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.
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.
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) |
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.
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. |
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
- 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.
- 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.
- 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.
- Interrupt castersGust of Wind interrupts enemy casting. Save it for heals and big spells.
- Cure and supportCure poisons and diseases on the tank, and keep damage shields up on long fights.
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.
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.