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Druid enhancements (history)
History | ||
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This page is about an enhancement tree that no longer exists in-game. | ||
If you can verify that the enhancement tree still exists, please edit this page and remove this template. |
Alchemist‡ | Artificer† — Dog | Barbarian | Bard | Cleric |
---|---|---|---|---|
Apo — Bom — VCh | AT — BE — RM | FB — OS — Rav | SB2 — SS — St1 — WC | DA1 — DD — RS2 — War |
Druid — Wolf | Fighter | Favored Soul† | Monk | Paladin |
BC1 — NW — NP2 — SH | Dra1 — Ken2 — Rav1 — StD — Van2 | AoV — BoH — War | HeM — NiS — Shi | |
Ranger | Rogue | Sorcerer | Wizard | Warlock |
AA2 — DH1 — DWS — Tem | Ass — Mec — TA | AS – ES – FS – WS – EK2 – WM1 | AM — EK — PM | AotS1 — ES2 — SE — TS |
Falconry† ~ Feydark Illusionist† ~ Harper Agent† ~ Horizon Walker† ~ Inquisitive† ~ Vistani Knife Fighter† |
Reaper | |||
†: Class/tree can be earned via favor. ‡: Class/tree free to VIP or found in DDO Store. 1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype. |
Aasimar 1,395 DDO Points | Dragonborn | Drow | Dwarf | Elf / W-Elf (& AA) | Gnome | Half-Elf (& AA) |
---|---|---|---|---|---|---|
Half-Orc | Halfling | Human | Shifter 1,595 DDO Points | Tabaxi 1,595 DDO Points | Tiefling | Warforged †Free by turning in 400 Total favor per server 995 DDO Points |
Bladeforged 1,295 DDO Points | Deep Gnome 1,295 DDO Points | Morninglord 1,295 DDO Points (& AA) | PDK 1,295 DDO Points | Razorclaw 1,395 DDO Points | Scoundrel 1,395 DDO Points | Scourge 1,295 DDO Points | Shadar-kai 1,295 DDO Points | Trailblazer 1,395 DDO Points |
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Druid |
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Starting a... |
Druids have two enhancement lines available as of Update 19: Nature's Warrior and Season's Herald.
- Druids Enhancements
Everything beyond this point is for Update 18, and is no longer relevant to the current game!
Update 18 Information:
Level Progression[edit]
LV | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
Aggravate | I | II | III | IV | ||||||||||||||||
Shifting Rake | I | II | III | IV | ||||||||||||||||
Nature's Warden | I | II | III | IV | ||||||||||||||||
Blood Moon Frenzy | I | II | III | |||||||||||||||||
Beastial Nature | I | II | III | |||||||||||||||||
Vengeful Hunter | I | II | III | |||||||||||||||||
Essence of the Shrike | I | II | ||||||||||||||||||
Essence of the Turtle | I | II | ||||||||||||||||||
Hide of the Crocodile | I | II | ||||||||||||||||||
Energy of the Locus | I | II | III | IV | ||||||||||||||||
Emminence of Life | I | II | III | IV | ||||||||||||||||
Emminence of the Sun | I | II | III | IV | ||||||||||||||||
Emminence of the Storm | I | II | III | IV | ||||||||||||||||
Emminence of Hoarfrost | I | II | III | IV | ||||||||||||||||
Waxing Life | I | II | III | |||||||||||||||||
Waxing Sun | I | II | III | |||||||||||||||||
Waxing Storm | I | II | III | |||||||||||||||||
Waxing Hoarfrost | I | II | III | |||||||||||||||||
Zenith of Life | I | II | III | |||||||||||||||||
Zenith of Sun | I | II | III | |||||||||||||||||
Zenith of Storm | I | II | III | |||||||||||||||||
Zenith of Hoarfrost | I | II | III | |||||||||||||||||
Toughness | I | II | III | IV | ||||||||||||||||
Strength | I | II | ||||||||||||||||||
Wisdom | I | II | III | |||||||||||||||||
Druid Nature's Warrior | I | II | ||||||||||||||||||
Fatal Harrier | I | |||||||||||||||||||
Reaving Roar | I | |||||||||||||||||||
Celerity | I | |||||||||||||||||||
Wild Healing | I | |||||||||||||||||||
Seasons Herald | I | II | ||||||||||||||||||
Spring Resurgence | I | |||||||||||||||||||
Autumn Susurrus | I | |||||||||||||||||||
Crown of Summer | I | |||||||||||||||||||
Winter's Heart | I | |||||||||||||||||||
Hierophant | I | |||||||||||||||||||
Natural Adept | I | |||||||||||||||||||
LV | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
General Enhancements[edit]
Druid Toughness I: Increases the total benefit you receive from Toughness by 10.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: Toughness or Past Life: Berserker's Fury | |
Druid Toughness II: Increases the total benefit you receive from Toughness by 10, bringing the total to 20.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Druid Toughness I | |
Druid Toughness III: Increases the total benefit you receive from Toughness by 10, bringing the total to 30.
