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Druid class

Class druid

Druids hold many secret skills of the Path of Nature: they can shapeshift into animals, raise magical totems and call on ancestral spirits. Druids are excellent healers (only clerics are better), especially with herbs, can reshape the land around them, and command the best protective prayers along with a respectable arsenal of combat nature forces.

The price of communion with Nature is a string of specific restrictions: druids are always neutral, wear nothing made of metal, refuse to buy domestic pets, possess no social skills, cannot use potions or magical items, and are often vulnerable to fire and summons.

Nature magic is slow-going, so many druid skills come with a longer than usual delay and often trigger fatigue. Many druid skills mirror those of the ranger: like them, druids are masters of forest camouflage.

To use their powers, druids must choose a religion -- and only gods of the Paths of Nature, Light, Fury or Order are accepted -- the one standing exception being Tirna, who takes in all those who walk a path of their own. Reaching the highest rank of druid requires passing initiations in the Holy Grove.

Legend says the first druid circle was formed by elves, into whose hands the star Cassandra fell. But the elves chose a road of their own, and after the war of the races the dryads revived the order. Elves have not become druids since.

  • Pros: one of the most protected and survivable classes
  • Cons: complex gameplay that demands knowing the world's mechanics; not for newcomers

Натура : neutral Stats : +3 to wis Extra exp : 300 Races : only centaur, mawg, felar, human, satyr, dwarf, hobbit, faery, kender, cloud giant, svirfnebli, gnome, half-elf, arial Item level bonus: +3 to armor

For details on all parameters, see the help class table. See also help druid skills.

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