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Druid is a class available to the archai, dark myr, dwarf, halfling, human and ogre races. They function primarily as a healer, with their specialty being in-direct healing. This can be seen in multiple forms, from boosting a player's natural health regeneration, to increasing the effectiveness of healing received by a target and planting mystical tress that passively heal those in its area of effect.

With their mystical companion Hirode by their side, druids can meet the needs of many different situations: from baring nature's fury on their foes through lightning and stinging swarms, cloaking their allies in camouflage or wrapping them in thorns that damage any enemy foolish enough to strike, and teleporting to the Wandering Stones scattered across Terminus.



Lore[]

The wild-eyed druid has answered a dangerous call: to embrace the natural world of Terminus and peer into its mysteries. With the manifold fragments of other worlds and realms now on Terminus, the landscape is highly diverse and treacherous. For this reason, druids are often revered as visionaries who can see beyond the fragmented terrain and into the heart of Terminus itself.


Description[]

A halfling druid. Hirode can be seen, perched on the druid's shoulder.

At its core, the druid is a light-armored mystic who is able to draw out aspects of the natural world and imbue them into other living things or project them into their surroundings. But there is a fine line they must walk as they gaze ever-deeper into the secrets of Terminus. The druids who learn to master these revelations are rumored to have incredible restorative abilities, while wielding the power to command the weather itself. Surely, there is rarely a display as awe-filled as this kind of fury when kindled.


Game Guide[]

For in-depth guides to the druid class and beyond, be sure to browse the class guides.

Group Role

The druid's official role is healer. A healer's job, first and foremost, is to ensure that none of their party members die. Within an ideal group set-up, the healer can focus the majority of their healing on a single party member: the tank.

Among the healers, druids are the masters of in-direct healing. This can be seen in three primary forms: they can boost a player's natural health regeneration (25px Imbue Trait: Ashen Regeneration), they can boost the effectiveness of healing received by a target (25px Hirode's Shelter), and they are capable of casting AoE heals (25px Verdanfire Tree). Druids also have a unique passive ability called 25px Reverberation, which causes healing effects cast by any other member of the group to jump to another group member, so long as the druid themselves had a healing effect active on the initial target.

Druids have multiple support abilities designed to aid their party members. Their "Imbue Trait" line of spells provide a variety of beneficial effects, such as increasing movement speed (25px Speed of the White Wolf), boosting armor class, stamina and stun resistance (25px Imbue Trait: Grizzly's Resilience) and granting invisibility (25px Nature Shroud).

In combat, the druid can assail foes with swarms of stinging insects that deal damage over time (DRU angry hornet icon.png Angry Hornets), summon bolts of lightning (DRU call lightning icon.png Call Lightning) and root their foes in place (DRU vinewoven cage icon.png Greatvine Snag).

Out of combat, the druid can weave bridges of vines to cross gaps (25px Vinewoven Bridge), provide light sources (25px Vinewoven Bridge) and teleport themselves and their allies to the wandering stones scattered across Terminus (25px Wandering Stones).

Race

The race you choose will provide different racial innate abilities that can and will be handy while adventuring. There will be times when the race you choose is to your, and your party’s, advantage; at other times neutral, and other times to your disadvantage. They will all be useful in any serious dungeon or other adventure area but one may be more advantageous in certain scenarios and situations.

FAQ[]

From September, 2019 Burning Questions [2]
Bullet.png Q

How will Druid and Wizard teleportation be handled?

Bullet.png Chris

When a Wizard approaches a Gateway for the first time, they will be able to “discover” it. Part of that process includes speaking with the NPC Gatewalker who oversees that portal. Whether through conversation or quest, the Wizard will gain access to that Gateway as part of their network. Every Gateway they discover in this manner will become part of their ever-increasing network of Gateways. Druids will encounter an identical process, utilizing Wandering Stones.
Our plan is for the Wandering Stones and Gateways to become increasingly available to Druids and Wizards as part of a growing, interconnected network. Wizards/Druids will then be able to access all of their discovered portal locations through a UI window.
At higher levels, Druids/Wizards will be able to teleport themselves to the primary Gateway or Wandering Stone in order to access the network more quickly. In addition, they’ll eventually be able to bring their group members with them through the Gateway/Wandering Stone network.


From October, 2019's Newsletter

Bullet.png Q

Will all the races of Druid be limited to the fox companion, or will there be different types of companions based on the Druid's race?

Bullet.png Chris

I totally understand where this question's coming from, and it comes down to time and resources. If we have time and resources to create some additional manifestations of Hirode for the different races, to make it more fitting, then we will most likely explore that.

Gallery[]

References[]

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