Flowering MeadowDruid ClassDruidTypeActiveKindHealingMax level5SP34 → 50Cooldown12 sDuration11 → 15 s EffectGrows a meadow in the circle: every second it heals you and the companions inside.Healing: 7% of a Heal of the same level per second.Duration: 11 s, +1 s per level. RequiresSaplv. 3
Entangling RootsDruid ClassDruidTypeActiveKindDebuffMax level5SP30 → 46Cooldown14 sDuration2.5 → 4.5 s EffectRoots every monster in the circle and deals them light damage.Damage: 60% of magic attack. Earth.Duration: 2.5 s, +0.5 s per level. Half as long on bosses.Radius: 2.2 tiles, +0.2 per level. RequiresRootslv. 3 Needed forLiving Trunkslv. 1Deep Rootslv. 3Living Hedgelv. 3Drinking Rootslv. 3
Living TrunksDruid ClassDruidTypeActiveKindEarthMax level5SP45 → 65Cooldown30 sDuration17 → 29 s EffectWakes two trunks beside you that go after nearby monsters: each lash slows, interrupts whoever is casting and turns the monster toward the trunk.Damage: 35% of magic attack, +5% per level. Earth.Effect: Interrupted. The monster hit is also slowed by 40% for 1.5 s.Duration: 17 s, +3 s per level.Hits they withstand: 2 each.Casting it again, the new trunks replace the old. RequiresEntangling Rootslv. 1 Needed forSpirit Stampedelv. 3
Thorn StormDruid ClassDruidTypeActiveKindEarthMax level10SP32 → 68Cooldown6 s EffectRains wooden thorns in the circle, in 4 waves.Damage: 62% of magic attack per wave, +12% per level. Earth. RequiresSplinterlv. 5 Needed forSpirit Stampedelv. 3
Shifting InstinctDruid ClassDruidTypePassiveMax level5Class level51 EffectWhen you change form, or turn back to yourself, your first hit or spell within 4 s deals more damage.Damage: +40%, +10% per level. RequiresPanther Formlv. 1Bear Formlv. 1
Deep RootsDruid ClassDruidTypePassiveMax level5Class level51 EffectMonsters held by Entangling Roots take more damage from you and your whole party, as long as the roots hold them.Damage taken: +5% per level. RequiresEntangling Rootslv. 3
Seed of ReturnDruid ClassDruidTypeActiveKindSupportMax level5Class level51SP20Cooldown20 s EffectYou plant a seed at your feet. Within 8 s press the skill again to return there in a whirl of leaves, even in animal form.On return you heal 4% of your max HP per level.Cooldown: 20 s, -1 s per level. It starts when you return or when the seed withers. RequiresSaplv. 1 Needed forSecond Springlv. 3
Spirit StampedeDruid ClassDruidTypeActiveKindEarthMax level5Class level60SP90Cast1 sCooldown90 s EffectYou call a herd of spirits, stags, wolves and boars of green light, that runs ahead of you in three waves.Damage: 160% of magic attack per wave, +40% per level. Earth.Each wave hits each monster once and pushes it 1 tile. Bosses don't move.Companions the herd runs through move faster for 4 s.14 tiles long, 3 wide. RequiresLiving Trunkslv. 3Thorn Stormlv. 3
Living HedgeDruid ClassDruidTypeActiveKindDebuffMax level5SP30Cooldown16 s EffectGrows a hedge of brambles 4 tiles long, across where you aim. Monsters cannot pass it, players can.Whoever bumps into it is Slowed for 1 s.Duration: 3 s, +0.5 s per level.Bosses break it where they touch it. RequiresEntangling Rootslv. 3
Drinking RootsDruid ClassDruidTypePassiveMax level3 EffectWhile Entangling Roots holds monsters, every second you and party members within 3 tiles of them recover HP.Healing: 2% of a Heal of the same level for each monster held, +1% per level, up to 5 monsters. RequiresEntangling Rootslv. 3Green Handlv. 1