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AP Cost: 3 | Level: 7 | Progression: 21 | Requires: Druid Toughness II | |
Druid Toughness IV: Increases the total benefit you receive from Toughness by 10, bringing the total to 40.
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AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Druid Toughness III |
Class Enhancements[edit]
Druid Strength I: Grants a +1 increase to your Strength score.
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AP Cost: 2 | Level: 4 | Progression: 10 | No requirements | |
Druid Strength II: Grants an additional +1 to your Strength score.
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AP Cost: 4 | Level: 8 | Progression: 24 | Requires: Druid Strength I |
Druid Wisdom I: Grants a +1 increase to your Wisdom score.
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AP Cost: 2 | Level: 2 | Progression: 2 | No requirements | |
Druid Wisdom II: Grants an additional +1 increase to your Wisdom score.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Druid Wisdom I | |
Druid Wisdom III: Grants an additional +1 increase to your Wisdom score.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Druid Wisdom II |
Druid Aggravate I: Your enemy's fear galvanizes you. Whenever you use intimidate, or an ability that triggers an intimidate check, you gain DR 2/- for six seconds.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Druid Aggravate II: Your enemy's fear galvanizes you. Whenever you use intimidate, or an ability that triggers an intimidate check, you gain DR 4/- for six seconds.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Druid Aggravate I | |
Druid Aggravate III: Your enemy's fear galvanizes you. Whenever you use intimidate, or an ability that triggers an intimidate check, you gain DR 6/- for six seconds.
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AP Cost: 3 | Level: 7 | Progression: 21 | Requires: Druid Aggravate II | |
Druid Aggravate IV: Your enemy's fear galvanizes you. Whenever you use intimidate, or an ability that triggers an intimidate check, you gain DR 8/- for six seconds.
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AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Druid Aggravate III |
Druid Shifting Rake I: You move in deceptive and misleading ways. Whenever you bluff an enemy, or use an ability that triggers a bluff check, that enemy takes a -2 penalty to AC.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Druid Shifting Rake II: You move in deceptive and misleading ways. Whenever you bluff an enemy, or use an ability that triggers a bluff check, that enemy takes a -4 penalty to AC.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Druid Shifting Rake I | |
Druid Shifting Rake III: You move in deceptive and misleading ways. Whenever you bluff an enemy, or use an ability that triggers a bluff check, that enemy takes a -6 penalty to AC.
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AP Cost: 3 | Level: 7 | Progression: 21 | Requires: Druid Shifting Rake II | |
Druid Shifting Rake IV: You move in deceptive and misleading ways. Whenever you bluff an enemy, or use an ability that triggers a bluff check, that enemy takes a -8 penalty to AC.
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AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Druid Shifting Rake III |
Druid Nature's Warden I: You are a protector of the natural order. Aberrations and Undead take an extra 1d6 bane damage when affected by your offensive spells. This only functions with spells that are purely offensive - if it can be cast on friends or enemies, such as Cure Light Wounds, it has no effect.
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AP Cost: 2 | Level: 1 | Progression: 0 | No requirements | |
Druid Nature's Warden II: You are a protector of the natural order. Aberrations and Undead take an extra 2d6 bane damage when affected by your offensive spells. This only functions with spells that are purely offensive - if it can be cast on friends or enemies, such as Cure Light Wounds, it has no effect.
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AP Cost: 3 | Level: 5 | Progression: 13 | Requires: Druid Nature's Warden I | |
Druid Nature's Warden III: You are a protector of the natural order. Aberrations and Undead take an extra 3d6 bane damage when affected by your offensive spells. This only functions with spells that are purely offensive - if it can be cast on friends or enemies, such as Cure Light Wounds, it has no effect.
