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Mimicking his comrade the sorceress, a druid may cast two of the four major types of elemental damage--fire and ice--as well as spells that harness the power of wind. These skills do not require that a particular enemy monster be the intended target, and they all have the ability to do damage to multiple foes. As a result, a druid specializing in elemental arts will shine most brightly against crowds of enemies.
The most powerful elemental arts use quite a lot of mana; fortunately, among the summoning and shape-shifting disciplines are skills that allow the druid to recoup mana from enemy creatures, both alive and dead.
While this spell is ineffective against single opponents, especially at medium to long range, it is quite effective against crowds of enemies at close range. It needs no particular target and can be fired onto any visible piece of ground. Aim it behind oncoming groups of enemies, and the fire tendrils will snake through the group, causing damage to each creature they come in contact with.
The fiery boulder created by this spell rolls from the casting druid in the direction of the attack. A creature need not be targeted, so attacking a piece of ground beyond the intended target(s) is most efficient. A small delay between castings will prevent the druid from having more than two molten boulders in play at any one time.
This unusual spell lets the caster determine how long the spell will be cast; as long as mana holds out (and you hold down the casting button), Arctic blast will hold forth. Better yet, the spell can be swept in any direction--just aim while it is activated to freeze enemies on all sides. This spell is best used when you're with a party or summoned creature that can administer damage while the enemy crowds are immobile.
This spell can be directed at any piece of ground, preferably beneath the scampering feet of a crowd of enemies, who will all suffer fire damage in a region near the casting target.
This spell acts like a disposable piece of armor, which absorbs fire, lightning, and cold attacks until it can no longer do so. Its longevity is roughly indicated by the number of swirling blobs of light surrounding the character--as the armor wears off, the number of blobs drops from three to zero.
This spell can be targeted at the ground and will affect any enemy that it contacts along the way. Affected enemies are stunned for a duration based on the skill level. This spell can be activated with the left mouse button and requires relatively little mana, so it is suitable as a primary attack.
A druid can summon a volcano on any open piece of ground. Enemies near the crater receive instant damage, but enemies all around the site are affected by the magma that drops from the sky as well. Cast volcano in enemy groups, and put the target point on or near the toughest foes.
While tornadoes do a respectable job of hitting their target, they do not always make contact, due to their erratic motion. It is possible to have multiple tornadoes in motion at one time. This spell can be activated with the left mouse button, and requires relatively little mana, so it is suitable as a primary attack, especially when combined with the solar creeper, which drains mana from corpses.
A devastating area-effect spell, armageddon's rain of fire follows the druid as the druid moves, until its duration runs out. A short delay between castings prevents more than two of these spells to be active at once. Any creature or piece of ground may be targeted to activate the spell, but the fire damage will occur only in the vicinity of the druid.
A hurricane may be cast at any target or piece of ground but will always activate itself around the druid himself. This spell will follow the druid as he moves, letting him sweep the spell's effects through large crowds as well as simply enjoy the effects of the spell on surrounding monsters while he fights hand to hand.
Strictly a personal skill, shape-shifting lets a druid transform himself into a wolf or bear creature and then apply skills particularly suited to each of these types of beings.
As a werewolf, a druid's attack speed, attack rating, life supply, and stamina are all increased. When used in conjunction with lycanthropy, feral rage, and other skills, this skill enables the druid to transform into a fearsome melee fighter. To leave werewolf form, cast werewolf again--this returns you to human form. In were form, a druid cannot cast elemental skills.
Players tired of re-shape-shifting will want to sink a few skill points into lycanthropy, as will hardcore players who focus on shape-shifting.
Much like werewolf, this spell changes the druid into another form that has increased life and defense and dishes out greater damage. Werebear is not as nimble as werewolf but is hardier. To leave werebear form, cast werebear again (or werewolf)--this returns you to human form. In were form, a druid cannot cast elemental skills.
The strength of feral rage is indicated by the blob of orange light that orbits the werewolf; the brighter the blob, the more powerful the effects of feral rage. After a short time without attacking enemies, feral rage will subside to nothing.
Much like feral rage for werewolf form, this skill's strength is displayed in the guise of an orbiting globe that brightens as the werebear defeats enemies. If no enemies are slain within a short time period, maul will fade away.
