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Compendium · Talents

Druid talents

The class tree plus one tree for each subclass (Circle of the Land and Circle of the Fang). Druids lean healer, tank and damage: see Roles.

Druid talent trees

You earn a point every level from 2 and one for the first kill of each act boss: 24 by level 20. Spend them on the class tree and, from level 3, on your subclass's tree. How talents work.

Druid class tree

20 talents (15 regular, 3 keystones, 2 capstones) · leans healer, tank and damage

Every Druid shares this tree, whatever the subclass. Its first row is open from the start.

Row 1 · Talents · open from the start

Whipping Vines

Thorn Lash whips on to one more foe.

Pinned Prey

Rooted foes are also Vulnerable.

Needs Entangle (learned at level 2)

Wild Growth

Every 4th Thorn Lash hit sprouts thorns around the target (60% in 1.5 tiles) that Root foes.

Row 2 · Talents · opens after 1 point spent in this tree

Wandering Moon

Moonbeam drifts after the foe it was cast on.

Needs Moonbeam (learned at level 5)

Strangling Roots

Entangle drags foes to its centre, in a smaller patch whose thorns bite half as hard.

Needs Entangle at mastery rank 3

Spore Cloak

Healer

Healing Spores also shields every ally it heals for 6% of their health (5 s).

Needs Healing Spores (learned at level 6)

Grasping Thorns

+12% damage and +5% crit chance against Rooted foes.

Row 3 · Keystones: choose 1 · opens after 3 points spent in this tree

Pack Bond Keystone

Damage

Your summons come in bigger packs: 2 more allowed, each with 80% health, and you deal 6% more damage.

Primal Beast Keystone

Tank

Your summons come as ONE great beast with 1.5× health and damage, and it Taunts foes within 3 tiles every 6 s.

Verdant Circle Keystone

Healer

Allies within 5 tiles heal 0.8% of their health every second. While an ally is below half health your Spell Points flow 15% faster.

Row 4 · Talents · opens after 5 points spent in this tree

Wild Rush

Conjure Animals' arrival Roots foes within 3 tiles (40%).

Needs Conjure Animals (learned at level 7)

Thunderthorns

Every foe Call Lightning strikes is lashed by a free Thorn Lash (50%).

Needs Call Lightning at mastery rank 3

Rooting Bloom

Healer

Healing Spores is followed by a free Entangle (60%).

Needs Healing Spores (learned at level 6)

Rising Storm

Call Lightning's cooldown resets when it kills.

Needs Call Lightning at mastery rank 5

Row 5 · Talents · opens after 8 points spent in this tree

Ursine Arrival

Call the Great Bear lands with a quake: foes within 3 tiles take 80% and are Stunned for 1 s.

Needs Call the Great Bear (learned at level 17)

Pale Moonlight

Damage

Moonbeam drags foes toward its centre, in a narrower beam that burns half as hard.

Needs Moonbeam (learned at level 5)

Rot and Bloom

Healer

Every 12th Thorn Lash also blooms a free Healing Spores (15%).

Thornskin

Tank

When struck, thorns lash foes within 1.5 tiles (40%) and leave them Bleeding, once a second.

Row 6 · Capstones: choose 1 · opens after 11 points spent in this tree

Stormcaller Capstone

Damage

Every 6 s in battle a free Call Lightning (80%) strikes your foes.

Heart of the Grove Capstone

HealerTank

You and allies within 6 tiles take 5% less damage and heal 0.6% of your health every second.

Circle of the Land tree

15 talents (10 regular, 3 keystones, 2 capstones) · leans healer

Mystics who draw power from the land itself — and share its endurance with their allies.

Row 1 · Talents · open from the start

Living Bark

Healer

Barkskin heals every ally it reaches: 6% of their health over 6 s.

Needs Barkskin (learned at level 3)

Bark Ward

Healer

Barkskin lands on the ally who needs it most, at double strength.

Needs Barkskin (learned at level 3)

Land's Stride

With 3 or more foes near you: +15% dodge and +10% move speed.

Row 2 · Talents · opens after 2 points spent in this tree

Wildbloom

Healer

Healing Spores leaves a healing bloom on everyone it touches: 8% of their health over 5 s.

Needs Healing Spores (learned at level 6)

Grasping Bark

Barkskin's growth Roots foes within 3 tiles of you for 1.5 s.

Needs Barkskin (learned at level 3)

Circle Spells

Every 4th heal you cast also casts a free Entangle (60%).

Nature's Ward

Healer

Allies within 5 tiles resist poison (+30%) and control (+20%).

