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Runes of Magic Druid class overview

The free-to-play Runes of Magic launched its first expansion called Chapter II: The Elven Prophecy this week. Along with new content came two new classes beloved to the fantasy RPG genre: Druid and Warden. Only playable by the Elf race, these two new classes use the power of nature to both defend and attack to keep their world safe.

The Druid class is envisioned not only as a healer and buffer, but also as a damage dealer and performer of great feats of magic. Certain spells increase the Druid's Nature's Power counter. With enough counters the Druid gets access to spells that can turn the tide of battle in a big way, both defensively and offensively. But with only cloth armor and a weak staff attack, melee damage is not one of the strong suits of this class, unlike their counterpart in other MMOs. Later in their career, Druids can specialize in augmenting either their healing or their damage spells.

After the jump, the full line up of spells for the class.



Overview of Druid Spell Lineup

The Druid's heals come large and small, both direct heals and heals over time. The same can be said for their damage spells. Later in their career, Druids get a group heal and an AE damage attack. They also get a large single target nuke that interrupts spellcasting and puts that spell on cooldown.

Druids also buff attack speed and accuracy of their party members as well as debuff an enemy's physical and magic resistance. They have a few emergency panic button spells that will decrease damage done to them or make an enemy stop attacking. Both are very short duration, designed to give the group's tank time to regain aggro.

The key to playing the class is using spells that build up Nature's Power so the Druid can get access to the more powerful spells.

I'm now going to transcribe specific numbers as they scale by your level and how much you upgrade the spells.

Druid Spells

Level 1
Recover: Medium single target heal with a small heal over time component.*
Earth Arrow: Single target damage spell. Adds 1 to your Nature's Power.

Level 2
Briar Entwinement: Single target damage over time. Instant cast. Good to pull with.
Purify: Cleanses your target of curses. 10 second cooldown.

Level 4
Antidote: Cleanses your target of poison. 10 second cooldown.*

Level 6
Restore Life: Large single target heal. Adds 1 to your Nature's Power.

Level 8
Savage Blessing: Buff single player's chance to hit for 5 mins.*

Level 10
Unity with Mother Earth: For 10 seconds, no spell will consume your Nature's Power.
Blossoming Life: Single target heal over time. Lasts longer than Recover, but not larger upfront heal. However, it is instant cast, unlike Recover.

Level 12
Earth Pulse: Pulse of energy that strikes everything in it's path for medium damage. 15 second cooldown.*
Rebirth: Rez a player with 30% reduction in death penalty (cannot be used in combat.)

Level 14
Weakening Seed: Debuffs the target's magic resistance for 20 seconds. Costs 2 Nature's Power counters, but restores 1.

Level 16
Knowledge of Nature: Permanently increases your wisdom.*

Level 18
Rockslide: Does moderate single target damage 5 seconds after casting. 8 second cooldown.

Level 20
Mother Earth's Protection: Significantly reduce damage received by target, both physical and magical, for 5 seconds. 1 minute cooldown.*

Level 22
Advanced Rebirth: Rez your target with a 45% less death penalty. Consumes an Amulet of Life.
Knowledge of Earth: Permanently increases your spell damage and Earth resistance.

Level 24
Binding Silence: Very large single target damage that will also interrupt spell casting and put the spell being cast on cooldown. Instant cast with 30 second cooldown.

Level 26
Curing Seed: Increases your target's received heals for 30 seconds. Adds 2 Nature's Power counters.

Level 28
Concentration Prayer: Increase wisdom of all party members for 5 minutes.

Level 30
Pure Healing: Permanently increase your healing power.

Level 32
Rock Protection: Reduce damage to yourself significantly for 5 seconds. Cannot attack or cast spells for the duration of the effect. 3 min cooldown. Consumes 2 Nature's Power counters.
Supreme Rebirth: Rez your target with 75% less death penalty. Consumes a Golden Amulet.

Level 34
Spirit Guidance: Makes targeted enemy friendly towards you for a very short time. Costs 5 Nature's Power. 30 second cooldown.

Level 36
Body Vitalization: Increase target's physical attack speed for 12 seconds. Consumes 1 Nature's Power. 2 minute cooldown.

Level 38
Mother Earth's Fountain: Moderate instant heal to 4 targets in 100 yards including yourself. Consumes 2 Nature's Power, but restores 1. 5 second cooldown.

Level 40
Power of Protection: Increases the damage reduction component of the Druid's Level 20 spell, Mother Earth's Protection.

Level 42
Withering Seed: Debuffs the target's physical defense for 20 seconds. Consumes 2 Nature's Power, but restores 1. 20 second cooldown.

Level 44
Mother Nature's Wrath: Single target damage with damage over time for 12 seconds. Consumes 10 Nature's Power, but restores 2. Instant cast with 10 second cool down.

Level 46
Summon Sandstorm: Area of effect Earth damage to all targets in range. Consumes 4 Nature's Power.

Spells with an asterisk next to them are still accessible if you take on another class as your primary class. Next up, the Warden class. %Gallery-65922%