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  • Druid
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  • __NOEDITSECTION__
  • Does not include Ascension & Kingdom bonuses * Visit Ascending & Leveling Troops for more information
  • A member of the Bay Guardians.
  • Druids may never use metal armor after they are initiated.
  • Druidzi to specyficzna odmiana magów. Częściej porównuje się ich z szamanami niż magami hermetycznymi. Jedyne, co można o nich powiedzieć to to, że jako totem lubią obierać drzewa i gwiazdy i że większość swoich rytuałów wola wykonywać w kamiennych kręgach. Druidzi zazwyczaj lubią żyć z dala od cywilizacji, praktykując swoje techniki na osobności. Zazwyczaj, można ich znaleźć na Wyspach Brytyjskich.
  • A druid is a person with magical talents that are dealed with nature.(earth element).They are stronger than a mage but weaker than magicain.
  • Druidas são mestres da cura e da natureza. Segundo a história, eles praticaram seu controle sobre a natureza para o benefício de todos os humanos. Eles são muito habilidosos em regeneração e magias de suporte. Podem criar muitos outros tipos de Runas do que as outras vocações. Por causa de seu foco em abilidades mágicas, não são bons em dano físico e não possuem muita capacidade.
  • The Druid (ドルイド Doruido) is a combat magical class introduced in Fire Emblem: The Binding Blade. The promoted form of the Shaman class, Druids wield Dark Magic and Staves as their primary equipment of choice.
  • Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil. Hit Die: d8.
  • Druids are nature priests. They worship the Old Gods and regard all nature as a holy thing to worship and protect. Their specialty are spells of nature and protection. It is said that no animal will willingly harm a druid. Druids are trained in the following skills: Climbing, Concentration, First Aid, Gardening, Healing, Herbalism, Listening, Literacy, Survival, Swimming, and Woodcraft. At higher levels, druids become extremely attuned to nature itself.
  • The Druid is a nature-attuned spellcaster class. Along with their powers, they are accompanied by an animal companion. Druids are neutral by nature.
  • Druid (tietäjä) on hyvin monipuolinen hahmoluokka. Druidilla voi pelata hyvin monella tavalla, riippuen käytettävästä muodosta (form). Bear Form (Karhu muoto) vastaa Warrioria. Se käyttää ragea, ja sillä on suuri armor sekä stamina ja defence. Tasolla 40 Bear Form muuttuu Dire Bear Formiksi. Cat Form (Kissa muoto) vastaa rogueta. Se käyttää energiaa. Normaalissa muodossa druidi voi parantaa ja käyttää taikoja. Talentpuun avulla druidi voi saada myös Tree of life Formin (Parantaja muodon) ja Moonkin Formin (DPS muodon). Näiden eri muotojen avulla druidi voi täyttää lähes minkä tahansa paikan raideilla tai instansseissa. Myös Uudelleensynty (Rebirth)-taika on edullinen, koska sillä voi herättää pelaajan henkiin hyvin nopeasti kesken taistelun.
  • Druids are level 33 non-player characters found in the druidic village of Taverley, a small settlement in western Asgarnia. They attack with both Melee and Magic (similar in appearance to Entangle). These druids are sometimes fought for the herbs that they carry, although chaos druids are a better source of herbs.
  • Druids are nature spirits and servants of Melandru that can be found in areas of the Maguuma Jungle. They were once beings so deeply connected to nature that they gave up their physical bodies and "transcended" to ethereal spirits at one with nature. They are encountered in several quests and missions. They appear to be ghost forms of Pinesouls and Ancient Oakhearts
  • Druids were, apparently, skilled in wandmaking and, considering anything with a woody stem a tree, produced wands made of vine, a tradition that was still followed by Garrick Ollivander in the 20th century.
  • The Druid is a unit for the Elves. Druid can first be produced at level 1
  • The Druid is a shapeshifting hybrid class, and is also one of the most versatile classes in the game. It is the only class that can fulfill all four roles in the game: Tank, Healer, and melee or ranged Damage Dealer. As with every other hybrid, Druids need to specialize to be effective in any role. Due to their need to shapeshift to fulfill roles, they can only perform one role at a time. Druids must switch between the different shapes in order to adapt to situations as they come.
  • Druid är en lärd man eller kvinna av prästerliga klassen av keltiska folken. Druider kunde läsa och skriva ogam alfabetet. (RPG: "Stargate SG-1: Living Gods: Stargate System Lords")
  • The Druids were the priests of the Celts in early England. A group of Druids worshipped Cessair as the goddess Cailleach. They met at the Nine Travellers on Boscombe Moor. (TV: The Stones of Blood) King Prasutagus defended the Druids of Anglesey from the Romans, but died of the wounds he received in the battle. (PROSE: Good Queen, Bad Queen, I Queen, You Queen) The Fourth Doctor and Leela encountered the Druid Cunovellasus. (PROSE: The Prodigal Sun) In 1976, the Vardans disguised themselves as Druids at Stonehenge. (PROSE: No Future)
  • None. Druid learned abilities are obtained by using their phenomeon powers.
  • Druids are agents of nature, using the forces of the wild to adventure.
  • Druid on monsteri Runescapessa. Druideja löytyy Taverleystä. Druidit pudottavat Druidien vaatteita ja herbejä.
  • Druids were primal spellcasters of considerable power and versatility, who gained their power through being at one with nature or through a connection to a powerful deity or nature spirit. Guardians of the wilderness, druids saw themselves less as masters of the natural order and more as an extension of its will.
  • Druid is a mastered vocation class in VII.
  • Druids are a culture nature worshipers.
  • Druids expand upon the Kahuna’s nature magic abilities. Druids have a wide range of heals, buffs, and destructive spells making them a welcome addition to any group. On higher levels Druids are responsible for the survival of the party, due to their power of crowd control using Dark Water Seal, Yak Advent, and Explosion of Petrification. This way a party will never have more mobs than can be handled. __TOC__
  • Excellent at virtually all tasks but masters at none, the druid is a highly adaptable class. Slightly weaker but faster both physically and mentally than an average man, a druid's strength lies in his ability to make use of every weapon and spell to full effect. With but a slight preference toward magic, the druid's melee damage is not to be taken lightly. The druid lives in harmony with nature and thus begins with a 5% (up to 15% with class-enhancing skills) bonus to all green magic effects and can use resurrection gems at level 20. -- In game description
  • We are the preservers of the balance, now and forever, as Malfurion lies in the Dreaming. Never forget this. - Kal of Dolanaar Druids are keepers of the world who walk the path of nature, following the wisdom of the Ancients and Cenarius, healing and nurturing the world. To a druid, nature is a delicate balance of actions, in which even the smallest imbalance can create storming turmoil from peaceful skies. Druids draw their power from this wild energy, using it to change their shapes and command the forces of nature. Traditionally druids chose the path of a specific animal totem. Since the invasion of the Burning Legion, however, most druids have undergone a number of reforms, including encouraging the study of magic from all totems. Druids who do this are known as Druids of the wild.
  • A druida egy alakváltó és hibrid kaszt, mely az egyik legsokoldalúbb karakter a World of Warcraft-ban.Mint minden hibrid kasztnak a druidának is specializálódnia kell ahhoz, hogy jól játszható és eredményes karakter legyen. A druida tehetség fája három, egymástól igen különböző lehetőséget nyújt a fejlődésre. Ezek a Balance (Egyensúly), a Feral Combat (Vadállatias Harc) és a Restoration (Újjászületés vagy Regenerálódás).
  • The Druids are an order of historians, philosophers, magic wielders, teachers, and researchers in the Shannara universe. They are headquartered in Paranor, the Druids' Keep that sits in the center of the Four Lands.
  • Druids were the Priests and Law keepers of the Celtic Tribes. Druidism, or Druidry as it is often called, is for some a spiritual path, for others a religion, and for others a cultural activity.
  • Druids are the most ancient followers of the god they choose, stretching back even into the First Age. They have erected many statues, temples and monuments for their deity.
  • left|Een concept art van de Druids|thumbDe Druids (in het Nederlands druïden) zijn de officiële volgelingen van de god Guthix. Ze mogen niet verward worden met de Chaos druid, welke volgelingen van Zamorak zijn. De druïden staan bekend voor hun liefde voor natuur, kruidenkunde, het bereiden van drankjes en andere zaken. Hun magie is anders dan dat van andere tovenaars en rune magie gebruikers en ze dragen altijd een sikkel en kruidentas bij zich mee. Druïden handelen meestal vredig, maar kunnen ook niet-vredig zijn, net zoals hun god Guthix.
  • The Druid is a simple spellcaster/ranged unit. They can ethier improve the defense of their allies or cast lightning on their enemies. Druids have a short spell casting life, with only 2 spell casts of Lightning Bolt.
  • This is to be an explanation to the overly intelligent whom think they know everything and really know nothing. Druids and Celtic Druids are two completely separate things and both will be explained.
  • Druid is an unlockable superstar that appears in WWE SmackDown vs. Raw 2011.
  • A versatile and heroic character the Druid combines the wonder of natural magic with a fair sense of combat to make a truly unique type of hero. With divine magic granted to them by the natural world or specific nature focused gods the druid feels most at home away from civilization where his natural magic can have the most impact. Usually followed by a loyal animal companion the druid can transform himself into a wild animal taking on all the abilities of the animal while in the beastial form.
  • This page is specifically for the druid class in BG:EESoDBGIIToBBGII:EE. For the version in BGTotSC, refer to Druid (Baldur's Gate).
  • Spreuken voor Druids. Speciaal voor de druid klasse als je die kiest als je naar het main land heen gaat. Je hebt net zoals alle andere klassen de vaste spreuken ( de spreuken die elke klasse heeft), maar je hebt ook spreuken die eigen zijn aan de druids zoals spreuken waarmee je andere geneest.
  • Consisting of eight pieces, the set is themed after ... This set is available from levelling content. The set is also available with item level 98 from doing content from the Halls of Power Part II episode. __TOC__
  • ドルイドは世界の保護者です。何世紀にも渡り眠りについていたドルイドたちは、最近のThe Burning Legion/焦熱軍団の侵略に際して目覚めました。Archimondeを打ち破った後、ドルイドたちは再び眠りにつくことなく世界に残り、自らの国を再建する のを手伝うことを決意しました。the Legionの攻撃によって自然は破壊され、多くの傷跡がつけられました。ドルイドたちは、それを癒そうとしています。 ドルイドはプレイヤーに対して幾つかのスタイルを提供します。通常の姿のドルイドは、スペルと武器とで戦います、熊の姿となった ドルイドは、Rageを持つウォリアーとなります。猫の姿となったドルイドはEnergyを持つローグとなります。ドルイドはこの他に も更に四つの動物に変身することができます。ドルイドは癒しのスペルを持っており、プリーストと同じく回復役を務めることができます。Holy Word:ShieldやResurrectionを持つプリースト程の多彩な能力をドルイドは持ち合わせてはいませんが、プリーストがいない時などには非常に有能なヒーラーとなることでしょう。
  • Druids are the only units outside of the Disciple line that have the Medic I promotion. They also have a high strength for a spell casting unit and have access to all levels of Nature magic. One can also obtain High Priest-equivalent units (they can cast the Channeling III Divine spell of the associated religion) by upgrading from Priest units. For example, upgrading a Vicar (Empyrean) to a Druid keeps the Divine promotion, thus enabling the Druid to cast Crown of Brilliance. This also is a way to bypass unit abandonment to keep units capable of casting, say, Unyielding Order or Summon Kraken while religion-jumping.
  • Los druids basicamente son curanderos, la contraparte de los Sorcerer, pero a la vez son mucho mas que esto si lo sabes usar puedes lograr acestar grandes hits en un solo combo de runas pues como cualquier mago claro esta pero ellos trabajan mas con las magias de tera y ice esto hace que su leveo se haga mas sencillo en monsters como demons, dragons, dragon lords. Categoría:Druid Categoría:Attack Spells Categoría:Support Spells
  • "Druid" (ドルイド Doruido) is an archetype of cards used by Mach in the Yu-Gi-Oh! ZEXAL anime. The ones used by Mach visually appears as men dressed in long robes and holding two identical items, one in each hand.
