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Druid

Druids are disciples of the wilds, following the teachings of the Norrathian gods of nature. Druids are primarily a magic-using class, with the ability to wear leather armor and wield blunt weapons and scimitars. Druidic magic takes many forms, allowing the druid to fill a wide variety of roles when in a group or adventuring alone. Druids possess excellent healing abilities, powerful mana and health regenerative spells, and valuable enhancements that improve the health and armor of their group. Offensively, druids are both powerful and versatile. They have access to fire and cold-based damage spells, a selection of disease and swarm spells that damage their enemies over time, and devastating banishment spells focused upon unnaturally summoned creatures. Druids also gain some of the best travel spells, including the ability to speed up their group's movement and teleport their group to distant regions. Druids are a well-rounded class, prospering in both solo and grouped situations. An experienced druid is able to adventure alone, but is equally at home in a group. The druid is an excellent class for players who enjoy a variety of play styles and options.

In EverQuest Legends every character combines three classes — Druid can be your primary (locked at level 11) or one of two swappable companion classes.

Skills by level (from the game client)

Level Skill Cap
1 1H Blunt 220
1 1H Slashing 220
1 2H Blunt 220
1 Abjuration 250
1 Alteration 250
1 Athletics 250
1 Channeling 200
1 Conjuration 250
1 Defense 210
1 Divination 250
1 Evocation 250
1 Hand to Hand 150
1 Meditate 275
1 Offense 200
1 Strategy 200
1 Throwing 250
5 Forage 200
15 Dodge 180
20 Tracking 125
30 Specialize Abjuration 225
30 Specialize Alteration 225
30 Specialize Conjuration 225
30 Specialize Divination 225
30 Specialize Evocation 225
General & tradeskills (15)
1 Alcohol Tolerance 275
1 Begging 250
1 Bind Wound 275
1 Fishing 200
1 Sense Heading 200
1 Swimming 250
1 Alchemy 300
1 Baking 300
1 Blacksmithing 300
1 Brewing 300
1 Fletching 300
1 Jewelry Making 300
1 Pottery 300
1 Tailoring 300
16 Tinkering 300

Stances

  • Channeler stance

    All incoming damage is reduced by 40% and your chance to successfully channel is increased. Half of the mitigated damage is charged to both mana and endurance, with a reduction based on your Strategy skill.

    💬 This is a great stance even if you're multiclassing with a melee class - just watch your mana because it'll drain fast if you have a lot of pulls.

  • Recovery invocation

    You regenerate mana twice as fast and spells have a 5% reduced mana cost.
    Out of combat regen bonus is not affected.
    While out of combat, the regeneration modifier of this invocation is active even if this invocation is not.

    💬 You don't need to switch to this invocation to get the regen when you're not in combat! It's just free passive regen!

  • Inversion invocation

    Shifts two-thirds of spell cast time into the global recovery time and 20% of the mana cost into half as much in endurance cost.

    💬 The go-to for spellblade setup. You'll have less downtime if you kill enemies faster and spend more time with out of combat regen, so chain nuke them with inversion on!

  • Overchannel invocation

    Cast spells have a -150 resist adjust plus another -15 for every non-hybrid caster class at a cost of 10% of the mana cost in endurance.

    💬 Nice if you're hitting a wisp or a higher level mob that's resisting your nukes and dots.

  • Empowering invocation

    Adds 20% plus 10% per additional non-hybrid casting class to Damage effects at the cost of 20% more mana.
    Adds 10% plus 5% per additional non-hybrid casting class to Healing effects at the cost of 10% more mana.

    💬 Fine for those big damage brag numbers but inversion lets you cast more frequently (more chances to crit) and lower mana cost.

  • Divine invocation

    Spending mana will heal the group member with the lowest hp percentage by that amount.
    For every additional wisdom class, this will repeat with a heal for 33% of the mana spent.

    💬 This one is best in parties when you're the main healer, but it's also nice to pop on when you just respawned and you need to re-cast your buffs and summon your pets, it'll help you get back into the fight faster by healing you while you gear up.

Spells by level (248) Search Druid spells →

Level 1

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Level 50