Druid
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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. They shun the use of traditional magic, or Dubhdroiacht, as they call it. Instead, they practice a form of magic based in their close bond to nature and the world of Sanctuary. Using their intimate kinship as well as mystic secrets passed down through the generations, they can summon the elements of fire, earth 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 terms of play, they are a fairly balanced character, capable of handling themselves as spellcasters, with relative proficiency in fire and cold skills, and in melee combat (especially with Shapeshifting skills, not to mention bonuses gained from Spirits.)
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Skills
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| Elemental Skills | Shape Shifting Skills | Summoning Skills | |
|---|---|---|---|
| Level 1 | Firestorm | Werewolf, Lycanthropy | Raven, Poison Creeper |
| Level 6 | Molten Boulder, Arctic Blast | Werebear | Oak Sage, Summon Spirit Wolf |
| Level 12 | Cyclone Armor, Fissure | Maul, Feral Rage | Carrion Vine |
| Level 18 | Twister | Fire Claws, Rabies | Heart of Wolverine, Summon Dire Wolf |
| Level 24 | Volcano, Tornado | Shock Wave, Hunger | Solar Creeper |
| Level 30 | Armageddon, Hurricane | Fury | Spirit of Barbs, Summon Grizzly |
Attributes
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Starting Attributes:
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Strength: 15
Dexterity: 20
Vitality: 25
Energy: 20
Hit Points: 55
Stamina: 84
Mana: 20
Level Up:
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Life +1.5
Stamina +1
Mana +2
Attribute Point Effect:
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1 Vitality point gives 2 Life
1 Vitality point gives 1 Stamina
1 Energy point gives 2 Mana
Background
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Added by DanrrIn the ancient tome of the Druids, the Scéal Fada, 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. 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, the final battle between the men of the world and the demons of the Burning Hells. (See Prophecy for more information)
Here, in preparation for the impending conflict, he taught his people the Caoi Dúlra, a way of thinking that holds 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, the greatest of the Druid Colleges, stands the magnificent oak Glór-an-Fháidha. 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, 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.
Builds
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- Main article: Druid Builds
In-game speech
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In Diablo II and Diablo II: Lord of Destruction, characters can be heard saying things when they reach certain areas or initiate scripted events. The following information is a list of one-liners made by the Druid.
Act I
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(upon entering the Blood Moor): "So it begins."
(upon entering the Den of Evil): "So, this is what the moor hides."
(upon clearing the Den of Evil): "Heh, is that all of them?"
(upon entering the Burial Grounds): "Planting the dead. How odd."
(upon slaying Blood Raven): "Your time has passed, Blood Raven."
(upon touching the Cairn Stones): "Hmm, such stones are common back home."
(upon touching the Tree of Inifuss): "This dead tree teems with energy."
(upon entering Tristram): "Ahh yes, ruins, the fate of all cities."
(upon freeing Deckard Cain): "Deckard Cain, leave this place!"
(upon entering the Forgotten Tower): "Mmm, I can smell why this tower is abandoned."
(upon killing The Countess): "This tower has its charms."
(upon entering the Monastery Gate): "Hmm, evil flows from here."
(upon retrieving the Horadric Malus): "Hmm. Charsi will be thankful to get this malus."
(upon entering the Jail): "No way. Bars can't hold the force of nature."
(upon entering the Catacombs): "I sense it. The supernatural is strong here."
(upon defeating Andariel): "Andariel, your reign is over."
Act II
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(upon entering Radament's Lair): "Face the light or lurk in darkness."
(upon killing Radament): "Radament, turn to dust."
(when darkness comes during Tainted Sun): "Strange, an unexpected eclipse."
(upon entering the Claw Viper Temple): "Oh no, snakes. I hate snakes."
(upon shattering the Tainted Sun Altar): "Ahh yes. The sun warms the world once more."
(upon entering the Arcane Sanctuary): "This was not designed by the architect of nature."
(upon nearing the Summoner): "Well, this place would drive anyone mad."
(upon killing the Summoner): "Finally. Now I can leave this twisted nightmare."
(upon entering the false Tal Rasha's Tomb): "These Horadric markings are mysterious."
(upon entering the true Tal Rasha's Tomb): "Ah ha! So Tal Rasha, this is your resting place."
(after defeating Duriel and freeing Tyrael): "Diablo, I will find you yet."
Act III
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(upon obtaining the Jade Figurine): "Looks like jade. Perhaps it's worth something."
(upon obtaining The Gidbinn): "Oh, Ormus may know something about this unusual blade."
(upon entering Sewers: "Ugh, this smells worse than the sewers of Lut Gholein."
(upon touching the Sewer Lever): "Ahh, finally the drain lever."
(upon clearing the Sewers): "Trash to treasure."
(upon obtaining Lam Esen's Tome): "Ormus, study the book well."
(after giving Lam Esen's Tome to Alkor):
(upon nearing the Blackened Temple): "This temple is a nest of evil."
(upon defeating the High Council of Zakarum): "At last there is hope once again."
(upon entering the Durance of Hate): "What is that? Hatred stirs within me."
(upon killing Mephisto): "Mephisto's hatred was a poisonous void."
Act IV
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(after defeating Izual): "I have no grief for him. Oblivion is his reward."
(after slaying Diablo): 'This ends the plague of Terror."
Act V (expansion only)
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(upon entering the Bloody Foothills): "Baal, nothing will stand in my way."
(after slaying Shenk the Overseer): "The catapults have been silenced."
(upon freeing all soldiers in the Frigid Highlands): "Follow me."
(upon entering Nihlathak's Temple): "Nihlathak, you can't hide from me."
(after defeating Nihlathak): "Betrayer, you've reaped your reward."
(upon reaching the Arreat Summit): "At last, the summit of Mount Arreat."
(upon entering the Worldstone Chamber): "Ahh, the legendary Worldstone."
(after slaying Baal): "Baal, join your brothers in oblivion."
| Druid Skills |
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| Elemental Skills — Firestorm • Molten Boulder • Arctic Blast • Fissure • Cyclone Armor • Twister • Volcano • Tornado • Hurricane • Armageddon Shape Shifting Skills — Werewolf • Lycanthropy • Werebear • Maul • Feral Rage • Fire Claws • Rabies • Shock Wave • Hunger • Fury Summoning Skills — Raven • Poison Creeper • Oak Sage • Summon Spirit Wolf • Carrion Vine • Heart of Wolverine • Summon Dire Wolf • Solar Creeper • Spirit of Barbs • Summon Grizzly |
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