  • Secretive and enigmatic, druids call the wilderness their home. They are capable of running with a wolf pack, speaking with the most ancient trees, and watching thunderstorms from atop the clouds themselves. While many druids project an outward calm, they have the cunning of the beast and the fury of the storm. Primary Stat: Wisdom. Hit Points gained per level: 5.
  • The following traits are common to original druids, sentinels, and protectors. * Power source: Primal. You have gained your powers through a careful study of and communion with the natural world. * Weapon proficiencies: Simple melee, simple ranged * Implement proficiencies: Staffs, totems * Hit points at 1st level: 12 + Constitution score * Hit points per level gained: 5 * Healing surges per Day: 7 + Constitution modifier
  • 2 Druids can be obtained by completing 5-star and 6-star masterys of Rise of the Dead in Elaria.
  • [[Grafika:DarkElf Druid.jpg|thumb|Nocny elf druid]] Druid jest zmiennokształtnym. Oznacza to, że jest zdolny do zmiany kształtu, co czyni go jedną z najbardziej wszechstronnych klas. Jest to jedyna klasa, która może pełnić wszystkie cztery ważne role w grze: Tank, Healer, i walczący w zwarciu lub na dystans Damage Dealer. Wszechstronność wiąże się jednakże ze zmianą kształtu, więc druid musi przeskakiwać z roli na rolę, co może być w niektórych sytuacjach dość kłopotliwe. __TOC__
  • Druids have combat abilities derived from nature: they can heal their allies at critical moments and help release their latent powers. When the powers he obtains from nature are too weak, he transforms himself and becomes nature. Nature isn't confined to the typical aspects of nature such as trees or the air. Ryan can transform into any living being that is part of nature and deliver attacks characteristic of that being.
  • Druids are active in the wooded wild lands north of Gundobad. 'Druids of the north'.
  • Only a small minority of elves have the dedication and strength necessary to follow the path of the forest goddess and join the Circle of Druids. Similarly to the Wanderers, they have a particularly strong bond with the forces of nature, but theirs goes ever deeper. There lives are governed by the laws of nature and they server their clan as priest and advisor. In the wars against the dark ones, the druids learned to use their powers in battle and hurl them against their enemies.
  • Un druido Elfo della Notte|thumb Il Druido è una classe ibrida in grado di cambiare forma. Utilizza i poteri intrinsechi della natura per evocare incantesimi difensivi e offensivi e per prendere la forma dell'animale con le caratteristiche più adatte nella situazione in cui è impegnato. E' praticamente l'unica classe nel gioco in grado di ricoprire tutti e tre i ruoli principali del party: Tank, Curatore e DPS corpo a corpo oppure a lunga distanza. L'unico inconveniente è che il Druido necessita di specializzarsi nel ramo specifico dedicato al ruolo che ha deciso di coprire per poter essere efficiente. Se non specializzato, il suo essere ibrido porta a una generica distribuzione delle sue capacità.
  • Druiden er den klassen som står nærmest naturen og dens verdier. Druiden kan ta endre form etter ønske og talent spesialitet
  • Druids are monsters who are nature loving followers of Guthix and skilled potion-makers. They wear Druid's robes and can be found in the small town of Taverley.
  • Druids do not value urban centers in the same way as the Kehjistani. They instead dwell in great stone towers (called "druid colleges), which are scattered across the land. Druids maintain a calm and reflective demeanor, but the members of this order are not to be trifled with. Per their shared ancestry with the Barbarians, they possess great physical strength. By Deckard Cain's estimate, at least 500 high-ranking warriors watch over and guide much of Druidic culture.
  • De Druid is een erg flexibele hybride class, die zich kan specialiseren in verschillende functies zoals het Tanken, healen zijn en een klasse die damage toebrengt zoals een Mage of een Rogue in de vorm van een Moonkin resp. een Cat. De Druid moet zich specialiseren om effectief te zijn, maar ze worden niet nutteloos in de andere soorten scholen die ze hebben.
  • Druids are helper units that are followers of Guthix.
  • Druidism was an important native religion in Dorvik. It was never a standardised religion, and had different versions in different parts of Dorvik.
  • Druids wield the power of nature against their foes. They are guardians of the unspoiled wild. Druids in the Circle of the Land are arcane users of magic based off the land where their circle is located - Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, and Underdark. Those in the Circle of the Moon take on the shapes of animals and eventually learn to use this magic to alter their own appearance at will.
  • Druid to zmiennokształtny obrońca natury, wspomagany przez dzikie zwierzęta i pomocne duchy przyrody.
  • Druids were magical practitioners apparently in communion with the laws of nature.
  • They have the ability to use spells related to the earth.
  • Druids are masters of healing and nature. Throughout history, they have practiced their control over nature to the benefit of all humans. They are very skilled in healing and supportive spells, and can create more different kinds of Runes than any other vocation. Because of their focus on magical abilities, they are sorely lacking in physical skills, and have little physical strength to carry items and equipment.
  • Druid Druids are powerful magicians and they employ nature magic as well as some elemental magic. They are able to cast Tendrils and Plant Cage just as well as Water Form or Whirlwind. The only element they fear is fire because they have no resistance against it and no counter spells. The druid is able to summon Will o’ the Wisps.
  • Druids are masters of healing and nature. Throughout history, they have practiced their control over nature to the benefit of all humans. They are very skilled in healing and supportive spells, and can create more different kinds of Runes than any other vocation. Because of their focus on magical abilities, they are sorely lacking in physical skills, and have little physical strength to carry items and equipment. Kategori:driuds är så kallade horor
  • Druid is one of the classes that can be selected in Elder Tale. It has three localized versions: Pajé (South/Central America), Volkhvy (Russia), and iNyanga (Africa).
  • The Druid is one of four classes in Puzzle Quest: Challenge of the Warlords. Druids are much like the Wizard in their high use of Mana; however, unlike the Wizard, the druid focuses on defensive spells. Being a defensive class druids have spells that will heal them, remove status effects, or increase resistances.
  • Druidové jsou k nalezení v Druidském hájku in the Bažiny, just north of the Lesní mýtina in Kapitoly II and III. In Kapitola V, some of them have fled to the Hřbitov v bažinách, where Zelený pochod preparations appear to be in full force in the Druidská jeskyně. Druidové are caring individuals and have no wish to see anyone or anything suffer. A nice side benefit of this philosophy is that anyone in their immediate vicinity who needs it receives free healing. Zelený pochod is a peaceful attempt by the druids and like-minded people to draw attention to the preservation of nature.
  • A druid is a type of supernatural who's power is to call upon certain deities. Druids, although mentioned since Stolen, were not actually seen until Everett Weber made a (brief) appearance in Industrial Magic. Although druids may call upon their deity, it is up to the deity to decide whether or not they wish to answer a druid's "call". (As shown in Industrial Magic when Everett tried to call his deity, Esus, for help...but he chose not to intervene in the situation.)
  • Druids have a great affinity for Nature, often preferring to live in the company of the animals and trees than among their own kind. They develop a close bond with many creatures and the forests they serve, becoming highly protective of what they think of as home. They are widely considered the Guardians of Nature and are known to train their skills in a fairly structure less manner out in the wilds. Druids lead a fairly feral life in order to be with Nature, with the exception of Wood Elves who have their capital city built high up in the trees. This can lead them to have an uncouth or uncivil manner but is commonly nothing more than a lack of knowledge in the social courtesies.
  • In modern days, this word is used for a nature-themed spellcaster that usually has flavour of priesthood. Commonly associated powers include: * animal empathy * speaking with animals and plants * speaking with nature spirits (feyfolk, place spirits and so on) * Herbology (including making of poisons and augmenting potions) * healing (opposite - disease creation - is well known as well, but usually reserved for 'corrupted' cult members) * weather manipulation (lightning, winds, rains and so on) * Voluntary Shapeshifting * body modification magic * sometimes overpowered druids can call earthquakes, hurricanes, tsunamies and other innatural natural hazards.
  • Druids are charged with maintaining the balance of nature, making sure the determination of most intelligent races to conquer nature is never fully realized (especially since to accomplish this would be ultimately self-destructive). Druids make sure that forests are not over-logged, or that animals are not over-hunted. In many places local rural people confer with druids before clearing land for farming, or allow their regulations for hunting and fishing to be determined by druids.
  • Druids are clerics who have an intimate bond with the natural world. When magic was still young, a group of Gray Wizards emerged from among the black and white magicians, wanting to remain neutral in the conflict between good and evil. After discovering that their views did not fit into society, they withdrew into the secluded forests of Alyria. A Druid's primary attribute is Knowledge.
  • In core, the druid is one of the front-runners for most powerful class, and the vast, vast majority of players will want to take all 20 levels. Druids are full casters drawing from a versatile spell list, can Wild Shape into any number of combat forms, get a handful of handy class abilities, and even have a decent skill list (and the skill points to use it). Some druids do sacrifice one or two of these three basic abilities, however, generally by multiclassing or going into a prestige class. These are described in a bit more detail at the bottom.
  • Description: Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions. Alignment restrictions: any neutral Hit die: d8 Proficiencies: armor (light, medium), shields, weapons (druid)
  • Their priestly coven is mysterious and feared, they are not men to be trifled with. Their sacred rites are said to involve sacrifice over Druids' Fire. They are a race of earth sorcerers that live on the Isle of the Mists. The sorcerer-kings live in the Village of Druids. The Druids are the priest-kings that inhabit the Isle of the Mists, a mysterious land hidden by the mists surrounding it. The weather-magician Druids have a ritualistic culture and worship nature, the spirits, the great gods, and Mother Earth. They are lead by their Archdruid.
  • They worship nature, practice magic for good means and are generally a peaceful race. However, it is a misconception held by Uther Pendragon that they are secretly plotting to destroy him and return the old order of magic. Despite this, Arthur believes the Druids to be a peaceful race of people that have decided to keep well to themselves. They tried to warn his father that his actions would only lead to unnecessary provocation The Beginning of the End).
  • The druid is a priest class that can cast healing spells, teleport, snare (to slow down enemies movement rate), and moderately-powerful nuking and damage-over-time spells, as well as charming animals to use them as pets. The range of abilities allows druids to play multiple roles in a group or to solo effectively. Their heals are lesser than clerics and better than shamans, but they share some of the healing/cures spells with the shamans. The Druid hitpoint (HP) spells, the "skin" line, also includes a mana regen component, and they can cast "Flight of the Eagle", the fastest group run speed spell in the game. Druids may only wear "leather class" armors. Druids also have a number of transportation spells that allow speedy movement throughout much of the gaming world, just as wizards, but t
  • The Druid is a hybrid class focusing on two-handed weapons and Hexes. The benefits of this class are much worse than those of any other Rank 4 class, but it is the only class improving the Two-Handed style. How to Obtain: To change to any Mystic+Combat type class a character must first have two significant skill groups, with one of them being mystic. To meet the Druid requirements at the same time it is easiest to train Weapons and Mystic only, as raising Items runs the risk of changing into Scout or Bard instead. X360: Units can only start in this class.
  • The druid is an upcoming class released as a part of Chapter II: The Elven Prophecy. It is to be released along with another new class, the warden. Both classes are to be heavily based around nature. This is information released about both the druid and the warden. "They guard over the knowledge of the Elves and care for nature’s well-being. But the call to arms echoes through the forests of Taborea and they are the ones who are appointed to defend their people and guard the kingdom’s borders. Here is some druid specific information
  • The Druid is the ruler of a sub-atomic world governed by magic. Synopsis from Atom #19: Biff Barker and his gang are scoping out the security of the Ivy Town National Trust Bank, wondering how they are ever going to break through it's security. Much to their surprise, when Biff rests his hand on the front door, his hand somehow passes right through it. Even more surprising is that Biff somehow is able to walk right through the solid steel door. Letting his boys in, the goons then try to do the same with the safe, however nothing happens until Biff tries to kick it and his foot passes through it as well. Once more passing through a seemingly solid obstacle, Biff allows his men entrance into the bank vault where they steal some $300,000.
