Overview
Druids are masters of healing and nature. Throughout history, they have practiced their control over nature to the benefit of all humans. They are very skilled in healing and supportive spells, and can create more different kinds of Runes than any other vocation.
Because of their focus on magical abilities, they are sorely lacking in physical skills, and have little physical strength to carry items and equipment.
Benefits
- Fastest advancement in Magic Level (same as Sorcerers)
- Fastest Mana regeneration (same as Sorcerers)
- Largest amount of Mana (same as Sorcerers)
- Can make many different kinds of Runes
- Only vocation able to make the Icicle and Avalanche runes which are useful for hunting dragons or demons
- Can use all different kinds of Runes. (except the Holy Missile rune)
- Can make Healing Runes
- Elder Druids have the capability of enchanting melee weapons with ice or earth powers.
Drawbacks
- Slowest Hitpoint regeneration (same as Sorcerers)
- Smallest amount of Hitpoints (same as Sorcerers)
- Second slowest advancement in Shielding and Melee skills (minutely faster than Sorcerer)
- Smallest amount of Capacity (same as Sorcerers)
- Offensive Spells cost more Mana than Sorcerers
- Cannot use lots of armors (same as Sorcerers)
Gains and Regeneration
Gains by level
With each level, every player recieves an increase in Capacity, Maximum Hitpoints, and Maximum Mana.
With each level, a druid will gain:
Regeneration
As time passes, every player will regenerate lost Hitpoints and Mana, as long as they have eaten recently (see page on Regeneration for more information).
A druid will regenerate:
An elder druid will regenerate:
Promotion
When a druid reaches level 20, they can purchase a Promotion and become an Elder Druid with certain benefits.
See the page on Promotion for more information.
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 a 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.
- 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 Poison, 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 posibility 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).
- 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 alot of mana (and thus alot 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
- Creatures: Full list of creatures organized by type.
- Summon Creature
- Convince Creature
Hunting
Vocation
Equipment
NPCs
Instant Spells
Name | Words | Prem | Level | Mana | Price | Group | Effect | |
---|---|---|---|---|---|---|---|---|
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. | |
Levitate | exani hur up exani hur down |
✓ | 12 | 50 | 500 | Support | Permits vertical movement via levitation, up or down one level. | |
Haste | utani hur | ✓ | 14 | 60 | 600 | Support | Increases your base Speed by 30% for 30 seconds. Cures paralysis. | |
Invisible | utana vid | ✗ | 35 | 440 | 2,000 | Support | Makes the caster invisible to some creatures. Duration is 3 minutes, 20 seconds. | |
Intense Healing | exura gran | ✗ | 20 | 70 | 350 | Healing | Restores a medium amount of health and cures paralysis. | |
Ultimate Healing | exura vita | ✗ | 30 | 160 | 1,000 | Healing | Restores a large 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. | |
Creature Illusion | utevo res ina "creature" | ✗ | 23 | 100 | 1,000 | Support | Turns you into a certain creature for three minutes. | |
Ultimate Light | utevo vis lux | ✓ | 26 | 140 | 1,600 | Support | Fills the dark with light. | |
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. | |
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. | |
Cure Burning | exana flam | ✓ | 30 | 30 | 2,000 | Healing | Stops the Special Condition called Burning. | |
Cure Bleeding | exana kor | ✓ | 45 | 30 | 2,500 | Healing | Stops the Special Condition called Bleeding. | |
Cure Electrification | exana vis | ✓ | 22 | 30 | 1,000 | Healing | Stops the Special Condition called Electrified. | |
Envenom | utori pox | ✓ | 50 | 30 | 6,000 | Attack | Deals poisoned condition | |
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. | |
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 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 Poison | exana pox | ✗ | 10 | 30 | 150 | Healing | Cures the status of being poisoned. | |
