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Monsters and Memories Druid Guide

Class Guide · Updated for patch 0.30 (Early Access) · September 2026

How to build, level and play a Druid in Monsters and Memories — race and trait picks, Seasons, the full nature-magic toolkit, group and solo tactics, a leveling path and gear to chase.

01The Druid at a Glance

The Druid is the jack-of-all-trades caster of Monsters and Memories — a leather-wearing naturalist who heals, nukes, roots, charms beasts and teleports. In a group you can be the main healer or a damage dealer; alone, you're one of the most self-sufficient classes in the game, with snares, damage over time, heals and a teleport home.

The official class page calls the Druid "nature magic's broadest practitioner. Though a healer first, they're equally capable of shaping battles through versatility, persistence, and raw elemental force." The developers' answer to the old complaint that Druids were "okay in these roles, but never particularly great at any one of them" is Seasons: a system that lets you lean hard into healing or damage for a while, then switch.

RoleHealer, damage & support
ArmorLeatherBlunt weapons, sickles, scimitars
Key statsWISCHA for charm, STA to survive
SoloGoodSnares, DoTs and heals
Group demandHighHealer or damage
DifficultyModerateSeasons add depth

Strengths

Heals, direct damage and damage over time in one class · Seasons let you specialize on the fly · roots and snares for safe kiting · charm, lull and fear for beasts · the best travel kit in the game: self and group teleports, Exodus, camouflage and run speed · AC and damage-shield buffs for the group.

Weaknesses

Leather armor and modest health · a healer who can't match a Cleric's raw output on the hardest fights · many of your best tools (Lightning Strike, camouflage, run speed) work only outdoors · beast-only charm and lulls · a big spellbook to manage and pay for.

Updated for patch 0.30 (Early Access build)
The Druid rework arrived with Closed Beta Update 0.25 and carries into the 0.30.0.0 Early Access build. The biggest changes: the new Seasons system (Summer for healing, Winter for damage, Spring and Autumn in between); two new season-exclusive lines, Summer's Warmth and Winter's Chill, from level 8; Mantle of Summer and Mantle of Winter to set your season; Moonfire replaced by Ray of Sun; Unity replaced by the Nature's Calm line; and Burning Embers no longer stacks three times. Removed: Whispers of Eth-es, Nature's Respite, the AoE lulls, Brambly Tunic, Tree Form, the bear pet, strength buffs and summon food and drink. Spells marked 0.30 are new or changed.

02Is the Druid Right for You?

You’ll love it if…

You want to heal and deal damage; you like playing alone as much as in groups; you enjoy kiting — rooting, snaring and letting damage over time do the work; you like being the group's taxi; you like the outdoors and the idea of a nature priest.

You might not if…

You want to be the single best at one job; you prefer dungeons to open zones (several of your tools are outdoor-only); you'd rather not manage a large spellbook; you want heavy armor to stand in melee.

For a new player the Druid is a forgiving, flexible first class. You can solo when no group is around, heal when one needs you, and teleport away from trouble. Seasons sound complicated, but the developers say it's "a pretty intuitive system once you play with it" — cast heals and you drift toward Summer, cast damage and you drift toward Winter. Read the Seasons section before level 8.

03Choosing Your Race

Five races can be Druids at Early Access. Your class adds +2 AGI, +4 WIS and +2 CHA to your race's base stats, and you get 10 bonus points to spend at creation. Starting values before bonus points:

Race STA WIS CHA Starts in Why pick it
Halfling 17 24 17 Faelindral, Night Harbor The highest Wisdom of any race — bigger heals and more mana. Sneak and Forage suit a wilderness class. Budget for food.
Wood Elf 14 21 18 Faelindral, Night Harbor High Wisdom, the best Agility, and a forest home city built for Druids. Hide is a great escape tool when soloing.
Human 17 20 19 Night Harbor, Underdocks The best Charisma for beast charm and the easiest city start. Tenacity protects you from mesmerize.
Goblin 15 20 15 Underdocks Good Wisdom and Agility. Bribe can reset a bad situation, but the lowest Charisma makes charm less reliable.
Deep Gnome 15 18 18 Underdocks The lowest Wisdom of the five, but good Charisma and Ultravision for the dark Underdocks.

