1. The spell icons, names and descriptions are taken from the development phase of the game (currently in Pre-alpha) and are subject to change.
2. Spells are taken directly from the most recent source, superseding information from the official class page.
3. The description of abilities/spells on the individual ability/spell page are accurate, but the description in the table is subject to truncation, etc.
For ease of browsing, spells are grouped together by type wherever possible, and these types are not necessarily mirrored directly from the game.
Action / Utility? Found in the Notes section of the table, this tells you which Hot Bar the skill goes to: the primary Action bar with 8 available slots, or the secondary Utility bar with 6 available slots. As a general rule of thumb, Utility abilities do not innately generate Hate, while Action abilities generate some amount of Hate simply by their use.
Contents
Druid Spell List
Beneficial (Buffs)
Buffs are any spell that enhance a player or creature's attributes and capabilities.
Damage Shield (DS)
Damage Shields are any beneficial spell (buff) that deals damage when the recipient receives damage.
Icon | Name | Level | Target | Cost | Range | Casting & Cooldown Time | Duration | Modifying Stat(s) | Mastery | Description | Note(s) |
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Verdanfire Briars | Group | 24 Mana | 20 range | 2s (3s cooldown) | N/A | Grow a network of mystical briars around the members of your group that deal Nature damage to attackers. | Utility (?) | |||
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Verdanfire Thistles | Utility (?) | |||||||||
40px | Verdanfire Vines | Group | You grow a network of mystical vines around the members of your group. These vines will reflect X% of the physical and magical damage your group members receive back at the attacking enemy. | Utility (?) |
Imbue Traits
Using their Harness Trait passive ability, Druids can bestow traits taken from the natural world in themselves and others.
Icon | Name | Level | Target | Cost | Range | Casting & Cooldown Time | Duration | Modifying Stat(s) | Mastery | Description | Note(s) |
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Imbue Trait: Ashen Regeneration | Single | 9 Mana | 20m | 2s (2s Cooldown) | N/A | Imbue the restorative nature of the Ash tree into your target, increasing their health Regeneration by 30% and all healing they receive by 15% for 24 minutes. | Utility (?) | |||
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Imbue Trait: Great Bear's Resilience | Single | 10 Mana | 20m | 2s (2s cooldown) | N/A | Imbue the resilient nature of the Great Bear into the target, increasing their Stamina (6) and Armor Class (80) and making them more resistant to Stun effects for 24 minutes. | Utility (?) | |||
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Imbue Trait: Grizzly's Resilience | Single | 8 Mana | 20m | 2s (2s cooldown) | N/A | Imbue the resilient nature of the Grizzly Bear into the target, increasing their Stamina (4) and Armor Class (50) and making them more resistant to Stun effects for 24 minutes. | Utility (?) | |||
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Imbue Trait: Lynx's Claw | Utility (?) | |||||||||
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Imbue Trait: Oaken Regeneration | Single | N/A | You harness the restorative nature of the Oak tree’s roots and branches. This Trait improves Health Regeneration and increases all healing your target receives by X%. | Utility (?) | ||||||
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Imbue Trait: Panthra's Claw | Single | N/A | You harness the deadly strength of the Panthras. This Trait greatly increases the Strength and Armor Class of your target and makes them nearly impossible to stun with physical attacks. | Utility (?) | ||||||
40px | Imbue Trait: Speed of the Black Wolf[1] | Single | N/A | Imbue the Black Wolf’s speed and agility into an ally, increasing their movement speed. | Utility (?) | ||||||
40px | Imbue Trait: Speed of the White Wolf | Single | 10 Mana | 20m | 2s (2s cooldown) | 36 m | N/A | Imbue the White Wolf's speed and agility into the target, increasing their Movement Speed by 50% for 36 minutes. | Utility (?) | ||
40px | Imbue Trait: Swiftgill's Fin[1] | Single | N/A | Imbue the aquatic nature of the Swiftgill into an ally, increases their swimming speed and allowing them to breathe underwater. | Utility (?) | ||||||
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Imbue Trait: Thunderpaw's Resilience | Single | N/A | You harness the resilient nature of the Thunderpaw’s frame. This Trait greatly increases the Stamina and Armor Class of your target and makes them nearly impossible to stun with physical attacks. (Replaces Grizzly’s Resilience) | Utility (?) | ||||||
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Imbue Trait: Tiger's Claw | Single | 8 mana | 20m | 2s (2s cooldown) | N/A | Imbue the strength and prowess of the Tiger into the target, increasing their Strength (4) and Dodge chance (6%) for 24 minutes | Utility (?) |
Invisibility (Invis)
Invisible players will not agro mobs when passing through their agro radius, they cannot be targeted for single target abilities, and are not visible on the screen of other players unless they are grouped with the Invisible player or they have a See Invisibility effect. Invisibility ends upon taking damage, using abilities/spells, interacting with NPCS or attacking.