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AP Cost: 4 | Level: 9 | Progression: 28 | Requires: Druid Nature's Warden II | |
Druid Nature's Warden IV: You are a protector of the natural order. Aberrations and Undead take an extra 4d6 bane damage when affected by your offensive spells. This only functions with spells that are purely offensive - if it can be cast on friends or enemies, such as Cure Light Wounds, it has no effect.
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AP Cost: 5 | Level: 13 | Progression: 43 | Requires: Druid Nature's Warden III |
Druid Blood Moon Frenzy I: Your pack has caught the scent of blood. Killing an enemy grants your hirelings, pets, summoned creatures, and charmed creatures a 20% enhancement bonus to movement speed and a 10% enhancement bonus to attack speed for 15 seconds. Enemies your own level or higher have a 100% chance of activating this ability. For every level below you, the chances are reduced by 20%. A monster two levels below you only has a 60% chance of creating this effect.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Druid Blood Moon Frenzy II: Your pack has caught the scent of blood. Killing an enemy grants your hirelings, pets, summoned creatures, and charmed creatures a 30% enhancement bonus to movement speed and a 15% enhancement bonus to attack speed for 15 seconds. Enemies your own level or higher have a 100% chance of activating this ability. For every level below you, the chances are reduced by 20%. A monster two levels below you only has a 60% chance of creating this effect.
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AP Cost: 2 | Level: 6 | Progression: 18 | Requires: Druid Blood Moon Frenzy I | |
Druid Blood Moon Frenzy III: Your pack has caught the scent of blood. Killing an enemy grants your hirelings, pets, summoned creatures, and charmed creatures a 40% enhancement bonus to movement speed and a 20% enhancement bonus to attack speed for 15 seconds. Enemies your own level or higher have a 100% chance of activating this ability. For every level below you, the chances are reduced by 20%. A monster two levels below you only has a 60% chance of creating this effect.
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AP Cost: 3 | Level: 11 | Progression: 37 | Requires: Druid Blood Moon Frenzy II |
Druid Beastial Nature I: Lose yourself in your animal nature. While this stance is active, you gain a +1 Insight bonus to Fortitude and Reflex saves, and a -1 penalty to Will saves.
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AP Cost: 1 | Level: 3 | Progression: 7 | No requirements | |
Druid Beastial Nature II: Lose yourself in your animal nature. While this stance is active, you gain a +2 Insight bonus to Fortitude and Reflex saves, and a -2 penalty to Will saves.
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AP Cost: 2 | Level: 7 | Progression: 22 | Requires: Druid Beastial Nature I | |
Druid Beastial Nature III: Lose yourself in your animal nature. While this stance is active, you gain a +3 Insight bonus to Fortitude and Reflex saves, and a -3 penalty to Will saves.
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AP Cost: 3 | Level: 11 | Progression: 37 | Requires: Druid Beastial Nature II |
Druid Vengeful Hunter I: Trading blows with your enemy whets your combat edge. Your critical hits grant you +2 critical damage (before weapon multipliers) for 20 seconds. Being hit by an enemy has a 5% chance of granting the same effect.
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AP Cost: 2 | Level: 5 | Progression: 14 | No requirements | |
Druid Vengeful Hunter II: Trading blows with your enemy whets your combat edge. Your critical hits grant you +2 critical damage (before weapon multipliers) for 20 seconds. Being hit by an enemy has a 5% chance of granting the same effect. This effect can stack 2 times, for a total of +4.
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AP Cost: 3 | Level: 9 | Progression: 29 | Requires: Druid Vengeful Hunter I | |
Druid Vengeful Hunter III: Trading blows with your enemy whets your combat edge. Your critical hits grant you +2 critical damage (before weapon multipliers) for 20 seconds. Being hit by an enemy has a 5% chance of granting the same effect. This effect can stack 3 times, for a total of +6.
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AP Cost: 4 | Level: 14 | Progression: 44 | Requires: Druid Vengeful Hunter II |
Druid Essence of the Shrike I: Striking a blow focuses your mind and body. When you critically hit an enemy while in any wolf form, you gain 10 temporary spell points for 8 seconds.
