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 The Druid Ultimate Information.

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Sheriff
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Sheriff


Posts : 80
Join date : 2010-08-11
Age : 36
Location : FL

The Druid Ultimate Information. Empty
PostSubject: The Druid Ultimate Information.   The Druid Ultimate Information. EmptyWed Aug 11, 2010 11:58 am

Druid

The Druids who inhabit the northern forests of Scosglen developed their magic independently from the eastern mage clans. They served as the warrior-kings of their tribes, usually living apart from their people in massive stone towers that were covered with vines and ivy. As masters of the natural world, they were able to control living creatures and the very forces of nature.


Contents


* 1 Skills and Abilities
* 2 Elemental
* 3 Shape Shifting
* 4 Summoning
* 5 History
* 6 Traits and Abilities
* 7 References

Skills and Abilities
Druid Skills

* All Skills
o Elemental Skills
o Shape Shifting Skills
o Summoning Skills

Perhaps the most notable power of these Druids is their ability to change their form into that of an animal. Because of this ability, the tribes under their rule knew that they could be watched at any time. The sight of what was thought to be a common beast transforming into a vengeful Druid kept many a potential uprising in check.

The Druid controls both Elemental and Prime magic. His Elemental powers give him control over fire, earth and the winds. His Primal bond with nature allows him to command many beasts and plants, summoning hawks, wolves, vines, and even natural spirits to do his bidding. He can also change his own shape into creatures such as a huge cave bear, or a dire wolf, and then use these forms to call upon further powers.

As with the Assassin we see Sorceress elements here with his Elemental attacks but also some Necromancer-like tendencies in his ability to raise and command pets. He also has more combat skills than either the Necromancer or Sorceress, with his various shape-shifting abilities, which allow him to become much more powerful in combat for the duration of the transformation.

The Druid is not as passive a "stand around" sort of character, like the Necromancer. His minions aren't as powerful or numerous as the Necromancers, but he has a number of very powerful elemental attacks, better than the Necromancer's attack skills, and with the shape shifting he can get into the battle personally and do substantial damage.

He differs from the Necromancer in that he doesn't need corpses to raise his summonables but they consume them and on a rather large scale in fact. Carrion Vine for example, which eats corpses to give life back to the Druid, can go through a field of dead and clear what's left. Fabulously handy for the Druid but if he's playing with a Necromancer he won't be none too happy and it'll be handbags at dawn.


Attribute Starts Per additional point Each Level Up
Strength 15 - -
Dexterity 20 - -
Vitality 25 + 2 to Life, + 1 to Stamina -
Energy 20 + 2 to Mana -
Stamina 84 - +1
Life 55 - +1.5
Mana 20 - +2


As Diablo II and LoD rounds down figures displayed you will see a discrepancy at times. With the example above with life increasing by .75 with each level up, even though you won't see a figure change to x.5 and x.25 the Druid will be benefiting from the fraction of life increase and LoD will round the figured down for display purposes only.

You can see he picks up a decent amount of mana per point in energy, but he needs to feed all of the attributes, more so than any of the other characters. A Druid could play all magical, using only the Summoning and Elemental trees, and he'd be much like a Necromancer with more powerful skills {but less powerful minions} that way. He would need more mana to play this style.

Or he could go a more active route, and put points into the Shape-shifting tree, as well as some in Summoning, and after Summoning some of them up, join his minions in battle. To succeed at this technique he would need more points in strength to wear better armour for protection in battle, and would also need more hit points and dexterity, to be able to hit the enemy successfully.

A Druid who used skills from all three trees would have problems doing them all well, needing points in all attributes to wear armour, do damage, hit successfully, and still have enough mana to use some Elemental skills and keep summoning creatures and transforming. He seems to have a lot of options in play style, but also seems that he would need to be handled well, to keep from being spread too thin.


Elemental

The Druid's Elemental Skills are mostly spells, much like the Sorceress', in some cases. They are generally less powerful, and he has less mana {and has nothing like Warmth to get it back more quickly} so he has to be more sparring with his spell-casting, much like a Necromancer. There are two distinct types of elemental damage Fire on the left side and the newly introduced Wind on the right. Even though this tree is called 'Elemental' the wind skills actually inflict physical damage.

One of the two level 30 skills requires a point in every single skill on the tree, Armageddon. It is the only skill across all seven characters that has that requirement.

He can not let rip with a rapid fire onslaught of elemental damage as there is a short delay between casting for some of them, where the skill button reddens and it is unusable. This is because some skills are so graphically elaborate that having multiple instances of them on the screen simultaneously can seriously slow the game down, so this delay was introduced for skills falling under that banner. To compensate for the slight delay {only a few seconds at most} their damage was increased so it balances out.
Shape Shifting

Introducing a entirely new skill type in Diablo II, and only the Druid has the ability. He has two types of creatures to shift into, and in each form there are related skills that can only be used when in that form. These boost his attacking abilities while in the animal form, are appropriate to the type of animal.

The properties of the equipped items at the time of shifting are transferred to his new form. So if he had a cold-enhanced bow for example and shifted into a grizzly form the damage and cold damage would be transferred to his attack with his paws.

Elemental skills can not be used while shifted into either form but they can be used immediately prior to shape shifting. So you could activate a Fissure and Tornado then quickly shift into another form. But you are able to use Summon skills to boost AR and Hit Points for example, however if you have transformed yourself into a wolf you can only summon wolves and the same with shifting to a Bear.

If when shifted you wish to change into another form or back to human form before the duration of the skill is up you simply recast the skill.

Another cool aspect of the shape-shifting is that it won't wear off when you enter town. You'll be able to come and go from town in animal form, if you wish.


Summoning

This is where the Druid most resembles the Necromancer, though his minions are rather different than skeletons, golems, or revived monsters. The Druid's pets are less monster-like, as they are wild animals, called forth from nature, rather than dredged up from a monster corpse.

In order to distinguish the Druid's summoning capabilities from the Necromancer's abilities they execute, to a large degree, in a different fashion. None of the Druid's, for example, require a corpse; they are all called forth at the cost of mana only.

One important fact to note looking over the Druid's summoning skills is that only one of each type can be present at one time, one vine, one spirit and one summoned animal (except ravens, they can always been present regardless of what else the Druid has summoned).

And the biggest difference is that the Druid has massive attack skills, but also he can Shape Shift and join his pets in the fray if he wishes. He also has an Unsummon skill identical to the Necromancer's, with which he can dispel any of his pets instantly, if they are blocking his way or going where he doesn't want them to yet go.

To encourage Druid to not abandon the lower level summoning skills passive bonuses are afforded with more points as well as the usual property increments. So for example having one point in Summon Dire Wolf will give a passive bonus to both summoned wolves and bears of +50% health. And a single point in Summon Grizzly will increase the damage dealt by both wolf and bear by 25%.


History

More background and lore is available in the main Diablo wiki article: Druid.


The Druids are a race of nomadic warrior-poet-kings. Driven from their homelands long ago by their Barbarian brothers, the Druid tribes live primarily in the northern forests. Using mystic secrets passed down through the generations, they summon the elements of fire and wind to do their bidding, and command the creatures of the forest to aid them in battle. Shifting from their human forms into that of wild beasts, gives them abilities far beyond those of other mortals.