  • The druid is a shapeshifting, hybrid class and also one of the most versatile classes in the game. As with other hybrids, druids need to specialize in a single role for the best results. Due to their need to shape-shift to fulfill roles, they can only perform one role at a time; they must switch between the different shapes to adapt to changing situations. Another nice feature of druids is their ability to travel faster. See the skills section below for more information.
  • The druids are caring individuals and have no wish to see anyone or anything suffer. A nice side benefit of this philosophy is that anyone in their immediate vicinity who needs it receives free healing. The Elder druid is alone among the druids willing to sell and buy things. He is a source of knowledge and the one Geralt is supposed to speak with, mostly, but not exclusively. The Hierophant is a professional Dice player who has a liking for psilocybe. He can be found in the druids' grove in the swamp during Chapter III.
  • Alignment restrictions: any neutral Hit die: d8 Proficiencies: armor (light, medium), shields, weapons (druid) Skill points: 4 + int modifier ( (4 + int modifier) * 4 at 1st level) Skills: animal empathy, concentration, craft armor, craft trap, craft weapon, heal, lore, parry, persuade, spellcraft Unavailable feats: curse song, divine might, divine shield, extra music, extra turning, lingering song, weapon proficiency (exotic), weapon proficiency (martial), weapon proficiency (simple), weapon specialization These general feats cannot be selected when taking a level of druid.
  • Druids are pacifist followers of Guthix. They are a peaceful organisation with a love of nature, Herblore, and potion-making and other such alchemical professions. Their brown robes show they are druids. Druids have sickles and herb pouches hanging on their robes. Since the assassination of Guthix, current members of the order of druids led by Kaqemeex, based in Taverley, choose to honour, but not to worship, Guthix, and to spread his word and teaching of balance, harmony, and freedom from the gods in his absence. Although they are aware of Sliske's murder of Guthix, those who remain committed to the order have taken a vow not to seek revenge for Guthix's death. Some former druids who disagreed with this principle, such as Biehn, left the druidic order, with Kaqemeex's blessing.
  • The Druid is a practising member of The Old Faith, following a belief whose origin is lost in the mists of antiquity. The Old Faith is outside the main religions of the Old World, but co-exists with them most of the time. Druids pursue a strict code of life and strive to live in harmony with nature. They long for the natural order of a bygone age and have little patience with the modern world. Many choose to live apart from it altogether and all prefer the countryside to town life.
  • Druids are the official followers of Guthix. They should not be confused with Chaos druids, which are followers of Zamorak as well as Guthix. They are a peaceful organisation with a love of nature, Herblore, and potion-making and other such alchemical professions. Their brown robes show they are druids. Druids have sickles and herb pouches hanging on their robes.
  • Druidic magic was the first form of magic practiced in Europe, far predating the discovery of arcane magic. The original practitioners of Druidic magic were the Sylvan people, long blessed with an affinity to Gaia herself. Like arcane magic, anyone is capable of learning druidic magic; all that is required to learn any form of magic is a keen mind and a stalwart spirit. Druidic magic, along with Arcane magic, saw a renaissance at the end of The Bleakness. Most notably, the studies of the Anura, Bandicoons and Harts brought untold new powers to the ancient arts.
  • Druids are keepers of the world who walk the path of nature, following the wisdom of the Ancients and Cenarius, healing and nurturing the world. To a druid, nature is a delicate balance of actions, in which even the smallest imbalance can create storming turmoil from peaceful skies. Druids draw their power from this wild energy, using it to change their shapes and command the forces of nature. Traditionally druids chose the path of a specific animal totem. Since the invasion of the Burning Legion, however, most druids have undergone a number of reforms, including encouraging the study of magic from all totems. Druids who do this are known as Druids of the wild.
  • Making their homes within the Deep Forest of Britannia's northwest, the mystic druids call the town of Yew their own. They can frequently be found in deep meditation amongst their sacred oak groves, which they defend fiercely from all who would harm the forest they protect. Deep within these woods, they further themselves in the virtue of Justice, and are frequently involved in the affairs of the High Court. The druids' knowledge of natural lore is without peer, and their understanding of medicinal herbs and the habits of Britannia's wildlife makes them a boon companion. This, along with their powerful mystic arts and knowledge of the arcane, makes them a valuable asset in any adventure.
  • As the cleric serves the peoples and settlements of Golarion, the druid serves the wilderness. Druids seek to maintain the balance between the natural world: the elements, plants, animals, and sentient creatures alike. But like the capricious world they protect and serve, druids vary in nature from avenging anger to gentle guardians.
  • Druids cast divine spells much the same way clerics do, though most get their spells from the power of nature rather than from deities. Their spells are oriented toward nature and animals. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. In addition to spells, druids gain an increasing array of magical powers, including the ability to take the shapes of animals, as they advance in level.
  • The Druid Druid HP: 1D8 Needed Stat groups: Caster based (WIS, INT, CHA) '''OR''' (STR, DEX, CON) Skills: Handle Animal, Knowledge (Nature), Intuit Direction, Athletics, Endurance (3xINT Mod)+6 at level 1, 6+ int mod/ level after 1 Level____Base Attack___________Fort__Will__Ref____Feat___Ability___Class Abilities1___________+1_______________+0____+1____+1_____1_______-________Group 1 2___________+2_______________+0____+1____+2_____1_______-________Group 1 3___________+3_______________+1____+2____+2_____-_______-________Group 1 4___________+4_______________+1____+2____+2_____1_______1________Lycanthropy 5___________+5_______________+1____+2____+3_____-_______-________Group 2 6__________+6/+1_____________+2____+3____+4_____1_______-________Group 27__________+7/+2_____________+2____+4____+4_
  • thumb|250px|Druid 250px|thumb|Druid Druid to klasa podstawowa powiązana z naturą, wszyscy druidzi zmuszeni są posiadać dowolny neutralny charakter, a wielu z nich posiada zwierzęcych towarzyszy. File:Ds-logo.gif Ten fragment dotyczy świata Dark Sun 2 ed. Druidzi na Athasie byli niegdyś zorganizowanym kultem natury, jednak po zdobyciu władzy przez Czempionów Rajaata dokonali na nich masowej eksterminacji (wydarzenie to przeszło do historii jako "Wykorzenienie"). Rada dokonała samorozwiązania a ocaleli druidzi ukryli się w ocalałych punktach natury które postanowili ocalić przed magią. Pomimo rozwiązania formalnych struktur nadal ważne są zawarte pakty druidów z żywiołami, które mają charakter grupowy. Oznacza to, że ochotnik na druida nie może sam nawiązać kontaktu z żywiołami by zdobyć tyt
owl:sameAs
Level
  • 1
  • 20
  • 33
  • ?
bg
  • 6600
  • 663300
Strength
  • +0
Main Character
  • Druid(Sebastian Druid); Sebastian Druid from Avengers World Vol 1 12 0001.jpg
Alignment
  • Chaotic Neutral
  • Neutral
  • Lawful Neutral
  • Neutral Evil
  • Neutral Good
Bonus
  • middle INT light DEX
lahtaus
  • N/A
dcterms:subject
fr name
  • Druide
АТК за ур
  • 20
dRange
  • 0
Раса
  • Faen
promofrom
  • Shaman
Базовые ХП
  • 575
dSlash
  • 0
Drops
  • Bones
Spells
  • average
Battle Start
  • The forces of nature gather
Kuva
aMagic
  • 0
Agility
  • +5
Soldiers
  • 2600
  • 2860
Rasa
  • Gaia
Nazwa
  • Druid
Hitpoints
  • 30
  • See table
dMagic
  • 0
skill lv
  • Unit DEF +5%
  • [Autoskill]
  • Unit DEF +25%
dStab
  • 0
pt name
  • Druida
Рейтинг
  • 3
promoto
  • -
Examine
  • Loves nature.
  • A nature lover.
  • A worshipper of Guthix
  • Loves nature.
gemw
  • no
Mana
  • Green/Blue
it name
  • Druido
max hit
  • 3
  • 4
  • Onbekend
Ожидание
  • 2
Poisonous
  • No
dCrush
  • 0
attack speed
  • 6
nimi
  • Druid
DPS
  • 112.670000
przed
  • Szaman
Цена в колоде
  • 11
ko name
  • 드루이드
DE NAME
  • Druide
Уровень
  • 0
es name
  • Druida
procs
  • 0
Имя
  • Druid
Intelligence
  • +2
Always Drops
ko romanized
  • Deuru-ideu
str
  • 28
Combat
  • 29
Attack style
slaylvl
  • No
ХП за ур
  • 42
Anime
ATK
  • 2750
  • 3025
Базовая АТК
  • 155
friendship max
  • Let's face the sun.
  • So warm, it feels great!
BAB
  • 3
  • M
Wisdom
  • +2
Cechy
Item
  • Coins
  • Bones
  • Longbow
  • --03-04
  • --02-27
  • Limpwurt root
  • Chaos-Rune
  • Fire-Rune
  • Law-Rune
  • Vial
  • Water-Rune
  • Earth-Rune
  • Iron Dagger
  • Druids robes
  • Cure poison Potion
how
  • Mystic > Item
  • Significant Mystic: Hexes
friendship event
  • Master you are always relaxed.
  • So I can stay calm˜
  • Together in the shadow of a tree.
  • Why don't we have a nice nap time
battle end
  • M..metal! Oh no!
Quest
  • Nee
aCrush
  • 0
Rarity
  • Common
  • Rare
  • R
  • Ultra Rare
  • Uncommon
  • Always
aStab
  • 0
Aggressive
  • 2
  • No
aRange
  • 0
aSlash
  • 0
login
  • Oh, welcome! I wish you'd plant more trees in the city
Умение
  • Weakness 3
  • Ice Arrow 4
  • Restoration 5
race restriction
  • Only humans and half-elves
able to cast priest spells
  • Yes
usable alignments
  • Only True Neutral
weapon restrictions
  • Only darts, daggers, scimitars, spears, staffs and slings may be used
notable professionals
quick weapon buttons
  • Two
body armor restriction
  • Only leather armor, hide armor or ankheg armor
quick spell buttons
  • Two
cap proficiency points
  • 1
character abilities
  • Wisdom, Charisma
class group
  • Priest
additional lore points
  • +1 lore point/ level
able to cast mage spells
  • No
shield restriction
  • Only Bucklers and small shields can be used
starting profiency points
  • Two
additional proficiency points
  • 1
headgear restriction
  • Can wear all headgear
weapon slots
  • Two
famillie
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Category
  • Mystic + Combat
Range
  • 1
  • ?
  • Short Range
Site
  • Icy Veins
  • Noxxic
  • The Druid Wiki
Movement
  • Fast
po
WI
  • 0
Element
  • Light
Cast
  • ?
Faction
  • Elves
  • Guthix
L
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
Endurance
  • -5
Skills
saves
WP
  • Druid ~ club, dagger, dart, quarterstaff, scimitar, sickle, sling, and spear). They are also proficient with all natural attacks of any form they assume with wild shape.
fe
  • 29
  • 40
  • 45
  • 50
  • 60
  • ★*34*15*20*20*19*0*13*18*6*10*10* A
  • ★*48*24*38*30*28*25*21*37*6*10*10* SS
  • ★*75%*50%*95%*55%*50%*105%*40%*90%*-*-*-*-
  • /*-*/*3**0*/*/*6*/*-* C E
  • /*-*/*3**0*/*/*6*/*-* D C E
  • *File:FE8 Shaman Map Sprite.gifShaman*Use a File:Guidingring.gifGuiding Ring on a Level 10+ Shaman.*File:FE8 Druid Map Sprite.gifDruid
  • File:FE8 Shaman Map Sprite.gifShaman*Use a File:Guidingring.gifGuiding Ring on a Level 10+ Shaman.*File:FE8 Druid Map Sprite.gifDruid
Armor
  • Cloth
  • Leather
Weapon
  • Staff
  • Axe
  • Spear
  • Blunt Weapons
  • Whip
  • Magical Devices
Status
  • Free
Kingdom
Races
  • any
  • Drakkin, Half Elf, Halfling, Human, Wood Elf
Member
  • Ja
Discipline
  • +10
Role
  • * Healer * Buffer * Crowd controller
  • Back Row or Center Support
  • Frontline Attacker
  • Versatile Priest
Game
  • Ultima IV
  • Ultima Underworld
  • Ultima Underworld II
Magic
  • 3
Introduced
  • 1
LE
  • +1
Name
  • Coins
  • Druid
  • Fast
  • Blessed
  • Earth rune
  • Grimy avantoe
  • Grimy dwarf weed
  • Grimy harralander
  • Grimy kwuarm
  • Grimy marrentill
  • Chaos rune
  • Grimy cadantine
  • Grimy lantadyme
  • Grimy tarromin
  • Vial of water
  • Fire rune
  • Grimy guam leaf
  • Grimy irit leaf
  • Grimy ranarr weed
  • Law rune
  • Water rune
  • Limpwurt root
  • Vial
  • Water Link
  • Antipoison
  • Druid's robe
  • Thorn Whip
  • Druid's robe top
  • Starfall II
Text
  • The World Wakes
  • V2
  • V1
  • Because of their devotion to and understanding of nature, druids are a much-needed profession after Britannia's time of environmental devastation. Most druids do not go heavily armored, and rely instead on their mastery of spell-casting and woodcraft to evade combat, or utilize their surroundings to their own tactical advantage.