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AP Cost: 2 | Level: 5 | Progression: 14 | No requirements | |
Druid Essence of the Shrike II: Striking a blow focuses your mind and body. When you critically hit an enemy while in any wolf form, you gain 20 temporary spell points for 8 seconds.
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AP Cost: 3 | Level: 10 | Progression: 33 | Requires: Druid Essence of the Shrike I |
Druid Essence of the Turtle I: Your enemy's blows give you the determination to keep fighting. When an enemy hits you while in any bear form, there is a 5% that you will gain 10 temporary spell points for 8 seconds.
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AP Cost: 2 | Level: 5 | Progression: 14 | No requirements | |
Druid Essence of the Turtle II: Your enemy's blows give you the determination to keep fighting. When an enemy hits you while in any bear form, there is a 5% that you will gain 20 temporary spell points for 8 seconds.
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AP Cost: 3 | Level: 10 | Progression: 33 | Requires: Druid Essence of the Turtle I |
Druid Hide of the Crocodile I: Your skin thickens and hardens, and the cold confidence of the crocodile fills you. Activating this ability reduces the damage you take from physical and acid attacks by 40% for 8 seconds. (5 minute cooldown)
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AP Cost: 2 | Level: 5 | Progression: 14 | No requirements | |
Druid Hide of the Crocodile II: Your skin thickens and hardens, and the cold confidence of the crocodile fills you. Activating this ability reduces the damage you take from physical and acid attacks by 70% for 8 seconds. (5 minute cooldown)
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AP Cost: 3 | Level: 10 | Progression: 33 | Requires: Druid Hide of the Crocodile I |
Druid Fatal Harrier: While this stance is active, killing an enemy grants you a 5% enhancement boost to attack speed for 16 seconds. This bonus stacks up to 25%. Killing an enemy your own level or higher has a 100% chance of activating this ability. For every level below you, the chances are reduced by 20%. A monster two levels lower then you only has a 60% chance of creating this effect. This stance dispels Reaving Roar, but stacks with all other stances.
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AP Cost: 1 | Level: 7 | Progression: 23 | Requires: Druid Nature's Warrior I, Druid Shifting Rake II |
Druid Reaving Roar: While this stance is active, killing an enemy grants you a 6% competence bonus to threat generation for 10 seconds, and creates a burst of sonic damage that damages all nearby enemies for 13d6 sonic damage. Killing an enemy your own level or higher has a 100% chance of activating this ability. For every level below you, the chances are reduced by 20%. A monster two levels lower then you only has a 60% chance of creating this effect. This stance dispels Fatal Harrier, but stacks with all other stances.
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AP Cost: 1 | Level: 7 | Progression: 23 | Requires: Druid Nature's Warrior I, Druid Aggravate II |
Druid Spring's Resurgence: Fill an ally with the vitality of spring. When that ally falls below 50% hitpoints, the ally and any other allies near him are healed by 20d6 positive energy, and receive a +2 primal bonus to attack rolls.
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AP Cost: 1 | Level: 7 | Progression: 23 | Requires: Druid Season's Herald I |
Druid Autumnal Susurrus: Your spells whisper in their target's minds, filling their hearts with words of dissolution. Your acid, electricity, and negative spells have a 40% chance of applying the Shaken condition to their target, which applies a -2 penalty to saves, attack rolls and skill checks.
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AP Cost: 1 | Level: 7 | Progression: 23 | Requires: Druid Season's Herald I |
Druid Celerity: Your attacks rain down like a lashing wind storm. Activating this ability grants you a 50% enhancement bonus to doublestrike for 15 seconds. This ability requires a wolf form. (5 minute cooldown)
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AP Cost: 1 | Level: 13 | Progression: 47 | Requires: Druid Nature's Warrior II, Druid Fatal Harrier |
Druid Wild Healing: Despite your wounds, you are a wellspring of vigor. When you are in any bear form and are struck in battle, there is a 5% chance of receiving 20 temporary hitpoints and a 20% morale bonus to your healing amplification.
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AP Cost: 1 | Level: 13 | Progression: 47 | Requires: Druid Nature's Warrior II, Druid Reaving Roar |
Druid Crown of Summer: A target of your choice is filled with the light and vitality of summer. That target gains a 15% enhancement bonus to healing amplification, and his or her weapons are enchanted so that they deal 2d6 extra light damage. Only one character can have the Crown of Summer buff at a time, and weapons can only have one item enchantment at a time.