In the ancient tome of the Druids, the Scéal Fada ("Long Story"), it is written that Bul-Kathos, the great and ancient king of the Barbarian tribes, had a mysterious but trusted confidant, who was only referred to as Fiacla-Géar ("Sharp-Tooth"). This man is sometimes described as Bul-Kathos's close friend, and at other times, he is referred to as his brother. Whatever the source of their relationship, their bond was strong, and together they shared the secrets of the ancients: of the mysteries below the peaks of Mt. Arreat, of the venerated task put to their people to protect those mysteries, and of the prophecies regarding the dark times ahead. They both agreed that, in order to fulfill their sacred trust, their people must devote themselves to nothing save that charge. However, they disagreed on exactly how the people could best do this. Bul-Kathos believed that only by bringing the tribes together and training them in strict martial discipline could the tribes faithfully concentrate on their goal for generations to come.

Fiacla-Géar, on the other hand, believed that only through obtaining a spiritual oneness with the land they had sworn to protect could the people truly appreciate the importance of their role. Both agreed the other's philosophy had merit, and so around the time Bul-Kathos united the tribes, Fiacla-Géar gathered together a small group consisting of the tribes' greatest warrior-poets and shamans and mysteriously retreated into the forests surrounding the area known as Scosglen. There he and his people created the first of the Druid Colleges, huge mortar-less stone towers, covered in vines and safely hidden beneath the leafy canopies of the dense forests. They have dwelt there ever since, forging a new way of life for themselves. They created a new culture and language, cutting themselves off from their Barbarian cousins and their ways, vowing not to return to the Steppes of Mt. Arreat until the time of the Uileloscadh Mór, ("Great Holocaust") between the men of the world and the demons of the Burning Hells.

Here, in preparation for the impending conflict, he taught his people the Caoi Dúlra ("Way of Nature"), a harmony with the natural elements of the world, its plants and animals, as the heart of its most intrinsic beliefs, for they are the personification of the very world that the Druids have sworn to protect. Not only was Caoi Dúlra the basis for their system of values, but through its study and practice, the Druids learned to bond with the natural entities of Sanctuary. This bonding was so absolute that eventually they discovered how to talk to the plants and animals, and these beings taught them all the secrets of the natural world. They taught them methods to call animals from far away, how to summon sentient plants from the earth, ways to change their own forms to share the strengths of their animal cousins, even, to a limited extent, techniques to control the weather.

At the Túr Dúlra ("Tower of Nature"), the greatest of the Druid Colleges, stands a great tree Glór-an-Fháidha ("Glory of the Oak"). This tree is the most revered source of the Druids guidance and teachings. Under its branches, for centuries, the Druids of Scosglen have been honing not only their powerful arsenal of natural magic, but also the martial skills they have retained from their Barbarian forefathers. They have done this because they believe themselves to be the world's last line of defense when the time of the great conflict comes, a time they believe is at hand. Lashing out in fury at the recent insurgence of denizens of the Burning Hells, and at the Leathdhiabhala ("Half-Demons"), demonic corruptions of the very creatures they have vowed to defend, the Druids have, at last, emerged from their forests, marching toward their final stand against the minions of Chaos.

Traits and Abilities

The Druids shun the use of traditional magic, which they call "Dubhdroiacht" or "Black-Magic". They instead practice a form of magic based in their close bond to nature. Through this intimate kinship with the world of Sanctuary, a Druid has the power to command fire, earth, and the winds. He is a friend to the animals of the wilds and can call upon them to aid in his struggle. He can also use his heightened rapport with the animals to change the shape of his own body, drawing on the strengths and abilities of his woodland companions to better serve their cause.


Druid Elemental Skills

Years of study and a life lived in harmony with nature have provided the Druids a unique empathy with the world around them. These skills represent the Druids' ability to influence the forces of nature. Expertise in these skills allows them to strike at enemies from a distance, assault whole groups of enemies at once, and even protect themselves from the elemental attacks of others.


These skills were terribly underpowered when D2X was released, and remained that way for some time. The character was fun through normal, and could do some work in a solo game in nightmare, but these skills did not pack enough punch to be of any use in Hell. Several patches later, Elemental Druids can be played quite effectively, thanks to the extensive synergies woven throughout this skill tree.

Out of this entire skill tree, only Armageddon can be cast while in Werewolf or Werebear form.



Contents


* 1 Firestorm
* 2 Molten Boulder
* 3 Arctic Blast
* 4 Fissure
* 5 Cyclone Armor
* 6 Twister
* 7 Volcano
* 8 Hurricane
* 9 Armageddon

Firestorm
Casting Delay: 0.6 Seconds

Required Level: 1
Prerequisites: None
Synergies: Firestorm is boosted by:

* Molten Boulder: +23% Fire Damage Per Level
* Fissure: +23% Fire Damage Per Level

Details: Wielding this ability, the Druid projects waves of molten earth that spread outward and burn a wide swath of destruction through his foes.

This is the same ground fire attack that Diablo uses (and you see the graphic as part of Mephisto's death animation as well) and it's fun to use for the Druid, but doesn't do nearly enough damage to be effective long term. This skill is tremendously damaging when Diablo casts it on Hell, since he gets many more fire streams then he has on Normal. If you are in close, you'll get hit by dozens of the streams, all of them doing moderate damage, and adding up to be enormous damage all at once. The Druid doesn't get additional streams like that, so even at very high levels this is no better than a very weak, short duration, moving Fire Wall.
Mana Cost: 4
Skill Level Progression [e]
Slvl Fire DPS

Slvl Fire DPS

Slvl Fire DPS

Slvl Fire DPS

1 3-7 6 21-24 11 42-45 16 65-69
2 7-10 7 24-28 12 46-50 17 71-76
3 10-14 8 28-31 13 51-55 18 77-83
4 14-17 9 32-36 14 56-59 19 83-90
5 17-21 10 37-41 15 60-64 20 89-97





Molten Boulder
Casting Delay: 2 Seconds

Required Level: 6
Prerequisites: Firestorm
Synergies: Molten Boulder is boosted by:

* Volcano: +10% Damage Per Level
* Firestorm: +8% Fire Damage Per Level

Effect: A fun skill to use, this one sends forth a rolling boulder of molten stone. You'll need to supply your own bowling pin sound effect. A burning patch of fire is left when the Molten Boulder explodes, dealing fire damage to a small area for some time.
Skill Level Progression [e]
Slvl Mana

Dmg.

Fire Dmg.

Fire DPS

Slvl Mana

Dmg.

Fire Dmg.

Fire DPS

Slvl Mana

Dmg.

Fire Dmg.

Fire DPS

Slvl Mana

Dmg.

Fire Dmg.