Icon | Name | Level | Target | Cost | Range | Casting & Cooldown Time | Duration | Modifying Stat(s) | Mastery | Description | Note(s) |
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40px | Mantle of Leaves | Self | N/A | You gather leaves to yourself and form them into a mystical cloak, making you invisible to living, non-magical targets. | Utility (?) Outdoors only. | ||||||
40px | Nature Shroud[1] | Group | 30 Mana | 20m | 3s (3s cooldown) | N/A | Gather Nature energy around yourself, forming it into a mystical cloak. This cloak makes you invisible to living, non-magical targets. Can be used Indoors. | Utility (?) |
Crowd Control (CC)
Crowd Control (CC) refers to a variety of spells whose aim is to limit an enemy's ability to participate in a fight. There are two primary forms of CC: loss of control, and positional control. Charm and Mesmerize are examples of loss of control, while Roots are an example of positional control.
Root
Root spells lock their target in place until the spell expires. Roots have a chance of breaking whenever the rooted target takes damage. Exceptions are noted where they exist.
Icon | Name | Level | Target | Cost | Range | Casting & Cooldown Time | Duration | Modifying Stat(s) | Mastery | Description | Note(s) |
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40px | Greatvine Snag | Single | 20 mana | 20m range | 2s (3s cooldown) | 18s | N/A | Root the target and deal Nature damage over time.
Hirode's Gaze: Reduce target's Armor Class by 30%. |
Action (?) Not broken by damage. | ||
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Vinewoven Cage | Single | 26 mana | 20m range | 2 (3s cooldown) | 21s | N/A | Root the target and deal Nature damage over time.
Hirode's Gaze: Reduce target's Armor Class by 30%. |
Action (?) Not broken by damage. |
Damage
Direct Damage (Nuke)
Direct Damage spells (Nukes) are those whose primary function is to inflict a burst of damage. These spells can--and often do--have additional effects.
Icon | Name | Level | Target | Cost | Range | Casting & Cooldown Time | Duration | Modifying Stat(s) | Mastery | Description | Note(s) |
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Call Lightning | Single |
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Call a bolt of lightning to strike the target, inflicting Shock damage in proportion to your level. If the target is Drenched, this ability will critically hit. Additionally, if Call Lightning is used during a storm, the strike will inflict 100% more damage. | Action (?) | ||||||
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Verdanfire Arrow | Single | Action (?) | ||||||||
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Verdanfire Bolt | Single | 22 Mana | 20m | 2s (3s cooldown) | N/A | Hurl a bolt of pure Verdanfire at the target, dealing Nature and Fire damage. | Action (?) | |||
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Verdanfire Dart | Single | Action (?) | ||||||||
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Verdanfire Spear | Single | You hurl a spear of pure Verdanfire at your enemy, inflicting Nature and Fire damage. If Hirode's Gaze is active on your enemy, this ability will Silence them for X duration. | Action (?) | |||||||
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Verdanfire Lance | Single | Hurl a spear of pure Verdanfire at an enemy, dealing Nature damage. If Hirode's Gaze is active on the enemy, this ability will Silence them for a short time. | Action (?) |
Damage Over Time (DoT)
Damage Over Time spells (DoTs) apply a damaging effect to the target, which applies multiple times over the duration.
Icon | Name | Level | Target | Cost | Range | Casting & Cooldown Time | Duration | Modifying Stat(s) | Mastery | Description | Note(s) |
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Angry Hornets | Single | 24 Mana | 20m | 2s (3s cooldown) |
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Summon a swarm of stinging insects that inflict Nature damage to your target every 3 seconds for 36 seconds. | Action (?) | |||
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Bee Hive | Action (?) | |||||||||
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Swarm | Single | 30 Mana | 20m | 2s (3s cooldown) |
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Summon a swarm of stinging insects that inflict Nature damage to your target every 3 seconds for 26 seconds. | Action (?) | |||
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Wasp Nest | Single | 18 Mana | 20m | 2s (3s cooldown) |
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Summon a swarm of stinging insects that inflict Nature damage to your target every 3 seconds for 36 seconds. | Action (?) |
Defensive
Defensive spells are those that are designed to block/reduce damage, or help the character survive or escape combat.