Spending your 10 bonus points

Wisdom is the Druid's main attribute: it drives your healing and your mana pool. Charisma comes second, because it helps your beast charm line and a few other spell lines. A point of Dexterity helps hit rate and proc chances if you have anything left.

  • Most races: about +7 WIS / +2 CHA / +1 DEX. This works for Humans and Wood Elves.
  • Halflings start at 24 WIS, so spread out — for example +3 WIS / +4 CHA / +3 DEX.
  • Goblins start with low CHA: +6 WIS / +3 CHA / +1 DEX keeps charm usable.

Trolls are listed as a Druid race on the official site but aren't playable at Early Access.

04Recommended Traits

You pick one trait from each of four categories at creation (see the New Player Guide for the full lists). For a Druid:

Category Best pick Why Alternatives
Major Combat Wise +10 WIS passive — more healing, more mana and more damage from your Wisdom-driven spells. The active (+10% WIS for 12s) is a small burst before a big heal. Charismatic (if you plan to charm beasts a lot), Tough (+10 STA for a leather wearer who solos)
Minor Combat Alterer Your heals, regeneration, roots, snares, lulls, charm, teleports and the Summer line are almost all Alteration. +10 skill and faster skill-ups mean fewer fizzles. Evoker (your frost, sun, Winter and lightning nukes), Channeler (fewer interrupted heals), Conjurer (the Swarm DoT line)
Major Non-Combat Infravision / Ultravision Nights are extremely dark, and a Druid spends a lot of time outdoors. Deep Gnomes should take Ultravision. Readiness — a cantrip slot from level 1, so a heal or Gate survives a death
Minor Non-Combat Tracker Only Druids, Bards and Rangers can take it. Tracking starts at 25 — perfect for finding named mobs and charm targets in open zones. Forager (food and water, since Druids lost summon food and drink), Herbalist, Bookworm (a spare spellbook for corpse runs)
Humans can’t take night vision
If you're a Human, take Readiness instead and carry a light source. Put Gate or a heal in your cantrip slot so you respawn able to get back safely.

05Getting Started

Your starter quest

Every Druid begins with a class starter quest that teaches the basics and hands out your first gear. For the full step-by-step walkthrough, with every NPC, location and reward, see our Druid Starter Quest Guide. Individual quest pages: Druid Starter Quest (Faelindral) · Druid Starter Quest (Night Harbor) · The Balance of Nature.

Where to buy spells and reagents

  • Trainers: ask Sylvarya Starveil or Rolan Talmula, or any guard, for the Druid trainer and spell vendor in your city.
  • Fire Beetle Eyes: the Embers damage-over-time line needs one per cast. Both starter quests hand you one — keep a few in your bags.
  • Underdocks starts: ask a guard for the Druid trainer, and check our Underdocks page.
Buy these first
Budget is tight at level 1. In order: Spark of Nature (heal), Blast of Frost and Minor Frostbite (damage), then Woodskin. At level 4, Touch of Nature and Snare come first, then Gate and Soulbind. At level 8, Twisting Roots, your two Mantles and Summer’s Warmth or Winter’s Chill change how the class plays.

06Your Toolkit

Druid spells come in lines: you learn a spell, then buy stronger versions every few levels. Levels shown are when the first version (and each upgrade) becomes available.

