This is a page about a playable character class. For other uses, see Druid.
Druids are quite powerful clerical casters that usually start out in better physical shape than Wizards or Priests, but tend not to be as proficient with magic as either. Druids start the game with higher piety than other classes.
As beings that are one with nature, animals that are naturally generated during the game will not be hostile to Druids. Druids also have a very varied skillset as nature priests, including useful skills like Herbalism and Swimming, and quite rare skills like Woodcraft and Gardening. Concentration and Literacy of course are must-have skills for them; they tend to advance in these skills slowly compared to other casting classes, though, which can make them somewhat frustrating to play in the early game.
Druids are nature priests. They worship the Old Gods and regard all nature as a holy thing to worship and protect. Their specialty are spells of nature and protection. It is said that no animal will willingly harm a druid.
|Skill||Typical Value||Typical Modifier||Available Ingame?|
|Climbing||48 (depends on Dexterity)||3d5||N/A|
|First aid||46 (depends on Learning)||3d3||N/A|
|Listening||47 (depends on Perception)||3d4||N/A|
HP, PP, To-hit Growth by Level
Melee to-hit: High
Ranged to-hit: Low
- Animals will generally be generated non-hostile if the PC is a Druid.
- Exceptions are those that are summoned, those that appear in tension rooms, or all animals in Keethrax's level.
- Sacrificing animals as a non-chaotic druid decreases piety with your god and shifts alignment towards chaotic.
- Druids will get a different reward for completing Guth'Alak's quest. This will be instead of the "knowledge or power" choice.
- Heir gift: yellow <armor> of life. Some races will get robes; others will get leather armor. Note that this armor seems to be of particularly good quality — it has typical stats of [+0, +5] or even [+0, +6].
- Druids need 50% more marks to increase a weapon skill (for all weapon categories).
- Level 6: Choosing to 'e'vade wilderness encounters will always work.
- Level 12: PP regeneration in the wilderness is increased to twice its usual rate.
- Level 18: Gains immunity to 'all weather effects' (i.e. rain).
- Level 25: Gains ability to summon 1d3 major animals, at the cost of 1d3 Mana points. This also trains Mana (similarly to necromancy).
- Level 32: HP regeneration in the wilderness is increased to twice its usual rate.
- Level 40: Gains shock immunity.
- Level 50: Corruption inflicted on the PC is reduced by 10%.
All Druids start the game with
- 2 potions
- A spellbook of Divine Wrath
- A wooden shield (in the inventory)
- An apple and a melon
- Some gold
Race specific gear
|Human||Troll||High Elf||Grey Elf||Dark Elf|