Druid enhancements (history)

Druid: Aggravate
 * Druid aggravate 1 (lvl 1 druid, 1 ap) Your enemies fear galvanizes you. Whenever you use intimidate or an ability that triggers an intimidate check, you gain DR 2/- for 6 seconds
 * Druid aggravate 2 (lvl 4 druid, 2 ap, requires druid aggravate 1) DR 4/-
 * Druid aggravate 3 (lvl 7 druid, 3 ap, requires druid aggravate 2) DR 6/-
 * Druid aggravate 4 (lvl 11 druid, 4 ap, requires druid aggravate 3) DR 8/-

Druid: Shifting Rake
 * Druid shifting rake 1 (lvl 1 druid, 1 ap) You move in deceptive and misleading ways. Whenever you bluff an ennemy, or use an ability that triggers a bluff check, that enemy takes a -2 penalty to AC.
 * Druid shifting rake 2 (lvl 3 druid, 2 ap, require druid shifting rake 1) -4 AC
 * Druid shifting rake 3 (lvl 7 druid, 3 ap, require druid shifting rake 2) -6 AC
 * Druid shifting rake 4 (lvl 11 druid, 4 ap, require druid shifting rake 3) -8 AC

Druid: Nature's Warden
 * Druid nature's warden 1 (lvl 1 druid, 2 ap) 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 Wound, it has no effect.
 * Druid nature's warden 2 (lvl 5 druid, 3 ap, requires druid nature's warden 1) +2d6 bane damage
 * Druid nature's warden 3 (lvl 9 druid, 4 ap, requires druid nature's warden 2) +3d6 bane damage
 * Druid nature's warden 4 (lvl 13 druid, 5 ap, requires druid nature's warden 3) +4d6 bane damage

Druid: Blood Moon Frenzy
 * Druid blood moon frenzy 1 (lvl 1 druid, 1 ap) 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 2 levels lower then you only has a 60% chance of creating this effect.
 * Druid blood moon frenzy 2 (lvl 6 druid, 2 ap, requires druid blood moon frenzy 1) 30% enhancement bonus to movement speed and a 15% enhancement bonus to attack speed for 20 seconds.
 * Druid blood moon frenzy 3 (lvl 11 druid, 3 ap, requires druid blood moon frenzy 2) 40% enhancement bonus to movement speed and a 20% enhancement bonus to attack speed for 8 seconds.

Druid: Bestial Nature
 * Druid bestial nature 1 (lvl 3 druid, 1 ap) Lose yourself in your animal nature. While this stance is active, you gain +1 insight bonus to reflex and fortitude save, and -1 penalty to will save.
 * Druid bestial nature 2 (lvl 7 druid, 2 ap, requires druid bestial nature 1) +2 to reflex and fortitude saves, -2 penalty to will save
 * Druid bestial nature 3 (lvl 11 druid, 3 ap ,requires druid bestial nature 2) +3 to reflex and fortitude saves, -3 penalty to will save

Druid: Vengeful Hunter
 * Druid vengeful hunter 1 (lvl 5 druid, 2 ap) Trading blows with your enemy whets your combat edge. Your critical hits grant you +2 to critical damage (before multipliers) for 20 seconds. being hit by an enemy has a 5% chance of granting the same effect.
 * Druid vengeful hunter 2 (lvl 9 druid, 3 ap, requires druid vengeful hunter 1) This effect can stack 2 times, for a total of +4
 * Druid vengeful hunter 3 (lvl 13 druid, 4 ap, requires druid vengeful hunter 2) This effect can stack 3 times, for a total of +6

Druid: Essence of the Shrike
 * Druid essence of the shrike 1 (lvl 5 druid, 2 ap) 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
 * Druid essence of the shrike 2 (lvl 10 druid, 3 ap, require druid essence of the shrike 1) +20 temporary spell points

Druid: Essence of the Turtle
 * Druid essence of the turtle 1 (lvl 5 druid, 2 ap) Your enemy's blows give you the determination to keep fighting. When an enemy hits you while in bear form, there is a 5% that you will gain 10 temporary spell points for 8 seconds
 * Druid essence of the turtle 2 (lvl 10 druid, 3 ap, require druid essence of the turtle 1) +20 temporary spell points