Icon | Name | Level | Target | Cost | Range | Casting & Cooldown Time | Duration | Modifying Stat(s) | Mastery | Description | Note(s) |
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40px | Vinewoven Grove | Self | You encircle yourself with a wall of resilient vines. Enemies must deal enough damage to break through the wall before they are able to get to you. While inside the Grove of Vines you will regenerate X% of your Max Health for the duration or until the barrier is broken. | Any movement cancels the effect | |||||||
40px | Weave the Wind | Single | You weave the winds into a small tempest in front of your ally, stopping all physical ranged attacks from inflicting damage on that target for a short time. |
Detrimental (Debuffs)
Detrimental spells (debuffs) are any spell that weakens the recipient, making it harder for them to fight. Note: Generally, debuffs of the same type do not stack. There are some exceptions, which are noted when they occur.
Reverse Damage Shield (RDS)
Reverse Damage Shields are spells that are cast on a hostile target and proc a positive effect back onto anyone that causes damage to the target.
Icon | Name | Level | Target | Cost | Range | Casting & Cooldown Time | Duration | Modifying Stat(s) | Mastery | Description | Note(s) |
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Creeper's Grip[1] | N/A | Grip an enemy with enchanted Creeper vines, healing anyone who damages that enemy. | Action (?) |
Healing
Direct Heal
Direct Healing spells are those that restore Health to a target immediately.
Icon | Name | Level | Target | Cost | Range | Casting & Cooldown Time | Duration | Modifying Stat(s) | Mastery | Description | Note(s) |
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Verdanfire Seed[1] | Single | Impart a mystical seed to an ally, absorbing incoming damage up to a certain limit. When this amount is reached, the seed will bloom and heal your ally for the amount of damage it absorbed. Afterwards, a portion of the effective healing the ally received will be refunded to you as Mana. | Only one seed can be active on a single target at a time. |
Group & AoE
Group and AOE Healing spells are those that either target the caster and their whole party (group), or those which heal in a specified area (AoE). These can be direct or heal over time.
Icon | Name | Level | Target | Cost | Range | Casting & Cooldown Time | Duration | Modifying Stat(s) | Mastery | Description | Note(s) |
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40px | Preserver's Wildfire | PB AE |
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You animate three tendrils of Verdanfire that lash around you wildly, damaging any enemy and healing any ally they touch. These tendrils grow longer and reach farther every second for the duration of the ability. | |||||||
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Warden's Wildfire | PB AE |
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Verdanfire lashes around you, damaging any enemy and healing any ally they touch. The tendrils grow longer and reach farther every second for the duration of the ability. |
Over Time
Heal Over Time spells (HoTs) apply a healing effect to the target, which applies multiple times over the duration.
Icon | Name | Level | Target | Cost | Range | Casting & Cooldown Time | Duration | Modifying Stat(s) | Mastery | Description | Note(s) |
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40px | Verdanfire Tree | Targeted Area | You create a Verdanfire Tree at target location. All allies within a certain distance from the tree will receive healing over time. If Hirode's Focus is active when you use this ability, the healing radius of the Verdanfire Tree will be increased for its duration. In addition:
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Action (?) Healing is increased the closer to center the target is. |
Hirode's Abilities
You can ask your mystical companion, Hirode, to help you in combat. She can stand beside your allies to boost healing, turn her gaze on enemies to make them vulnerable, or she can turn her attention to you and amplify many of the your abilities.