Line Starts Progression What it’s for
Quick heal 1 Spark of Nature → Spark of Earth 12; Greater Heal 24 → Exceptional Heal 36 → Superior Heal 48 Direct heals available in every season.
Touch line 4 Touch of Nature → Touch of Earth 16 → Touch of Life 28 → Harmony 40 → Creation 52 An up-front heal plus a short heal over time. Sets up the Summer line.
Summer line0.30 8 Summer's Warmth → Summer's Embrace 20 → Summer's Bounty 32 → Summer's Grace 44 → Summer Solstice 56 Fast, mana-efficient heal, Summer only. Heals much more on a target with a Touch spell on it.
Regeneration 12 Minor Regeneration → Lesser 24 → Regeneration 36 → Greater 48 Long-lasting health regeneration that keeps working between fights.
Frost nukes 1 Blast of Frost → Blast of Sleet 4 → Blast of Hail 16 → Blast of Winter 52 Your first damage spells. Cold damage.
Winter line0.30 8 Winter's Chill → Winter's Bite 20 → Winter's Fury 32 → Winter's Wrath 44 → Dead of Winter 56 Mana-efficient cold nuke with a brief slow, Winter only. Hits harder on a target with an Embers spell on it.
Sun line0.30 20 Searing Sun → Scorching Sun 32 → Burning Sun 44 Fire nukes. The deep dive calls this line Ray of Sun; it replaced Moonfire.
Damage over time 1 Minor Frostbite → Lesser Frostbite 12; Embers: Burning (starter quest scroll) → Flaming 24 → Blazing 36 → Smoldering 48; Swarm of Gnats 16 → Flies 28 → Bees 40 Frostbite and Embers also lower the target's AC. Embers needs a Fire Beetle Eye and no longer stacks three times.
Area damage 20 Minor Lightning Strike → Lesser 28 → Lightning Strike 36 → Greater 44 Hits the target and everything around it. Outdoors only.
Roots and snares 4 Snare → Ensnare 24; Twisting Roots 8 → Encircling Roots 32 → Grip of Nature 40; Snaring Vines 16 Slow or hold enemies in place. The heart of Druid soloing.
Beasts 4 Lull Minor Beasts 4, Charm Beasts 12 → Beguile 24 → Coax 36, Fear Beasts 12, Nature's Calm0.30 16, Preservation 16 Lull shrinks a beast's aggro radius; charm turns it into a temporary pet; Preservation revives a beast corpse. Nature's Calm replaced Unity.
Armor and thorns 1 Woodskin → Stoneskin 16 → Steelskin 32; Prickly Barrier 8 → Bristly 20 → Brambly 28 AC buffs and damage shields for your group.
Mantles0.30 8 Mantle of Summer, Mantle of Winter; Autumn and Spring at 12 Set your season, cut mana costs for Alteration (Summer) or Evocation (Winter), raise AC and add a damage shield. Shared 20-minute cooldown, one-hour duration.
Travel 4 Gate 4, Soulbind 4, Ring of Evershade Weald / Sungreet Strand 16, Exodus 20, Circle group versions 24, Caves of Irem 24–32 Self and group teleports to the wyrd gates, and Exodus to reach a safe spot in your zone.
Utility 1–24 Invisibility versus Beasts, Camouflage 4, See Invisibility 4, Cure Poison 4, Speed of the Wild 8, Dispel Magic 12, Enduring Breath 12, resist buffs Stealth outdoors, run speed, cures and water breathing.
About spell names and levels
Spell levels come from community data compiled before the 0.30 rework. The Druid rework added, renamed and removed several spells (marked 0.30), and the developers didn't publish a full new level list, so a few levels may have shifted. Our data also still lists Jackal Form and Wolf Form (speed shapeshifts at 12); some polymorph effects were removed in the rework. If your spell vendor disagrees with this table, trust the vendor — and tell us.