  • The Druids are fierce fighters, especially when defending their beloved groves. They hold all trees to be sacred and their town of Yew lies deep in the woods. Druids are also impressive practitioners of the mystic arts and their knowledge of herbs is without peer. They may fight with different types of bows, although their preferred weapon is the mace. The Druidic philosophy forbids the wearing of metal of any kind, so Leather is their armor of choice. The Druid's knowledge of the ways of the woodlands make them invaluable as fellow travelers.
  • We are now seeking a contingent of druids to join us in the Abyss. We hope they might be able to use their mystic abilities to persuade a sacred grove to take root in our chasm. Many druids are skilled with bow or mace, and so would be doubly useful. Druids generally shun the wearing of metal armor. Here this is good, for in the Abyss sound carries easily, and metal armor is noisy.
Type
AP
Languages
Romaji
  • Doruido
Naam
  • Druid
Caption
  • Druid
  • Image caption
  • A short range defensive Hero
  • Mach with "Secret Sect Druid Wid" and "Secret Sect Druid Dru"
  • Vadania the Druid
  • Generic class portrait of a Druid from the GBA titles.
Weakness
desc
  • Balance 5.1 Guide
  • Feral 5.1 Guide
  • Guardian 5.1 Guide
  • Restoration 5.1 Guide
  • Deal [2+Magic] damage to 2 random enemies, and 1 damage to adjacent enemies.
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tot
  • + 6
Slayxp
  • No
Refresh
  • ?
Special Abilities
  • Immunity to poison, resistance bonus and shapeshifting
agressiivinen
  • ei
myrkyllinen
  • ei
NEXT JOBS
JOB CHANGE
  • 2
iconic
JOB WEAPON
  • * Staves, One Handed * Staves, Two Handed * Axes, One Handed * Axes, Two Handed
PREVIOUS JOB
  • Kahuna
omschrijving
  • A nature lover.
  • Loves nature.
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andere drops
  • Lees verder
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exp
  • 159
Ability
  • Wisdom
Bonuses
  • +15 using Earth spells, +5 using Elemental spells, +5 range attacks, -5 melee attacks
Members
  • Yes
  • yes
Typ
  • Klasa magiczna
meet
  • I fight with forces of nature- Don't get metal near me!
imagewidth
  • 200
  • 250
Link
Appears In
  • WWE SmackDown vs. Raw 2011
Allies
ST
  • 0
Quantity
  • 1
  • 2
  • 3
  • 6
  • 9
  • 24
  • 618
Kanji
  • 森呪遣い
Update
  • Latest RuneScape News
X
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
Species
Title
  • Druid
  • Helper
ATT
  • 28
Media
  • Elf_DruidMage.gif
HD
  • 8
  • d8
A
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
DEF
  • 32
  • 2900
  • 3190
Weapons
  • Dark magic
  • Staff
  • Anima Magic
  • clubs, daggers, darts, longspears, quarterstaves, scimitars, sickles, shortspears, slings, spears, natural attacks in Wild Shape form
Icon
  • icyveinscom
  • Icon443.png
  • noxxic
added
  • Launch
Skill
  • 4
  • average
  • Life saver
Rank
  • 4
Armour
  • All non-metallic light and medium armour, non-metallic shields
Class
  • Magician
File
  • Spell_Druid.png
Description
  • unavailable
  • A lover of nature and guardian of the forest. She possesses super natural powers.
  • Druids are nature priests. They worship the Old Gods and regard all nature as a holy thing to worship and protect. Their specialty are spells of nature and protection. It is said that no animal will willingly harm a druid. Druids are trained in the following skills: Climbing, Concentration, First Aid, Gardening, Healing, Herbalism, Listening, Literacy, Survival, Swimming, and Woodcraft. At higher levels, druids become extremely attuned to nature itself.
Color
  • Green
  • Blue
Related
  • Doctor Druid; Anthony Druid from Chaos War Dead Avengers Vol 1 2 0001.jpg
Powers
Cost
  • 12
  • 28
  • 34
friendship
  • I can feel the warmth of the trees.
dual-class
  • Only with fighters
multi-class
  • Only with fighters
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ma
  • +2
Image
  • Icon class druid.gif
PE
  • +1
Others
  • Dredmund the Druid(Dredmund Cromwell); Dredmund_Cromwell__from_Official_Handbook_of_the_Marvel_Universe_Mystic_Arcana_The_Book_of_Marvel_Magic_Vol_1_1_0001.jpg
  • Black Druid / Demon Druid / Dark Druid(Sir Mordred); Mordred .jpg
firstseen
membereille
  • kyllä
100% drop
  • Bones
muut dropit
taistelu tyyli
  • Melee, Magic
to
  • +2
Style
  • Yes
P
  • 86400.0
  • Druids regenerate hit points twice as fast as usual while in the wilderness.
  • Druids suffer 10% less corruption from all such attacks due to their close connection to nature.
  • Druids become immune to all weather effects.
  • Druids become immune to lightning.
  • Druids regenerate power points twice as fast as usual while in the wilderness.
  • Druis learn to evade wilderness encounters whenever they choose to do so.
HP
  • 30
  • 2160
Release
  • 2002-02-27
Order
  • 1
  • 2
  • 3
Released
  • 2002-02-27
Ja Name
  • ドルイド
Target
  • unavailable
CH
  • 0
Gender
  • Male
Health
  • 10
  • good
Race
  • Human
  • Gaia
  • shifters
Bio
  • Druids are responsible for attacks and support. They are a hybrid unit that cast protective shields to allies in danger, as well as having a strong attack.
Book
  • The History of Britannia
  • A Safe Passage Through Britannia
  • Memoirs of Sir Cabirus
Quote
  • "HE let the dogs out."
LP
  • 30
Variants
M
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
Effect
  • Hexes
  • Two-Handed
Strategy
  • Defensive
wikipage disambiguates
DX
  • 0
martial
  • average
Profesja
  • 2
Immune
  • No
Resistance
  • -5
immunepoison
  • Not immune
immunevenom
  • Not immune
Poisonable
  • Yes
strbns
  • 0
Mage
  • 25
Woonplaats
attbns
  • 0
rngbns
  • 0
Slayer
  • Geen
Bron
  • Topory jedno lub dwu ręczne
  • Laski jedno i dwu ręczne
2e
  • 220
3e
  • 250
4e
  • 180
Atk Speed
  • 1.5
Hsave
mp level
  • Average
Lsave
aggressief
  • Nee
skillpoints
  • 3
hitdice
  • d8
sourcebook
  • Player's Handbook
prepared
  • Yes
hp level
  • Average
Cskill
  • Concentration, Craft , Diplomacy, Heal, Lore, Listen, Parry, Spellcraft, Spot & Survival.
alignment(s)
  • Good
giftig
  • Nee
Aanval
  • Melee en Magic
abstract
  • __NOEDITSECTION__
  • Does not include Ascension & Kingdom bonuses * Visit Ascending & Leveling Troops for more information
  • A member of the Bay Guardians.
  • Druids may never use metal armor after they are initiated.
  • The Druid is the ruler of a sub-atomic world governed by magic. Synopsis from Atom #19: Biff Barker and his gang are scoping out the security of the Ivy Town National Trust Bank, wondering how they are ever going to break through it's security. Much to their surprise, when Biff rests his hand on the front door, his hand somehow passes right through it. Even more surprising is that Biff somehow is able to walk right through the solid steel door. Letting his boys in, the goons then try to do the same with the safe, however nothing happens until Biff tries to kick it and his foot passes through it as well. Once more passing through a seemingly solid obstacle, Biff allows his men entrance into the bank vault where they steal some $300,000. The following day while driving through town, Ray Palmer listens to a radio report about how the thieves managed to rob the supposedly impenetrable bank, only setting off the alarms when they left and decides to investigate as the Atom. Arriving at the police station via telephone, the Atom learns of the situation from the police. Suddenly, the Atom gets a mental image of where the crooks are hiding out, and even though he has no idea how he knows where they are decides to go and investigate. Sure enough, his premonition proves to be correct and he easily manages to defeat the crooks. Although during the fight, the Atom decides that the constant size and weight changing in battle using the control device on his belt is becoming too cumbersome and decides to do something about it. Returning to his lab, the Atom reworks the control devices on his costume and builds them into his gloves, allowing for him to adjust his height and weight by closing his fists in a specific way. While puzzling out how he managed to learn where the crooks were hiding out, he is interrupted by a telephone call. The woman on the other end of the line explains that she used her magic skills to not only help Biff Barker and his gang rob the bank but also lead the Atom to their location. The girl suddenly appears before him in a puff of smoke and reveals herself to be Zatana the daughter of Zatara the great magician. Knowing of her quest to find her father from his friend Hawkman, he agrees to hear her out. Zatanna tells Ray that she had recently uncovered a book which contains a sub-atomic world that she believes her father may be trapped in. Ray agrees to help her out as the Atom, but explains that he is the only being that can use the white dwarf star material to change sizes without lethally exploding after being restored to normal. Accepting whatever risks that may follow, Ray and Zatanna construct a duplicate costume for her out of the white dwarf star material. The two then shrink down to size on the book and travel to the sub-atomic realm where Zatara may be located. They find that this sub-atomic world is governed by magic, and when they come across one of the people who live in this realm, tells them that the only person who can answer their questions is a man that lives on the Red Hill of Tara. The two heroes head toward this castle, unaware that the ruler of this land, a man named the Druid is evil and has less than noble intentions for the two visitors. Tipped off on Zatanna and Atom's arrival, the Druid recalls how he had previously clashed with Zatara's father, and during their battle the Druid came across energy beings comprised of magic that he absorbed to increase his powers. He then overpowered Zatara and banished him from his realm. Now with his hated enemies daughter coming to him now, he can do the same to her as he did to Zatara. He attacks the two heroes using magic to create a winged serpent from a cup. However, the Atom manages to destroy the creature when he smashes the cup which was the inspiration for it's creation. When Zatanna attempts to attack the Druid directly with her magical powers, she is easily defeated when the Druid manages to absorb these abilities weakening her to the point where she cannot fight back. The Atom, his powers derived by science, manages to gain the upper hand against the Druid, landing a surprise blow to the face. However the Druid regains his facilities long enough to cast fire mystical spheres at the Atom, prompting him to flee the scene. Trying to find a way around these spheres, the Atom travels through a crack in the wall onto an adjacent shelf. There he accidentally knocks over an object that once crashing on the ground turns into one of the energy beings that the Druid had captured. Freeing the others, the magic creatures give Atom the key to defeating the Druid. Returning to Zatanna, the Atom tells her to use a simple card trick on the Druid, making it seem that it is a real magical attack. When the Druid tries to absorb the non-existent magic, he is put in a state of suspended animation. Finding that Zatara is not in this realm, and unable to get answers from the now inert Druid, the duo decide to return to Earth. Along the way the Atom is horrified when Zatanna suddenly explodes, much as the Atom predicted. However, when he returns to Earth, he finds her alive and well, Zatanna having used her magics to save herself. Zatanna tells the Atom that she is going to depart Ivy Town to continue searching for her father, perhaps seeking the aid of his fellow members of the Justice League along the way. They part company with the Atom wishing her the best of luck.