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AP Cost: 1 | Level: 13 | Progression: 47 | Requires: Druid Season's Herald II |
Druid Winter's Heart: You represent the chill inevitability of winter and life's end. Your cold spells have a 5% chance to trigger a sudden blast of cold and snow, centered on you. Enemies struck by this blast take 1d10+30 cold damage.
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AP Cost: 1 | Level: 13 | Progression: 47 | Requires: Druid Season's Herald II |
Spell Enhancements[edit]
Druid Energy of the Locus I: Grants a 20 point increase to spell points.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Druid Energy of the Locus II: Grants an additional 30 spellpoints, bringing your total increase to 50 points.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Druid Energy of the Locus I | |
Druid Energy of the Locus III: Grants an additional 30 spellpoints, bringing your total increase to 80 points.
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AP Cost: 3 | Level: 9 | Progression: 29 | Requires: Druid Energy of the Locus II | |
Druid Energy of the Locus IV: Grants an additional 30 spellpoints, bringing your total increase to 110 points.
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AP Cost: 4 | Level: 13 | Progression: 44 | Requires: Druid Energy of the Locus III |
Acid and Cold[edit]
Druid Waxing Hoarfrost I: Grants a 3% chance for your acid and cold spells to generate a critical result for 1.5 times the normal healing or damage amount (base spell critical chance is 0% and base critical damage multiplier is 1.5).
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AP Cost: 1 | Level: 3 | Progression: 7 | No requirements | |
Druid Waxing Hoarfrost II: Grants a 6% chance for your acid and cold spells to generate a critical result for 1.5 times the normal healing or damage amount.
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AP Cost: 2 | Level: 7 | Progression: 22 | Requires: Druid Waxing Hoarfrost I | |
Druid Waxing Hoarfrost III: Grants a 9% chance for your acid and cold spells to generate a critical result for 1.5 times the normal healing or damage amount.
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AP Cost: 3 | Level: 11 | Progression: 37 | Requires: Druid Waxing Hoarfrost II |
Druid Zenith of Hoarfrost I: Your acid and cold spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 1.75.
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Druid Waxing Hoarfrost I | |
Druid Zenith of Hoarfrost II: Youracid and cold spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.00.
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AP Cost: 2 | Level: 9 | Progression: 30 | Requires: Druid Zenith of Hoarfrost I | |
Druid Zenith of Hoarfrost III: Your acid and cold spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25.
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AP Cost: 3 | Level: 13 | Progression: 45 | Requires: Druid Zenith of Hoarfrost II |
Druid Eminence of Hoarfrost I: Increases your spellpower by 20 when casting acid and cold spells.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Druid Eminence of Hoarfrost II: Increases your spellpower by an additional 15 when casting acid and cold spells, bringing your total increase to 35.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Druid Eminence of Hoarfrost I | |
Druid Eminence of Hoarfrost III: Increases your spellpower by an additional 15 when casting acid and cold spells, bringing your total increase to 50.
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AP Cost: 3 | Level: 7 | Progression: 21 | Requires: Druid Eminence of Hoarfrost II | |
Druid Eminence of Hoarfrost IV: Increases your spellpower by an additional 15 when casting acid and cold spells, bringing your total increase to 65.
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AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Druid Eminence of Hoarfrost III |
Electric and Sonic[edit]
Druid Waxing Storm I: Grants a 3% chance for your electric and sonic spells to generate a critical result for 1.5 times the normal healing or damage amount (base spell critical chance is 0% and base critical damage multiplier is 1.5).
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AP Cost: 1 | Level: 3 | Progression: 7 | No requirements | |
Druid Waxing Storm II: Grants a 6% chance for your electric and sonic spells to generate a critical result for 1.5 times the normal healing or damage amount.
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AP Cost: 2 | Level: 7 | Progression: 22 | Requires: Druid Waxing Storm I | |
Druid Waxing Storm III: Grants a 9% chance for your electric and sonic spells to generate a critical result for 1.5 times the normal healing or damage amount.
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AP Cost: 3 | Level: 11 | Progression: 37 | Requires: Druid Waxing Storm II |
Druid Zenith of the Storm I: Your electric and sonic spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 1.75.