Druid: Hide of the Crocodile
 * Druid hide of the crocodile 1 (lvl 5 druid, 2 ap) Your skin thickens 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. (Cooldown is 5 minutes.)
 * Druid hide of the crocodile 2 (lvl 10 druid, 3 ap, require druid hide of the crocodile 1) reduces the damage you take from physical and acid attacks by 70%

Druid: Prestige Enhancement
 * Druid Nature's Warrior 1 (lvl 6 druid, 4 ap, requires druid bestial nature 1 / druid vengeful hunter 1, requires one of druid aggravate/druid shifting rake) 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 then 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.
 * Druid Nature's Warrior 2 (lvl 12 druid, 2 ap, requires druid nature's warrior / druid bestial nature 2 / druid vengeful hunter 2, requires one of druid fatal harrier/druid reaving roar) 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 then 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 a 4 bonus to physical resistance.


 * Druid Seasons' Herald 1 (lvl 6 druid, 4 ap, requires druid energy of the locus 1 / druid eminence of the sun 1 / druid eminence of the hoarfrost 1, requires one of druid eminence of life 1 / druid eminence of the storm 1) 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.
 * Druid of summer (target self) The cycles of life and the world are a part of you, and you can tweak those cycles. Use this ability to attune yourself to summer, and gain bonuses to fire, light, sonic and positive spells.
 * Druid of winter (target self) The cycles of life and the world are a part of you, and you can tweak those cycles. Use this ability to attune yourself to winter, and gain bonuses to cold, water, acid, earth and electric spells.
 * Druid Seasons' Herald 2 (lvl 12 druid, 2 ap, requires druid seasons herald 1 / druid energy of the locus 3 / druid eminence of the sun 3 / druid eminence of the hoarfrost 3, requires one of druid spring resurgence / druid autumnal susurrus) 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.

Druid: Fatal Harrier
 * druid fatal harrier (lvl 7 druid, 1 ap, requires druid nature's warrior 1 / druid shifting rake 2) While this stance is active, killing an enemy grants a 5% enhancement boost to attack speed for 16 seconds. This bonus stacks up to 25%. 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 2 levels lower then you only has a 60% chance of creating this effect. This stance dispels reaving roar, but stacks with all other stances.

Druid: Reaving Roar
 * druid reaving roar (lvl 7 druid, 1 ap, requires druid nature's warrior 1 / druid aggravate 2) While this stance is active, killing an enemy grants 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. 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 2 levels lower then you only has a 60% chance of creating this effect. This stance dispels fatal harrier, but stacks with all other stances.

Druid: Spring Resurgence
 * druid spring resurgence (lvl 7 druid, 1 ap, requires druid seasons herald 1) Fill an ally with the vitality of spring. When that ally falls below 50% hit points, that ally and any other allies near him are healed by 20d6 positive energy, and receive a +2 primal bonus to attack rolls.

Druid: Autumnal Susurrus
 * druid autumnal susurrus (lvl 7 druid, 1 ap, requires druid seasons herald 1) Your word whispers in their targets mind, filling their hearts with words of dissolution. Your acid, negative and electricity spells have 40% of applying the shaken condition to their target, which applies a -2 penalty to saves, attack rolls and skill checks.

Druid: Celerity
 * Druid Celerity (lvl 13 druid, 1 ap, requires druid nature's warrior 2 / druid fatal harrier) 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. (Cooldown is 5 minutes.)

Druid: Wild Healing
 * druid wild healing (lvl 13 druid, 1 ap, requires druid nature's warrior 2 / druid reaving roar) 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 to receive 20 temporary hitpoints and a 20% moral bonus to your healing amplification.

Druid: Crown of Summer
 * druid crown of summer (lvl 13 druid, 1 ap, requires druid seasons herald 2) 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 1 enchantment at a time.

Druid: Winters Heart
 * druid winters heart (lvl 13 druid, 1 ap, requires druid seasons herald 2) You represent the cold 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.