  • Druidzi to specyficzna odmiana magów. Częściej porównuje się ich z szamanami niż magami hermetycznymi. Jedyne, co można o nich powiedzieć to to, że jako totem lubią obierać drzewa i gwiazdy i że większość swoich rytuałów wola wykonywać w kamiennych kręgach. Druidzi zazwyczaj lubią żyć z dala od cywilizacji, praktykując swoje techniki na osobności. Zazwyczaj, można ich znaleźć na Wyspach Brytyjskich.
  • A druid is a person with magical talents that are dealed with nature.(earth element).They are stronger than a mage but weaker than magicain.
  • Druidas são mestres da cura e da natureza. Segundo a história, eles praticaram seu controle sobre a natureza para o benefício de todos os humanos. Eles são muito habilidosos em regeneração e magias de suporte. Podem criar muitos outros tipos de Runas do que as outras vocações. Por causa de seu foco em abilidades mágicas, não são bons em dano físico e não possuem muita capacidade.
  • The Druid (ドルイド Doruido) is a combat magical class introduced in Fire Emblem: The Binding Blade. The promoted form of the Shaman class, Druids wield Dark Magic and Staves as their primary equipment of choice.
  • Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil. Hit Die: d8.
  • Druids are nature priests. They worship the Old Gods and regard all nature as a holy thing to worship and protect. Their specialty are spells of nature and protection. It is said that no animal will willingly harm a druid. Druids are trained in the following skills: Climbing, Concentration, First Aid, Gardening, Healing, Herbalism, Listening, Literacy, Survival, Swimming, and Woodcraft. At higher levels, druids become extremely attuned to nature itself.
  • Druidic magic was the first form of magic practiced in Europe, far predating the discovery of arcane magic. The original practitioners of Druidic magic were the Sylvan people, long blessed with an affinity to Gaia herself. Like arcane magic, anyone is capable of learning druidic magic; all that is required to learn any form of magic is a keen mind and a stalwart spirit. Interestingly enough, the study of druidic magic was the impetus for the discovery of arcane magic: some druids sensed sources of mystic power beyond Gaia, and started to pursue it. The interest in arcane magic eventually lead to the discovery of The Mysterium Primordial and the rise of power of the Mystarchs. Unlike the arcane, however, druidic magic has never suffered any sort of stigma; druids are revered in every culture. Solomon gathered High Druids together in order to create The Covenant, and it was their connection to Gaia, along with his own prayers, that led her to establish the enchantment. Many who studied the arcane under the Mystarch's rule became druids after Solomon outlawed the usage of arcane magic. However, many druids learned the way of the arcane many generations later during the end of The Bleakness, wherein Atan brought arcane magic back to Europe from The Morning Lands. Druidic magic, along with Arcane magic, saw a renaissance at the end of The Bleakness. Most notably, the studies of the Anura, Bandicoons and Harts brought untold new powers to the ancient arts.
  • The Druid is a nature-attuned spellcaster class. Along with their powers, they are accompanied by an animal companion. Druids are neutral by nature.
  • Description: Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions. Alignment restrictions: any neutral Hit die: d8 Proficiencies: armor (light, medium), shields, weapons (druid) Skill points: 4 + int modifier ( (4 + int modifer) * 4 at 1st level) Skills: animal empathy, concentration, craft armor, craft trap, craft weapon, heal, lore, parry, persuade, Spellcraft Selectable class feats: ambidexterity, brew potion, craft wand, deflect arrows, quicken spell, skill focus (animal empathy), scribe scroll, spell focus, two-weapon fighting Primary saving throw(s): fortitude, will Spellcasting: divine (wisdom based, armor-related chance of spell failure is ignored). Must have a wisdom score of 10 + the spell's level to cast a spell.
  • Druid (tietäjä) on hyvin monipuolinen hahmoluokka. Druidilla voi pelata hyvin monella tavalla, riippuen käytettävästä muodosta (form). Bear Form (Karhu muoto) vastaa Warrioria. Se käyttää ragea, ja sillä on suuri armor sekä stamina ja defence. Tasolla 40 Bear Form muuttuu Dire Bear Formiksi. Cat Form (Kissa muoto) vastaa rogueta. Se käyttää energiaa. Normaalissa muodossa druidi voi parantaa ja käyttää taikoja. Talentpuun avulla druidi voi saada myös Tree of life Formin (Parantaja muodon) ja Moonkin Formin (DPS muodon). Näiden eri muotojen avulla druidi voi täyttää lähes minkä tahansa paikan raideilla tai instansseissa. Myös Uudelleensynty (Rebirth)-taika on edullinen, koska sillä voi herättää pelaajan henkiin hyvin nopeasti kesken taistelun.
  • Druids are level 33 non-player characters found in the druidic village of Taverley, a small settlement in western Asgarnia. They attack with both Melee and Magic (similar in appearance to Entangle). These druids are sometimes fought for the herbs that they carry, although chaos druids are a better source of herbs.
  • Druids are nature spirits and servants of Melandru that can be found in areas of the Maguuma Jungle. They were once beings so deeply connected to nature that they gave up their physical bodies and "transcended" to ethereal spirits at one with nature. They are encountered in several quests and missions. They appear to be ghost forms of Pinesouls and Ancient Oakhearts
  • Druids are charged with maintaining the balance of nature, making sure the determination of most intelligent races to conquer nature is never fully realized (especially since to accomplish this would be ultimately self-destructive). Druids make sure that forests are not over-logged, or that animals are not over-hunted. In many places local rural people confer with druids before clearing land for farming, or allow their regulations for hunting and fishing to be determined by druids. Druids do not have traditional temples. Instead they gather in sacred groves, or sites of beauty in nature, or among collections of stone which mark places of significance on this plane. Druids typically avoid staying too long within the walls of a town or in any congested urban area. They revere and worship nature, but also understand that it is to be used, so they are not against hunting or logging or fishing, just the wanton depletion of those resources by civilization. Druids tend to try to live simple lives uncomplicated by technology or involvement in the politics of men, except of course when it cannot be avoided. Since the vast majority of druids are neutral in alignment, the stereotype of the dispassionate and aloof druid is a common view among most people. However, a lawful druid may sent by his circle to serve as a game warden, or a good druid may live near a village to protect its citizens and give them firsthand guidance. Typically, druids treat their animal companion as a friend with freewill to come and go as they please. They try not to send the creature to certain death, or make it stay in places where it would feel uncomfortable. Evil druids, however, sometimes see this companion as a tool sent by the god to do their will, as thus are less compassionate, seeing themselves as the alpha animal in the group.
  • Druids were, apparently, skilled in wandmaking and, considering anything with a woody stem a tree, produced wands made of vine, a tradition that was still followed by Garrick Ollivander in the 20th century.
  • The Druid is a unit for the Elves. Druid can first be produced at level 1
  • Druids have a great affinity for Nature, often preferring to live in the company of the animals and trees than among their own kind. They develop a close bond with many creatures and the forests they serve, becoming highly protective of what they think of as home. They are widely considered the Guardians of Nature and are known to train their skills in a fairly structure less manner out in the wilds. Druids lead a fairly feral life in order to be with Nature, with the exception of Wood Elves who have their capital city built high up in the trees. This can lead them to have an uncouth or uncivil manner but is commonly nothing more than a lack of knowledge in the social courtesies. Druids are heavily dependant on magical abilities and as with other spell casters, draw their magical power from their deities, complementing that power by calling upon natural forces and mystical spirits. Their magic is more primitive than that practiced by the High Elves and Arcane professions but has more than enough potency to rival them. Druids are quite use to long periods alone in the wilderness and have developed a very self sufficient set of abilities and spells. They are one of the most capable classes as individuals and in many ways function more effectively alone than with companions. Among a Druids spell casting abilities are healing, highly damaging blasts, spells that cause a low amount of damage but keep it going over a period of time and spell lines known as snares and roots, which 'freeze' an enemy to the ground (roots) and slow their movement (snares). The combination of these often allows a Druid to fight monsters far above an equal stature in melee combat and gives them a significant advantage over many professions when hunting for experience or treasure. In addition to these magical abilities Druids have a very useful foraging skill and the ability to track creatures (including humanoid ones) who are nearby. Druid Races Half Elf, Halfling, Human, Wood Elf
  • The druid is an upcoming class released as a part of Chapter II: The Elven Prophecy. It is to be released along with another new class, the warden. Both classes are to be heavily based around nature. This is information released about both the druid and the warden. "They guard over the knowledge of the Elves and care for nature’s well-being. But the call to arms echoes through the forests of Taborea and they are the ones who are appointed to defend their people and guard the kingdom’s borders. ‘Chapter II – The Elven Prophecy’ introduces two new classes into Runes of Magic. These are the Druids and the Wardens. Both are classes of the Elven folk and their abilities are rooted in the forces of nature. Placed on their own the Druids and Wardens are excellent warriors. In the group context they use their use their abilities to support their allies and so simultaneously pit themselves against the adversary." Here is some druid specific information "Druids take on the function of priests in Elven society. They are the custodians of the knowledge which the Elves have gathered about the forces of nature. By means of this knowledge druids have abilities which resemble those of the mage. Among female druids, those who are most complete in their knowledge of the forces of nature rise up to join the circle of possible wives of the king. Only the queen herself can be appointed as the high priestess. In order to apply their abilities, druids use the dormant powers within them and use these to build up ‘Nature’s Power’. They can then use this to increase the action of their abilities, or to add effects to them. The amount of ‘Nature’s Power’ that the druid builds up is dependent upon which ability they use. They also have to consider most exactly the sequence in which they use their abilities in order to achieve the best possible effects. In the use of their power, the druids can choose whether or not they wish to concentrate on supporting and healing their allies, or on directing the devastating force of nature at their enemy. And so in the course of their life-long education, they decide whether they wish to dedicate their powers more strongly toward healing and supportive functions, or more towards the destructive. Whereas the healing powers of the druids often achieve rapid effects, the damage that they can cause works over a longer period. As in nature the druid’s power unfolds slowly but enduringly."
  • The Druid is a shapeshifting hybrid class, and is also one of the most versatile classes in the game. It is the only class that can fulfill all four roles in the game: Tank, Healer, and melee or ranged Damage Dealer. As with every other hybrid, Druids need to specialize to be effective in any role. Due to their need to shapeshift to fulfill roles, they can only perform one role at a time. Druids must switch between the different shapes in order to adapt to situations as they come.
  • Druid är en lärd man eller kvinna av prästerliga klassen av keltiska folken. Druider kunde läsa och skriva ogam alfabetet. (RPG: "Stargate SG-1: Living Gods: Stargate System Lords")
  • Druids are clerics who have an intimate bond with the natural world. When magic was still young, a group of Gray Wizards emerged from among the black and white magicians, wanting to remain neutral in the conflict between good and evil. After discovering that their views did not fit into society, they withdrew into the secluded forests of Alyria. Calling themselves Druids, these secluded mages are dedicated to understanding the universe, and seek knowledge wherever they go. Using the life energy found on the physical plane, Druids are able to invoke or evoke elemental powers from the ethereal plane, producing a wide variety of unique effects. Druids also have heightened perception which allows them to scan far along the horizon, and are able to identify even the most obscure items. They prefer fighting with flails, but can also wield daggers, hooks, maces, or nunchaku. Little is known about the organizations of the Druids, since they are generally not a part of society. The fabled Ivory Tower is said to be their true home, although only a few people have claimed to encounter them there. Some young Druids choose to travel the world in order to protect the environment, and they often begin their journeys in the city of Xaventry, since there is a high concentration of life energy there. A Druid's primary attribute is Knowledge.