Fire DPS

1 10 6-12 6-12 11-16 6 12 22-32 23-34 52-57 11 15 48-63 51-68 100-105 16 17 83-103 89-111 153-158
2 10.5 6-12 6-12 19-24 7 13 26-37 28-39 60-65 12 15 55-71 59-76 111-116 17 18 90-111 97-119 166-171
3 11 10-17 10-18 28-32 8 13 30-42 32-45 69-73 13 16 62-79 66-85 121-126 18 18 100-122 108-131 179-183
4 11.5 14-22 15-23 36-41 9 14 34-47 36-50 79-84 14 16 69-87 74-93 132-137 19 19 110-133 118-143 192-196
5 12 18-27 19-29 44-49 10 14 41-55 44-59 90-94 15 17 76-95 82-102 142-147 20 19 120-144 129-155 205-209





Arctic Blast
Required Level: 6

Prerequisites: None
Synergies: Arctic Blast is boosted by:

* Hurricane: +15% Cold Damage Per Level
* Cyclone Armor: +15% Cold Damage Per Level

Details: This spell functions like a freezing Inferno, a sort of icy flamethrower that chills and damages anything it strikes.

The Druid can cast this for as long as he likes, pivoting and aiming it after the cursor, just as the Sorceress can with the Inferno skill. The chill time is quite long, so flashing targets with this will keep them slowed for a good duration. (Note, actual damage is 1/3 listed damage.)
Skill Level Progression [e]
Slvl Mana Cost

Cold DPS

Duration seconds

Range yards

Slvl Mana Cost

Cold DPS

Duration seconds

Range yards

Slvl Mana Cost

Cold DPS

Duration seconds

Range yards

Slvl Mana Cost

Cold DPS

Duration seconds

Range yards

1 4 8-15 4 5.3 6 8 39-46 7 7.3 11 12 73-81 10 8.6 16 16 108-118 13 10.6
2 5 14-21 4.6 6 7 9 45-53 7.6 7.3 12 13 80-89 10.6 9.3 17 17 116-126 13.6 10.6
3 6 20-28 5.2 6 8 10 51-59 8.2 8 13 14 87-96 11.2 9.3 18 17 123-135 14.2 11.3
4 7 26-34 5.8 6.6 9 10 58-66 8.8 8 14 14 94-103 11.8 10 19 18 131-143 14.8 11.3
5 7 33-40 6.4 6.6 10 11 66-74 9.4 8.6 15 15 101-111 12.4 10 20 19 139-151 15.4 12





Fissure
Casting Delay: 2 Seconds

Required Level: 12
Prerequisites: Firestorm, Molten Boulder
Synergies: Fissure is boosted by:

* Firestorm: +12% Fire Damage Per Level
* Volcano: +12% Fire Damage Per Level

Details: A sort of area firewall, this spell creates rends in the earth, allowing molten stone to seep to the surface and burning anything in the vicinity.


Mana Cost: 15
Duration: 3.2 Seconds
Skill Level Progression [e]
Slvl Fire Damage

Slvl Fire Damage

Slvl Fire Damage

Slvl Fire Damage

1 15-25 6 45-55 11 93-103 16 153-163
2 21-31 7 51-61 12 105-115 17 165-175
3 27-37 8 57-67 13 117-127 18 177-187
4 33-43 9 69-79 14 129-139 19 189-199
5 39-49 10 81-91 15 141-151 20 201-211





Cyclone Armor
Required Level: 12

Prerequisites: Arctic Blast
Synergies: Cyclone Armor is boosted by points in the following skills:

* Twister: +7% Damage Per Level
* Tornado: +7% Damage Per Level
* Hurricane: +7% Damage Per Level

Details: This shielding spell is essentially an elemental version of the Necromancer's Bone Shield. It absorbs a set amount of elemental damage, but has no effect against physical attacks. The amount of damage absorbed isn't really big enough to bother with for most bear/wolf Druids though, especially with the enormous amounts of hit points those characters get.
Skill Level Progression [e]
Slvl Mana Cost

Damage Absorbed

Slvl Mana Cost

Damage Absorbed

Slvl Mana Cost

Damage Absorbed

Slvl Mana Cost

Damage Absorbed

1 5 40 6 10 100 11 15 160 16 20 220
2 6 52 7 11 112 12 16 172 17 21 232
3 7 64 8 12 124 13 17 184 18 22 244
4 8 76 9 13 136 14 18 196 19 23 256
5 9 88 10 14 148 15 19 208 20 24 268





Twister
Damage Type: Physical

Required Level: 18
Prerequisites: Arctic Blast, Cyclone Armor
Synergies: Twister is boosted by points in the following skills:

* Tornado: +10% Damage Per Level
* Hurricane: +10% Damage Per Level

Details: Each cast of Twister sets up a small tornado that stuns and deals physical damage to any enemies in the area. Twisters move semi-randomly once they are cast, and are best used in large quantities, killing enemies while your minions occupy them.

In addition to the damage this skill deals, it can knock back monsters, providing a sort of defense to the Druid, and giving him time to cast more of them before the monsters reach him.

The damage from Twister and Tornado is physical, just as if the Druid walked up and punched them. This is helpful on monsters that have an elemental immunity, but makes them worthless in Hell, where every monster has at least 50% physical resistance.
Mana Cost: 7
Stun Length: 0.4 Seconds
Skill Level Progression [e]
Slvl Damage

Slvl Damage

Slvl Damage

Slvl Damage

1 6-8 6 16-18 11 30-32 16 48-50
2 8-10 7 18-20 12 34-36 17 52-54
3 10-12 8 20-22 13 37-39 18 57-59
4 12-14 9 23-25 14 41-43 19 61-63
5 14-16 10 27-29 15 44-46 20 66-68





Volcano
Casting Delay: 4 Seconds

Required Level: 24
Prerequisites: Firestorm, Molten Boulder, Fissure
Synergies: Volcano is boosted by the following synergies:

* Molten Boulder: +12% Damage Per Level
* Fissure: +12% Fire Damage Per Level
* Armageddon: +12% Fire Damage Per Level

Details: A more powerful version of Fissure, the Volcano erupts from one point and deals substantial fire damage to everything in the vicinity.

Targets in the radius of effect from the Volcano take fire damage per second, but if they get hit or not is largely random. One monster can die immediately while another could last the entire Volcano with only minor damage. Where the little fireballs land has nothing to do with which monsters take damage; the graphical effects are just eye candy.
Mana Cost: 25
Skill Level Progression [e]
Slvl Damage

Fire Damage

Slvl Damage

Fire Damage

Slvl Damage

Fire Damage

Slvl Damage

Fire Damage

1 8-10 8-11 6 17-20 20-22 11 33-35 38-40 16 56-58 60-62
2 8-11 11-13 7 20-22 22-24 12 38-40 42-44 17 60-62 67-69
3 11-13 13-15 8 22-24 24-26 13 42-44 47-49 18 67-69 73-76
4 13-15 15-17 9 24-26 29-31 14 47-49 51-53 19 73-76 80-82
5 15-17 17-20 10 29-31 33-35 15 51-53 56-58 20 80-82 87-89





Damage Type: Physical

Required Level: 24
Prerequisites: Arctic Blast, Cyclone Armor, Twister.
Synergies: Tornado is boosted by points added to the following skills:

* Cyclone Armor: +9% Damage Per Level
* Twister: +9% Damage Per Level
* Hurricane: +9% Damage Per Level

Details: An upgraded version of Twister, a Tornado is much larger and more powerful, but lacks the stunning effect of the smaller Twisters. Tornados can be paired with Twisters to add damage while retaining the handy stunning bonus.

