PROS
Unique Damage type on spells. Can cast all druid spells in combat. Can compliment Monk or Paladin classes, as well as Ranger. Druid blind can take multiple casts / potions to cure. Druid heal has the highest HP/SP ration in the game. Can give themselves Necromantic and Fire resistances, as well as castable Fireshield. No books or memorization required.
CONS
Lacks Cure Blindness. Lacks a silent Cure spell. All targeted evocations except Water are nullified by Elemental Shield, which breaks ES. Druid spells use a ton of reagents if relied on...even if they are mostly just the elemental type. Poor synergy with Wizard due to overlap. Earth Invocation and Water Evocation are 4 second spells. Druid is devastated by Silence, Slow, and Slow Magic
Skill | Complexity | Practice To | Description | Additional Info |
Dagger | 1% | 75% | Mediocre weapon, mostly pierce damage. | At first class, useful only as an alternative damage type. Later on is used for backstabbing. |
Flail | 1% | xx% | Average weapon, mostly bash damage. | Flail has multiple esoteric damage types at high levels, including a Dispelling weapon for good alignment. I place Flail in the 'practice if you REALLY wanna' category. |
Hand to Hand | 1% | xx / 75% | Your basic hand-to-hand, mostly bash, low damage. | Not really worth practicing unless you plan on going Knave or Monk, as the damage and accuracy are both low without the Synergy provided. |
Hook | 9% | xx | Like Dagger, only a little more damage and a little less accuracy. | Also a rarer weapon to find, and so just stick with dagger for your pierce / backstab needs. |
Lore | 30% | 100% | Identify with a glance! | You can identify...WITH A GLANCE! Seriously though, quite handy to have for Auction to to check stats on an item. |
Mace | 1% | 75% | Average weapon, bash damage. | Much more common than flails...and more damage than hand-to-hand. |
Magical Items | 5% | 100% | Ability to use Magical Scrolls, Wands, Potions, Codpieces, Fishing Lures, Suntan Lotions, and Umbrellas. | Why bother fumbling on a scroll, and why bother failing to use a wand of Sil...Lightning Bolt? Hit it at level 1:60 and never waste a level better again. |
Nunchaku | 14% | xx | Bash-y weapon. Favored by Bruce Lee. | Rare as heck weapon, average damage and accuracy. A couple have Slash-damage but...overall MEH. |
Perception | 1% | 75% | Find things with SEARCH and DIG. | Because finding things in a death trap means finding things FAST. |
Scan | 40% | xx | Scan around you to find doors, portals, and things to kill. | At 1% it works out to 2 rooms...and if you use it, it will master even without practices. |
Spells
Spell | Complexity | Practice To | Description | Additional Info |
Air Evocation | 28% | 75% | Air-damage spell. | Unique in it's damage type, it is also the strongest damage spell you have that doesn't need a SD ammy. |
Air Invocation | 2% | xx | Levitation equiv. | It's lev...get it from an item or just cast it at 1%, works fine. |
Ash Evocation | 50% | xx | Momentary Darkness equiv. | IT DOES DARKNESS...for a moment. Not castable underwater. |
Ash Invocation | 40% | 75% | Necromantic Resistance | Helps you resist Slow or Slow-Magic as well as reducing damage from Enervation and Harm. TAKE THIS YOU LOVE IT DON'T LIE TO YOURSELF. |
Dust Evocation | 20% | xx | Imprint Aura equiv. | No one uses Imprint Aura. Except Solus. You don't want to be Solus, right? |
Dust Invocation | 14% | xx / 75% | Grants an extra type of defense. | Terrific for first class Druids because then you have a defense. Still good in later classes, as a back up. |
Earth Evocation | 1% | 75% | Web Druid-style. | It either lands for full duration or fails. Reduces AGI by 2 usually when on someone. |
