The Druid
The wild-eyed Druid has answered a dangerous call: to embrace the natural world of Terminus and peer into its mysteries. With the manifold fragments of other worlds and realms now rooted into Terminus, the land has become beautiful, volatile, and treacherous beyond measure. For this reason, Druids are often revered as visionaries; mystics able to look beyond the fractured terrain and sense the living pulse beneath it.
At their core, Druids are light-armored mystics who commune with the forces that bind root, beast, flame, storm, and spirit. Their power is not drawn from conquest over nature, but from intimacy with it: the restorative waters of a hidden spring, the resilience of ancient roots, the instinct of watchful beasts, the patient growth of wild groves and the terrifying release of a tempest breaking across the sky.
Among the most mysterious expressions of Druidic power is Verdanfire, a living flame that carries both renewal and destruction in equal measure. In practiced hands, it may kindle protective growth, bloom into restorative magic, or surge outward as a searing natural force. Many Druids also share a profound bond with Hirode, a strange and faithful companion whose presence deepens their connection to the wild and gives shape to some of their restorative arts.
Yet the Druid’s communion is not limited to grove and root. Some hear the sky with the same clarity others hear the forest. They call to Storm Wisps, gather the charge of living weather, and turn wind and lightning into weapons of precision and fury. Where one Druid may cultivate a battlefield into a sanctuary of healing Verdanfire, another may become the herald of a raging storm.
Mastery Path 1: Preserver (Healer)
Mastery Path 2: Storm Herald (Spell DPS)
Available Races: Elf, Halfling, Human, Ogre
Weapons: Blunt Weapons (Mace, Hammer, Club), Long Staff, Scimitars
Armor: Up to Leather
Shields: Bucklers
Weapon Skills
Weapon skills represent proficiency with different weapon types. They determine which weapons can be wielded, influence your chance to successfully hit an opponent, and contribute to the damage dealt when using that weapon type.
As your skill with a specific weapon type increases, you may learn new weapon techniques associated with that weapon. At the highest skill levels, a weapon skill may grant access to an exotic version of that weapon type or unlock additional benefits.
Combat Skills
Combat skills govern the effectiveness of various aspects of combat, including the performance of certain class abilities. Reaching higher levels in these skills may unlock additional abilities or Mastery selections for the Druid to choose from.
Spell Skills
Spell skills represent your proficiency with different schools of magic and determine which spells your character can cast.
As your skill in a school of magic increases, spells from that school are less likely to be resisted.
Base Class Abilities
Note: This is not a complete list of Druid abilities available in the game. It is intended to provide a general overview of the class. Many abilities also have upgrades, variations, or specialized forms that become available as the character advances.
| Ability | Description |
|---|---|
| Wild-Eyed Wanderer | Your covenant with the natural world has cultivated a unique sense of trust from the animals of Terminus, making most of them unlikely to attack you unless provoked. |
| Beckon Hirode | Beckon Hirode, the Ward of Masae, as your companion. |
| Hirode’s Flame | Ask Hirode to release a surge of Verdanfire, healing an ally. |
| Rockvine Tangle | Entangle an enemy in a snare of rockvines, reducing their movement speed. |
| Nature Shroud | Imbue an ally with mystical energy, increasing their Resistances, Spell Power, and Health Regeneration. |
| Talisman of Regrowth | Bind a talisman of enchanted vines to an ally, causing incoming damage to heal the shielded target. |
| Stinging Swarm | Unleash a swarm of stinging insects at an enemy, dealing Nature damage over time. |
| Cleanse | Cure yourself or an ally of harmful Poison and Disease effects. |
| Rebirth | Beseech Masae to bring a fallen ally back to life at the location they were slain. |
| Thorncoat | Form a coat of protective thorns around an ally that deals Nature damage to attackers. |
| Spirit of the Wolf | Imbue the spirit of the wolf into an ally, increasing their movement speed while active. This movement speed bonus will scale with your level. |
| Treeform | Transform into a rooted tree, preventing all movement while increasing your Health Regeneration. While in Treeform, most enemies will ignore you. |
| Umbravines | Conjure umbravines to eat away at an enemy’s magical protection, reducing their Resistances. |
| Swiftgill’s Fin | Imbue the aquatic nature of Swiftgills into an ally, increasing their swimming speed and breath capacity. |
| Stone of the Pass | Teleport yourself and group members within 10m to Avendyr’s Pass. |
| Cloak of Leaves | Gather enchanted leaves to yourself and form them into a cloak of invisibility. |
| Galeweaving | Weave the wind into a small tempest around an ally, absorbing damage. |
| Panic Animal | Manifest a sense of panic in a target animal, causing it to flee in fear. |
| Spirit of the Owl | Imbue the spirt of the owl into an ally, increasing their Intellect and Concentration. |
| Spirit of the Tiger | Imbue the spirit of the tiger into an ally, increasing their Agility and Attack Power. |
| Charm Animal | Leverage your communion with the wilds to charm an animal, allowing you to command it in battle. |
| Wolf Form | Manifest your deep communion with the animal world, taking the form of a wolf. In this form, your movement speed is significantly increased. | Valehawk Form | Manifest your deep communion with the animal world, taking the form of a valehawk. In this form, you are able to glide through the air. |
| Vinewoven Bridge | Form a bridge out of interlocking vines, allowing you and others to cross a gap that is too wide to jump across. |
Druid Mastery
Druids may specialize into one of two primary Mastery branches: Preserver or Storm Herald, while still retaining the freedom to hybridize their build by drawing select options from both paths.
The Mastery abilities shown below are intended as select highlights only. They represent a small sample of the options available within each branch, not the full list of Mastery choices.
