The Druid is a spellcasting hero class which interacts with nature mostly via the Nature Magic spell sphere. Nature Magic allows the Druid to summon Treants, heal units and change the weather amongst other spells.
Stats and SkillsEdit
The attribute changes you get by choosing this class:
The abilities you get by choosing this class:
|Level 1 (Initial Skills)||Level 5||Level 15||Level 25|
The Druid is a bit of a middling spellcaster which bears a lot of summoning spells. Whilst access to spells which summon units like Treants, Sprites, Unicorns and Elementals sounds great, in practice it can fall flat quite quickly. This is simply because most of Nature Magic's summoning spells are not capable of summoning more than one unit per spell. Outside of its summoning spells though are some very capable spells such as Call Lightning. Use the Druid as a unit summoner, and it will be completely outclassed by the Summoner class. Use it as a mixed spellcaster though, and the Druid can have a chance to shine.
Other than the Wood Elves, there aren't really any other races which gain anything from the Druid. The Druid would normally be a good choice for any race with access to a Summoning Circle, but that stucture sadly only works for Summoning spells.
- Druids can be a bit tricky to take down in combat due to Call Lightning, but that spell is quite expensive. After a couple of uses of that spell, it should be relatively safe to assume that the Druid has run out of mana.
- Druids, like any other wizard classes are very fragile. Any missile unit can take advantage of this by pelting the Druid whilst avoiding Call Lightning.
- Since the nerfing of the Wood Elves in 1.03.24, the Druid's Wood Elven side will very likely let them down. This is not the case in 1.03 however.