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Druid enhancements (history)

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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 ArtificerDog Barbarian Bard Cleric
ApoBomVCh ATBERM FBOSRav SB2SSSt1WC DA1DDRS2War
DruidWolf Fighter Favored Soul Monk Paladin
BC1NWNP2SH Dra1Ken2Rav1StDVan2 AoVBoHWar HeMNiSShi

KotC2RS1SaDSF1Van2

Ranger Rogue Sorcerer Wizard Warlock
AA2DH1DWSTem AssMecTA ASESFSWSEK AMEKPM AotS1ES2SETS

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 DP1,395 DDO Points Dragonborn Drow Dwarf Elf / W-Elf (& AA) Gnome Half-Elf (& AA)
Half-Orc Halfling Human Shifter 1,595 DP1,595 DDO Points Tabaxi 1,595 DP1,595 DDO Points Tiefling Warforged Free by turning in 400 Total favor per server 995 DP995 DDO Points
Bladeforged 1,295 DP1,295 DDO Points Deep Gnome 1,295 DP1,295 DDO Points Morninglord 1,295 DP1,295 DDO Points (& AA) PDK 1,295 DP1,295 DDO Points Razorclaw 1,395 DP1,395 DDO Points Scoundrel 1,395 DP1,395 DDO Points Scourge 1,295 DP1,295 DDO Points Shadar-kai 1,295 DP1,295 DDO Points Trailblazer 1,395 DP1,395 DDO Points
Druid
Starting a...

Enhancements
Tactics
Equipment
Spells

Druids have two enhancement lines available as of Update 19: Nature's Warrior and Season's Herald.

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]

Enhancement Toughness.png
Druid Toughness I: Increases the total benefit you receive from Toughness by 10.
AP Cost: 1 Level: 1 Progression: 0 Requires: Toughness or Past Life: Berserker's Fury
Enhancement Toughness.png
Druid Toughness II: Increases the total benefit you receive from Toughness by 10, bringing the total to 20.
AP Cost: 2 Level: 4 Progression: 10 Requires: Druid Toughness I
Enhancement Toughness.png
Druid Toughness III: Increases the total benefit you receive from Toughness by 10, bringing the total to 30.
AP Cost: 3 Level: 7 Progression: 21 Requires: Druid Toughness II
Enhancement Toughness.png
Druid Toughness IV: Increases the total benefit you receive from Toughness by 10, bringing the total to 40.
AP Cost: 4 Level: 10 Progression: 32 Requires: Druid Toughness III

Class Enhancements[edit]