Magic Rope | exani tera | ✓ | 9 | 20 | 200 | Support | Teleports you up through a hole when you are standing in a Rope Spot. | |
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. | |
Cancel Magic Shield | exana vita | ✓ | 14 | 50 | 450 | Support | Removes an active Magic Shield from the player. | |
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. |
Spells No Longer in Use
Rune Spells
Name | Words | Prem | Level | Mana | Price | Group | Effect | |
---|---|---|---|---|---|---|---|---|
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). | |
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. | |
Cure Poison Rune | adana pox | ✗ | 15 | 200 | 600 | Support | Makes 1 Cure Poison Rune (Item) (requiring 1 Blank Rune). Cures the target from Poison. | |
Disintegrate | adito tera | ✓ | 21 | 200 | 900 | Support | Makes 3 Disintegrate Runes (requiring 1 Blank Rune). Destroys movable objects. | |
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). Creates an energy field, initial damage of 30 and followed by 25 addtional damage once the field is left. | |
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. | |
Fire Bomb | adevo mas flam | ✗ | 27 | 600 | 1,500 | Support | Makes 2 Fire Bomb Runes (requiring 1 Blank Rune). Creates a 3×3 square of Fire Fields. | |
Fire Field | adevo grav flam | ✗ | 15 | 240 | 500 | Support | Makes 3 Fire Field Runes (requiring 1 Blank Rune). Creates a Fire Field. | |
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. | |
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. | |
Paralyse | adana ani | ✓ | 54 | 1400 | 1,900 | Support | Makes 1 Paralyse Runes (requiring 1 Blank Rune). | |
Poison Bomb | adevo mas pox | ✓ | 25 | 520 | 1,000 | Support | Makes 2 Poison Bomb Runes (requiring 1 Blank Rune). Creates a 3×3 area of Poison Fields. | |
Poison Field | adevo grav pox | ✗ | 14 | 200 | 300 | Support | Makes 3 Poison Field Runes (requiring 1 Blank Rune). Creates a poison cloud. | |
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. | |
Soulfire | adevo res flam | ✓ | 27 | 420 | 1,800 | Support | Makes 3 Soulfire Runes (requiring 1 Blank Rune). Causes the target to catch on fire. | |
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. | |
Animate Dead | adana mort | ✓ | 27 | 600 | 1,200 | Support | Makes 1 Animate Dead Runes (requiring 1 Blank Rune). Transforms a corpse into a skeleton. | |
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. |
Possible Hotkey Assignments
If you are having trouble with too many hotkeys to remember, then the following table may be useful for you. It provides an organized set of hotkey assignments for the most commonly used spells for this vocation.
This table is only an idea to help you build your own set of hotkeys, you obviously do not need to use these key assignments if you do not want to. See the page on Hotkeys for a blank template.
You can also print this table out and place it above your keyboard as a quick-reference. Make sure you print "landscape" instead of "profile", or you will not print the entire table.
Healing/Support | Attack/Support | Support | |||||||||||||
Energy | Fire | Physical | Earth | ||||||||||||
F1 | F2 | F3 | F4 | F5 | F6 | F7 | F8 | F9 | F10 | F11 | F12 | ||||
Light . | Light Healing . | Intense Healing . | Ultimate Healing . | Energy Strike . | Flame Strike . | Physical Strike . | Wrath of Nature . | Haste . | Levitate Up . | Invisible . | Magic Shield . | Standard | |||
SHIFT+ | Ultimate Light . | Antidote . | Food . | Mass Healing . | Heal Friend 1. | Heal Friend 2. | Heal Friend 3. | Heal Friend 4. | Strong Haste . | Levitate Down . | Magic Rope . | Summon Creature . | Powerful | ||
CTRL+ | Destroy Field. | Antidote Rune. | IH Rune. | UH Rune. | HMM. | GFB. | Explosion. | Envenom. | Fire Field. | Convince Creature. | Chameleon. | Paralyze Rune. | Runes | ||
Missing Spells: | Great Light, Wild Growth, Find Person, Creature Illusion | ||||||||||||||
Missing Runes: | Light Magic Missile, Fireball, Energy Field, Desintegrate, Poison Bomb, Animate Dead, Firebomb, Soulfire, Poison Wall, Fire Wall, Energy Wall |
See also: Druid Template