Preserver Mastery Examples
The Preserver Druid is a restorative mystic who nurtures life through Verdanfire and supports their allies with the aid of their mysterious ward, Hirode.
| Mastery | Description |
|---|---|
| Keeper of the Grove | Increases your Mana Regeneration rate while inside of Verdanfire Tree’s healing radius. |
| Blooming Regrowth | When Talisman of Regrowth fades, spends its last charge, or is overwritten by another Druid’s Talisman of Regrowth, it will bloom, healing nearby allies of the original target for 250% of Talisman’s per-charge healing amount. |
| Verdant Canopy | If Verdanfire Seed blooms on a target standing within Verdanfire Tree’s healing radius, the bloom heal will splash to up to 4 nearby allies. |
| Root Memory | Recover a portion of Talisman of Regrowth’s mana cost if the spell expires naturally. |
| Bark Skin | While Talisman of Regrowth is active, the target gains a Physical damage reduction on the first and last hits that consume a charge. |
| Heartvines | Talisman of Regrowth has a chance to not consume a charge when the target is below a certain health threshold. |
| Ability Unlock: Verdanfire Seed | Protect an ally with a mystical seed that absorbs incoming damage. When the seed absorbs the maximum amount of damage, or the duration ends, the seed will bloom and heal the target for a moderate amount. |
| Ability Unlock: Preserver’s Wildfire | Unleash a surge of Verdanfire in a 120 degree area in front of you, restoring Health to allies. |
| Ability Unlock: Verdanfire Tree | Create a tree of pure Verdanfire near you, periodically healing group members within 15m of the tree. |
| Masae’s Exchange | When Hirode’s Flame effectively heals a target, it will restore a charge of Talisman of Regrowth. (Limited occurrences in a short period of time). |
| Sturdy Vines | Increases the healing charges of Talisman of Regrowth. |
| Reverberating Vines | When a player is critically hit while under the effect of Talisman of Regrowth, the healing received is doubled. |
| Genesis Thread | When a Talisman of Regrowth charge overheals an ally, a portion of the overhealing is stored. When the final charge is consumed, the stored amount is released on the target as a direct heal. |
| Cleansing Echo | After successfully cleansing a Poison or Disease effect from an ally, Cleansing Echo will remain on that target for a duration of time. If the target is afflicted with another Poison and/or Disease effect during that time, Cleansing Echo will react by curing the effect(s) and then jumping to heal the lowest health group member. |
Storm Herald Mastery Examples
The Storm Herald Druid is a wielder of living storms, calling Storm Wisps, wind and lightning against their enemies.
| Mastery | Description |
|---|---|
| Kindling Lash | Using Vine lash against targets affected by Ignite or Stormfire causes a tick of their damage to proc. This does not count against Ignite or Stormfire’s remaining ticks or duration. |
| Storm Battery | If Call Lightning critically hits, it will refund a portion of its Mana cost. Additionally, Calling Lightning now bypasses a portion of the target’s Shock Resistance. |
| Ability Transformation: Talisman of Storms | Transforms Talisman of Regrowth into Talisman of Storms. Bind a talisman of a harnessed storm spirit to yourself for 60 min, gaining up to 3 Talisman of Storm charges. Each charge increases your Spell Haste. When you take damage, the talisman retaliates against the attacker, dealing Shock damage with a chance to stun. While active, direct damage from eligible spells has a chance to generate 1 Talisman of Storms charge. |
| Ability Unlock: Storm Wisp | Conjure a storm wisp that attacks your enemy with bolts of lightning. The storm wisp cannot be active at the same time as Hirode. |
| Conductive Roots | Direct and periodic Shock damage against targets affected by Rockvine Tangle further reduces the target’s movement speed. |
| Ability Unlock: Spirit of the Sylphid | Imbue yourself with the spirit of the sylphid, increasing your spell pushback resistance while casting Ignite, Verdanfire Bolt, Stormfire and Call Lightning. Additionally, increases the damage you deal with Nature and Shock spells and increases your Mana Regeneration. |
| Ability Unlock: Call Lightning | Call a bolt of lightning to strike an enemy, dealing Shock damage. |
| Ability Unlock: Impending Storm | Your Storm Wisp’s Spark of Lightning has a chance to apply a stack of Impending Storm on the target. When you cast Call Lightning, all stacks of Impending Storm will be consumed, increasing Call Lightning’s damage and critical chance. Impending Storm can stack up to 5 times. |
| Thorn-Covered Vines | Rockvine Tangle now deals Physical damage over time. The amount of damage scales with your level. |
| Ability Unlock: Wisp Form | Manifest your communion with the storms of this world, taking the form of a storm wisp. In this form, your Verdandire Bolt becomes Crackling Verdanfire, dealing Shock damage, reducing its cast time and its cooldown. Additionally, the damage you deal with Call Lightning is increased. |
| Ability Unlock: Living Storm | It is said when a Druid is present, they become the heart of any storm. Your Call Lightning spell will become more powerful during rain and thunderstorms. |
| Storm Keeper | Your communion with the forces of nature is now absolute, allowing you to maintain your Living Storm bonus at all times. Additionally, casting Call Lightning while outdoors has a small chance of forming a localized storm. When this phenomenon occurs, you gain Eye of the Storm, reducing the cast time of Call Lightning and giving it a chance to strike the same target twice. |
| The Storm Rages | While in Wisp Form, critical hits with Call Lightning immediately refresh. |
| Lightning Step | Consume 1 charge of Talisman of Storms to teleport 20m ahead, breaking free of movement impairing effects and increasing your movement speed for a short time. |