Druid Class Guide PreviewOverviewRacesWeapon/Armor TypePhenomenon PointsDamageCounterspellsBuffsHealsSnaresChanging the WeatherShape ShiftingPetsUtility SpellsStatsKnown Spells & AbilitiesQuest GuideClass News/InformationClass Specific Websites I. OverviewThe Druid is primarily a damage dealer, although he also brings a lot more to the table. The Druids has heals, buffs, utility spells, evacs, snares, the ability to shape shift and more. The Druid also possesses amazing powers called Wonders and Calamities which make a very bad situation suddenly look very nice. II. RacesThestranHalflingVulmaneVaranjarLesser GiantVaranthariHigh ElfKojaniHalf ElfRaki III. Weapon Type/ArmorDruids are limited to light armor and can use daggers, one-handed blunt weapons and two-handed staffs.IV. Phenomenon PointsPhenomenon points are stored natural energy that a druid accumulates over time. She can use these points to perform Wonders or Calamities. Calamities can cause great devastation to an opponent while Wonders can be of great aid to a group. With Wonders and Calamities the Druid has the ability to quickly turn the tide of an otherwise losing battle. It is rumored that Phenomenon points regenerate at one point per hour. These powers are designed to be special and far greater in power than normal spells. Recently the Druid was revamped in beta and Phenomenon Points, Wonders and Calamities were taken out of the game. After reviewing the situation Sigil has decided to bring them back. V. DamageWhile the Druid has many useful utility spells, his main role is that of a damage dealer. Druids have powerful Direct Damage and Damage Over Time (DoT) spells. Their Calamities do extraordinary damage but can only be used on a limited basis.VI. CounterspellsDruids, like other arcane damage classes, will have counter spells that will be able to nullify enemy caster spells. The counter spell could either completely nullify the spell or change the enemy spell into something beneficial to the Druid's group. For example, her counter spell may turn a damage spell into energy or health for herself or her group.VII. BuffsDruids get a good number of utility buffs including damage shields, to AC buffs, levitate, increased strength, vitality and water breathing. Many of these buffs can be used not only on the Druid, but on his friends and group mates. VIII. HealsDruids get small heals and can be used as a secondary healer. Their Wonders can also be used to greatly heal their group.IX. SnaresDruids of EQ were known for their ability to kite MOBs by the use of their snares. Recently snares were taken away from Druids in a Druid revamp. After some consideration Sigil has decided to give Snares back to Druids.X. Changing the WeatherSigil has mentioned that some spells will be affected by the weather. Fire spells may do less damage in the rain while Lightening spells will do more damage. It has been mentioned that Vanguard will have dynamic weather patterns and Druids will be able to change the weather. It is unknown if these types of Druid abilities are still in Sigil’s plans.XI. Shape shiftingThe Druid will be able to change himself into a wolf and gain combat benefits. At level 50 Druids gain the ability to turn themselves into a tree shape.XII. PetsEarly in their careers, Druids have temporary elemental pets which disappear when there is no fighting for longer than 10 seconds. These pets cannot be controlled and are more like a visual DoT than a pet. At high levels Druids will gain access to longer lasting pets that can be controlled.XIII. Utility SpellsDruids get a little bit of everything: direct damage spells, DoTs, heals, evacs buffs, snares, underwater breathing, pets, shape shifting, wonders, calamities and more.XIV. StatsThe Druid’s primary stats are Wisdom, Intelligence and Dexterity. More to come on stats later.XV. Known Spells and AbilitiesDruid Spells and Abilities ListXVI. Quest GuideComing SoonXVII. Class News & InformationTopicsAdditional InformationXVIII. Class Specific Websites and Forums:The Druid's Grove
