Class Information

Druid

Roots, storms, omens and the patient violence of the wild.

A woman and a man of the Druid class

What It Feels Like

Druids are a hybrid nature class with healing, faith, control and earthy combat tools. They are less flashy than Mages but broader and more self-sufficient.

Choose Druid if you want a class that feels rooted in place: less city-duelist, more weather, bark, omen and old power. You will mix MP tools with practical survival.

Focus

  • healing and faith
  • nature control
  • polearms and defence
  • weathered utility

Good Race Matches

  • ElfExcellent fantasy fit with enough grace for magic and the wild.
  • FaerieStrange, woodland and strongly thematic.
  • Half-elfFlexible for a class that pulls in several directions.
  • HobbitEarthy, survivable and quietly appropriate.

Core Skill Shape

Trainable class skills from the live mudlib. Start is the class starting level; Max is the long-term class cap.

SkillStartMax
Healing6100
Polearm5100
Faith490
Magic defence390
Craft585
Magic attack280
Bargaining180
Blunt370
Equine370
Conjuring270
Defence270
Melee170
Knife260
Attack160
Projectile160
Blade150
Stealth150
Two-handed040
Dual wield020
Locks015
Stealing010
Murder05

Skills, Spells and Songs

Core class commands parsed from the live class command files. SP physical abilities spend stamina; MP magical/healing abilities spend magic.

AbilityLvlTypeUse
Fielddress 1 SP physical Carefully field-dress a corpse into raw meat for cooking. Fielddress is a physical Druid skill: it requires a wielded knife or dagger, costs stamina, spills anything carried by the corpse into its current container, and leaves one or more clean raw cuts.
Greenreturn 1 MP magical Return a corpse to root, leaf and soil. Greenreturn spills anything the corpse carried into the room, removes the remains, and gives the druid a small pulse of renewed life, magic and stamina.
Mistletoe 1 MP healing Use sacred mistletoe lore to close wounds and restore living strength to yourself or an ally.
Oakskin 1 MP magical Call on the strength of the oak, a tree long associated with druidic wisdom, to harden body and spirit against harm.
Staffdance 2 SP physical A druid's quick staff-dance. Requires a wielded polearm, then uses footwork and dexterity to gain a small burst of follow-up attacks.
Awen 3 MP magical Open yourself to awen, the flowing breath of poetic and prophetic inspiration, sharpening wisdom and spirit-magic.
Wrenomen 4 MP magical Read the omen of the prophetic wren and turn that foreknowledge against an enemy, clouding their judgement and timing.
Greenmantle 5 MP magical Syntax: greenmantle. Druid only. Weave a personal green mantle which moderates both harmful heat and harmful cold. Potency is your Faith as a percentage of the Druid maximum (90), capped by 40 plus three times your level and never above 100%. Thus a level 20+ Druid with 90 Faith receives 100% moderation. Duration is 120 seconds plus eight seconds per Wisdom and four per Constitution. The rite costs 27 mp and uses the normal two-round magical recovery. Recasting replaces and refreshes your existing personal climate ward; wards do not stack and announce their expiry. It affects only you, not the room or other players. It moderates temperature exposure, weather damage caused by heat or cold, movement fatigue, and climate effects on healing; it does not prevent wind, lightning, hail impact, or other non-temperature hazards. Example: greenmantle.
Groveward 5 MP magical Raise a sacred grove-ward around a foe, causing branches, leaves and spirit-signs to spoil their attacks.
Rootbind 5 MP magical Call roots up through stone and soil to bind a foe in place without relying on brute force.
Moonwell 6 MP healing Draw silver water from a remembered moonwell, a deeper spiritual healing rite for grievous wounds.
Thornstrike 6 SP physical Drive a thorn-guided polearm strike into a chosen limb. Use 'thornstrike <target>' or 'thornstrike <target> at <limb>'. The named limb takes a focused extra hit.
Stormcall 7 MP magical Call wind, rain and thunder against an enemy: a spiritual storm rite rather than a weapon blow.
Ancestor 8 MP magical Seek counsel from the ancestral circle, strengthening faith, healing lore and spiritual defence.
Brambletime 8 MP magical Call on old root-and-bramble time to slow a monster briefly. The rite is gentler than the Mage timesnare, lasting about eight to sixteen seconds based on druidic skill, and it cannot be used on players or stacked on an already slowed creature.
Rebirth 8 MP healing Call a dead player back through the green cycle of death and renewal. This works like a druidic answer to clerical resurrection, but is about a fifth less effective at the same Healing and Faith, and even master druids cannot make it perfectly safe.
Sacrifice 9 SP physical A final Druid polearm rite. Sacrifice requires a wielded polearm, a target with a head, and an enemy already reduced to 10% or less of maximum hit points. The Druid pins the failing life to earth and offers it back to the green world.
Worldroot 10 MP magical Touch the world-root beneath all groves, renewing your body and lifting your spiritual gifts for a short time.