The Tornado will pass through multiple targets and continue, but it has no knock back or stun, unlike Twister. Also like Twister, there is no casting delay.

The damage from Twister and Tornado is physical, just as if the Druid walked up and punched them. This is helpful on monsters that have an elemental immunity, but makes them worthless in Hell, where every monster has at least 50% physical resistance.
Mana Cost: 10
Skill Level Progression [e]
Slvl Damage

Slvl Damage

Slvl Damage

Slvl Damage

1 25-35 6 67-79 11 128-142 16 211-231
2 29-41 7 76-88 12 145-160 17 227-248
3 38-50 8 86-97 13 161-178 18 251-273
4 48-60 9 95-107 14 178-195 19 274-298
5 57-69 10 112-125 15 194-213 20 298-323





Hurricane
Casting Delay 6 Seconds

Required Level: 30
Prerequisites: Arctic Blast, Cyclone Armor, Twister, Tornado.
Synergies: Hurricane receives bonuses from skill points in the following skills:

* Cyclone Armor: +2 Second Per Level
* Twister: +9% Damage Per Level
* Tornado: +9% Damage Per Level

Details: A howling storm is created around the Druid, dealing damage to anything nearby. Cast this and run near the monsters, putting them in the swirling band of damage.

This skill is devastating in small Normal difficulty games, but becomes more or less worthless in bigger games, other than as a sort of low-radius, damage-dealing, Frost Nova. Each Hurricane lasts for 10 seconds, with a six second casting delay. You can have two of them going at once for the last few seconds each time, or can cast a Volcano or other skill then, though you'll have to wait on the casting delay for it to run out before you can cast another Hurricane.

The outer edge of the Hurricane is about 5.3 yards from the Druid, and the inner edge is about 4 yards. You must keep monsters in the ring of wind to deal them damage; too close or too far does no good. This works best with minions to tank, once they engage the monsters you can run up behind them so the Hurricane is spinning right on top of the monsters, chilling and damaging them. Cast Tornados at the same time, for maximum damage.
Mana Cost: 30
Radius: 6 Yards
Duration: 10 Seconds
Skill Level Progression [e]
Slvl Cold Damage

Slvl Cold Damage

Slvl Cold Damage

Slvl Cold Damage

1 25-50 6 60-85 11 104-129 16 154-179
2 32-57 7 67-92 12 114-139 17 166-191
3 39-64 8 74-99 13 124-149 18 178-203
4 46-71 9 84-109 14 134-159 19 213-223
5 53-78 10 94-119 15 144-169 20 233-243





Armageddon
Casting Delay: 6 Seconds

Required Level: 30
Prerequisites: Firestorm, Molten Boulder, Arctic Blast, Fissure, Cyclone Armor, Twister, Tornado, Volcano, Hurricane
Synergies: Armageddon is boosted by points in the following skills:

* Fissure: +2 Second Per Level
* Firestorm: +14% Fire Damage Per Level
* Molten Boulder: +14% Fire Damage Per Level
* Volcano: +14% Fire Damage Per Level

Details:: A bit like Volcano crossed with Hurricane, Armageddon is focused on the Druid and follows him around the screen, raining down fiery damage.

The radius of 5.3 yards refers to how far out the damage goes. The Druid is always the center of the radius, so from him out to 5.3 yards there are meteors crashing down erratically. This skill is hard to use since you can't really aim it. You want to cast it and move around the target (so you don't get hit), but while keeping any targets within the relatively limited radius of effect.

As hard as this is to hit things with accurately, and with it requiring more pre-reqs than any other skill in the game, the actual effectiveness of it is surprisingly low.

* This is the only elemental skill that can be cast while in either of the Druid's fur forms.


Mana Cost: 35
Duration: 10 Seconds
Radius: 5.3 Yards
Skill Level Progression [e]
Slvl Fire Damage

Slvl Fire Damage

Slvl Fire Damage

Slvl Fire Damage

1 25-75 6 100-155 11 190-253 16 290-363
2 40-91 7 115-171 12 210-275 17 315-390
3 55-107 8 130-187 13 230-297 18 340-417
4 70-123 9 150-209 14 250-319 19 365-444
5 85-139 10 170-231 15 270-341 20 390-471



Druid Shape Shifting Skills


Shapeshifting allows the Druids to manipulate their own flesh and form, taking on characteristics and capabilities of the beasts they have sworn to protect. Druidic warriors follow two paths: the path of the bear, and the path of the wolf. Some Shape-shifting skills are available only to a single animal form, while others are common to both wolf and bear forms.

There is only one graphic for Werewolf or Werebear form. Weapons and armor do not show up, but your equipment is as important as it is for every other character. Weapons do just what they would in human form, but are given substantial bonuses by the wolf or bear modifiers. Listen to the sound of your weapon and pay attention to when you hit your weapon switch; it's possible to change to the wrong weapon and not realize it since there's no visual indication of the change.

Druids in fur form can not fire or throw ranged weapons. Bows and other such items can be used, but they will deal their normal damage with melee hits. A big damage bow can be quite an effective melee weapon, though.

Druids lose the ability to cast almost all of their elemental skills while in fur form.



Contents

* 1 Werewolf
* 2 Lycanthropy
* 3 Werebear
* 4 Maul
* 5 Feral Rage
* 6 Fire Claws
* 7 Rabies
* 8 Shock Wave
* 9 Hunger
* 10 Fury

Werewolf

Casting Delay: 1 Second
Required Level: 1
Prerequisites: None
Details: Transforms the Druid into a Werewolf. Adds substantial attack speed, attack rating, life, and stamina.
Mana Cost: 15
Duration: 40 Seconds
Life: +25%
Stamina: +25%
Skill Level Progression [e]
Slvl Attack Speed +X%

AR +X%

Slvl Attack Speed +X%

AR +X%

Slvl Attack Speed +X%

AR +X%

Slvl Attack Speed +X%

AR +X%

1 20% 50% 6 48% 125% 11 59% 200% 16 66% 275%
2 28% 65% 7 51% 140% 12 61% 215% 17 66% 290%
3 35% 80% 8 53% 155% 13 62% 230% 18 67% 305%
4 40% 95% 9 56% 170% 14 63% 245% 19 68% 320%
5 45% 110% 10 57% 185% 15 64% 260% 20 68% 335%





Lycanthropy

Required Level: 1
Prerequisites: Werewolf
Details: This skill adds a passive bonus that allows the Druid to remain in fur form much longer. There is also a substantial hit point boost.
Skill Level Progression [e]
Slvl Max. Life +X%

Duration (seconds)

Slvl Max. Life +X%

Duration (seconds)

Slvl Max. Life +X%

Duration (seconds)

Slvl Max. Life +X%

Duration (seconds)

