This way you can hunt larger creatures that you would not normally be able to take on alone. This will most likely cost you quite a bit in Runes, since druids do not have many instant attack spells, and you may need to pay the blocker for their services.
  • Hunt with Summoned Creatures. When hunting with summons, you do not need to use as many runes, and you can stay in your hunting area longer because you are not using as much mana with your Rod.
  • Use Defensive Fighting when you are hunting with Rods. Changing your fighting mode will not affect the damage that your rods will cause, but using Defensive Fighting will cause you to take less damage from any melee attacks. Note that the damage from Rods does NOT increase with level or magic level.
  • Use your surroundings. Since most Rods cannot attack as far away as a Bow or Crossbow that Paladins use, druids need to use trees, stairs, and other obstacles to help maintain a distance from strong creatures. With some practice, you will be able to fight strong creatures without taking very much damage.

Advancing Your Skills[]

Magic Level[]

  • Never have full mana. Your Magic Level is advanced by using mana. Every second that you have full mana, you are losing potential magic level advancement.
  • Spend as little time as possible in Protection Zones. You cannot use mana that you do not generate, so spend as little time as possible in situations where you do not regenerate mana.
    • If you have a daily reward streak of 3, 4 or 5 days, you will regenerate mana inside Resting Areas as depots, temples and houses. So you don't need to avoid being inside these places even though they are also protection zones.
    • If you are a Premium Account player and you have a daily reward streak of 6 or more days, you are advised to stay inside resting areas since you will regenerate twice the mana you would regenerate outside these places.
  • Always eat. Make sure you have access to Food at all times. If you run out of food, then you will not be able to regenerate mana for using.
  • Use Rods to hunt. Using rods uses mana. An Elder Druid can regenerate mana as fast as the Snakebite Rod will use it, so they can potentially "train" their magic level by attacking creatures with this rod. If used on a creature that is immune to Earth, then your magic level will still advance, but you will not cause damage to the creature you are attacking, so you could potentially "train" for as long as you want to. A tip is to summon yourself a Snake and shoot it with your Snakebite Rod.
  • Use your melee weapon when gaining Soul Points. You need only to kill one monster every 4 minutes, so you are not worried about killing monsters quickly. This frees up your mana for spells and you can use up your mana completely if you wish to train your magic level. The only time to use your rod is for leveling, otherwise best train your melee skill since you can use spells to use up mana.
  • Carry Mana Potions. Not only is this a good idea if you get in a jam, but using Mana Potions will help you advance your Magic Level faster.
  • Don't use Magic Shield if you don't need to. Any mana that you lose to your Magic Shield does not count towards your magic level. If you are not in danger of dying, use Light Healing, Intense Healing and Ultimate Healing spells instead. An other possibility for premium druids is Heal Friend which can also be used for self-healing, as it heals between 1/2 to all of your hitpoints (depending on your Level and Magic Level).
  • Spend your Soul Points before hunts. Usually, the price needed to buy Mana Potions and make your own runes is only a bit more expensive than buying said runes. It is a good strategy for a faster Magic Level increase, as long as the player is not in dire need of money.
  • Choose hunts carefully. The more mana potions you use, the more mana you'll be spending and thus the more progress you'll be making on your magic level. Choosing hunts that allow you to use a lot of mana (and thus a lot of potions) but provide enough loot to pay off your mana potions will result in significant increase in advancement rate. Obviously the power of your character will determine the most effective way to do this - for very powerful players this could be by using ultimate area spells with particular monsters may work (for example: Wrath of Nature on Quara), for less powerful players use of wave spells may be more suitable (for example: Ice Wave on Dworcs); obviously, killing more monsters (per cast) will provide more loot and make this more feasible

Additional Information[]

Related Pages[]

Pages of Particular Interest to Druids[]

Creatures

Hunting

Vocation

Equipment

NPCs

Instant Spells[]