Enhancement Strength.png
Druid Strength I: Grants a +1 increase to your Strength score.
AP Cost: 2 Level: 4 Progression: 10 No requirements
Enhancement Strength.png
Druid Strength II: Grants an additional +1 to your Strength score.
AP Cost: 4 Level: 8 Progression: 24 Requires: Druid Strength I
Enhancement Wisdom.png
Druid Wisdom I: Grants a +1 increase to your Wisdom score.
AP Cost: 2 Level: 2 Progression: 2 No requirements
Enhancement Wisdom.png
Druid Wisdom II: Grants an additional +1 increase to your Wisdom score.
AP Cost: 4 Level: 6 Progression: 16 Requires: Druid Wisdom I
Enhancement Wisdom.png
Druid Wisdom III: Grants an additional +1 increase to your Wisdom score.
AP Cost: 6 Level: 10 Progression: 30 Requires: Druid Wisdom II
Druid Aggravate.png
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.
AP Cost: 1 Level: 1 Progression: 0 No requirements
Druid Aggravate.png
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.
AP Cost: 2 Level: 4 Progression: 10 Requires: Druid Aggravate I
Druid Aggravate.png
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.
AP Cost: 3 Level: 7 Progression: 21 Requires: Druid Aggravate II
Druid Aggravate.png
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.
AP Cost: 4 Level: 10 Progression: 32 Requires: Druid Aggravate III
Druid Shifting Rake.png
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.
AP Cost: 1 Level: 1 Progression: 0 No requirements
Druid Shifting Rake.png
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.
AP Cost: 2 Level: 4 Progression: 10 Requires: Druid Shifting Rake I
Druid Shifting Rake.png
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.
AP Cost: 3 Level: 7 Progression: 21 Requires: Druid Shifting Rake II
Druid Shifting Rake.png
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.
AP Cost: 4 Level: 10 Progression: 32 Requires: Druid Shifting Rake III
Druid Nature's Warden.png
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.
AP Cost: 2 Level: 1 Progression: 0 No requirements
Druid Nature's Warden.png
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.
AP Cost: 3 Level: 5 Progression: 13 Requires: Druid Nature's Warden I
Druid Nature's Warden.png
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.
AP Cost: 4 Level: 9 Progression: 28 Requires: Druid Nature's Warden II
Druid Nature's Warden.png
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.
AP Cost: 5 Level: 13 Progression: 43 Requires: Druid Nature's Warden III
Druid Blood Moon Frenzy.png
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.
AP Cost: 1 Level: 1 Progression: 0 No requirements
Druid Blood Moon Frenzy.png
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.
AP Cost: 2 Level: 6 Progression: 18 Requires: Druid Blood Moon Frenzy I
Druid Blood Moon Frenzy.png
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.
AP Cost: 3 Level: 11 Progression: 37 Requires: Druid Blood Moon Frenzy II
Question icon.png
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.
AP Cost: 1 Level: 3 Progression: 7 No requirements
Question icon.png
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.
AP Cost: 2 Level: 7 Progression: 22 Requires: Druid Beastial Nature I
Question icon.png
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.
AP Cost: 3 Level: 11 Progression: 37 Requires: Druid Beastial Nature II
Druid Vengeful Hunter.png
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.
AP Cost: 2 Level: 5 Progression: 14 No requirements
Druid Vengeful Hunter.png
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.
AP Cost: 3 Level: 9 Progression: 29 Requires: Druid Vengeful Hunter I
Druid Vengeful Hunter.png
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.
AP Cost: 4 Level: 14 Progression: 44 Requires: Druid Vengeful Hunter II
Druid Essence of the Shrike.png
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.
AP Cost: 2 Level: 5 Progression: 14 No requirements
Druid Essence of the Shrike.png
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.
AP Cost: 3 Level: 10 Progression: 33 Requires: Druid Essence of the Shrike I
Druid Essence of the Turtle.png
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.
AP Cost: 2 Level: 5 Progression: 14 No requirements
Druid Essence of the Turtle.png
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.
AP Cost: 3 Level: 10 Progression: 33 Requires: Druid Essence of the Turtle I
Druid Hide of the Crocodile.png
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)
AP Cost: 2 Level: 5 Progression: 14 No requirements
Druid Hide of the Crocodile.png
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)
AP Cost: 3 Level: 10 Progression: 33 Requires: Druid Hide of the Crocodile I
Druid Fatal Harrier.png
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.
AP Cost: 1 Level: 7 Progression: 23 Requires: Druid Nature's Warrior I, Druid Shifting Rake II
Druid Reaving Roar.png
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.
AP Cost: 1 Level: 7 Progression: 23 Requires: Druid Nature's Warrior I, Druid Aggravate II
Druid Spring's Resurgence.png
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.
AP Cost: 1 Level: 7 Progression: 23 Requires: Druid Season's Herald I
Druid Autumnal Susurrus.png
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.
AP Cost: 1 Level: 7 Progression: 23 Requires: Druid Season's Herald I
Druid Celerity.png
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)
AP Cost: 1 Level: 13 Progression: 47 Requires: Druid Nature's Warrior II, Druid Fatal Harrier
Druid Wild Healing.png
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.
AP Cost: 1 Level: 13 Progression: 47 Requires: Druid Nature's Warrior II, Druid Reaving Roar
Druid Crown of Summer.png
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.
AP Cost: 1 Level: 13 Progression: 47 Requires: Druid Season's Herald II
Druid Winter's Heart.png
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.
AP Cost: 1 Level: 13 Progression: 47 Requires: Druid Season's Herald II

Spell Enhancements[edit]

Enhancement Energy.png
Druid Energy of the Locus I: Grants a 20 point increase to spell points.
AP Cost: 1 Level: 1 Progression: 0 No requirements
Enhancement Energy.png
Druid Energy of the Locus II: Grants an additional 30 spellpoints, bringing your total increase to 50 points.
AP Cost: 2 Level: 5 Progression: 14 Requires: Druid Energy of the Locus I
Enhancement Energy.png
Druid Energy of the Locus III: Grants an additional 30 spellpoints, bringing your total increase to 80 points.
AP Cost: 3 Level: 9 Progression: 29 Requires: Druid Energy of the Locus II
Enhancement Energy.png
Druid Energy of the Locus IV: Grants an additional 30 spellpoints, bringing your total increase to 110 points.
AP Cost: 4 Level: 13 Progression: 44 Requires: Druid Energy of the Locus III

Acid and Cold[edit]

Druid Hoarfrost.png
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).
AP Cost: 1 Level: 3 Progression: 7 No requirements
Druid Hoarfrost.png
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.
AP Cost: 2 Level: 7 Progression: 22 Requires: Druid Waxing Hoarfrost I
Druid Hoarfrost.png
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.
AP Cost: 3 Level: 11 Progression: 37 Requires: Druid Waxing Hoarfrost II
Druid Hoarfrost.png
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.
AP Cost: 1 Level: 5 Progression: 15 Requires: Druid Waxing Hoarfrost I
Druid Hoarfrost.png
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.
AP Cost: 2 Level: 9 Progression: 30 Requires: Druid Zenith of Hoarfrost I
Druid Hoarfrost.png
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.
AP Cost: 3 Level: 13 Progression: 45 Requires: Druid Zenith of Hoarfrost II
Druid Hoarfrost.png
Druid Eminence of Hoarfrost I: Increases your spellpower by 20 when casting acid and cold spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
Druid Hoarfrost.png
Druid Eminence of Hoarfrost II: Increases your spellpower by an additional 15 when casting acid and cold spells, bringing your total increase to 35.
AP Cost: 2 Level: 4 Progression: 10 Requires: Druid Eminence of Hoarfrost I
Druid Hoarfrost.png
Druid Eminence of Hoarfrost III: Increases your spellpower by an additional 15 when casting acid and cold spells, bringing your total increase to 50.
AP Cost: 3 Level: 7 Progression: 21 Requires: Druid Eminence of Hoarfrost II
Druid Hoarfrost.png
Druid Eminence of Hoarfrost IV: Increases your spellpower by an additional 15 when casting acid and cold spells, bringing your total increase to 65.
AP Cost: 4 Level: 10 Progression: 32 Requires: Druid Eminence of Hoarfrost III

