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
- 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
- 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
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.