1 20% 40 6 45% 140 11 70% 240 16 95% 340
2 25% 60 7 50% 160 12 75% 260 17 100% 360
3 30% 80 8 55% 180 13 80% 280 18 105% 380
4 35% 100 9 60% 200 14 85% 300 19 110% 400
5 40% 120 10 65% 220 15 90% 320 20 115% 420





Werebear

Casting Delay]: 1 Second
Required Level: 6
Prerequisites: None
Details: This skill enables the Druid to transform into a Werebear. It includes substantial bonuses to his defense, damage, and life.
Mana Cost: 15
Duration: 40 Seconds
Life: +50%
Skill Level Progression [e]
Slvl Damage +X%

Defense +X%

Slvl Damage +X%

Defense +X%

Slvl Damage +X%

Defense +X%

Slvl Damage +X%

Defense +X%

1 50% 25% 6 85% 50% 11 120% 75% 16 155% 100%
2 57% 30% 7 92% 55% 12 127% 80% 17 162% 105%
3 64% 35% 8 99% 60% 13 134% 85% 18 169% 110%
4 71% 40% 9 106% 65% 14 141% 90% 19 176% 115%
5 78% 45% 10 113% 70% 15 148% 95% 20 183% 120%





Maul

Required Level: 12
Prerequisites: Werebear
Details: This skill adds a damage bonus that increases with consecutive hits of the skill. An orbiting, glowing orb grows in size to indicate the degree to which this skill is charged up.

* Only usable when in Werebear form.
* Attack Bonus: 3%, +3% Per Level

Mana Cost: 3
Duration: 20 Seconds
Skill Level Progression [e]
Slvl Damage +X%

AR +X%

Stun Duration (seconds)

Slvl Damage +X%

AR +X%

Stun Duration (seconds)

Slvl Damage +X%

AR +X%

Stun Duration (seconds)

Slvl Damage +X%

AR +X%

Stun Duration (seconds)

1 20-60% 20% 0.9 6 20-120% 70% 2.3 11 20-160% 120% 2.9 16 20-220% 170% 3.2
2 20-80% 30% 1.3 7 20-120% 80% 2.5 12 20-180% 130% 3 17 20-220% 180% 3.2
3 20-80% 40% 1.6 8 20-140% 90% 2.6 13 20-180% 140% 3 18 20-240% 190% 3.3
4 20-100% 50% 1.9 9 20-140% 100% 2.7 14 20-200% 150% 3.1 19 20-240% 200% 3.3
5 20-100% 60% 2.2 10 20-160% 110% 2.8 15 20-200% 160% 3.2 20 20-260% 210% 3.4





Feral Rage

Required Level: 12
Prerequisites: Werewolf
Details: This skill enables life steal, and adds substantial bonuses to damage, attack rating, and movement speed, while active. The skill can be powered up for three levels; an orbiting, glowing red orb grows in size to indicate the degree to which this skill is charged up. The usual technique is to charge this up, and then switch to Fury for the faster hits and greater damage that skill allows.

* The movement and life steal bonuses
* Druid must be in Werewolf form to use this skill.
* Effect lasts for 20 seconds after last hit. (Charge it up with the last hit on a pack, so it will still be in effect when you reach the next one.)

Mana Cost: 3
Duration: 20 Seconds
Skill Level Progression [e]
Slvl Dmg. +X%

AR +X%

Life Steal +X%

Walk Run Speed +X%

Slvl Dmg. +X%

AR +X%

Life Steal +X%

Walk Run Speed +X%

Slvl Dmg. +X%

AR +X%

Life Steal +X%

Walk Run Speed +X%

Slvl Dmg. +X%

AR +X%

Life Steal +X%

Walk Run Speed +X%

1 50% 20% 4-12% 19-31% 6 75% 70% 4-32% 19-43% 11 100% 120% 4-52% 19-47% 16 125% 170% 4-72% 19-52%
2 55% 30% 4-16% 19-36% 7 80% 80% 4-36% 19-43% 12 105% 130% 4-56% 19-49% 17 130% 180% 4-76% 19-52%
3 60% 40% 4-20% 19-36% 8 85% 90% 4-40% 19-45% 13 110% 140% 4-60% 19-49% 18 135% 190% 4-80% 19-53%
4 65% 50% 4-24% 19-40% 9 90% 100% 4-44% 19-45% 14 115% 150% 4-64% 19-50% 19 140% 200% 4-84% 19-53%
5 70% 60% 4-28% 19-40% 10 95% 110% 4-48% 19-47% 15 120% 160% 4-68% 19-50% 20 145% 210% 4-88% 19-55%





Fire Claws

Required Level: 18
Prerequisites: Werewolf, Werebear, Feral Rage, Maul
Synergies: Fire Claws receives substantial damage bonuses from a number of Elemental skills.

* Firestorm: +22% Fire Damage Per Level
* Molten Boulder: +22% Fire Damage Per Level
* Fissure: +22% Fire Damage Per Level
* Volcano: +22% Fire Damage Per Level

Details:: This skill adds fire damage and attack rating.

* Druid must be in either fur form to use this skill.

Mana Cost: 4
Skill Level Progression [e]
Slvl Fire Damage

AR +X%

Slvl Fire Damage

AR +X%

Slvl Fire Damage

AR +X%

Slvl Fire Damage

AR +X%

1 15-20 50% 6 55-60 125% 11 107-112 200% 16 167-172 275%
2 23-28 65% 7 63-68 140% 12 119-124 215% 17 187-194 290%
3 31-36 80% 8 71-76 155% 13 131-136 230% 18 207-216 305%
4 39-44 95% 9 83-88 170% 14 143-148 245% 19 227-238 320%
5 47-52 110% 10 95-100 185% 15 155-160 260% 20 247-260 335%





Rabies

Required Level: 18
Prerequisites: Werewolf, Feral Rage
Synergies: Poison Creeper grants +18% Poison Damage Per Level. Details: A poison damage skill that is highly contagious. One infected monster will spread the poison to all the monsters in a group.

* Rabies is inflicted with a bite; this skill is worth using once in a while just to see the animation.
* Rabies is very useful for PVP, since antidote potions will not cure it.

Mana Cost: 10
Skill Level Progression [e]
Slvl Poison Damage

Duration (seconds)

AR +X%

Slvl Poison Damage

Duration (seconds)

AR +X%

Slvl Poison Damage

Duration (seconds)

AR +X%

Slvl Poison Damage

Duration (seconds)

AR +X%

1 18-43 4 50% 6 121-159 6 85% 11 306-356 8 120% 16 578-640 10 155%
2 34-61 4.4 57% 7 150-190 6.4 92% 12 354-406 8.4 127% 17 658-723 10.4 162%
3 52-82 4.8 64% 8 180-223 6.8 99% 13 405-460 8.8 134% 18 742-810 10.8 169%
4 73-105 5.2 71% 9 219-264 7.2 106% 14 460-517 9.2 141% 19 831-901 11.2 176%
5 96-131 5.6 78% 10 261-308 7.6 113% 15 517-577 9.6 148% 20 924-996 11.6 183%





Shock Wave

Required Level: 24
Prerequisites: Werebear, Maul
Details: This skill splashes a sort of energy wave, dealing minor damage and major stun to anything it strikes.