Name Words Prem Level Mana Price Group Effect
Chill Out exevo infir frigo hur 1 8 0 Attack Shoots a weak area attack directly in front of the caster, dealing ice damage.
Magic Patch exura infir 1 6 0 Healing Restores a small amount of health. (Cures paralysis)
Mud Attack exori infir tera 1 6 0 Attack Shoots a weak earth missile at the selected target up to 3 square meters away. If no target is selected, the damage is focused on the single square right in front of the caster.
Apprentice's Strike exori min flam 6 6 0 Attack Shoots a weak fire missile at the selected target up to 3 square meters away. If no target is selected, the damage is focused on the single square right in front of the caster.
Find Person exiva "name" 8 20 80 Support Tells you which direction a certain player is, relative to you, and a rough idea of the distance.
Light utevo lux 8 20 0 Support Provides illumination in a 3 tile radius around the caster (area effect). Duration is 6 minutes, 10 seconds.
Light Healing exura 8 20 0 Healing Restores a small amount of health and cures paralysis.
Flame Strike exori flam 8 20 800 Attack Shoots a fire missile at the selected target up to 3 square meters away. If no target is selected, the damage is focused on the single square right in front of the caster.
Ice Strike exori frigo 8 20 800 Attack Shoots an ice missile at the selected target up to 3 square meters away. If no target is selected, the damage is focused on the single square right in front of the caster.
Magic Rope exani tera 9 20 200 Support Teleports you up through a hole when you are standing in a Rope Spot.
Cure Poison exana pox 10 30 150 Healing Cures the status of being poisoned.
Levitate exani hur up
exani hur down
12 50 500 Support Permits vertical movement via levitation, up or down one level.
Energy Strike exori vis 12 20 800 Attack Shoots an energy missile at the selected target up to 3 square meters away. If no target is selected, the damage is focused on the single square right in front of the caster.
Great Light utevo gran lux 13 60 500 Support Provides illumination in a 4 tile radius around the caster (area effect). Duration is 11 minutes, 35 seconds.
Terra Strike exori tera 13 20 800 Attack Shoots an earth missile at the selected target up to 3 square meters away. If no target is selected, the damage is focused on the single square right in front of the caster.
Haste utani hur 14 60 600 Support Increases your base Speed by 30% for 30 seconds. Cures paralysis.
Food (Spell) exevo pan 14 120 300 Support Creates various kinds of food.
Magic Shield utamo vita 14 50 450 Support Damage taken reduces Mana instead of Hit Points. Duration is 180 seconds.
Cancel Magic Shield exana vita 14 50 450 Support Removes an active Magic Shield from the player.
Physical Strike exori moe ico 16 20 800 Attack Shoots a physical damage missile at the selected target up to 3 square meters away. If no target is selected, the damage is focused on the single square right in front of the caster.
Heal Friend exura sio "name" 18 120 800 Healing Heals a specified player. This cannot be used on yourself anymore.
Ice Wave exevo frigo hur 18 25 850 Attack Shoots an area attack directly in front of the caster, dealing ice damage.
Intense Healing exura gran 20 70 350 Healing Restores a medium amount of health and cures paralysis.
Strong Haste utani gran hur 20 100 1,300 Support Increases your base Speed by 70% for 21 seconds. Cures paralysis.
Cure Electrification exana vis 22 30 1,000 Healing Stops the Special Condition called Electrified.
Creature Illusion utevo res ina "creature" 23 100 1,000 Support Turns you into a certain creature for three minutes.