  • The Druids were the priests of the Celts in early England. A group of Druids worshipped Cessair as the goddess Cailleach. They met at the Nine Travellers on Boscombe Moor. (TV: The Stones of Blood) King Prasutagus defended the Druids of Anglesey from the Romans, but died of the wounds he received in the battle. (PROSE: Good Queen, Bad Queen, I Queen, You Queen) The Fourth Doctor and Leela encountered the Druid Cunovellasus. (PROSE: The Prodigal Sun) In 1976, the Vardans disguised themselves as Druids at Stonehenge. (PROSE: No Future)
  • None. Druid learned abilities are obtained by using their phenomeon powers.
  • Druids are agents of nature, using the forces of the wild to adventure.
  • Druid on monsteri Runescapessa. Druideja löytyy Taverleystä. Druidit pudottavat Druidien vaatteita ja herbejä.
  • They worship nature, practice magic for good means and are generally a peaceful race. However, it is a misconception held by Uther Pendragon that they are secretly plotting to destroy him and return the old order of magic. Despite this, Arthur believes the Druids to be a peaceful race of people that have decided to keep well to themselves. They tried to warn his father that his actions would only lead to unnecessary provocation The Beginning of the End). The Druids are indeed quite peaceful and only imply the use of violent magic like the Serkets to deter strangers or those who would wish them harm from entering their land. They practice magic in its purest form or the lighter side of magic and while they acknowledge that magic can be bad, as Uther proclaims, they believe it can be used for great good as well and strive to use it for good. For example, when Mordred was surrounded by Arthur's soldiers, he used a sonic scream to throw them back, knocking them out but not killing them. Aglain, a Druid Leader, even pitied Uther and explained to Morgana that the king has been blinded by past experiences and that he only sees the dark side of magic (The Nightmare Begins). Druids are known to seek out those who have a natural ability or talent for magic to take as apprentices. Mordred is an example of this as he had the power of telepathy. Druids of a certain level of authority all seem to know at least of Merlin and seemingly are at least partially aware of his destiny, as all Druid Leaders so far encountered have called him Emrys and recognised him on sight. Most of these Druids have also hinted at knowledge of his future. Druids also all seem to have the power of telepathy, possibly making it an inherent ability of the Druid people. On occasion, they visit neighbouring kingdoms such as Camelot for supplies despite the risk, as those who practise magic are instantly executed (The Beginning of the End). Druids appear to have symbols imprinted on them, which seems to differentiate them from non-druidic people. It tends to resemble the triskel symbol. Reflecting on Uther's severe methods, some druids have stirred away from their peaceful nature and orthodox methods to seek revenge on Camelot and its king. It is believed by some that Arthur's bane will be a Druid, and as it so happens, this turned out to be true.
  • Druids were primal spellcasters of considerable power and versatility, who gained their power through being at one with nature or through a connection to a powerful deity or nature spirit. Guardians of the wilderness, druids saw themselves less as masters of the natural order and more as an extension of its will.
  • Druid is a mastered vocation class in VII.
  • Druids are a culture nature worshipers.
  • The druids are caring individuals and have no wish to see anyone or anything suffer. A nice side benefit of this philosophy is that anyone in their immediate vicinity who needs it receives free healing. The Elder druid is alone among the druids willing to sell and buy things. He is a source of knowledge and the one Geralt is supposed to speak with, mostly, but not exclusively. The Hierophant is a professional Dice player who has a liking for psilocybe. He can be found in the druids' grove in the swamp during Chapter III. The Hermit is also a druid and professional Dice player but he is more interested in serving the Lady of the Lake. He can be found in the fields during Chapter IV. The Green March is a peaceful attempt by the druids and like-minded people to draw attention to the preservation of nature.
  • The Druid is a hybrid class focusing on two-handed weapons and Hexes. The benefits of this class are much worse than those of any other Rank 4 class, but it is the only class improving the Two-Handed style. How to Obtain: To change to any Mystic+Combat type class a character must first have two significant skill groups, with one of them being mystic. To meet the Druid requirements at the same time it is easiest to train Weapons and Mystic only, as raising Items runs the risk of changing into Scout or Bard instead. X360: Units can only start in this class. Upgrade Options: This class has a lot of upgrade options. * Paladin: highest Mystic skill is Psionics, STR47+ or INT47+ * Ninja: requires Dual Wield 22 and Katana 19, STR59+ or INT59+ The Sovani classes are also quite easy to reach from here provided Items are kept insignificant: * Cleric: requires Quad Wield 13, STR47+ or INT47+ * Deathknight: requires Dual Power Grip 16, STR53+ or INT53+ * Ataraxian: requires Dual Two-Handed 17, STR53+ or INT53+ * Ninja: requires Quad Wield 22 and Katana 19, STR59+ or INT59+ Pure Mystic classes are also available but will likely require some Mystic skill grinding: * Sage: highest Mystic skill is Hexes and at least 3 Mystic skills trained to level 7+, INT47+ * Thaumaturge: highest Mystic skill is Invocations or Evocations and at least 3 Mystic skills trained to level 7+, INT47+ * Commander: highest Mystic skill is Wards, INT53+ * Warlock: requires all Arcana learned, INT59+ It's also possible to change into Item-related classes simply by getting Items high enough to become significant: * Thief: highest Item skill is Explosives, STR47+ or INT47+ * Alchemist: highest Item skill is Shards, STR53+ or INT53+ * Scout: highest Item skill is Herbs, STR41+ or INT41+ * Hunter: highest Item skill is Lotions, STR47+ or INT47+ * Wanderer: highest Item skill is Traps, STR47+ or INT47+ Focusing on Weapons will also open up the Combat classes: * Guardian: requires Item>Mystic, One-Handed 13 or Power Grip 13 or Two-Handed 13, Herbs 6 or Lotions 6, STR47+ * Gladiator: requires Mystic>Item, Power Grip 16, highest Mystic skill is Wards, STR53+ * Ordainer: requires Item/Mystic balance, all Weapon Types level 19+, STR59+ X360 Options: As units that start in this class don't have the Skills required for changing into another hybrid class or have Item skills to train, this is the only upgrade option available: * Gladiator: requires Mystic>Item, STR53+
  • Druids expand upon the Kahuna’s nature magic abilities. Druids have a wide range of heals, buffs, and destructive spells making them a welcome addition to any group. On higher levels Druids are responsible for the survival of the party, due to their power of crowd control using Dark Water Seal, Yak Advent, and Explosion of Petrification. This way a party will never have more mobs than can be handled. __TOC__
  • Druidové jsou k nalezení v Druidském hájku in the Bažiny, just north of the Lesní mýtina in Kapitoly II and III. In Kapitola V, some of them have fled to the Hřbitov v bažinách, where Zelený pochod preparations appear to be in full force in the Druidská jeskyně. Druidové are caring individuals and have no wish to see anyone or anything suffer. A nice side benefit of this philosophy is that anyone in their immediate vicinity who needs it receives free healing. Starší druid is alone among the druids willing to sell and buy things. He is a source of knowledge and the one Geralt is supposed to speak with, mostly, but not exclusively. Hierofant is a professional dice player who has a liking for Lysohlávka. He can be found in the druids' grove in the Bažiny during Kapitola III. Poustevník is also a druid and professional dice player but he's more interested in serving the Lady of the Lake. He can be found in the pole during Kapitola IV. Zelený pochod is a peaceful attempt by the druids and like-minded people to draw attention to the preservation of nature.
  • The druid is a priest class that can cast healing spells, teleport, snare (to slow down enemies movement rate), and moderately-powerful nuking and damage-over-time spells, as well as charming animals to use them as pets. The range of abilities allows druids to play multiple roles in a group or to solo effectively. Their heals are lesser than clerics and better than shamans, but they share some of the healing/cures spells with the shamans. The Druid hitpoint (HP) spells, the "skin" line, also includes a mana regen component, and they can cast "Flight of the Eagle", the fastest group run speed spell in the game. Druids may only wear "leather class" armors. Druids also have a number of transportation spells that allow speedy movement throughout much of the gaming world, just as wizards, but the two classes have different zones or places in the zones that they are able to teleport to. Their combined tracking and foraging skills make them excellent trade-skillers, in terms of finding various components necessary for baking, tailoring, brewing and the like. Druids can, just like shamans, resurrect (rez) other players after a fight, but with the same experienced regained as a paladin, or a lower level cleric, can rez all the time. During the fight, the shaman and druid will instead use the AA "Call of the Wild) which calls the other player back to their corpse, without any experience regained, but the corpse can be resurrected later. Five races can be Druids: Humans, Half Elves, Halflings, Wood Elves, and Drakkin. Halflings and Wood Elves are usually considered the "best" races for druids because of their starting wisdom scores, and Half Elves the worst. Druids are encouraged to put as many points into wisdom at creation as they can. Depending on their race, druids are required to worship specific deities: Karana for Humans and Halflings, Tunare for Wood Elves, and Veeshan for Drakkin. Half Elves may pick either Karana or Tunare.
  • Excellent at virtually all tasks but masters at none, the druid is a highly adaptable class. Slightly weaker but faster both physically and mentally than an average man, a druid's strength lies in his ability to make use of every weapon and spell to full effect. With but a slight preference toward magic, the druid's melee damage is not to be taken lightly. The druid lives in harmony with nature and thus begins with a 5% (up to 15% with class-enhancing skills) bonus to all green magic effects and can use resurrection gems at level 20. -- In game description
  • We are the preservers of the balance, now and forever, as Malfurion lies in the Dreaming. Never forget this. - Kal of Dolanaar Druids are keepers of the world who walk the path of nature, following the wisdom of the Ancients and Cenarius, healing and nurturing the world. To a druid, nature is a delicate balance of actions, in which even the smallest imbalance can create storming turmoil from peaceful skies. Druids draw their power from this wild energy, using it to change their shapes and command the forces of nature. Traditionally druids chose the path of a specific animal totem. Since the invasion of the Burning Legion, however, most druids have undergone a number of reforms, including encouraging the study of magic from all totems. Druids who do this are known as Druids of the wild.
  • A druida egy alakváltó és hibrid kaszt, mely az egyik legsokoldalúbb karakter a World of Warcraft-ban.Mint minden hibrid kasztnak a druidának is specializálódnia kell ahhoz, hogy jól játszható és eredményes karakter legyen. A druida tehetség fája három, egymástól igen különböző lehetőséget nyújt a fejlődésre. Ezek a Balance (Egyensúly), a Feral Combat (Vadállatias Harc) és a Restoration (Újjászületés vagy Regenerálódás).
  • The Druids are an order of historians, philosophers, magic wielders, teachers, and researchers in the Shannara universe. They are headquartered in Paranor, the Druids' Keep that sits in the center of the Four Lands.
  • Druids were the Priests and Law keepers of the Celtic Tribes. Druidism, or Druidry as it is often called, is for some a spiritual path, for others a religion, and for others a cultural activity.
  • Druids are the most ancient followers of the god they choose, stretching back even into the First Age. They have erected many statues, temples and monuments for their deity.
  • left|Een concept art van de Druids|thumbDe Druids (in het Nederlands druïden) zijn de officiële volgelingen van de god Guthix. Ze mogen niet verward worden met de Chaos druid, welke volgelingen van Zamorak zijn. De druïden staan bekend voor hun liefde voor natuur, kruidenkunde, het bereiden van drankjes en andere zaken. Hun magie is anders dan dat van andere tovenaars en rune magie gebruikers en ze dragen altijd een sikkel en kruidentas bij zich mee. Druïden handelen meestal vredig, maar kunnen ook niet-vredig zijn, net zoals hun god Guthix.
  • The Druid is a simple spellcaster/ranged unit. They can ethier improve the defense of their allies or cast lightning on their enemies. Druids have a short spell casting life, with only 2 spell casts of Lightning Bolt.
  • This is to be an explanation to the overly intelligent whom think they know everything and really know nothing. Druids and Celtic Druids are two completely separate things and both will be explained.
  • Druid is an unlockable superstar that appears in WWE SmackDown vs. Raw 2011.