* Only usable while in Werebear form.
* Shock Wave can stun multiple targets with a single use.
* Like other stun skills, bosses can resist it, but it will affect them if used repeatedly. Act Bosses can not be stunned.

Mana Cost: 7
Skill Level Progression [e]
Slvl Damage +X

Stun Duration (seconds)

Slvl Damage +X

Stun Duration (seconds)

Slvl Damage +X

Stun Duration (seconds)

Slvl Damage +X

Stun Duration (seconds)

1 10-20 1.6 6 25-35 4.6 11 46-56 7.6 16 71-81 10.6
2 13-23 2.2 7 28-38 5.2 12 51-61 8.2 17 78-88 11.2
3 16-26 2.8 8 31-41 5.8 13 56-66 8.8 18 85-95 11.8
4 19-29 3.4 9 36-46 6.4 14 61-71 9.4 19 92-102 12.4
5 22-32 4 10 41-51 7 15 66-76 10 20 99-109 13





Hunger

Required Level: 24
Prerequisites: Werewolf, Werebear, Feral Rage, Maul, Fire Claws.
Details:: This skill steals life and mana, and also includes an attack rating bonus, but comes with a substantial damage penalty.

* Most Druids find life and mana steal from equipment more than sufficient, and do not bother with this slow, low damage attack.

Mana Cost: 3
Damage: -75%
Skill Level Progression [e]
Slvl AR +X%

Life Steal +X%

Mana Steal +X%

Slvl AR +X%

Life Steal +X%

Mana Steal +X%

Slvl AR +X%

Life Steal +X%

Mana Steal +X%

Slvl AR +X%

Life Steal +X%

Mana Steal +X%

1 50% 72% 72% 6 100% 132% 132% 11 150% 156% 156% 16 200% 170% 170%
2 60% 90% 90% 7 110% 138% 138% 12 160% 159% 159% 17 210% 171% 171%
3 70% 104% 104% 8 120% 143% 143% 13 170% 162% 162% 18 220% 173% 173%
4 80% 116% 116% 9 130% 149% 149% 14 180% 165% 165% 19 230% 174% 174%
5 90% 125% 125% 10 140% 152% 152% 15 190% 167% 167% 20 240% 176% 176%





Fury

Required Level: 30
Prerequisites: Werewolf, Feral Rage, Rabies.
Details:: The werewolf's most popular skill; this one works just like the Paladin's Zeal, allowing the Werewolf to strike up to five times in rapid succession.

* All hits will strike a single foe. If there are multiple enemies in range, the hits will alternate between them.

Mana Cost: 4
Skill Level Progression [e]
Slvl AR +X%

Damage +X%

# of Hits

Slvl AR +X%

Damage +X%

# of Hits

Slvl AR +X%

Damage +X%

# of Hits

Slvl AR +X%

Damage +X%

# of Hits

1 50% 100% 2 6 85% 185% 5 11 120% 270% 5 16 155% 355% 5
2 57% 117% 3 7 92% 202% 5 12 127% 287% 5 17 162% 372% 5
3 64% 134% 4 8 99% 219% 5 13 134% 304% 5 18 169% 389% 5
4 71% 151% 5 9 106% 236% 5 14 141% 321% 5 19 176% 406% 5
5 78% 168% 5 10 113% 253% 5 15 148% 338% 5 20 183% 423% 5



Druid Summoning Skills


The Druid's summoning skills allow him to call up wild animals to fight for his cause. He also has two aura-like enhancements, and several interesting living vine skills in this tree.

Long ago, the Druids confided in prayer their sacred charge to the supreme spirits of Nature. The spirits were moved by their plight and answered the Druids' call for help. Over the many years since then, the spirits have contributed in many ways to the Druids' cause, even offering up soldiers to serve in their campaign. A Druid educated in the language of the Natural spirits can appeal to them, and they will provide him with valuable companions. These companions fall into three groups: spirit animals, sentient vines, and minor spirits of Nature.

Spirits
Only one Spirit spell may be active at a time. If you summon another Spirit the previous Spirit will disappear. Spirits have hit points and can be destroyed. Spirits are similar to Paladin Auras. Both of the Spirit Auras can be active on party members at the same time, but the same one will not stack, so Druids should decide in advance who will cast which.

Spirits are immune to Physical Damage and Poison on Nightmare. In Hell Difficulty, they're immune to Poison.

Summoned Minions
Druids may summon Ravens, Spirit Wolves, Dire Wolves, and Grizzly Bears. Ravens are optional, but only one type of the wolf or bear minions can be present at a time. For example, casting a Grizzly Bear will dispel previously cast wolves, and vice versa. In earlier versions of D2X, there was no reason to put more than one point into a wolf or bear summoning skill if you didn't intend to use that one constantly. Now, with synergies, multiple points in all three skills can be valuable.

Vines
Vines follow you around much like any other Minion. They can be attacked and can die. You can only have one Vine at a time. If you want your Vines to survive longer, spend more skill points to build up their maximum life.



Contents


* 1 Raven
* 2 Poison Creeper
* 3 Oak Sage
* 4 Summon Spirit Wolf
* 5 Carrion Vine
* 6 Heart of Wolverine
* 7 Summon Dire Wolf
* 8 Solar Creeper
* 9 Spirit of Barbs
* 10 Summon Grizzly

Raven

Required Level: 1
Prerequisites: None
Details: Ravens swarm in a cloud and look nifty, but their damage is negligible and their AI is lacking. This skill is useful only as a prerequisite or a novelty.

* Ravens can peck out their eyes of their targets, creating an effect similar to the Necromancer's Dim Vision curse.

Mana Cost: 5
Skill Level Progression [e]
Slvl # of Ravens

# of Hits

Damage +X

Slvl # of Ravens

# of Hits

Damage +X

Slvl # of Ravens

# of Hits

Damage +X

Slvl # of Ravens

# of Hits

Damage +X

1 1 12 2-4 6 5 17 7-9 11 5 22 12-14 16 5 27 17-19
2 2 13 3-5 7 5 18 8-10 12 5 23 13-15 17 5 28 18-20
3 3 14 4-6 8 5 19 9-11 13 5 24 14-16 18 5 29 19-21
4 4 15 5-7 9 5 20 10-12 14 5 25 15-17 19 5 30 20-22
5 5 16 6-8 10 5 21 11-13 15 5 26 16-18 20 5 31 21-23





Poison Creeper

Required Level: 1
Prerequisites: None
Details: Poison Creeper vines tunnel through the earth and pop up beside monsters, hitting them for poison damage.
Mana Cost: 8
Poison Duration: 4 Seconds
Skill Level Progression [e]
Slvl Life Normal

Life Night.

Life Hell

Poison Damage

Slvl Life Normal

Life Night.

Life Hell

Poison Damage

Slvl Life Normal

Life Night.

Life Hell

Poison Damage

Slvl Life Normal

Life Night.