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Druid Waxing Storm I | |
Druid Zenith of the Storm II: Your electric and sonic spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.00.
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AP Cost: 2 | Level: 9 | Progression: 30 | Requires: Druid Zenith of the Storm I | |
Druid Zenith of the Storm III: Your electric and sonic spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25.
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AP Cost: 3 | Level: 13 | Progression: 45 | Requires: Druid Zenith of the Storm II |
Druid Eminence of the Storm I: Increases your spellpower by 20 when casting electric and sonic spells.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Druid Eminence of the Storm II: Increases your spellpower by an additional 15 when casting electric and sonic spells, bringing your total increase to 35.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Druid Eminence of the Storm I | |
Druid Eminence of the Storm III: Increases your spellpower by an additional 15 when casting electric and sonic spells, bringing your total increase to 50.
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AP Cost: 3 | Level: 7 | Progression: 21 | Requires: Druid Eminence of the Storm II | |
Druid Eminence of the Storm IV: Increases your spellpower by an additional 15 when casting electric and sonic spells, bringing your total increase to 65.
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AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Druid Eminence of the Storm III |
Fire and Light[edit]
Druid Waxing Sun I: Grants a 3% chance for your fire and light energy spells to generate a critical result for 1.5 times the normal healing or damage amount (base spell critical chance is 0% and base critical damage multiplier is 1.5).
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AP Cost: 1 | Level: 3 | Progression: 7 | No requirements | |
Druid Waxing Sun II: Grants a 6% chance for your fire and light energy spells to generate a critical result for 1.5 times the normal healing or damage amount.
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AP Cost: 2 | Level: 7 | Progression: 22 | Requires: Druid Waxing Sun I | |
Druid Waxing Sun III: Grants a 9% chance for your fire and light energy spells to generate a critical result for 1.5 times the normal healing or damage amount.
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AP Cost: 3 | Level: 11 | Progression: 37 | Requires: Druid Waxing Sun II |
Druid Zenith of the Sun I: Your fire and light energy spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 1.75.
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Druid Waxing Sun I | |
Druid Zenith of the Sun II: Your fire and light energy spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.00.
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AP Cost: 2 | Level: 9 | Progression: 30 | Requires: Druid Zenith of the Sun I | |
Druid Zenith of the Sun III: Your fire and light energy spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25.
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AP Cost: 3 | Level: 13 | Progression: 45 | Requires: Druid Zenith of the Sun II |
Druid Eminence of the Sun I: Increases your spellpower by 20 when casting fire and light energy spells.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Druid Eminence of the Sun II: Increases your spellpower by an additional 15 when casting fire and light energy spells, bringing your total increase to 35.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Druid Eminence of the Sun I | |
Druid Eminence of the Sun III: Increases your spellpower by an additional 15 when casting fire and light energy spells, bringing your total increase to 50.
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AP Cost: 3 | Level: 7 | Progression: 21 | Requires: Druid Eminence the Sun II | |
Druid Eminence of the Sun IV: Increases your spellpower by an additional 15 when casting fire and light energy spells, bringing your total increase to 65.
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AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Druid Eminence of the Sun III |
Positive and Negative[edit]
Druid Waxing Life I: Grants a 3% chance for your positive and negative energy spells to generate a critical result for 1.5 times the normal healing or damage amount (base spell critical chance is 0% and base critical damage multiplier is 1.5).
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AP Cost: 1 | Level: 3 | Progression: 7 | No requirements | |
Druid Waxing Life II: Grants a 6% chance for your positive and negative energy spells to generate a critical result for 1.5 times the normal healing or damage amount.
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AP Cost: 2 | Level: 7 | Progression: 22 | Requires: Druid Waxing Life I | |
Druid Waxing Life III: Grants a 9% chance for your positive and negative energy spells to generate a critical result for 1.5 times the normal healing or damage amount.
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AP Cost: 3 | Level: 11 | Progression: 37 | Requires: Druid Waxing Life II |
Druid Zenith of Life I: Your positive and negative energy spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 1.75.
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Druid Waxing Life I | |
Druid Zenith of Life II: Your positive and negative energy spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.00.
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AP Cost: 2 | Level: 9 | Progression: 30 | Requires: Druid Zenith of Life I | |
Druid Zenith of Life III: Your positive and negative energy spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25.