  • In core, the druid is one of the front-runners for most powerful class, and the vast, vast majority of players will want to take all 20 levels. Druids are full casters drawing from a versatile spell list, can Wild Shape into any number of combat forms, get a handful of handy class abilities, and even have a decent skill list (and the skill points to use it). Druids also benefit disproportionately from the addition of new material beyond core, as they benefit from the addition of monsters as well as the addition of the usual spells, feats, and prestige classes. (One would even say they benefit more from the addition of monsters; few prestige classes work well with druids, and they have relatively few feat slots.) Druids fall into roughly three categories, largely defined by their feat choices. There are summoners, focusing on summoning and buffing animals and Elementals. There are Wild Shapers, using Wild Shape to fight effectively in melee. There are straight casters, relying on the damage-dealing and battlefield control spells to destroy or hamper enemies in combat (and the wealth of druid utility spells outside of it). Bear in mind that a straight druid can do all of these things quite effectively depending on the player's mood or the party's needs, as spell selection can change day to day and feats don't have to be used. Some druids do sacrifice one or two of these three basic abilities, however, generally by multiclassing or going into a prestige class. These are described in a bit more detail at the bottom.
  • A versatile and heroic character the Druid combines the wonder of natural magic with a fair sense of combat to make a truly unique type of hero. With divine magic granted to them by the natural world or specific nature focused gods the druid feels most at home away from civilization where his natural magic can have the most impact. Usually followed by a loyal animal companion the druid can transform himself into a wild animal taking on all the abilities of the animal while in the beastial form.
  • As the cleric serves the peoples and settlements of Golarion, the druid serves the wilderness. Druids seek to maintain the balance between the natural world: the elements, plants, animals, and sentient creatures alike. But like the capricious world they protect and serve, druids vary in nature from avenging anger to gentle guardians. Druids are rare. The reclusive nature of most groves, along with the demanding and very introspective nature of their lives means very few beings are suited to the faith. Most druids avoid interaction with things outside of nature - politics, economics, and even organized religion are foreign concepts to most.
  • This page is specifically for the druid class in BG:EESoDBGIIToBBGII:EE. For the version in BGTotSC, refer to Druid (Baldur's Gate).
  • Spreuken voor Druids. Speciaal voor de druid klasse als je die kiest als je naar het main land heen gaat. Je hebt net zoals alle andere klassen de vaste spreuken ( de spreuken die elke klasse heeft), maar je hebt ook spreuken die eigen zijn aan de druids zoals spreuken waarmee je andere geneest.
  • Druids are keepers of the world who walk the path of nature, following the wisdom of the Ancients and Cenarius, healing and nurturing the world. To a druid, nature is a delicate balance of actions, in which even the smallest imbalance can create storming turmoil from peaceful skies. Druids draw their power from this wild energy, using it to change their shapes and command the forces of nature. Traditionally druids chose the path of a specific animal totem. Since the invasion of the Burning Legion, however, most druids have undergone a number of reforms, including encouraging the study of magic from all totems. Druids who do this are known as Druids of the wild. Here is a list of .
  • thumb|250px|Druid 250px|thumb|Druid Druid to klasa podstawowa powiązana z naturą, wszyscy druidzi zmuszeni są posiadać dowolny neutralny charakter, a wielu z nich posiada zwierzęcych towarzyszy. File:Ds-logo.gif Ten fragment dotyczy świata Dark Sun 2 ed. Druidzi na Athasie byli niegdyś zorganizowanym kultem natury, jednak po zdobyciu władzy przez Czempionów Rajaata dokonali na nich masowej eksterminacji (wydarzenie to przeszło do historii jako "Wykorzenienie"). Rada dokonała samorozwiązania a ocaleli druidzi ukryli się w ocalałych punktach natury które postanowili ocalić przed magią. Pomimo rozwiązania formalnych struktur nadal ważne są zawarte pakty druidów z żywiołami, które mają charakter grupowy. Oznacza to, że ochotnik na druida nie może sam nawiązać kontaktu z żywiołami by zdobyć tytuł druida, ale musi zostać doń przyjęty przez odpowiedniego mentora. Jednakże druidzi mają też swe moce niezależne od drugiej strony paktu oraz dostęp do domeny kapłańskiej zwanej "kosmosem". Podobnie jak kapłani mają nawiązaną umowę z żywiołami; podobnie jak obrońcy ziemi pobierają energię z ochrony roślin; w przeciwieństwie do nich jednak ich skala jest permanentna i całościowa. Nie roślinność czy też elementy wzmacniające żywioł jest celem opieki ale wszystko, cała natura z regionu. W zamian wszystko nadaje mu energię i moc. Może porozumiewać się ze zwierzętami, roślinami, owadami i bestiami, może stać się niewidzialny, pozbyć się konieczności jedzenia i picia, zmienić swoją formę na zwierzęcą, teleportować się, otwierać bramy do planów (para+/-)żywiołów i tam żyć, wezwać Ducha Krainy, ukryć całą krainę lub otoczyć ją polem siłowym a nawet wezwać wszystkie istoty danego gatunku z regionu do walki. Niestety, ale te specjalne moce często są uzależnione do miejsca, którego druid chroni, sfery związanego (para+/-) żywiołu, bądź innych czynników.
  • Consisting of eight pieces, the set is themed after ... This set is available from levelling content. The set is also available with item level 98 from doing content from the Halls of Power Part II episode. __TOC__
  • ドルイドは世界の保護者です。何世紀にも渡り眠りについていたドルイドたちは、最近のThe Burning Legion/焦熱軍団の侵略に際して目覚めました。Archimondeを打ち破った後、ドルイドたちは再び眠りにつくことなく世界に残り、自らの国を再建する のを手伝うことを決意しました。the Legionの攻撃によって自然は破壊され、多くの傷跡がつけられました。ドルイドたちは、それを癒そうとしています。 ドルイドはプレイヤーに対して幾つかのスタイルを提供します。通常の姿のドルイドは、スペルと武器とで戦います、熊の姿となった ドルイドは、Rageを持つウォリアーとなります。猫の姿となったドルイドはEnergyを持つローグとなります。ドルイドはこの他に も更に四つの動物に変身することができます。ドルイドは癒しのスペルを持っており、プリーストと同じく回復役を務めることができます。Holy Word:ShieldやResurrectionを持つプリースト程の多彩な能力をドルイドは持ち合わせてはいませんが、プリーストがいない時などには非常に有能なヒーラーとなることでしょう。
  • Druids are the only units outside of the Disciple line that have the Medic I promotion. They also have a high strength for a spell casting unit and have access to all levels of Nature magic. One can also obtain High Priest-equivalent units (they can cast the Channeling III Divine spell of the associated religion) by upgrading from Priest units. For example, upgrading a Vicar (Empyrean) to a Druid keeps the Divine promotion, thus enabling the Druid to cast Crown of Brilliance. This also is a way to bypass unit abandonment to keep units capable of casting, say, Unyielding Order or Summon Kraken while religion-jumping.
  • Druids cast divine spells much the same way clerics do, though most get their spells from the power of nature rather than from deities. Their spells are oriented toward nature and animals. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. In addition to spells, druids gain an increasing array of magical powers, including the ability to take the shapes of animals, as they advance in level. Alignment restrictions: Any partially neutral - druids, in keeping with nature's ultimate indifference, must maintain at least some measure of dispassion. * Ex-Druids = a druid who changes to a prohibited alignment keeps all of their abilities but is prevented from gaining levels as a druid until she regains an alignment with a neutral component. In 3.5, a druid who changes to a prohibited alignment loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she regains a neutral alignment.
  • Los druids basicamente son curanderos, la contraparte de los Sorcerer, pero a la vez son mucho mas que esto si lo sabes usar puedes lograr acestar grandes hits en un solo combo de runas pues como cualquier mago claro esta pero ellos trabajan mas con las magias de tera y ice esto hace que su leveo se haga mas sencillo en monsters como demons, dragons, dragon lords. Categoría:Druid Categoría:Attack Spells Categoría:Support Spells
  • Druids are the official followers of Guthix. They should not be confused with Chaos druids, which are followers of Zamorak as well as Guthix. They are a peaceful organisation with a love of nature, Herblore, and potion-making and other such alchemical professions. Their brown robes show they are druids. Druids have sickles and herb pouches hanging on their robes. The druids own a stone circle for worship of Guthix in their village of Taverley, and they once had one south of Varrock but it was overrun by dark wizards wishing to summon Delrith, who have long-since defiled it. It is unknown who founded the druids, but they have been around for a long time, and their magics studied are different to the rune magics of wizards and mages found elsewhere. As Guthix was the one who shaped Gielinor, Druids may have been around since the start of the First age.
  • "Druid" (ドルイド Doruido) is an archetype of cards used by Mach in the Yu-Gi-Oh! ZEXAL anime. The ones used by Mach visually appears as men dressed in long robes and holding two identical items, one in each hand.
  • A druid is a type of supernatural who's power is to call upon certain deities. Druids, although mentioned since Stolen, were not actually seen until Everett Weber made a (brief) appearance in Industrial Magic. Although druids may call upon their deity, it is up to the deity to decide whether or not they wish to answer a druid's "call". (As shown in Industrial Magic when Everett tried to call his deity, Esus, for help...but he chose not to intervene in the situation.) A druids deity does not need to be called upon to intervene, as shown in Industrial Magic when Esus tried to enter the court room to save Everett, but was blocked out by the Cabal shamans.
  • Making their homes within the Deep Forest of Britannia's northwest, the mystic druids call the town of Yew their own. They can frequently be found in deep meditation amongst their sacred oak groves, which they defend fiercely from all who would harm the forest they protect. Deep within these woods, they further themselves in the virtue of Justice, and are frequently involved in the affairs of the High Court. The druids' knowledge of natural lore is without peer, and their understanding of medicinal herbs and the habits of Britannia's wildlife makes them a boon companion. This, along with their powerful mystic arts and knowledge of the arcane, makes them a valuable asset in any adventure. The druids fight with an assortment of , although they often prefer to wield different types of bows, carved from the trees they carefully nurture. In close combat, many prefer a stout oak staff or heavy mace. The druids tend to shun works of metal, preferring well crafted leather armour, for they believe in retaining a close communication with nature; although, some have been willing to put aside their convictions to further a greater cause. Druids are among the Older Professions. In Ultima IX, the druid receives +5 Karma, a staff, and a map of Yew as a starting bonus.
  • The druid is a shapeshifting, hybrid class and also one of the most versatile classes in the game. As with other hybrids, druids need to specialize in a single role for the best results. Due to their need to shape-shift to fulfill roles, they can only perform one role at a time; they must switch between the different shapes to adapt to changing situations. A properly specced and geared druid is capable of fulfilling any role. Druid players need to be aware that this versatility also bears a danger — it may be difficult to keep focused when gathering gear. In order to truly fulfill a hybrid role, druids require several complete sets. This is expensive in time, bag space, and gold; however, the ability to spec to completely different roles makes druids a smart and flexible class choice. Another nice feature of druids is their ability to travel faster. See the skills section below for more information.
  • Druids are pacifist followers of Guthix. They are a peaceful organisation with a love of nature, Herblore, and potion-making and other such alchemical professions. Their brown robes show they are druids. Druids have sickles and herb pouches hanging on their robes. Since the assassination of Guthix, current members of the order of druids led by Kaqemeex, based in Taverley, choose to honour, but not to worship, Guthix, and to spread his word and teaching of balance, harmony, and freedom from the gods in his absence. Although they are aware of Sliske's murder of Guthix, those who remain committed to the order have taken a vow not to seek revenge for Guthix's death. Some former druids who disagreed with this principle, such as Biehn, left the druidic order, with Kaqemeex's blessing. The druids own a stone circle for worship of Guthix in their village of Taverley, and they once had one south of Varrock but it was overrun by dark wizards wishing to summon Delrith, who have long-since defiled it. It is unknown who founded the druids, but they have been around for a long time, and their magics studied are different to the rune magics of wizards and mages found elsewhere. As Guthix was the one who shaped Gielinor, Druids may have been around since the start of the First age.
  • Secretive and enigmatic, druids call the wilderness their home. They are capable of running with a wolf pack, speaking with the most ancient trees, and watching thunderstorms from atop the clouds themselves. While many druids project an outward calm, they have the cunning of the beast and the fury of the storm. Primary Stat: Wisdom. Hit Points gained per level: 5.
