Druid
Contents
- 1 Description
- 2 Creation Guide
- 3 Spells
- 3.1 Alternative Spell List
- 3.2 Level 1
- 3.3 Level 5
- 3.4 Level 9
- 3.5 Level 14
- 3.6 Level 19
- 3.7 Level 24
- 3.8 Level 29
- 3.9 Level 34
- 3.10 Level 39
- 3.11 Level 44
- 3.12 Level 49
- 3.13 Level 50
- 3.14 Level 51
- 3.15 Level 52
- 3.16 Level 53
- 3.17 Level 54
- 3.18 Level 55
- 3.19 Level 56
- 3.20 Level 57
- 3.21 Level 58
- 3.22 Level 59
- 3.23 Level 60
- 4 Pet Guide
- 5 Skills
- 6 Druid-Specific Quests
- 7 Gearing
- 8 FAQ
Description
Druids are disciples of the wilds, following the teachings of the Norrathian gods of nature. Druids are primarily a magic-using class, with the ability to wear leather armor and wield blunt weapons and scimitars.
Druidic magic takes many forms, allowing the druid to fill a wide variety of roles when in a group or adventuring alone. Druids possess fair healing abilities, powerful health regenerative spells, valuable enhancements that improve the health and armor of their group, and at max level considerable mana regenerative spells.
Offensively, druids are versatile. They have access to fire and cold-based damage spells, a selection of disease and swarm spells that damage their enemies over time, powerful banishment spells focused upon unnaturally summoned creatures, and spells to charm animals. Druids also gain some of the best travel spells, including the ability to speed up their group's movement and teleport their group to distant regions.
Druids are a well-rounded class, prospering in both solo and grouped situations. An experienced druid is able to adventure alone, but is equally at home in a group. The druid is an excellent class for players who enjoy a variety of play styles and options. Druids make one of the best starting characters in EQ due to their amazing ability to make money via teleports, item farming, versatility, ease of travel, and quad killing giants.
Class Titles
Level 1-50 | Level 51-54 | Level 55-59 | Level 60 |
---|---|---|---|
Druid | Wanderer | Preserver | Hierophant |
Creation Guide
Picking the Right Race
Wood Elves are one of the two best races for druids. They lean towards being heavily mana based with good starting wisdom, and the best agility of all the races. They get infravision, and also a native ability to forage. Wood elves also have the ability to hide, though it doesn't raise beyond a minimal level in skill.
Half-Elves are more melee based. They aren't strong stat wise and are probably the weakest race overall in the druid class. Half-Elves also get infravision.
Halflings are the most popular druid race. Halflings trade some intelligence and charisma for higher strength and stamina. Halflings consume more food and drink, but that's less of an issue for druids thanks to forage. In return however they get infravision, basic hiding and sneak skills, and level slightly faster with their +5% exp bonus. They also have the added bonus of hairy feet.
Human is the most well rounded druid race. Human druids can be quite a competent and balanced character. Their low agility and lack of night-sight however makes them a more burdensome character to play compared to other races. (NOTE: Project 1999 uses the Titanium client, which has brighter lighting than the classic client, making human vision less of a problem).
Starting Statistics
Spending Your Bonus Points
Here are our suggested allocations of your bonus points at creation:
- Wood Elf: Add 25 to Wisdom, 5 to Stamina.
- Half Elf: Add 25 to Wisdom, 5 to Stamina.
- Halfling: Add 25 to Wisdom, 5 to Stamina.
- Human: Add 25 to Wisdom, 5 to Stamina.
Also you can spent those 5 points into STR if you wish to carry more loot, but in general Stamina = More hitpoints, important for low lvls (Where druids do melee decently). Also a lot of the druid Equipment does not grant Stamina. Also note that druids can buff STR considerably, as well as port to bank very easily, so being encumbered is usually not an issue.
Religion
Religion does not play an overly important role to Druids, but they do affect whether the druid can use certain deity-specific items. All Wood Elf druids must worship Tunare, while all Halflings must worship Karana. Half-Elves and Humans can choose between the two.
