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The Druid

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. The rework added the Seasons system: Summer for healing, Winter for damage, and Spring and Autumn in between, with season-exclusive spell lines from level 8. 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.

Updated for Early Access · September 2026

Druid Class Guide
Ready to play one? Our Monsters and Memories Druid Guide covers the best races and traits, healing, seasons and outdoor utility, abilities by level, group and solo tactics, where to level and the gear to chase.

Strengths

  • Heals, direct damage and damage over time in one class
  • Seasons let you specialize on the fly
  • Roots and snares for safe kiting, and 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
  • Can’t match a Cleric’s raw healing on the hardest fights
  • Many of your best tools work only outdoors
  • Charm and lulls only work on beasts
  • A big spellbook to manage and pay for

WisdomPrimary
CharismaSecondary
StaminaSecondary

Druid gameplay is about choosing your role, then leaning into it with Seasons. Use Mantle of Summer to heal with Summer’s Warmth, or Mantle of Winter to deal damage with Winter’s Chill, and shift between them as your group needs. Alone, root or snare a mob, stack damage over time and kite it. Between fights you’re the group’s taxi, with teleports and run speed.

For players who want flexibility. If you like being able to solo, heal or deal damage depending on who is online, and enjoy exploring the outdoors, the Druid is a forgiving first class. Seasons sound complicated but add depth gradually.

Deep Gnome, Goblin, Halfling, Human, Wood Elf

Races playable at Early Access. See the class guide for starting stats and our picks.

Skills

Innate Skills

Skill Trained Cap at 50 Cap at 60 Progression
Abjuration No ?? ?? ??
Alteration No ?? ?? ??
Channeling No ?? ?? ??
Conjuration No ?? ?? ??
Divination No ?? ?? ??
Evocation No ?? ?? ??
Meditation No ?? ?? ??

Combat Skills

Skill Trained Cap at 50 Cap at 60 Progression
Defense No ?? ?? ??
Hand to Hand No ?? ?? ??
Offense No ?? ?? ??

Weapon Skills

Skill Trained Cap at 50 Cap at 60 Progression
Bludgeoning No ?? ?? ??
Slashing No ?? ?? ??

Non-Combat Skills

Skill Trained Cap at 50 Cap at 60 Progression
Alcohol Tolerance No ?? ?? ??
Commerce No ?? ?? ??
Fishing No ?? ?? ??
Foraging No ?? ?? ??
Swimming No ?? ?? ??

Notable Gear

Ranked for Druid’s key attributes — Primary: Wisdom
Sethrazim’s Skybound Crown
Sethrazim’s Skybound Crown
Armor · Head
WIS +18
Crown of the Drowned Depths
Crown of the Drowned Depths
Armor · Head
WIS +18
Crown of the Drowned Warlord
Crown of the Drowned Warlord
Armor · Head
WIS +18
Sungreet Warden’s Signet
Sungreet Warden’s Signet
Jewelry · Ring
WIS +15
Vrenna’s Choir Shell
Vrenna’s Choir Shell
Armor · Head
WIS +14
Kelgrash’s Coral Miter
Kelgrash’s Coral Miter
Armor · Head
WIS +12
Ushkel’s Tidewoven Talisman
Ushkel’s Tidewoven Talisman
Jewelry · Ring
WIS +12
Ratswarm Staff
Ratswarm Staff
Weapon · Primary
WIS +11

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Druid Spells & Abilities Druid Guides ← Back to All Classes

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