  • The following traits are common to original druids, sentinels, and protectors. * Power source: Primal. You have gained your powers through a careful study of and communion with the natural world. * Weapon proficiencies: Simple melee, simple ranged * Implement proficiencies: Staffs, totems * Hit points at 1st level: 12 + Constitution score * Hit points per level gained: 5 * Healing surges per Day: 7 + Constitution modifier
  • 2 Druids can be obtained by completing 5-star and 6-star masterys of Rise of the Dead in Elaria.
  • [[Grafika:DarkElf Druid.jpg|thumb|Nocny elf druid]] Druid jest zmiennokształtnym. Oznacza to, że jest zdolny do zmiany kształtu, co czyni go jedną z najbardziej wszechstronnych klas. Jest to jedyna klasa, która może pełnić wszystkie cztery ważne role w grze: Tank, Healer, i walczący w zwarciu lub na dystans Damage Dealer. Wszechstronność wiąże się jednakże ze zmianą kształtu, więc druid musi przeskakiwać z roli na rolę, co może być w niektórych sytuacjach dość kłopotliwe. __TOC__
  • Druids have combat abilities derived from nature: they can heal their allies at critical moments and help release their latent powers. When the powers he obtains from nature are too weak, he transforms himself and becomes nature. Nature isn't confined to the typical aspects of nature such as trees or the air. Ryan can transform into any living being that is part of nature and deliver attacks characteristic of that being.
  • Druids are active in the wooded wild lands north of Gundobad. 'Druids of the north'.
  • The Druid is a practising member of The Old Faith, following a belief whose origin is lost in the mists of antiquity. The Old Faith is outside the main religions of the Old World, but co-exists with them most of the time. Druids pursue a strict code of life and strive to live in harmony with nature. They long for the natural order of a bygone age and have little patience with the modern world. Many choose to live apart from it altogether and all prefer the countryside to town life. * Animal Care * Dowsing * Follow Trail * Identify Plants * Secret Signs: Druid * Bag or sack * Religious token - a small, silver sickle-knife * Staff * Dowsing rods * Druidic Priest - level 1 * Gamekeeper * Hedge-Wizard's Apprentice * Hunter * Outlaw * Trapper * Wise Woman * Woodsman
  • Only a small minority of elves have the dedication and strength necessary to follow the path of the forest goddess and join the Circle of Druids. Similarly to the Wanderers, they have a particularly strong bond with the forces of nature, but theirs goes ever deeper. There lives are governed by the laws of nature and they server their clan as priest and advisor. In the wars against the dark ones, the druids learned to use their powers in battle and hurl them against their enemies.
  • The Druid Druid HP: 1D8 Needed Stat groups: Caster based (WIS, INT, CHA) '''OR''' (STR, DEX, CON) Skills: Handle Animal, Knowledge (Nature), Intuit Direction, Athletics, Endurance (3xINT Mod)+6 at level 1, 6+ int mod/ level after 1 Level____Base Attack___________Fort__Will__Ref____Feat___Ability___Class Abilities1___________+1_______________+0____+1____+1_____1_______-________Group 1 2___________+2_______________+0____+1____+2_____1_______-________Group 1 3___________+3_______________+1____+2____+2_____-_______-________Group 1 4___________+4_______________+1____+2____+2_____1_______1________Lycanthropy 5___________+5_______________+1____+2____+3_____-_______-________Group 2 6__________+6/+1_____________+2____+3____+4_____1_______-________Group 27__________+7/+2_____________+2____+4____+4_____-_______-________Group 28__________+8/+3_____________+3____+4____+5_____1_______1________Cyclone Armor9__________+9/+4_____________+4____+5____+5_____-_______-________Group 310_________+10/+5____________+4____+5____+6_____1_______-________Group 311________+11/+6/+1___________+5____+6____+6_____-_______-________Group 312________+12/+7/+2___________+5____+6____+7_____1_______1________Heart of the Wolverine13________+13/+8/+3___________+5____+7____+7_____-_______-________Group 414________+14/+9/+4___________+6____+7____+7_____1_______-________Group 415________+15/+10/+5__________+6____+7____+8_____-_______-________Group 416________+16/+11/+6/+1________+6____+8____+8_____1_______1________-------17________+17/+12/+7/+2_______+7____+8____+8_____-_______-________Group 518________+18/+13/+8/+3_______+7____+8____+9_____1_______-________Group 519________+19/+14/+9/+4_______+7____+9____+9_____-_______-________Group 520________+20/+15/+10/+5______+8____+9____+9_____1_______1________-------21________+21/+16/+11/+6/+1____+8____+9____+10____-_______-________Group 622________+22/+17/+12/+7/+2___+8____+10___+10____1_______-________Group 623________+23/+18/+13/+8/+3 ___+9____+10___+11____-_______-________Group 624________+24/+18/+13/+9/+4 ___+9____+11___+11____1_______1________-------25________+24/+18/+13/+10/+5___+10____+11___+11____-_______-________-------Class Abilities:
  • Un druido Elfo della Notte|thumb Il Druido è una classe ibrida in grado di cambiare forma. Utilizza i poteri intrinsechi della natura per evocare incantesimi difensivi e offensivi e per prendere la forma dell'animale con le caratteristiche più adatte nella situazione in cui è impegnato. E' praticamente l'unica classe nel gioco in grado di ricoprire tutti e tre i ruoli principali del party: Tank, Curatore e DPS corpo a corpo oppure a lunga distanza. L'unico inconveniente è che il Druido necessita di specializzarsi nel ramo specifico dedicato al ruolo che ha deciso di coprire per poter essere efficiente. Se non specializzato, il suo essere ibrido porta a una generica distribuzione delle sue capacità.
  • Druiden er den klassen som står nærmest naturen og dens verdier. Druiden kan ta endre form etter ønske og talent spesialitet
  • Druids are monsters who are nature loving followers of Guthix and skilled potion-makers. They wear Druid's robes and can be found in the small town of Taverley.
  • Alignment restrictions: any neutral Hit die: d8 Proficiencies: armor (light, medium), shields, weapons (druid) Skill points: 4 + int modifier ( (4 + int modifier) * 4 at 1st level) Skills: animal empathy, concentration, craft armor, craft trap, craft weapon, heal, lore, parry, persuade, spellcraft Unavailable feats: curse song, divine might, divine shield, extra music, extra turning, lingering song, weapon proficiency (exotic), weapon proficiency (martial), weapon proficiency (simple), weapon specialization These general feats cannot be selected when taking a level of druid. Primary saving throw(s): fortitude, will Base attack bonus: +3/4 levels Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation.
  • Druids do not value urban centers in the same way as the Kehjistani. They instead dwell in great stone towers (called "druid colleges), which are scattered across the land. Druids maintain a calm and reflective demeanor, but the members of this order are not to be trifled with. Per their shared ancestry with the Barbarians, they possess great physical strength. By Deckard Cain's estimate, at least 500 high-ranking warriors watch over and guide much of Druidic culture.
  • Their priestly coven is mysterious and feared, they are not men to be trifled with. Their sacred rites are said to involve sacrifice over Druids' Fire. They are a race of earth sorcerers that live on the Isle of the Mists. The sorcerer-kings live in the Village of Druids. The Druids are the priest-kings that inhabit the Isle of the Mists, a mysterious land hidden by the mists surrounding it. The weather-magician Druids have a ritualistic culture and worship nature, the spirits, the great gods, and Mother Earth. They are lead by their Archdruid. These priests keep the weather and the tides in balance to insure safety from hurricanes and other forces of the sea and to plead continuance for the kingdom's bounty. It is said that these priests demand privacy above all and that they remain loyal to the Crown in exchange for secrecy. Alexander was captured by the Druids and was to be sacrificed after discovered to be intruding on the Isle. Alexander foiled their attempt to sacrifice him by utilizing the Make Rain Spell found in the spell book obtained in a trade from Ali's Bookstore. After the Druids release Alexander they tell him of, Samhain, Lord of the Dead, and by what means to travel to his realm, the Land of the Dead. Later on Druid sorcerers, and soldiers from all of the other islands entered the castle with King Caliphim, and Queen Allaria to help take back the castle from Alhazred. The green robed druid is likely the one that takes care of the oak. Little is known about the Druid's 'great gods', however Cthulhu and Thor are said to some of them (its also implied that Mother Earth is as well). Thor's power is over weather and storms of the world. Thus it seems that Druids may be tapping into Thor's power. Druids are known to cast earth spell that blows the fog away form their island, and also cast Great Spells (which require human blood) on solstices and equinoxes. Druids are an ancient race, and may predate humans on the World of Daventry, perhaps existing there before the withdrawals, they refer to humans as the 'men of Earth'.
  • De Druid is een erg flexibele hybride class, die zich kan specialiseren in verschillende functies zoals het Tanken, healen zijn en een klasse die damage toebrengt zoals een Mage of een Rogue in de vorm van een Moonkin resp. een Cat. De Druid moet zich specialiseren om effectief te zijn, maar ze worden niet nutteloos in de andere soorten scholen die ze hebben.
  • Druids are helper units that are followers of Guthix.
  • Druidism was an important native religion in Dorvik. It was never a standardised religion, and had different versions in different parts of Dorvik.
  • Druids wield the power of nature against their foes. They are guardians of the unspoiled wild. Druids in the Circle of the Land are arcane users of magic based off the land where their circle is located - Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, and Underdark. Those in the Circle of the Moon take on the shapes of animals and eventually learn to use this magic to alter their own appearance at will.
  • Druid to zmiennokształtny obrońca natury, wspomagany przez dzikie zwierzęta i pomocne duchy przyrody.
  • Druids were magical practitioners apparently in communion with the laws of nature.
  • They have the ability to use spells related to the earth.
  • Druids are masters of healing and nature. Throughout history, they have practiced their control over nature to the benefit of all humans. They are very skilled in healing and supportive spells, and can create more different kinds of Runes than any other vocation. Because of their focus on magical abilities, they are sorely lacking in physical skills, and have little physical strength to carry items and equipment.
  • Druid Druids are powerful magicians and they employ nature magic as well as some elemental magic. They are able to cast Tendrils and Plant Cage just as well as Water Form or Whirlwind. The only element they fear is fire because they have no resistance against it and no counter spells. The druid is able to summon Will o’ the Wisps.
  • Druids are masters of healing and nature. Throughout history, they have practiced their control over nature to the benefit of all humans. They are very skilled in healing and supportive spells, and can create more different kinds of Runes than any other vocation. Because of their focus on magical abilities, they are sorely lacking in physical skills, and have little physical strength to carry items and equipment. Kategori:driuds är så kallade horor
  • Druid is one of the classes that can be selected in Elder Tale. It has three localized versions: Pajé (South/Central America), Volkhvy (Russia), and iNyanga (Africa).
  • The Druid is one of four classes in Puzzle Quest: Challenge of the Warlords. Druids are much like the Wizard in their high use of Mana; however, unlike the Wizard, the druid focuses on defensive spells. Being a defensive class druids have spells that will heal them, remove status effects, or increase resistances.
  • In modern days, this word is used for a nature-themed spellcaster that usually has flavour of priesthood. Commonly associated powers include: * animal empathy * speaking with animals and plants * speaking with nature spirits (feyfolk, place spirits and so on) * Herbology (including making of poisons and augmenting potions) * healing (opposite - disease creation - is well known as well, but usually reserved for 'corrupted' cult members) * weather manipulation (lightning, winds, rains and so on) * Voluntary Shapeshifting * body modification magic * sometimes overpowered druids can call earthquakes, hurricanes, tsunamies and other innatural natural hazards. Unlike classical priests and mages, druids have nothing to deal with dead and undead, demons and angels: their power roots in living things, including humans. Druids are usually associated with forests, but other versions are known. Common associated personality traits are * so-called "Practicing Darwinism", better known as eugenics, which is anything but Darwinist (for Grimdark or Corrupt Church versions mostly) * Enviromentalism * Unlike other fantasy priesthood tropes, druids may worship no specific diety, but unpersonified "Mother Nature" instead. The Sun and/or the Moon are also popular for this. Compare Witch Doctor. Examples of Druid include:
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