Class Information

Druid

Roots, storms, omens and the patient violence of the wild.

Druid class portrait

What It Feels Like

Druids are a hybrid nature class with healing, faith, control and earthy combat tools. They are less flashy than Mages but broader and more self-sufficient.

Choose Druid if you want a class that feels rooted in place: less city-duelist, more weather, bark, omen and old power. You will mix MP tools with practical survival.

Focus

  • healing and faith
  • nature control
  • polearms and defence
  • weathered utility

Good Race Matches

  • ElfExcellent fantasy fit with enough grace for magic and the wild.
  • FaerieStrange, woodland and strongly thematic.
  • Half-elfFlexible for a class that pulls in several directions.
  • HobbitEarthy, survivable and quietly appropriate.

Core Skill Shape

Top class skill strengths from the live mudlib. Start is the class starting level; Max is the long-term class cap.

SkillStartMax
Healing6100
Polearm5100
Faith490
Magic defence390
Magic attack280
Bargaining180
Blunt370
Conjuring270
Defence270
Melee170

Skills, Spells and Songs

Core class commands parsed from the live class command files. SP physical abilities spend stamina; MP magical/healing abilities spend magic.

AbilityLvlTypeUse
Mistletoe 1 MP healing Use sacred mistletoe lore to close wounds and restore living strength to yourself or an ally.
Oakskin 1 MP magical Call on the strength of the oak, a tree long associated with druidic wisdom, to harden body and spirit against harm.
Awen 3 MP magical Open yourself to awen, the flowing breath of poetic and prophetic inspiration, sharpening wisdom and spirit-magic.
Wrenomen 4 MP magical Read the omen of the prophetic wren and turn that foreknowledge against an enemy, clouding their judgement and timing.
Groveward 5 MP magical Raise a sacred grove-ward around a foe, causing branches, leaves and spirit-signs to spoil their attacks.
Rootbind 5 MP magical Call roots up through stone and soil to bind a foe in place without relying on brute force.
Moonwell 6 MP healing Draw silver water from a remembered moonwell, a deeper spiritual healing rite for grievous wounds.
Stormcall 7 MP magical Call wind, rain and thunder against an enemy: a spiritual storm rite rather than a weapon blow.
Ancestor 8 MP magical Seek counsel from the ancestral circle, strengthening faith, healing lore and spiritual defence.
Brambletime 8 MP magical Call on old root-and-bramble time to slow a monster briefly. The rite is gentler than the Mage timesnare, lasting about eight to sixteen seconds based on druidic skill, and it cannot be used on players or stacked on an already slowed creature.
Rebirth 8 MP healing Call a dead player back through the green cycle of death and renewal. This works like a druidic answer to clerical resurrection, but is about a fifth less effective at the same Healing and Faith, and even master druids cannot make it perfectly safe.
Worldroot 10 MP magical Touch the world-root beneath all groves, renewing your body and lifting your spiritual gifts for a short time.