Karana | Tunare |
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Spells
Alternative Spell List
(work in progress)
Levels 1 to 29 || Levels 34 to 49 || Levels 50 to 60
Level 1
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Level 5
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 9
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 14
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 19
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 24
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 29
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 34
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 39
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 44
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 49
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 50
Spell Name | Spell Description | Era | Class | Location | Mana |
Level 51
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 52
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 53
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 54
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 55
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 56
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 57
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 58
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 59
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Spell Name | Spell Description | Era | Class | Location | Mana |
Level 60
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Spell Name | Spell Description | Era | Class | Location | Mana |
Nature's Touch | Single Target Healing Spell (Max: 978) | Vel. | Alt. | E. Com. | 400 |
Pet Guide
Pet Information
{{#lsth:Pet Guide|Druid Pets}}
Skills
Specialization
{{#lsth:Skill Specialization|Druid}}
Casting Skills
Level | Trained | Skill | Cap Until 50 | Cap Above 50 |
1 | No | Abjuration | 235 | 235 |
1 | No | Alteration | 235 | 235 |
1 | No | Conjuration | 235 | 235 |
1 | No | Divination | 235 | 235 |
1 | No | Evocation | 235 | 235 |
4 | No | Channelling | 200 | 220 |
8 | Yes | Meditate | 235 | 252 |
30 | Yes | Specialization | 200 | 200 |
Combat Skills
Level | Trained | Skill | Cap Until 50 | Cap Above 50 |
1 | No | 1 Hand Blunt | 175 | 175 |
1 | No | 1 Hand Slashing | 175 | 175 |
1 | No | 2 Hand Blunt | 175 | 175 |
1 | No | Bind Wound | 200 | 200 |
1 | No | Defense | 200 | 200 |
1 | No | Hand to Hand | 75 | 100 |
1 | No | Offense | 200 | 200 |
15 | Yes | Dodge | 75 | 75 |
Miscellaneous Skills
Level | Trained | Skill | Cap Until 50 | Cap Above 50 |
1 | No | Alcohol Tolerance | 200 | 200 |
1 | No | Beg | 200 | 200 |
1 | No | Fishing | 200 | 200 |
1 | No | Sense Heading | 200 | 200 |
1 | Yes | Swimming | 200 | 200 |
5 | Yes | Forage | 200 | 200 |
20 | Yes | Tracking | 125 | 125 |
Druid-Specific Quests
{{#lsth:Class Race Quest List|Druid}}
Gearing
Class specific gear suggestions are cross listed on the Gear Reference page.
Pre-Planar
{{#lsth:Players:Pre Planar Gear|Druid}}
Planar
{{#lsth:Players:Planar Gear|Druid}}
Kunark
{{#lsth:Players:Kunark Gear|Druid}}
Velious Pre-Raid/Group
{{#lsth:Players:Velious Pre-Raid Gear|Druid}}
Velious Raiding
{{#lsth:Players:Velious Raiding Gear|Druid}}
FAQ
Q: What should I use at lower levels for a weapon? 1HS, 1HB or 2HB?
A: 1H* is definitely the way to go. Slash or blunt is a preference,(I use blunt personally), but you generally want to stick with the 1H weapons, to keep your other hand free for a +WIS held item, such as; Testament of Vanear [+10WIS], Charred Guardian Shield [+9WIS], or Paw of Opolla [+9WIS].
Q: At what level do druids learn their teleporting spells?
A: The Self-Only teleport spells, or "rings", Are first gained at level 19. The first set allow you to port to : North Karana, West Commonlands, Tox. Forest, Butcherblock Mountains. At level 24, you recieve self only ports to: Steamfont Mountains, Lavastorm Mountains, The Feerrott, South Ro Desert. At Level 29, you recieve the last self only port, to Misty Thicket. The group teleport spells, or "circles", are first gained at level 29. You recieve them in the same order as the self only ports, with the addition of Circle of the Combines, (Dreadlands) at 34, and Wind of the North(Skyfire Mountains) at 39, along with Wind of the South(Emerald Jungle), also at 39.
Q: What am I? What role do I play? I don't know if we are casters with good ATK and AC or casting tanks with low AC and poor attack, and no disciplines.
A: A druid is a caster who at low level (under 20) can melee decently.
The AC is good but the ATK power never gets anywhere near a Tank/Hybrid's. All the melee types get double attack and/or dual wield, whereas we, don't. After level 20 you are a caster. Use your Damage over Time spells, Direct Damage spells, Healing, Snare, and Damage Shields. You are a utility caster who can do almost anything average but nothing very well; That is the bane of the druid but hey, druids get teleports too.
