1. Home
  2. Compendium
  3. Spellbook
  4. Druid

Compendium · Spellbook

Druid Spellbook

Shapes: The right beast for the moment, and no lock on changing your mind.

Shapes

Shapes

The right beast for the moment, and no lock on changing your mind.

Cast a skill and you shift into its form: the Caller, the Bear or the Wolf, each with its own swing or bite, shift strike and skills. The Wolf feeds on Hunger.

Talent: Hunter's Moon · Chase legendary: Fang of the Hundredth Night

The mechanic arrives with your first Spellbook page, at level 4; before that a Druid plays as it always did. See the Druid class guide for the core skills and subclasses.

Druid pages

7 pages. A page is a skill you choose on top of the seven core ones; each has 2 or 3 variants that unlock at mastery ranks 2, 5 and 8.

Ursine Rush

Page pick at level 4 · Dash · 15 Spell Points · 6s cooldown

Become the bear and charge 5 strides. Foes in your path are carried along and dropped in a pile at the end, where they take a crash and are Stunned. Two charges.

Builds: The Sleeping Mountain

Variants (one active at a time)

  • Thick Skull mastery 2 Every foe you carry wards you: a barrier of 10% of your health each (3 at most).
  • Bramble Rush mastery 5 The charge leaves a thorn path for 3 seconds: foes on it Bleed and may be Rooted.
  • Avalanche mastery 8 The charge ends in a quake: everything within 2.5 strides of the pile takes a heavier crash.

Living Seed

Page pick at level 4 · Area · 12 Spell Points · 5s cooldown

Throw a seed at the most wounded ally in reach (or ahead of you). It sprouts into a 3-stride bloom for 4 seconds: allies in it heal, foes are Rooted as it sprouts and cut by thorns. A bloom you walk away from ripens at once. Three charges.

Builds: The Garden Path · The Buried Sky

Variants (one active at a time)

  • Thornseed mastery 2 No healing: the thorns cut three times as hard and leave foes Bleeding.
  • Moonseed mastery 5 The bloom is moonlight: it burns foes twice as hard (radiant), and allies in it heal a little.
  • Wildbloom mastery 8 When a bloom ends it springs up again under the most wounded ally within 8 strides (once).

Moonlit Pounce

Page pick at level 4 · Melee strike · 10 Spell Points · 3s cooldown

Become the wolf and leap onto the most wounded foe within 6 strides: a savage bite that opens two Bleeding wounds, and a spirit wolf joins you for a few seconds. The weak it finishes off, and a kill gives the charge back. Three charges.

Builds: Moonhowl Pack

Variants (one active at a time)

  • Blood Frenzy mastery 2 Each pounce whips up the pack in you: +8% attack speed for 5 seconds, stacking 5 times.
  • Howling Leap mastery 5 You land howling: foes within 2 strides flee in terror for 1.5 seconds.
  • Moon-Touched mastery 8 Where you land, moonlight burns for 2 seconds.

Bellow

Page pick at level 9 · Area · 20 Spell Points · 8s cooldown

Become the bear and roar: thunder around you Weakens foes and turns them on you (taunt), and you take 20% less damage for 4 seconds.

Builds: The Sleeping Mountain

Variants (one active at a time)

  • Sheltering Roar mastery 2 The roar shelters your band: you and allies within 6 strides gain a barrier of 10% of their health.
  • Stormhide mastery 5 The roar calls three bolts of lightning down on the foes inside, each a heavier hit that Shocks.
  • Tremor mastery 8 Instead of one burst, the ground shakes for 2 seconds: four lighter shakes that may Root.

Cloudburst

Page pick at level 9 · Area · 10 Spell Points · 0.5s cooldown

Hold to call a storm over you as you walk (at half speed): every 0.35 seconds it strikes two foes inside and Shocks them. Let go after a moment and the thunder claps: every Shocked foe nearby takes a hit for each Shock it carries.

Builds: The Buried Sky

Variants (one active at a time)

  • Eye of the Squall mastery 2 A wider storm (5 strides) that strikes once a beat, and drags the foes near you inward.
  • Hail Squall mastery 5 Hail, not lightning: strikes Chill (cold), and letting go shatters every Frozen foe nearby for a double hit.
  • Wandering Squall mastery 8 When you let go, the storm stays where it is and rages 4 more seconds at 70%: call it and move on.

Wildwood Walk

Page pick at level 14 · Buff · 8 Spell Points · 0.5s cooldown

Hold to walk (at 85% speed) while flowers bloom in your wake for 4 seconds. Allies on the trail heal and run 10% faster; foes on it are Rooted and cut. Let go after a second to puff a free Healing Spores.

Builds: The Garden Path

Variants (one active at a time)

  • Bramblewake mastery 2 Thorns, not flowers: no healing, but the trail cuts three times as hard and Bleeds.
  • Swift Path mastery 5 A road for the whole band: allies on the trail run 25% faster and dodge more.
  • Spore Trail mastery 8 Every 3 strides you walk puffs a small Healing Spores.

Crackling Wisps

Page pick at level 18 · Buff · 20 Spell Points · 10s cooldown

Three storm wisps circle you for 8 seconds, zapping every foe they pass (Shock). When they fade they launch at the three nearest foes.

Builds: The Buried Sky · The Sleeping Mountain

Variants (one active at a time)

  • Seeking Wisps mastery 2 The wisps leave you and hunt the nearest foes, coming back when nothing is near.
  • Leaf Shield mastery 5 Leaves, not sparks: each soaks one whole hit (up to 8% of your health) and bursts on whoever struck you.
  • Thunder Crown mastery 8 While you hold Cloudburst, the wisps circle wider (3 strides) and two more join them.

How you get them

  • Page picks. A Druid gets page picks at levels 4, 9, 14 and 18: one page from up to 3 offered.
  • The mentor. Pages you passed over can be bought from the class mentor for 30 gold × your level squared.
  • Variants. Every page has variants that change how it plays. Choose the active one on the hero sheet's Spellbook tab.

How the Spellbook works