07Spells to Prioritize, Levels 1–28

You won't be able to afford every spell as soon as it unlocks — Druids have one of the biggest spellbooks in the game. This is the order that matters most:

Level Key spells Notes
1 Spark of Nature, Blast of Frost, Minor Frostbite, Woodskin, Invisibility versus Beasts Frostbite then Blast of Frost kills most early mobs. Woodskin yourself.
4 Touch of Nature, Snare, Gate, Soulbind, Camouflage, Cure Poison, Lull Minor Beasts, Blast of Sleet Snare is the start of kiting. Gate gets you home.
8 Twisting Roots, Mantle of Summer, Mantle of Winter, Summer's Warmth, Winter's Chill, Prickly Barrier, Speed of the Wild, Cure Disease Seasons come online. Pick up the season spell for the role you play most first.
12 Charm Beasts, Minor Regeneration, Spark of Earth, Lesser Frostbite, Fear Beasts, Dispel Magic, Mantles of Autumn and Spring Regeneration between fights saves mana. Charm is optional but powerful.
16 Touch of Earth, Swarm of Gnats, Ring of Evershade Weald, Ring of Sungreet Strand, Element Splinter, Stoneskin, Snaring Vines, Blast of Hail Teleports make you money: groups will pay for a ride.
20 Winter's Bite / Summer's Embrace, Searing Sun, Minor Lightning Strike, Exodus, Lesser Gust of Wind, Bristly Barrier A big power spike in both seasons. Exodus is an escape button.
24 Greater Heal, Ensnare, Flaming Embers, Beguile Beasts, Circle of Evershade Weald, Lesser Regeneration Ensnare lasts 5 minutes — one cast per kite.
28 Touch of Life, Lesser Lightning Strike, Swarm of Flies, Brambly Barrier, Nature's Lull Upgrade your Touch and season lines before anything else.

Past level 28, the pattern continues: your Touch and Summer lines if you heal, your Winter, Embers and Sun lines if you deal damage, then roots, regeneration and skins.

08Playing in a Group

Groups will ask you to do one of two jobs. Ask which before the first pull, then set your season to match.

Before the pull

  • Buff the group: Woodskin line on everyone, a damage shield (Prickly, Bristly, Brambly Barrier) on the tank, Regeneration on the tank and yourself, and Speed of the Wild for travel outdoors.
  • Cast the matching Mantle: Summer if you're healing, Winter if you're dealing damage.
  • Soulbind the group near the camp, and offer a teleport to the next hunting spot when you're done.

During the fight

  1. As the healerKeep a Touch spell on the tank, then follow up with your Summer line — it heals much more on a target that already has a Touch effect. Regeneration handles chip damage between pulls.
  2. As damageOpen with Embers (and Frostbite), then use your Winter line, which hits harder when an Embers spell is on the target. Let the tank build aggro first.
  3. Control addsRoot or lull an extra mob, and Snare anything that runs so it doesn't bring friends. Roots can break on damage, so tell the group which mob you rooted.
  4. Interrupt castersGust of Wind interrupts enemy casting. Save it for heals and big spells.
  5. Cure and supportCure poisons and diseases on the tank, and keep damage shields up on long fights.
Stay in your season
Casting spells from the opposite role pulls your season away from where you want it. If you're the healer, avoid nuking "just a little" — a few heals' worth of Winter stacks can drop you out of Summer when the group needs you.

09Soloing as a Druid

Druids are strong soloers — the developers call them "strong soloers, capable healers who can still deal damage." The classic approach is to fight at range and never let the mob reach you.

  • Snare and DoT: Snare the target, apply your damage over time (Frostbite, Embers, Swarm), and walk backward while it chases you slowly. Heal yourself as needed.
  • Root and nuke: Twisting Roots holds a target in place for 30 seconds. Root, step back, and nuke. Roots can break on damage, so be ready to recast.
  • Use Winter for speed: soloing is mostly damage, so Mantle of Winter and your Winter line kill faster. Switch to Summer if a fight gets long.
  • Charm beasts: from level 12 you can charm a beast to fight for you. It will break — have a root or snare ready, and don't charm anything you couldn't kill yourself.
  • Stay outdoors: Lightning Strike, Camouflage and Speed of the Wild work only outside. Open zones suit Druids better than tight dungeons.
  • Sit to regain mana. Meditation from level 4 helps only while you're sitting. A campfire speeds regeneration and builds Rested experience.
Solo safety plan
Keep Gate memorized, and from level 20 carry Exodus to reach a safe spot in the zone. Camouflage and Invisibility versus Beasts let you slip past things you can't fight. Never kite into unexplored ground.

