Druid Fundamentals
- Resource: Spirit - Refills with basic skill use
- Weapon Slots: - 1 x 1 handed weapons / 1 x Totem. 1 x 2-handed weapon.
- Dismount Skill: Pummel
- Druid Skill Trees:
- Basic - Physical damage Earth and Storm damage skills that generate spirit. No Cooldowns.
- Core - Storm, Earth, Bear, and Wolf skill damage at the cost of spirit. No Cooldowns.
- Defensive - These mitigate damage received, deal physical damage, and increase survivability. They don't cost spirit but do have Cooldowns.
- Companion - Summon creatures to fight alongside you dealing physical and poison damage. They don't cost spirit.
- Wrath - Heavy-duty physical damage. Does not cost spirit but do have Cooldowns.
- Ultimate - High damage offensive skills They don't cost spirit but have long Cooldowns.
- Key Passives - Can have a point in only one of these.
Each skill falls into one of four categories:
- Shapeshifting
- Storm Magic
- Earth Magic
- Companion
Shifting between Werebear, Werewolf, and human form is automatic depending on which skills the Druid is using, it is instant and seamless.
The Druid can also direct the Companions to inflict on a specific target or area. The Druid’s companions are translucent to other players so as not to clutter the screen when playing in groups.
Companions receive 100% of the player’s attributes.
Starting and Levelling Up
Strength | Intelligence | Dexterity | Willpower | |
---|---|---|---|---|
Start With | 9 | 18 | 9 | 12 |
1 Point in adds | 1 strength = 1 Armor | + 0.1%Skill Damage
+ 0.05% All Resistances |
x 0.02% Critical Strike Chance
+ 0.025% Dodge Chance |
+ 0.1% Resource generation
+ 0.25% Overpower damage |
Strengths and Weaknesses
Strengths | Weaknesses |
---|---|
* Ability to shapeshift between Bear and Wolf | * Not as mobile as some classes with fewer escape options |
* Can be both ranged and Melee depending on skill choices | * Skills can drain spirit fast in the early game. |
* Has some solid AOE skills which can work well alongside single-target skills | * Tougher to play in the early game. |
* Pets work as a great distraction allowing the Druid to focus on a specific target. |
Druid Skills
The Druid has access to multiple trees of active and passive skills and full details of those can be found on the Druid Skill Tree page.
Druid Specialization - Spirit Boons - Class Mechanic
The Druid class mechanic is not available until the player reaches Scosglen (Act 2) making it a class that has to fight hard to access the class mechanic.
Players need to first defeat the Stronghold of Tur Dulra (Map) in the northwest of Scosglen. Once the Stronghold is cleared, the Spirit Boons priority quest opens up. It's advisable to do this as early as you can to access the Boons but also because the Stronghold gets trickier at higher levels.
Spirit Boons are passive buffs and the Druid can benefit from five of these buffs at a time. There are four animal spirits with each animal having four Boons to choose from. Only one Boon from each animal can be active at any one time.
When you have access to all four animals you will be able to choose one to bond with which allows you to pick a second boon from that spirit. Simply visit the spirit and click 'Choose Spirit'. You can change who you bond with by visiting another spirit and bonding with them.
This makes a total of five active Boons.
Watch how to Unlock the Druid Spirit Boons
Unlocking Boons
Players unlock Boons with Spirit Offerings which are green flasks that drop. These can be collected in advance of unlocking the Boon system at Tur Dulra. You'll need to collect a lot of them in order to get access to the full suite of Boons.
You will likely not have all the bottles of Druidic Spirit Offerings you need to get all your Boons immediately and will continue to collect them and revisit the Spirits at Tur Dulra to make offerings until you have access to all the Boons.
Spirit Boon Animals
Each animal provides various effects when selected from the Spirit Boons panel. The animal the player has bonded to can have two Boons activated while the other animals can only have one.
The tables below show details of each Boon for each animal.
The Deer
Name | Effect |
---|---|
Prickleskin | Gain 0.15 to 0.6 Thorns. |
Gift of the Stag | Gain 20 Maximum Spirit. |
Wariness | Take 10% reduced damage from Elites. |
Advantageous Beast | Reduce the duration of control impairing effects by 15%. |
The Eagle
Name | Effect |
---|---|
Scythe Talons | Gain + 15% increased Critical Strike Chance. |
Iron Feather | Gain + 30% Maximum Life. |
Swooping Attacks | Gain + 20% Attack Speed. |
Avian Wrath | Gain + 40% Critical Strike Damage. (Multiplicative) |
Wolf
Name | Effect |
---|---|
PackLeader | Lucky Hit: Critical Strikes have a 30% chance to reset the cooldowns of your Companion Skills. |
Energize | Dealing damage has a 15% chance to restore 20 Spirit. |
Bolster | Fortify for 15% of your Maximum Life when you use a Defensive Skill. |
Calamity | Extend the duration of Ultimate Skills by 35%. |
Snake
Name | Effect |
---|---|
Obsidian Slam | Every 20th kill will cause your next Earth skill to Overpower. |
Overload | Lucky Hit: Dealing Lightning damage has up to 40% chance to cause the target to emit a static discharge, dealing 250% Lightning damage to surrounding enemies. |
Masochistic | Lucky Hit: Critical Strikes with Shapeshifting Skills have up to a 75% chance to Heal you for 10% Maximum Life. |
Calm Before the Storm | Lucky Hit: Nature magic skills have up to 10% chance to reduce the cooldown of your Ultimate skill by 2 seconds |
Items and Weapons
The Druid can equip the following weapons:
- One-Handed Axe
- One-Handed Mace
- One-Handed Sword
- Daggers
- Totem
- Two-Handed Axe
- Two-Handed Mace
- Two-Handed Sword
- Two-Handed Polearms
- Staff
Item Affixes
Each item type can come with certain item affixes. These are all detailed below including affixes that improve the Druid's skills and appear on weapons that he is able to use.
Click the column headings to sort by item type. Refresh the page to reset.
Expand drop-down for all Druid Item Affixes by Slot. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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* An implicit stat, meaning that the item will always come with this attribute (affix) listed at the top of the item details up to a maximum of the figure shown.
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Druid Legendary Aspects
The Druid has many Legendary Aspects that are tailored to his/her unique skills. The class can also make use of the more general Legendary Aspects useful to all classes. Use the drop-down below to see the full details of the Druid Aspects.
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Druid Unique Items
There are also Unique items that are specifically tailored to the Druid.
Expand drop-down for all Druid Uniques Statistics. | |||||||||||||||||||||||||||||||||||||||||||||||||
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Druid History
The Druid returned to Diablo IV but was first introduced in the Diablo 2 Lord of Destruction expansion back in June 2001.
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 (new zone coming to Diablo IV). 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. – Compiled by Flux
Archive Content from Earlier Reveals
The talent tree below is an early version revealed by Blizzard.
Druid Talents
The Druid has access to two talent trees, Shapeshifting and Nature and points can be placed in these to further passively augment the Druid’s skills.
The bottom row of both Talent Trees has two talents which you will need to choose between. You will have one point for the bottom row of the Shapeshift Talent Tree and one point for the Nature Talent Tree.
Changes to Druid
Patch 1.5.0, August 6, 2024
- Can now equip two-handed polearms and one-handed swords and daggers.
Barbarian | Druid | Necromancer | Rogue | Sorcerer | Spiritborn |
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