Electric and Sonic[edit]

Druid Storm.png
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).
AP Cost: 1 Level: 3 Progression: 7 No requirements
Druid Storm.png
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.
AP Cost: 2 Level: 7 Progression: 22 Requires: Druid Waxing Storm I
Druid Storm.png
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.
AP Cost: 3 Level: 11 Progression: 37 Requires: Druid Waxing Storm II
Druid Storm.png
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.
AP Cost: 1 Level: 5 Progression: 15 Requires: Druid Waxing Storm I
Druid Storm.png
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.
AP Cost: 2 Level: 9 Progression: 30 Requires: Druid Zenith of the Storm I
Druid Storm.png
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.
AP Cost: 3 Level: 13 Progression: 45 Requires: Druid Zenith of the Storm II
Druid Storm.png
Druid Eminence of the Storm I: Increases your spellpower by 20 when casting electric and sonic spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
Druid Storm.png
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.
AP Cost: 2 Level: 4 Progression: 10 Requires: Druid Eminence of the Storm I
Druid Storm.png
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.
AP Cost: 3 Level: 7 Progression: 21 Requires: Druid Eminence of the Storm II
Druid Storm.png
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.
AP Cost: 4 Level: 10 Progression: 32 Requires: Druid Eminence of the Storm III

Fire and Light[edit]

Druid Sun.png
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).
AP Cost: 1 Level: 3 Progression: 7 No requirements
Druid Sun.png
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.
AP Cost: 2 Level: 7 Progression: 22 Requires: Druid Waxing Sun I
Druid Sun.png
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.
AP Cost: 3 Level: 11 Progression: 37 Requires: Druid Waxing Sun II
Druid Sun.png
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.
AP Cost: 1 Level: 5 Progression: 15 Requires: Druid Waxing Sun I
Druid Sun.png
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.
AP Cost: 2 Level: 9 Progression: 30 Requires: Druid Zenith of the Sun I
Druid Sun.png
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.
AP Cost: 3 Level: 13 Progression: 45 Requires: Druid Zenith of the Sun II
Druid Sun.png
Druid Eminence of the Sun I: Increases your spellpower by 20 when casting fire and light energy spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
Druid Sun.png
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.
AP Cost: 2 Level: 4 Progression: 10 Requires: Druid Eminence of the Sun I
Druid Sun.png
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.
AP Cost: 3 Level: 7 Progression: 21 Requires: Druid Eminence the Sun II
Druid Sun.png
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.
AP Cost: 4 Level: 10 Progression: 32 Requires: Druid Eminence of the Sun III

Positive and Negative[edit]

Druid Life.png
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).
AP Cost: 1 Level: 3 Progression: 7 No requirements
Druid Life.png
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.
AP Cost: 2 Level: 7 Progression: 22 Requires: Druid Waxing Life I
Druid Life.png
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.
AP Cost: 3 Level: 11 Progression: 37 Requires: Druid Waxing Life II
Druid Life.png
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.
AP Cost: 1 Level: 5 Progression: 15 Requires: Druid Waxing Life I
Druid Life.png
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.
AP Cost: 2 Level: 9 Progression: 30 Requires: Druid Zenith of Life I
Druid Life.png
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.
AP Cost: 3 Level: 13 Progression: 45 Requires: Druid Zenith of Life II
Druid Life.png
Druid Eminence of Life I: Increases your spellpower by 20 when casting positive and negative energy spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
Druid Life.png
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.
AP Cost: 2 Level: 4 Progression: 10 Requires: Druid Eminence of Life I
Druid Life.png
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.
AP Cost: 3 Level: 7 Progression: 21 Requires: Druid Eminence of Life II
Druid Life.png
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.
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.png
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.
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.png
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.
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.png
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.

Druid of Summer.png Druid of Summer

  • 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.png Druid of Winter

  • 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.
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.png
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.
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.

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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.
AP Cost: 2 Level: 20 Progression: 74 No requirements
Druid Capstone.png
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.
AP Cost: 2 Level: 20 Progression: 74 No requirements

Wolf Enhancements[edit]

Please see Wolf enhancements.

Enhancement changes Alpha Testing on Lamannia[edit]