Life Hell

Poison Damage

1 50 4-6 6 112 18-19 11 175 37-39 16 237 61-62
2 62 7-8 7 125 21-22 12 187 42-44 17 250 67-68
3 75 10-11 8 137 23-25 13 200 47-48 18 262 73-74
4 87 12-14 9 150 28-30 14 212 51-53 19 275 78-80
5 100 15-17 10 162 33-34 15 225 56-58 20 287 84-86





Oak Sage

Required Level: 6
Prerequisites: None
Details: The Oak Sage spirit floats around, radiating a hit point enhancing aura that affects the Druid and all characters and minions in his party. Spirits are living things, and if killed their enhancing aura vanishes. A wise Druid will keep a close eye on the hit points of his spirit, and recast it when necessary. Unexpectedly losing half your hit points can be quite dangerous, and spirits are not very good at staying out of harm's way.
Skill Level Progression [e]
Slvl Mana Cost

Life +X%

Radius (yards)

Slvl Mana Cost

Life +X%

Radius (yards)

Slvl Mana Cost

Life +X%

Radius (yards)

Slvl Mana Cost

Life +X%

Radius (yards)

1 15 30% 20 6 20 55% 26.6 11 25 80% 33.3 16 30 105% 40
2 16 35% 21.3 7 21 60% 28 12 26 85% 34.6 17 31 110% 41.3
3 17 40% 22.6 8 22 65% 29.3 13 27 90% 36 18 32 115% 42.6
4 18 45% 24 9 23 70% 30.6 14 28 95% 37.3 19 33 120% 44
5 19 50% 25.3 10 24 75% 32 15 29 100% 38.6 20 34 125% 45.3
Skill Level Progression [e]
Slvl Oak Life (Normal)

Oak Life (Nightmare)

Oak Life (Hell)

Slvl Oak Life (Normal)

Oak Life (Nightmare)

Oak Life (Hell)

Slvl Oak Life (Normal)

Oak Life (Nightmare)

Oak Life (Hell)

Slvl Oak Life (Normal)

Oak Life (Nightmare)

Oak Life (Hell)

1 60 6 150 11 240 16 330
2 78 7 168 12 258 17 348
3 96 8 186 13 276 18 366
4 114 9 204 14 294 19 384
5 132 10 222 15 312 20 402




Summon Spirit Wolf

Required Level: 6
Prerequisites: Raven
Synergies: Points in Summon Dire Wolf and Summon Grizzly add substantially to the hit points of Spirit Wolves. Effect: This gift of Nature allows the Druid to conjure forth one or more wolf allies who, with their mystical powers, provide the Druid a potent and ferocious colleague. Spirit Wolves make useful tanks, and can kill monsters fairly well early in the game. They aren't tough enough to use at higher difficulty levels, but thanks to the boosting synergy, points in this skill add to the hit points of Dire Wolves and Grizzlies.
Mana Cost: 15
Skill Level Progression [e]
Slvl Wolf #

Wolf Dmg

AR +X%

Defense +X%

Slvl Wolf #

Wolf Dmg

AR +X%

Defense +X%

Slvl Wolf #

Wolf Dmg

AR +X%

Defense +X%

Slvl Wolf #

Wolf Dmg

AR +X%

Defense +X%

1 1 2-6 50% 50% 6 5 8-12 175% 100% 11 5 18-21 300% 150% 16 5 30-33 425% 200%
2 2 3-7 75% 60% 7 5 9-13 200% 110% 12 5 20-24 325% 160% 17 5 34-38 450% 210%
3 3 4-8 100% 70% 8 5 10-14 225% 120% 13 5 22-26 350% 170% 18 5 39-43 475% 220%
4 4 6-9 125% 80% 9 5 13-16 250% 130% 14 5 25-28 375% 180% 19 5 44-48 500% 230%
5 5 7-10 150% 90% 10 5 15-19 275% 140% 15 5 27-31 400% 190% 20 5 49-52 550% 240%
Skill Level Progression [e]
Slvl Wolf Life (Normal)

Wolf Life (Nightmare)

Wolf Life (Hell)

Slvl Wolf Life (Normal)

Wolf Life (Nightmare)

Wolf Life (Hell)

Slvl Wolf Life (Normal)

Wolf Life (Nightmare)

Wolf Life (Hell)

Slvl Wolf Life (Normal)

Wolf Life (Nightmare)

Wolf Life (Hell)

1 6 11 16
2 7 12 17
3 8 13 18
4 9 14 19
5 10 15 20




Carrion Vine

Required Level: 12
Prerequisites: Poison Creeper
Details: This vine tunnels around and pops up out of the ground beneath monster corpses, causing them to rapidly consume and funnelling some of their life to the Druid.

* This skill destroys corpses so they can not be resurrected by monster shamans.
* This vine will drive Find Item Barbarians crazy as it dissolves valuable boss corpses.

Mana Cost: 10
Skill Level Progression [e]
Slvl Life Normal

Life Night.

Life Hell

Regen %

Slvl Life Normal

Life Night.

Life Hell

Regen %

Slvl Life Normal

Life Night.

Life Hell

Regen %

Slvl Life Normal

Life Night.

Life Hell

Regen %

1 95 4% 6 213 7% 11 332 9% 16 451 10%
2 118 5% 7 237 8% 12 356 9% 17 475 10%
3 142 6% 8 261 8% 13 380 9% 18 498 10%
4 166 6% 9 285 8% 14 403 9% 19 522 10%
5 190 7% 10 308 9% 15 427 10% 20 546 10%





Heart of Wolverine

Required Level: 18
Prerequisites:: Oak Sage
Details: This spirit's aura provides a hearty attack rating and damage bonus to the Druid and all players and minions in his party.
Skill Level Progression [e]
Slvl Mana Cost

Dmg. +X%

AR +X%

Radius (yards)

Slvl Mana Cost

Dmg. +X%

AR +X%

Radius (yards)

Slvl Mana Cost

Dmg. +X%

AR +X%

Radius (yards)

Slvl Mana Cost

Dmg. +X%

AR +X%

Radius (yards)

1 20 20 25% 20 6 25 55 60% 26.6 11 30 90 95% 33.3 16 35 125 130% 40
2 21 27 32% 21.3 7 26 62 67% 28 12 31 97 102% 34.6 17 36 132 137% 41.3
3 22 34 39% 22.6 8 27 69 74% 29.3 13 32 104 109% 36 18 37 139 144% 42.6
4 23 41 46% 24 9 28 76 81% 30.6 14 33 111 116% 37.3 19 38 146 151% 44
5 24 48 53% 25.3 10 29 83 88% 32 15 34 118 123% 38.6 20 39 153 158% 45.3
Skill Level Progression [e]
Slvl Life (Normal)

Life (Nightmare)

Life (Hell)

Slvl Life (Normal)

Life (Nightmare)

Life (Hell)

Slvl Life (Normal)

Life (Nightmare)

Life (Hell)

Slvl Life (Normal)

Life (Nightmare)

Life (Hell)