Row 3 · Keystones: choose 1 · opens after 4 points spent in this tree

Seed of Life Keystone

Healer

Saving an ally under 25% Roots every foe within 3 tiles of them for 2 s. +12% healing done.

Oaken Bulwark Keystone

Healer

Barkskin lasts 50% longer, and the allies it reaches also deal +8% damage while it holds.

Needs Barkskin (learned at level 3)

Bramble Ring Keystone

Damage

Every 5 s thorns erupt around you (80%) and Root foes. +10% damage to Rooted foes.

Row 4 · Talents · opens after 6 points spent in this tree

Moonwell

Healer

Moonbeam's light heals the most wounded ally for 30% of its damage.

Needs Moonbeam (learned at level 5)

Moonlit Grove

Barkskin's arrival calls down a free Moonbeam (60%).

Needs Barkskin at mastery rank 4

Verdant Burst

Healing Spores' cloud bursts outward: foes within 5 tiles take 30% and are Rooted for 1 s.

Needs Healing Spores (learned at level 6)

Row 5 · Capstones: choose 1 · opens after 9 points spent in this tree

Verdant Sanctuary Capstone

Healer

Every 10 s in battle a free Healing Spores (80%) blooms around you, and every 20 s a sanctuary rises: allies within 4 tiles take 50% less damage for 4 s.

Living Forest Capstone

Healer

Two treants (70%) fight beside you for good and return 15 s after falling. You and allies within 6 tiles take 6% less damage.

Circle of the Fang tree

16 talents (10 regular, 4 keystones, 2 capstones) · leans tank and damage

Shapeshifters who believe the truest form of a druid is a very large, very angry animal.

Row 1 · Talents · open from the start

Bear's Roar

Tank

Wild Shape Taunts every foe within 3 tiles when you shift, and again every 6 s while you stay shifted.

Needs Wild Shape (learned at level 3)

Call of the Pack

Damage

Kills call a spirit wolf for 8 s (40%, up to 3, 3 s cooldown).

Needs Wild Shape (learned at level 3)

Thick Hide

Tank

While Wild Shape holds: 8% less damage taken and +30% control resistance.

Needs Wild Shape (learned at level 3)

Row 2 · Talents · opens after 2 points spent in this tree

Herd Guard

Tank

Your beasts Taunt foes within 3 tiles every 6 s, and hunters obey them.

Needs Conjure Animals (learned at level 7)

Rending Claws

Your basic attacks have a 30% chance to open Bleeding wounds.

Needs Wild Shape (learned at level 3)

Savage Maul

+15% damage against Bleeding foes, and your crits Stun briefly (3 s cooldown).

Shifting Quake

Shifting into Wild Shape slams the ground: foes within 2.5 tiles take 60% and are Stunned briefly. Once you know the Shapes, every Shift Strike also deals 60% more.

Needs Wild Shape (learned at level 3)

Row 3 · Keystones: choose 1 · opens after 4 points spent in this tree

Ursine Bulwark Keystone

Tank

Wild Shape lasts 25% longer. While it holds you take 4% less damage and draw double threat.

Needs Wild Shape (learned at level 3)

Pack Leader Keystone

Damage

Every 10 s in battle a spirit wolf joins the hunt (8 s, 60%, up to 3).

Bloodfang Keystone

DamageTank

Your Bleeds stack twice, and you heal 20% of the damage they deal.

Hunter's Moon Keystone

Damage

In Wolf form, kills feed Hunger twice as fast and it holds 60% longer. At full Hunger every Rend bite also tears the foe beside it, and Moonlit Pounce finishes off ordinary foes under 24% of their health instead of 12%.

Row 4 · Talents · opens after 6 points spent in this tree

Wild Summons

Shifting into Wild Shape calls your beasts too: a free Conjure Animals (70%).

Needs Wild Shape at mastery rank 4

Moonlit Hunt

Moonbeam moves with you.

Needs Moonbeam (learned at level 5)

Storm Claws

Your crits call lightning down on the target (80%, 1 s cooldown).

Needs Wild Shape (learned at level 3)

Row 5 · Capstones: choose 1 · opens after 9 points spent in this tree

Undying Beast Capstone

Tank

Dropping below 30% health shifts you into a free Wild Shape (once per 90 s). Lethal damage leaves you unkillable for 2 s, healing 5% of what you deal (120 s cooldown).

Stampede of Spirits Capstone

Damage

Every 5th kill looses a charge of spirit beasts in a line 8 tiles long (300%).