Q: How do I know how much Mana Wisdom gives me?
A: As a druid you gain .21 more Mana per Wisdom(MpW for short) for every level you have when at or below 200 wisdom. This means that when you are level 10 you get 2.1 MpW and it continues on in a similar pattern for Wisdom totals of 200 or less: 4.2 MpW @ lvl 20, 6.3 MpW @ lvl 30, 8.4 MpW @ lvl 40, 10.5 MpW @ lvl 50, 12.6 MpW @ lvl 60. The exact formula for wisdom of 200 or less is (WIS+10)*level/5. The formula for calculating above Mana at more than 200 wisdom is ( [ 11250 * level ] + [ 33 * WIS * level ] ) / 425.
Q: What is better for my level, + Mana or + Wisdom?
A: Basically, using the above math as a basis, below lvl 25 +Mana will give you stronger returns and have the benefit of being less expensive generally. Once you start leveling into your mid to late 20's the scaling factor of Wisdom will give you much stronger returns. This of course continues until lvl 60, but anything with +Mana in an empty/non-magic equipped slot is definitely a gain.
Q: Druids get Meditate right? What level?
A: Druids learn the meditate skill at level 8, along with all the other priest classes.
Q: In the guide you state that most of a druids best spells are restricted to outdoor areas. Does this mean druids are not wanted in high level dungeon groups? or are worthless in any indoor area?
A: Not at all! Druids can be, and are a valuable part of any dungeon group, especially at higher levels.
At level 39, you really come into your own, as you get your first "pack" spells.(Regen, SoW, Wolf Form). You also get a great damage shield, which hits for 15 points to start, and Skin like Diamond, a great HP/AC buff. While, it is true that our powers are somewhat watered down indoors, we still play a valuable backup healer, buffer, and have those nifty Evac spells everyone just loves.
Q: Do druids begin the game with any spells? If so, which?
A: Druids begin the game with a club and two spells; Skin like Wood and Minor Healing. There are several other level 1 spells which can be bought seperately, and are viewable here.
Q: What do I do with no drop items that I forage or items that appear not to be edible that I forage?
A: Not all nodrop foraged items have quests etc related to them at this point, although there are many that are said to belong to quests. You can save them in case a quest is discovered or destroy them.
Q: Is druid a pure caster?
A: No. A druid is part of the "Priest" line of classes. Our brethren are Shaman and Clerics. We use WIS as our mana base, are able to don better armor. The only downfall to this, is that we learn skills at a later level than the pure casters, and our magic is generally more of a "utility" base.
Q: Where are the druid guild halls located?
A: We have 3 guild halls availible to us. They are located in : Surefall Glade, Kelethin, and Rivervale.
Q: Which Druid Rings are guarded?
A: It is useful to know when teleporting evil races and very low level characters, add a Superior Camouflage to the mix before departure.
- Ring of Toxxulia - Empty
- Ring of Commons - Two lvl 35-40 Druid Guards
- Ring of Karana - Bunch of lvl 25-30 Druid Guards and Treants
- Succor: East (East Karana) - Succor spell. lvl 23-30 druids with animal mobs pathing by that are hostile to *everyone*. Don't sit down near them, even if you're a druid or a ranger, or the druids will assist the animals.
- Ring of Butcher - Empty
- Ring of Feerrott - Empty
- Ring of Misty - Empty of immediate port in aggro, but Ella Foodcrafter roams nearby and there are two level 30ish druid NPCs on the opposite side of the stone ring from where you port in.
- Ring of Ro - Empty
- Ring of Steamfont - Empty
- Ring of Lavastorm - Empty
- Ring of the Combines - Empty
- Wind of the North (Skyfire Mountains) - Various mobs path through the port location periodically, so it is sometimes guarded
- Wind of the South (Emerald Jungle) - Various mobs (rarely) path through the port location periodically, so it is sometimes guarded
- Ring of Iceclad - Empty
- Circle of Great Divide - Empty, requires tooth
- Circle of Wakening Lands - Wuoshi (on Velious Dragon Faction), requires tooth
- Circle of Cobalt Scar - Empty, requires tooth