10Leveling Path

A suggested route for a Druid. You can solo most of it, and open outdoor zones suit your kit best, but join a dungeon group whenever one needs a healer.

Levels Where Why it’s good for Druids
1–5 Faelindral lift and Evershade Weald outskirts Starting grounds for Faelindral: rats, bats, wasps and spiders. Do the Wyrdguard quest.
1–5 Night Harbor newbie yards / Underdocks newbie yard The Night Harbor and Underdocks starts.
4–9 Evershade Weald scout paths Wolves and orc scouts on open trails, ideal for snare-and-DoT kiting. Mossbound Aelurath drops the Heartwood Circlet of the Warden.
3–11 Tomb of the Last Wyrmsbane The best early group dungeon. Groups always need a healer.
8–13 Evershade Weald Dryad Grove and Blighted Camp Dryad fawns and orc raiders. The orc necromancer deeper in is dangerous.
10–15 Tel Ekir Ashira Outskirts sentries and sandstalkers. Font Seeress Jumana drops the Shawl of the Font Seeress and Ring of Water.
18–27 Fallen Pass, Keeper’s Bight Dense group camps. Your teleports to Sungreet Strand and Evershade Weald make getting around easy.

See Where to Level in the New Player Guide for more spots, and each zone page for maps and named mobs.

11Gear to Look For

Wear leather and stack Wisdom first, then mana and Stamina. Charisma is a nice extra if you charm beasts, and Intelligence on caster jewelry doesn't hurt. Because you solo a lot in light armor, a little AC and HP go further than for a pure group healer.

Early gear (roughly levels 1–16)

Item Slot Stats Where
Heartwood Circlet of the Warden Head AC 5, STA +3, WIS +6, HP +8, Mana +8 Mossbound Aelurath, Evershade Weald
Staff of Spores Primary INT +4, WIS +4, Mana +10 'Mushroom Menace' quest, Faelindral
Amulet of Wisdom Neck WIS +4, Mana +20 Aide Aida, Night Harbor
Ward of Wisdom Secondary AC 10, STR +2, STA +2, WIS +6, HP +10, Mana +10 Aide Aida, Night Harbor
Interrogator’s Hood Head AC 11, WIS +6 Darius Brask, Night Harbor
Ironhide Bracer Wrist AC 14, WIS +4, Mana +30 A pale lieutenant, Night Harbor
Shawl of the Font Seeress Shoulders AC 11, STA +1, WIS +6, Mana +5 Font Seeress Jumana, Tel Ekir
Maul of the Wise Primary WIS +8, Mana +20, DMG 11/37 Najm the Mirage, Tel Ekir
Orb of the Fading Flame Primary DEX +3, INT +3, WIS +3, HP +15, Mana +15 Skyseer Illya, Ancient Crypt

Upgrades for later

Item Slot Stats Where
Wyvern Hide Tunic Chest AC 32, STA +2, WIS +9, Mana +10 Adept Kossco, Glass Flats
Crusader’s Bangle Wrist AC 17, INT +8, WIS +8, CHA +5, HP +10, Mana +5 Glass Flats
Amethystine Serpent Mace Primary STA +4, WIS +10, HP +5, Mana +15, DMG 22/35 High Wyrmseer Valthrun, Glass Flats
Ulka’s Spore-Wreathed Cap Head AC 6, WIS +10, Mana +18 Sporemother Ulka, Glinting Hollow
Prayer Beads of the Leper Saint Neck INT +8, WIS +8, Mana +35 Namon Ka Har, Fallen Pass
Driftwood Crown Head AC 19, STA +4, WIS +10, HP +20, Mana +15 Khal’baar The Growler, Vale of Zintar
Heart of the Bloated Deep Ring AC 6, STA +8, WIS +8, HP +40, Mana +30 Thalassor, Blacktide Bay sea caves
Sungreet Warden’s Signet Ring AC 12, STA +18, INT +15, WIS +15, HP +20 Thal’gurok, the Sungreet Warden, Sungreet Strand