1 136 6 306 11 476 16 646
2 170 7 340 12 510 17 680
3 204 8 374 13 544 18 714
4 238 9 408 14 578 19 748
5 272 10 442 15 612 20 782




Summon Dire Wolf

Required Level: 18
Prerequisites: Raven, Oak Sage, Summon Spirit Wolf
Synergies: Points in Summon Spirit Wolf and Summon Grizzly add substantially to the hit points of Dire Wolves. Effect: Dire Wolves deal more damage and have more hit points than Spirit Wolves, but only three of them may be summoned at once. They eat corpses to heal themselves, destroying those corpses in the process. This denies monster shamans the ability to resurrect them, but since the wolves generally only eat when there are no other monsters in range to attack, this isn't a very good skill to destroy corpses in the middle of battle.
Mana Cost: 20
Skill Level Progression [e]
Slvl Wolf #

Life +X%

Damage

Slvl Wolf #

Life +X%

Damage

Slvl Wolf #

Life +X%

Damage

Slvl Wolf #

Life +X%

Damage

1 1 50% 8-14 6 3 175% 20-26 11 3 300% 36-42 16 3 425% 54-60
2 2 75% 10-16 7 3 200% 22-28 12 3 325% 39-45 17 3 450% 61-67
3 3 100% 13-19 8 3 225% 25-31 13 3 350% 43-49 18 3 475% 68-74
4 3 125% 15-21 9 3 250% 28-34 14 3 375% 46-52 19 3 500% 75-81
5 3 150% 18-24 10 3 275% 32-38 15 3 400% 50-56 20 3 525% 82-88
Skill Level Progression [e]
Slvl Wolf Life (Normal)

Wolf Life (Nightmare)

Wolf Life (Hell)

Slvl Wolf Life (Normal)

Wolf Life (Nightmare)

Wolf Life (Hell)

Slvl Wolf Life (Normal)

Wolf Life (Nightmare)

Wolf Life (Hell)

Slvl Wolf Life (Normal)

Wolf Life (Nightmare)

Wolf Life (Hell)

1 114 6 11 16
2 7 12 17
3 8 13 18
4 9 14 19
5 10 15 20




Solar Creeper

Required Level: 24
Prerequisites: Poison Creeper, Carrion Vine.
Effect: The solar creeper tunnels around the battlefield and pops up beside monsters, draining their life and converting it to mana, which it feeds to the Druid. This vine can assist an Elemental Druid in keeping his mana full, though the mana transferred isn't large enough to make this an especially useful minion.
Skill Level Progression [e]
Slvl Mana Cost

Mana Regen +X%

Slvl Mana Cost

Mana Regen +X%

Slvl Mana Cost

Mana Regen +X%

Slvl Mana Cost

Mana Regen +X%

1 14 2% 6 19 4% 11 24 5% 16 29 6%
2 15 2% 7 20 5% 12 25 6% 17 30 6%
3 16 3% 8 21 5% 13 26 6% 18 31 6%
4 17 4% 9 22 5% 14 27 6% 19 32 6%
5 18 4% 10 23 5% 15 28 6% 20 33 6%
Skill Level Progression [e]
Slvl Life (Normal)

Life (Nightmare)

Life (Hell)

Slvl Life (Normal)

Life (Nightmare)

Life (Hell)

Slvl Life (Normal)

Life (Nightmare)

Life (Hell)

Slvl Life (Normal)

Life (Nightmare)

Life (Hell)

1 165 6 330 11 495 16 660
2 198 7 363 12 528 17 693
3 231 8 396 13 561 18 726
4 264 9 429 14 594 19 759
5 297 10 462 15 627 20 792





Spirit of Barbs

Required Level: 30
Prerequisites:Oak Sage, Heart of Wolverine.
Details: This spirit bestows a Thorns aura on the Druid and all in his party. This skill is largely ignored since the damage reflected is woefully inadequate to make it viable past normal difficulty. Level 20 of this skill reflects 430% damage. In comparison, the Paladin's Thorns aura reflects 450% at level 6 and 1010% at level 20, and the Necromancer's Iron Maiden curse reflects 450% at level 11, and 675% at level 20.
Skill Level Progression [e]
Slvl Mana Cost

Damage Returned

Radius (yards)

Slvl Mana Cost

Damage Returned

Radius (yards)

Slvl Mana Cost

Damage Returned

Radius (yards)

Slvl Mana Cost

Damage Returned

Radius (yards)

1 25 50% 20 6 30 150% 26.6 11 35 250% 33.3 16 40 350% 40
2 26 70% 21.3 7 31 170% 28 12 36 270% 34.6 17 41 370% 41.3
3 27 90% 22.6 8 32 190% 29.3 13 37 290% 36 18 42 390% 42.6
4 28 110% 24 9 33 210% 30.6 14 38 310% 37.3 19 43 410% 44
5 29 130% 25.3 10 34 230% 32 15 39 330% 38.6 20 44 430% 45.3
Skill Level Progression [e]
Slvl Life (Normal)

Life (Nightmare)

Life (Hell)

Slvl Life (Normal)

Life (Nightmare)

Life (Hell)

Slvl Life (Normal)

Life (Nightmare)

Life (Hell)

Slvl Life (Normal)

Life (Nightmare)

Life (Hell)

1 Life 1224 6 426 11 692 16 958
2 213 7 479 12 745 17 1011
3 266 8 532 13 798 18 1065
4 319 9 585 14 852 19 1118
5 372 10 639 15 905 20 1171




Summon Grizzly

Casting Delay:: 1 Second
Required Level: 30
Prerequisites: Raven, Oak Sage, Summon Spirit Wolf, Summon Dire Wolf
Synergies: Points in Summon Spirit Wolf and Summon Dire Wolf add substantially to the hit points of the Grizzly. Details: Summoned Grizzlies are fierce minions, capable of inflicting heavy damage. Grizzlies move slowly, but have strong attacks that stun and knock back their targets.

* Only one Grizzly may be summoned at a time.

Skill Level Progression [e]
Slvl Damage

Damage +X%

Slvl Damage

Damage +X%

Slvl Damage

Damage +X%

Slvl Damage

Damage +X%

1 37-75 25% 6 140-192 75% 11 326-393 125% 16 605-687 175%
2 54-94 35% 7 166-222 85% 12 376-446 135% 17 684-769 185%
3 72-116 45% 8 195-253 95% 13 428-502 145% 18 767-855 195%
4 93-139 55% 9 235-297 105% 14 484-561 155% 19 854-945 205%
5 115-165 65% 10 279-344 115% 15 543-622 165% 20 945-1039 215%
Skill Level Progression [e]
Slvl Bear Life (Normal)

Bear Life (Nightmare)

Bear Life (Hell)

Slvl Bear Life (Normal)

Bear Life (Nightmare)

Bear Life (Hell)

Slvl Bear Life (Normal)

Bear Life (Nightmare)

Bear Life (Hell)

Slvl Bear Life (Normal)

Bear Life (Nightmare)

Bear Life (Hell)

1 650 6 11 16
2 7 12 17
3 8 13 18
4 9 14 19
5 10 15 20



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