Summon Creature utevo res "creature name" 25 varies 2,000 Support Summons a creature to help you.
Find Fiend exiva moe res 25 20 1,000 Support Tells you which direction the nearest fiendish creature is, relative to you, and a rough idea of the distance.
Ultimate Light utevo vis lux 26 140 1,600 Support Fills the dark with light.
Ultimate Healing exura vita 30 160 1,000 Healing Restores a large amount of health and cures paralysis.
Cure Burning exana flam 30 30 2,000 Healing Stops the Special Condition called Burning.
Heal Party utura mas sio 32 Varies. 4,000 Support The Heal Party spell will increase the regeneration speed of players on his party to 20 hit points every 2 seconds for a period of 2 minutes, totaling up 1200 hitpoints.
Invisible utana vid 35 440 2,000 Support Makes the caster invisible to some creatures. Duration is 3 minutes, 20 seconds.
Mass Healing exura gran mas res 36 150 2,200 Healing Heals all players and summons around the caster and will also heal the caster.
Terra Wave exevo tera hur 38 170 2,500 Attack Shoots a powerful area attack directly in front of the caster, dealing strong earth damage.
Strong Ice Wave exevo gran frigo hur 40 170 7,500 Attack Shoots a powerful, but short ranged area attack directly in front of the caster, dealing strong ice damage.
Cure Bleeding exana kor 45 30 2,500 Healing Stops the Special Condition called Bleeding.
Envenom utori pox 50 30 6,000 Attack Deals poisoned condition
Wrath of Nature exevo gran mas tera 55 700 6,000 Attack Calls forth a huge mass of poisonous vines to strangle enemies, dealing extremely high earth damage on a total of 101 squares around the caster. The spell deals about 5-10% less damage than Eternal Winter, but its area of effect is larger.
Eternal Winter exevo gran mas frigo 60 1050 8,000 Attack Summons a raging blizzard, dealing extremely high ice damage on a total of 64 squares around the caster. The spell deals about 5-10% more damage than Wrath of Nature, but its area of effect is smaller.
Strong Terra Strike exori gran tera 70 60 6,000 Attack Shoots a powerful earth missile at the selected target up to 3 square meters away. If no target is selected, the damage is focused on the single square right in front of the caster.
Strong Ice Strike exori gran frigo 80 60 6,000 Attack Shoots a powerful ice missile at the selected target up to 3 square meters away. If no target is selected, the damage is focused on the single square right in front of the caster.
Ultimate Terra Strike exori max tera 90 100 15,000 Attack Shoots a very powerful earth missile at the selected target up to 3 square meters away. If no target is selected, the damage is focused on the single square right in front of the caster.
Ultimate Ice Strike exori max frigo 100 100 15,000 Attack Shoots a very powerful ice missile at the selected target up to 3 square meters away. If no target is selected, the damage is focused on the single square right in front of the caster.
Summon Druid Familiar utevo gran res dru 200 3000 50,000 Support Summons a Druid Familiar which lasts 15 minutes.
Nature's Embrace exura gran sio "name" 275 400 500,000 Healing Heals a specified player.
Restoration exura max vita 300 260 500,000 Healing Restores a very large amount of health and cures paralysis.
Gift of Life 300 0 0 Healing Under certain circumstances, heals the player before taking otherwise fatal damage, giving them a second chance.
Ice Burst exevo ulus frigo 300 230 0 Attack Casts a powerful ring of ice around the character.
Terra Burst exevo ulus tera 300 230 0 Attack Casts a powerful ring of earth around the character.
Avatar of Nature uteta res dru 300 2200 Support Turns the player into an avatar that has multiple benefits.