Stats from our item database. Item levels aren't published, so "early" is based on where they drop. The starter quests also give leather pieces (Sap-Stained Gloves, Worn Circle Tunic, Halfling-Made Boots). Browse the database for more Wisdom leather.

12Seasons and Mana

Seasons are the heart of the modern Druid. They're completely independent of the in-game calendar, and every Druid in a group can be in a different season.

Season Bonus Best for
Summer +20% healing and regeneration; unlocks the Summer's Warmth line (from 8) Main healing
Autumn +10% healing and regeneration, plus extra mana regeneration Healing on a budget, long fights
Winter +20% damage (nukes and DoTs); unlocks the Winter's Chill line (from 8) Damage and soloing
Spring +10% damage, plus extra mana regeneration Damage on a budget, long solo sessions
  • How seasons change: each season is a buff with up to 10 stacks. Casting spells that fit your season adds stacks; casting the opposite type removes them. At zero stacks you move to the next season with six stacks. The developers say it "rewards short-term commitment to a role without locking anyone out of switching."
  • Mantles set your season: Mantle of Summer or Winter (from 8), Autumn or Spring (from 12) put you straight into that season, lower the mana cost of Alteration (Summer) or Evocation (Winter) spells, raise your AC and add a damage shield. They share a 20-minute cooldown and last an hour — cast one at the start of every session.
  • Sit between pulls. Meditation (from level 4) only boosts mana regeneration while you're sitting.
  • Regeneration is mana-efficient. A long regen on the tank between pulls costs less than healing the same damage in combat.

13Common Druid Mistakes

  • Fighting in melee. You're a leather-wearing caster. Snare, root and keep your distance.
  • Mixing roles. Nuking while you're the healer drags you out of Summer. Pick a role for each fight.
  • Rooting and then hitting with everything. Damage can break roots; DoTs and a snare are safer for kiting.
  • Running out of Fire Beetle Eyes. Your Embers line needs one per cast.
  • Not using your teleports. They save you and your group hours of running.

14Druid FAQ

Is the Druid good for new players?

Yes. Druids can solo, heal groups and teleport out of trouble, so there's always something useful to do. Seasons take a few sessions to get used to, but the basics are simple: heals move you toward Summer, damage moves you toward Winter.

What’s the most important Druid stat?

Wisdom. It drives your healing and your mana. Charisma is second if you charm beasts; otherwise Stamina.

Can a Druid solo?

Yes — it's one of the class's strengths. Snare, damage over time and roots let you kill things before they reach you, and your heals keep you alive.

What’s the best race for a Druid?

Halfling for the highest Wisdom, or Wood Elf for strong Wisdom, the best Agility and a forest start in Faelindral. Humans have the best Charisma for charm.

Can Druids teleport?

Yes. From level 16 you can teleport yourself to Evershade Weald and Sungreet Strand, and from 24 your whole group. Exodus (20) moves you to a safe spot in your current zone.

Do Druids get cantrips?

Yes — Druids are a true caster class and get their first cantrip slot at level 4. Gate or a heal is a good choice so it survives a death.

Sources. The official Druid Deep Dive, Druid class page, Archer & Druid deep dive announcement; and storiesofmnm.com’s class, quest, zone and item pages. New to the game? Start with the New Player Guide. See also the Druid class page.
Guide Type
Class Guide
Last Updated Patch
0.30 (Early Access)

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