Toughness
 * druid toughness 1 (lvl 1 druid, 1 ap, requires druid toughness, requires one of toughness / past life : berserker's fury) +10 hp
 * druid toughness 1 (lvl 4 druid, 2 ap, requires druid toughness 1) +10 hp for a total of +20
 * druid toughness 1 (lvl 7 druid, 3 ap, requires druid toughness 2) +10 hp for a total of +30
 * druid toughness 1 (lvl 10 druid, 4 ap, requires druid toughness 3) +10 hp for a total of +40

Stat: Strength
 * druid strength 1 (lvl 4 druid, 2 ap) +1 strength
 * druid strength 2 (lvl 8 druid, 4 ap, requires druid strength 1) +1 strength

Stat: Wisdom
 * druid wisdom 1 (lvl 2 druid, 2 ap) +1 wisdom
 * druid wisdom 2 (lvl 6 druid, 4 ap, requires druid wisdom 1) +1 wisdom
 * druid wisdom 3 (lvl 10 druid, 6 ap, requires druid wisdom 2) +1 wisdom

Capstone Enhancements
 * Hierophant (lvl 20 druid, 2 ap) 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 DC, caster level and max caster level to your conjuration an transmutation spells. If you take hierophant, you cannot take the natural adept enhancement.


 * Natural adept (lvl 20 druid, 2 ap) 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 addition 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.

Spell Points
 * druid energy of the locus 1 (lvl 1 druid, 1 ap) Grants a 20 point increase to spell points.
 * druid energy of the locus 2 (lvl 5 druid, 2 ap, requires druid energy of the locus 1) Grants an additional 30 spellpoints, bringing your total increase to 50 points.
 * druid energy of the locus 3 (lvl 9 druid, 3 ap, requires druid energy of the locus 2) Grants an additional 30 spellpoints, bringing your total increase to 80 points.
 * druid energy of the locus 4 (lvl 13 druid, 4 ap, requires druid energy of the locus 3) Grants an additional 30 spellpoints, bringing your total increase to 110 points.

Spellpower: Positive/Negative
 * druid eminence of life 1 (lvl 1 druid, 1 ap) Increases your spellpower by 20 when casting positive and negative energy spells.
 * druid eminence of life 2 (lvl 4 druid, 2 ap, requires druid eminence of life 1) Increases your spellpower by 35 when casting positive and negative energy spells.
 * druid eminence of life 3 (lvl 7 druid, 3 ap, requires druid eminence of life 2) Increases your spellpower by 50 when casting positive and negative energy spells.
 * druid eminence of life 4 (lvl 10 druid, 4 ap, requires druid eminence of life 3) Increases your spellpower by 65 when casting positive and negative energy spells.

Spellpower: Fire/Light
 * druid eminence of the sun 1 (lvl 1 druid, 1 ap) Increases your spellpower by 20 when casting fire and light energy spells.
 * druid eminence of the sun 2 (lvl 4 druid, 2 ap, requires druid eminence of the sun 1) Increases your spellpower by 35 when casting fire and light energy spells.
 * druid eminence of the sun 3 (lvl 7 druid, 3 ap, requires druid eminence of the sun 2) Increases your spellpower by 50 when casting fire and light energy spells.
 * druid eminence of the sun 4 (lvl 10 druid, 4 ap, requires druid eminence of the sun 3) Increases your spellpower by 65 when casting fire and light energy spells.

Spellpower: Electric/Sonic
 * druid eminence of the storm 1 (lvl 1 druid, 1 ap) Increases your spellpower by 20 when casting electric and sonic spells.
 * druid eminence of the storm 2 (lvl 4 druid, 2 ap, requires druid eminence of the storm 1) Increases your spellpower by 35 when casting electric and sonic spells.
 * druid eminence of the storm 3 (lvl 7 druid, 3 ap, requires druid eminence of the storm 2) Increases your spellpower by 50 when casting electric and sonic spells.
 * druid eminence of the storm 4 (lvl 10 druid, 4 ap, requires druid eminence of the storm 3) Increases your spellpower by 65 when casting electric and sonic spells.

Spellpower: Cold/Acid
 * druid eminence of hoarfrost 1 (lvl 1 druid, 1 ap) Increases your spellpower by 20 when casting acid and cold spells.
 * druid eminence of hoarfrost 2 (lvl 4 druid, 2 ap, requires druid eminence of hoarfrost 1) Increases your spellpower by 35 when casting acid and cold spells.
 * druid eminence of hoarfrost 3 (lvl 7 druid, 3 ap, requires druid eminence of hoarfrost 2) Increases your spellpower by 50 when casting acid and cold spells.
 * druid eminence of hoarfrost 4 (lvl 10 druid, 4 ap, requires druid eminence of hoarfrost 3) Increases your spellpower by 65 when casting acid and cold spells.