Rune Spells[]

Name Words Prem Level Mana Price Group Effect
Poison Field adevo grav pox 14 200 300 Support Makes 3 Poison Field Runes (requiring 1 Blank Rune).
Cure Poison Rune adana pox 15 200 600 Support Makes 1 Cure Poison Rune (Item) (requiring 1 Blank Rune). Cures the target from Poison.
Fire Field adevo grav flam 15 240 500 Support Makes 3 Fire Field Runes (requiring 1 Blank Rune).
Intense Healing Rune adura gran 15 120 600 Support Makes 1 Intense Healing Rune (requiring 1 Blank Rune). Heals target better than Light Healing.
Light Magic Missile adori min vis 15 120 500 Support Makes 10 Light Magic Missile Runes (requiring 1 Blank Rune). Shoots a weak attack that causes Energy Damage.
Convince Creature adeta sio 16 200 (+ some to use) 800 Support Makes 1 Convince Creature Runes (requiring 1 Blank Rune). Convinces a creatures to help you.
Destroy Field adito grav 17 120 700 Support Makes 3 Destroy Field Runes (requiring 1 Blank Rune). Destroys fire, poison and energy fields, from any distance as long there's nothing blocking the path.
Energy Field adevo grav vis 18 320 700 Support Makes 3 Energy Field Runes (requiring 1 Blank Rune).
Disintegrate adito tera 21 200 900 Support Makes 3 Disintegrate Runes (requiring 1 Blank Rune). Destroys movable objects.
Stalagmite adori tera 24 350 1,400 Support Makes 10 Stalagmite Runes (requiring 1 Blank Rune). Sends out an earth missile (like HMM), it deals Earth Damage.
Ultimate Healing Rune adura vita 24 400 1,500 Support Makes 1 Ultimate Healing Rune (requiring 1 Blank Rune). Heal the target a large amount of HP. The amount changes with the magic level and level of the user.
Heavy Magic Missile adori vis 25 350 1,500 Support Makes 10 Heavy Magic Missile Runes (requiring 1 Blank Rune). Shoots an attack that inflicts Energy Damage.
Poison Bomb adevo mas pox 25 520 1,000 Support Makes 2 Poison Bomb Runes (requiring 1 Blank Rune).
Chameleon adevo ina 27 600 1,300 Support Makes 1 Chameleon Runes (requiring 1 Blank Rune). Turns you into an item. The effect lasts for 200 seconds (3 minutes, 20 seconds).
Fire Bomb adevo mas flam 27 600 1,500 Support Makes 2 Fire Bomb Runes (requiring 1 Blank Rune).
Soulfire adevo res flam 27 420 1,800 Support Makes 3 Soulfire Runes (requiring 1 Blank Rune). Causes the target to catch on fire.
Wild Growth adevo grav vita 27 600 2,000 Support Makes 2 Wild Growth Runes (requiring 1 Blank Rune). Creates a rune to cast a tree which blocks off 1 square meter.
Animate Dead adana mort 27 600 1,200 Support Makes 1 Animate Dead Runes (requiring 1 Blank Rune). Transforms a corpse into a skeleton.
Stone Shower adori mas tera 28 430 1,100 Support Makes 4 Stone Shower Runes (requiring 1 Blank Rune). Shoots an earth attack that covers a large circular area around the target, this is the Druids' equivalent of the Thunderstorm.
Icicle adori frigo 28 460 1,700 Support Makes 5 Icicle Runes (requiring 1 Blank Rune). Shoots an Ice attack, this is the Druids' equivalent of the Fireball.
Poison Wall adevo mas grav pox 29 640 1,600 Support Makes 4 Poison Wall Runes (requiring 1 Blank Rune). Creates a 1×5 Poison Field area if shot straight from the body. If shot on an angle, a total of 9 poison field squares will be made spanning 5 fields vertical and 5 fields horizontal.
Avalanche adori mas frigo 30 530 1,200 Support Makes 4 Avalanche Runes (requiring 1 Blank Rune). Shoots an Ice attack that covers a large circular area centered around the target, this is the Druids' equivalent of the Great Fireball.
Explosion adevo mas hur 31 570 1,800 Support Makes 6 Explosion Runes (requiring 1 Blank Rune). Makes a small explosion in the shape of a plus-sign (+) around the target.
Fire Wall adevo mas grav flam 33 780 2,000 Support Makes 4 Fire Wall Runes (requiring 1 Blank Rune). Creates a 1×5 Fire Fields area if shot straight from the body. If shot on an angle, a total of 9 fire field squares will be made spanning 5 fields vertical and 5 fields horizontal.
Energy Wall adevo mas grav vis 41 1000 2,500 Support Makes 4 Energy Wall Runes (requiring 1 Blank Rune). Creates a 1×7 Energy Fields Area if shot straight from the body. If shot on an angle, a total of 13 energy field squares will be made spanning 7 fields vertical and 7 fields horizontal.
Paralyse adana ani 54 1400 1,900 Support Makes 1 Paralyse Runes (requiring 1 Blank Rune).

Spells No Longer in Use[]

Name Words Prem Level Mana Price Group Effect
Broadcast exisa mas "message" 90 400 A message would be sent to all online players.
Force Strike exori mort 11 20 600 Attack Causes Physical Damage focused on the single square in front of the caster.
Undead Legion exana mas mort 30 500 2,000 Summon Creates a Skeleton from every corpse around you. The area affected is the same size as the Mass Healing Spell.
Poison Storm exevo gran mas pox 50 600 3,400 Attack Poisons enemies around the caster.