Icon | Name | Level | Target | Cost | Range | Casting & Cooldown Time | Duration | Modifying Stat(s) | Mastery | Description | Note(s) |
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Hirode's Chrysalis[1] | Single | 24 mana | 20m | 2s (30s cooldown) | Ask Hirode to protect an ally from death. When this ally takes damage that would kill them, Hirode prevents their death and seals them in a protective chrysalis. While inside the chrysalis, the ally cannot be damaged and will emerge with a portion of their health and mana restored. | |||||
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Hirode's Flame[1] | Single | 10 mana | 20m | 1.5s (6s cooldown) | You ask Hirode to release a surge of Verdanfire into the target, healing them for a moderate amount. | Action (?) | ||||
40px | Hirode's Focus | Self | 10 mana | 20m | Instant (30s cooldown) | You ask Hirode to focus her attention on you for 30 seconds. In this state, Hirode will be able to amplify several of your abilities. | |||||
40px | Hirode's Gaze | Single | You ask Hirode to set her gaze on your enemy, reducing their Nature and Fire resistance and making them more vulnerable to your attacks. | ||||||||
40px | Hirode's Presence | Single | You ask Hirode to stand beside your target ally. While she is near, whenever this target receives healing, Hirode will also heal the target for X% of that amount. | ||||||||
40px | Hirode's Rescue | Single | You ask Hirode to bring your target group member to the center of the Verdanfire Tree with supernatural speed. Hirode will leave a patch of rockvines where your ally was standing, rooting the enemies within X meters of that location for Y duration. You must have a Verdanfire Tree active to use this ability. | ||||||||
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Hirode's Shelter | Single | 10 mana | 20m | Instant | You ask Hirode to stand beside the target. While Hirode is near, all healing this target receives is increased by 25%. Additionally, this target’s actions will generate 50% less Hate until you call Hirode back. |
Misc.
A broad category, best thought of as the home for any ability that doesn't fall directly into the other categories.
Icon | Name | Level | Target | Cost | Range | Casting & Cooldown Time | Duration | Modifying Stat(s) | Mastery | Description | Note(s) |
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40px | Bind Self | Self | |||||||||
40px | Firefly[1] | Self | N/A | You ask a firefly to travel with you for a while, providing a weak light source. | |||||||
40px | Gust of Leaves | Single | You send a strong gust of cross-cutting winds and leaves into your enemy's face, interrupting their spell casting.
If Hirode's Gaze is active on your enemy, this ability will cause the next ability that lands on this enemy to critically hit. |
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40px | Rockvine Tangle | ||||||||||
40px | Upheaval | PB AE | You cause the ground beneath you to quake and roll, pushing all nearby enemies up to X meters away from you.
If Hirode's Focus is active when you use this ability, you may activate Vinewoven Grove without triggering its cooldown. |
Action (?) | |||||||
40px | Vinewoven Bridge[1] | PB AE | N/A | You form a bridge out of interlocking vines, allowing you and others to cross a gap that is too wide to jump across. |
Passive Abilities
These abilities do not need to be activated to provide their effect. They are equipped to the Utility Hotbar.
Icon | Name | Level | Modifying Attribute | Mastery | Description | Note(s) |
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40px | Harness Trait[1] | As a living conduit of the natural world, you are able to harness the Traits of natural things through tactile contact. Once harnessed, you may imbue these Traits into yourself and others. As you grow in power, you will be able to harness more powerful Traits from a wider variety of things. Only one Trait may be active on your target at a time. | ||||
40px | Masae's Gift: Hirode the White Fox | As a preserver of the natural world, the Halfling Ward known as Masae has chosen to gift you with a mystical companion in the form of a small, white fox. Your fox is a manifestation of Masae’s own companion: the Great White Fox known as Herode. As you begin your journey, your soul will be bound to your fox companion, and her soul will be bound to you. Through this bond, the two of you will be capable of more and more powerful and diverse feats as you progress on your journey. | ||||
40px | Reverberation | When an ally is under the effects of any of your healing abilities and they are healed by another player in the group, that healing effect will jump to another group member as well. | Utility (?) | |||
40px | Storm Keeper | Your communion with the forces of nature is now absolute, allowing you to maintain your Storm Warden bonuses at all times, even indoors. | Utility (?) Epic Skill | |||
40px | Storm Warden | It is said when a Druid is present, they become the heart of any storm. While a storm is active in the area, you will receive an X% bonus to the healing and damage you deal with abilities. (Outdoors only) | Utility (?) | |||
40px | Wandering Stones[1] | Explorers have noted the presence of ancient, iridescent stones that stand within shrines hidden amid the groves and wilds of Terminus. These stones have come to be known as “Wandering Stones” and are seething with Druidic magic. Because of this, it is rumored that Druids are somehow able to attune to these Wandering Stones and travel between them. And perhaps there is even more to these stones than most realize... | ||||
40px | Wild-Eyed Wanderer[1] | Your covenant with the natural world has cultivated a unique sense of trust from the animals of Terminus, making most of them unlikely to attack you unless provoked. | Utility (?) |
Removed/Old Abilities
For a list of abilities once usable by the Druid, please see the Druid's section of the Removed Abilities/Spells page.
Reference(s)
Class Abilities |
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