Spell Critical Chance: Positive
 * druid waxing life 1 (lvl 3 druid, 1 ap) Grants a 3% for your positive and negative 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).
 * druid waxing life 2 (lvl 7 druid, 2 ap, requires druid waxing life 1) Grants a 6% for your positive and negative spells to generate a critical result for 1.5 times the normal healing or damage amount
 * druid waxing life 3 (lvl 11 druid, 3 ap, requires druid waxing life 2) Grants a 9% for your positive and negative spells to generate a critical result for 1.5 times the normal healing or damage amount

Spell Critical Chance: Fire/Light
 * druid waxing sun 1 (lvl 3 druid, 1 ap) Grants a 3% 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).
 * druid waxing sun 2 (lvl 7 druid, 2 ap, requires druid waxing sun 1) Grants a 6% for your fire and light energy spells to generate a critical result for 1.5 times the normal healing or damage amount.
 * druid waxing sun 3 (lvl 11 druid, 3 ap, requires druid waxing sun 2) Grants a 9% for your fire and light energy spells to generate a critical result for 1.5 times the normal healing or damage amount.

Spell Critical Chance: Electric/Sonic
 * druid waxing storm 1 (lvl 3 druid, 1 ap) Grants a 3% 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).
 * druid waxing storm 2 (lvl 7 druid, 2 ap, requires druid waxing storm 1) Grants a 6% for your electric and sonic spells to generate a critical result for 1.5 times the normal healing or damage amount.
 * druid waxing storm 3 (lvl 11 druid, 3 ap, requires druid waxing storm 2) Grants a 9% for your electric and sonic spells to generate a critical result for 1.5 times the normal healing or damage amount.

Spell Critical Chance: Cold/Acid
 * druid waxing hoarfrost 1 (lvl 3 druid, 1 ap) Grants a 3% 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).
 * druid waxing hoarfrost 2 (lvl 7 druid, 2 ap, requires druid waxing hoarfrost 1) Grants a 6% for your acid and cold spells to generate a critical result for 1.5 times the normal healing or damage amount.
 * druid waxing hoarfrost 3 (lvl 11 druid, 3 ap, requires druid waxing hoarfrost 2) Grants a 9% for your acid and cold spells to generate a critical result for 1.5 times the normal healing or damage amount.

Spell Critical Multiplier: Positive
 * druid zenith of life 1 (lvl 5 druid, 1 ap, requires druid waxing life) Your healing and negative energy spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 1.75.
 * druid zenith of life 2 (lvl 9 druid, 2 ap, requires druid zenith of life 1) Your healing and negative energy spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.00.
 * druid zenith of life 3 (lvl 13 druid, 3 ap, requires druid zenith of life 2) Your healing and negative energy spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25.

Spell Critical Damage: Fire/Light
 * druid zenith of the sun 1 (lvl 5 druid, 1 ap, requires druid waxing sun) Your fire and light spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 1.75.
 * druid zenith of the sun 2 (lvl 9 druid, 2 ap, requires druid zenith of the sun 1) Your fire and light spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.00.
 * druid zenith of the sun 3 (lvl 13 druid, 3 ap, requires druid zenith of the sun 2) Your fire and light spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25.

Spell Critical Damage: Electric/Sonic
 * druid zenith of the storm 1 (lvl 5 druid, 1 ap, requires druid waxing storm 1) 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.
 * druid zenith of the storm 2 (lvl 9 druid, 2 ap, requires druid zenith of the storm 1) 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.
 * druid zenith of the storm 3 (lvl 13 druid, 3 ap, requires druid zenith of the storm 2) 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.

Spell Critical Damage: Cold/Acid
 * druid zenith of hoarfrost 1 (lvl 5 druid, 1 ap, requires druid waxing hoarfrost 1) 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.
 * druid zenith of hoarfrost 2 (lvl 9 druid, 2 ap, requires druid zenith of hoarfrost 1) Your acid and cold spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.00.
 * druid zenith of hoarfrost 3 (lvl 13 druid, 3 ap, requires druid zenith of hoarfrost 2) 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.

Source:

Wolf General Enhancements
Please see Wolf Enhancements.