Earth Invocation | 11% | 75% | Heal Druid-style. | Best HP to SP ration in the game, but it takes 4 seconds to cast. And if you are slowed, even with a SD ammy you cannot cast it in combat. |
Fire Evocation | 7% | 75% | FIREBALL | More damage than the wizard version! IT IS FIREBALL. Not castable underwater. |
Fire Invocation | 1% | xx / 75% | Sanctuary Druid-style | Its perk is that it is castable in combat...so if you get dispelled a lot or worry about getting sparked then cast it here in combat and call it good until later. |
Ice Evocation | 43% | 75% | Frost Druid-style. | It is frost-damage with that nice short duration -AGI debuff from it every so often. |
Ice Invocation | 24% | 75% | Shield Druid-style | +7 AR and mutually exclusive with Shield. If you can, use Wizard shield, it is better. |
Lightning Evocation | 19% | 75% | Lightning Bolt Druid-style | Wizard version deals slightly more damage, but still quite solid. |
Lightning Invocation | 18% | xx | Lawl-Haste | Gives ACC and the extra attack, but doesn't give attack speed...Mutually exclusive with Whirlwind and Haste. |
Magma Evocation | 65% | xx | Circle of Fire | Really? No. |
Magma Invocation | 35% | xx | Fireshield | Fireshield! Because sometimes free damage is free. |
Minerals Evocation | 34% | 75% | Cure Serious | Druid's best heal-other spell. It isn't great, but it isn't bad. |
Minerals Invocation | 16% | xx | Enhanced Strength | Nice to have! Works without training. |
Ooze Evocation | 43% | xx / 75% | Super lag Ooze! | Can no longer be used as a calm, but it does wreck your opponents attacks and defenses for a turn. Expensive in SP. |
Ooze Invocation | 24% | 75% | Stone Skin | +7 AR and mutually exclusive with Stone Skin |
Radiance Evocation | 12% | xx | Reveal | Not overly useful...just cast without practicing. |
Radiance Invocation | 7% | xx | Detect Invisibility | Gear... |
Salt Evocation | 16% | 75% | Cure Poison | USABLE IN COMBAT which is AWESOME! |
Salt Invocation | 58% | 75% | Cure Disease | USABLE IN COMBAT which is AWESOME! |
Smoke Evocation | 1% | 75% | Blind | Not castable underwater. Can take multiple cast of cure blindness to remove. |
Smoke Invocation | 7% | xx | Invisibility | Why...just...why? |
Steam Evocation | 42% | xx | Terrible Cause Serious | SO MANY REAGS FOR A BAD SPELL. |
Steam Invocation | 20% | xx | Pass Door | If you hate doors...practice it. |
Vacuum Evocation | 75% | xx | Room Stamina Drain with possible kill. | Can be useful. Can not be useful. Choose wisely? |
Vacuum Invocation | 40% | xx | Druid Blink | Outdoors only, but otherwise a much cheaper blink. WOOSH POP! |
Water Evocation | 70% | 75% | Water-Damage Spell | 4-second cast, but is the only thing we have to drop Elemental Shield, and it will shatter Spell Shield as well. If only for this, SD ammy. |
Water Invocation | 20% | 75% | Fire Resistance | FREE RESISTANCE GET YOUR FREE RESISTANCE HERE! |
Druid was the first offensive Cleric class (Witch is now the other) gaining multiple offensive spells as well as a few curative staples, as well as the ability to cast all of their spells in combat. As a trade off, it lacks some of utility that the healing clerics, Priest and Shaman, have, notably Cure Blindness and Cure Light. It is also a class that, along with Valkyrie, is punished brutally by Slow, forcing their best heal and best offensive spell into Overcast territory even with a Spell Delivery Amulet.
Druid has excellent synergy with Paladin, who has these other curative and utility spells, as well as Monk for the same reasons.
Psionic is a popular choice to pair with druid, due to both classes not needing Spellbooks, and being, on the whole, quite unique and powerful.
Ranger has become fairly nice with Druid as well, owing to the new Ranger spells which force a vulnerability onto your opponent, which the stronger Druid spells can then abuse...in PvE?. PvP? would take too long with that.