Spread a plague among the foes by attacking with rabies, which causes a chain-reaction poison attack to spread throughout the attackers. Any poisoned foe will transfer that poison to anyone it comes in contact with. Because poison takes time to have full effect, and because of this spell's unique plague-like characteristic, a werewolf with rabies should attack multiple targets in an enemy crowd, using his stamina and speed to dart around the edges of mobs.
This attack may be used with either form of were creature. It affects only the target creature, not those surrounding it.
At a tremendous cost to damage, this attack returns life and mana to the druid for each hit scored.
Not to be used as a primary attack, shock wave temporarily stuns all opponents close to and in front of a werebear, letting it strike with impunity. Its high mana cost and low damage makes it a skill that should be used in conjunction with some other attack, like fire claws or maul. When assigned to the right mouse button, shock wave does not need a specific target; when assigned to the left mouse button, it does.
Much like a paladin's zeal skill, fury lets a werewolf attack two or more targets with a single click. If only one target is available, all attacks will be unleashed on it alone.
Increasing the number of minions in your party can never hurt, and this branch of the druid's skill tree does that in spades. Some minions directly attack the enemy, while others augment the druid's already existing skills and life and mana supply. All minions (apart from the airborne raven) serve to distract enemies at no cost to the druid's personal health, making them very useful to players who dislike, or cannot afford, dying.
Certain summonings can cancel previous summonings; for example, a druid may have active only one type of vine (poison creeper, carrion vine, or solar creeper), one type of spirit (oak sage, heart of wolverine, or spirit of barbs), and one type of ground creature (spirit wolf, dire wolf, or grizzly). Ravens are not dispelled when wolves or bears are present.
Vines creep along behind their druid, performing their particular skills at their own discretion. Spirits tag along, casting their helpful auras on any party member near enough to be affected. Summoned creatures generally follow the druid but choose their own targets, and they will often attack without waiting for the druid himself to make contact.
Ravens cannot be damaged by enemies, thanks to their wings, guaranteeing that when you summon them, you will benefit from their attacks. A raven can also attack across gaps where wolves and grizzlies cannot roam.
This low-level vine is most useful in the early game and against enchanted monsters, since poison damage doesn't take full effect immediately. Most players replace the creeper with more powerful vines when they can do so.
A high-level oak sage is a tremendous boon to a party, especially a group of hardcore characters. An oak sage needs a moment before its life-giving benefit takes effect, but when it does, it automatically fills each party member's life globe as it increases the maximum life level. A powerful oak sage can make a high-level character extremely difficult to kill.
A spirit wolf makes a good early-game minion, but more advanced creature-summoning skills will likely take its place once they are available.
This vine sucks the last bit of life out of corpses and gives it to the druid. This ruins the corpses for necromancers (who can raise the dead as minions) and barbarians (who can search the dead for potions and items), and there is no way to directly unsummon a carrion vine. However, summoning a poison creeper will cause the carrion vine to disappear, and the creeper has no effect on corpses. A carrion vine requires an unshattered corpse in order to be effective, so bear this in mind when using such a vine while you attack with cold damage.
This skill is primarily for offensively minded druids who wish to augment the attack rating and damage of all party members. Only one spirit may be present at a time, so summoning this spirit will cancel all others.
The dire wolf is a tougher version of the spirit wolf and will assist the druid by attacking its own chosen targets. It's a good minion for the midgame, until the grizzly becomes available, and it may be a better choice if you prefer the multiple minions provided by playing more skill points into dire wolf.
This vine is more sentient than the carrion vine, which feeds on corpses regardless of the druid's health. A solar creeper will wait to feast on fallen enemies until the druid requires mana. This vine is especially beneficial to druids who use mana-intensive spells like hurricane and armageddon. Switch to carrion vine when life, not mana, is in short supply.
Much like a paladin's thorns skill, spirit of barbs harms any enemy that successfully causes damage to a party member.
Truly a ferocious comrade, the grizzly absorbs the toughest onslaughts while his druid summoner assists him with spellcasting. Grizzlies stay alive better than any other summoned creature. Alas, it's only one pal and it may not occupy an entire group of enemies like several dire wolves may. Purchase a hireling at camp to assist the powerful grizzly if you're attempting the game alone.