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While Druids outwardly follow Roixa, their Order truly venerates a far more ancient Goddess, whom they credit with the creation of the natural world. Druids have a variety of healing and protective spells, common to clerics, but also learn much of the way of the wild, including bow use, and several archery skills. They also possess the unique ability to craft and use mystic arrows.

Like all Prestige Classes, they retain the original class's Prime Requisite, in this case, Wisdom. Druids sometimes hang up their bows and become Priests, but this requires a higher level than it would for a cleric. Because they eschew melee weapons, Druids cannot become Paladins.

Druid masters tend to favor serene glades for their havens.

Abbreviation: Dru.

Base Class: Cleric.

Prime Requisite: Wisdom.

Druids in General

Druids can be summarized as Clerics with bows and with cheaper heals, minus the Pantheon Spells. While they are not as powerful as Archers in combat, they are good at healing groups for a long time while still contributing to damage during runs.

Druid Creation


  • level 50 Cleric
  • No racial penalty to archery
  • Unwavering worship of Roixa

Races that can potentially gain the druid prestige: Centaurs, Demonseeds, Drow, Elves, Half Elves, Half-Orcs, High Elves, Humans, Kzinti, Orcs, Sprites, and Tuataurs.

Unwavering worship to Roixa means a potential cleric cannot worship (or unworship) any other god prior to becoming a druid. However:

  • at levels 10 through 19 (including) one is allowed to experiment with any worship, as always. If you do, remember to unworship at lvl 19.
  • at levels 20-50 one must remain atheist or worship Roixa consistently.

Since Roixa will decrease melee damage, a new cleric will be better off remaining atheist until becoming a druid.

Druids at Hero Tier

Once a druid practices Druidic Oath, the bow (or crossbow) will become the only weapon they use. Druidic Oath provides a 15% spell cost reduction while wielding a bow however there's a penalty of 5x the mana cost without one. The spell cost reduction/increase is applied multiplicatively with other modifiers, i.e.:

casting spell cost = 85% (1 - 0.15) for druidic oath * racial modifier * worship modifier * original spell cost

Druids also have access to specialized ammo.


Train stats as if any spellcaster class: wisdom and intelligence for practice points and mana, then constitution. Strength and dexterity can be trained later.


Practicing for a druid should be same as for a cleric. Focus on party-beneficial spells like the divinity and mass divinity stack, curative spells, and utility spells like fly or water breathing. Once 101 little will change, as there are few important skills or spells after this point, until lord tier.

Druids can cast Barkskin, similar to archers, but they cannot Skin corpses. They will miss out on Dark Embrace which clerics otherwise get.

  • Green Arrow, Faerie Arrow, Moonshard Arrow and Autumn Arrow are all special arrows that only druids can fletch and they behave similarly to standard piercing and splinter arrows in addition to each carrying one special affect. However, not all druids use these as they require mana to fletch, and the chance to affect a mob with the enchantments is rather low. Try using them and see if they suit your style.
    • In order to create these a druid will need a natural fletching kit. To get these (for free), simply go and Forage in any forest-terrain room. Natural fletching kits can also be used to fletch regular ammo, and druids can obtain infinite mounts of kits.
  • Longshot is useful when other archers aren't about - tie it to a trigger so group leader can use it effectively.
  • Track, Blood Trail and Bloodhound allow for fast corpse and mob tracking.
  • Anoint is of marginal use, if you can remember that you have this skill.


Roixa is only a prerequisite to become a druid and is not mandated by latter skills or spells. If you take into account that druids do (usually) mediocre damage, some other worship may suit the healing roles better.

Common choices are:

  • Roixa - best archery damage, poor buffing spells, mediocre healing,
  • Kra - halved archery damage (!), very good buffing spells, better healing,
  • Tul-Sith - bad archery, better buffing spells (worse than Kra), best healing.

See the Worship and Devotion tables for more details.


Soloing: Soloing a druid is easily possible while using regular archer gear and healing self. Arrow Dodge will help with otherwise dangerous bow-wielding mobs.

Tanking: Druids can tank as well as any archer, and can heal self while at it. Keep in mind that unlike clerics they will not be able to use a shield nor carry a held AC item, so their AC will be somewhat lower than usual. The rescue is out-of-class; thus slow.

Hitting: Druids (generally) do more damage than a regular cleric and run either in full HR gear, or use specialized HR/mana gear. While they hit they are also able (and expected) to do:

Healing: while on the run. With cheap curatives they can sustain a group for a long period of time using single-target and mass heals. Druids can now use the spell Awaken Staff to summon a spirit that will brandish staves, allowing them to continue holding their arrows/bolts while brandishing.

Druids at Lord Tier

At Lord tier the role of a druid changes little. They have access to Wall Of Thorns so they will be responsible for keeping a group safe while regenerating, as well as healing the group akin to any healer. With their mana comparable to clerics, druids will be outhealed by priests but druid spell discounts will make them last longer than vanilla clerics.

If idle during a lord run (which is rare), they can also use scattershot or held shot with mixed results.

Druid Remort Options

Druids can remort into Priests.

Racial remorts that make good druids are ones that give a Racial Archery Modifier and/or good spellcasting. High Elves, Sprites and Tuataurs are good choices.


This category has the following 3 subcategories, out of 3 total.