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AP Cost: 3 | Level: 13 | Progression: 45 | Requires: Druid Zenith of Life II |
Druid Eminence of Life I: Increases your spellpower by 20 when casting positive and negative energy spells.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Druid Eminence of Life II: Increases your spellpower by an additional 15 when casting positive and negative energy spells, bringing your total increase to 35.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Druid Eminence of Life I | |
Druid Eminence of Life III: Increases your spellpower by an additional 15 when casting positive and negative energy spells, bringing your total increase to 50.
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AP Cost: 3 | Level: 7 | Progression: 21 | Requires: Druid Eminence of Life II | |
Druid Eminence of Life IV: Increases your spellpower by an additional 15 when casting positive and negative energy spells, bringing your total increase to 65.
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AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Druid Eminence of Life III |
Prestige Enhancements[edit]
A character can train only in one Druid Prestige path at a time.
Druid Nature's Warrior I: You are a warrior of nature, in touch with the wild beast within you. Your melee and ranged attacks deal an extra 1d6 sneak attack against enemies with less than 50% health, and you gain an extra 2 DR when blocking. While in any wolf form, you gain 1d6 sneak attack bonus. While in any bear form, you gain a 7 bonus to physical resistance.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Druid Beastial Nature I, Druid Vengeful Hunter I, and one of Druid Aggravate I, Druid Shifting Rake I | |
Druid Nature's Warrior II: You are a warrior of nature, in touch with the wild beast within you. Your melee and ranged attacks deal an extra 1d6 sneak attack against enemies with less than 50% health, for a total of 2d6, and you gain an extra 2 DR when blocking, for a total of 4. While in any wolf form, you gain an additional 1d6 sneak attack bonus. While in any bear form, you gain an additional 4 bonus to physical resistance.
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AP Cost: 2 | Level: 12 | Progression: 42 | Requires: Druid Nature's Warrior I, Druid Beastial Nature II, Druid Vengeful Hunter II, and one of Druid Fatal Harrier, Druid Reaving Roar |
Druid Seasons' Herald I: You are attuned to the cycles of the world around you. You gain the ability to embody Summer or Winter. While Summer is active, you have +15 spellpower, +1 caster level and max caster level when casting fire, light, sonic and positive spells. While Winter is active, you have +15 spellpower, +1 caster level and max caster level when casting cold, water, acid, earth and electric spells. Each season lasts for 5 minutes and when it ends, the next season begins. Every 20 minutes, you can override the current season with the season of your choice.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Druid Energy of the Locus I, Druid Eminence of the Sun II, Druid Eminence of Hoarfrost II, and one of Druid Eminence of Life I, Druid Eminence of the Storm I | |
Druid Seasons' Herald II: You are attuned to the cycles of the world around you. You gain the ability to embody Summer or Winter. While Summer is active, you have +30 spellpower, +2 caster level and max caster level when casting fire, light, sonic and positive spells. While Winter is active, you have +30 spellpower, +2 caster level and max caster level when casting cold, water, acid, earth and electric spells.
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AP Cost: 2 | Level: 12 | Progression: 42 | Requires: Druid Seasons' Herald I, Druid Energy of the Locus III, Druid Eminence of the Sun III, Druid Eminence of Hoarfrost III, and one of Druid Spring Resurgence, Druid Autumnal Susurrus |
Capstone Enhancements[edit]
A character can train only in one Druid Capstone at a time.
Druid Hierophant: You are wise and skilled in the art of wielding divine magic to conjure aid and transmute the world around you. You gain +2 Wisdom, and +1 to the DCs, caster levels and max caster levels of your conjuration an transmutation spells. If you take Hierophant, you cannot take the Natural Adept enhancement.
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AP Cost: 2 | Level: 20 | Progression: 74 | No requirements |
Druid Natural Adept: You have mastered the art of wielding divine magic in animal form, and using it to empower your body in physical combat. While in animal form, the cooldown penalty for non-animal form spells is reduced from 2.5 times the usual length to 1.5. You also gain 2d6 additional sneak attack dice while in wolf form, and +10 physical resistance rating while in bear form. If you take Natural Adept, you cannot take the Hierophant enhancement.
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AP Cost: 2 | Level: 20 | Progression: 74 | No requirements |
Wolf Enhancements[edit]
Please see Wolf enhancements.