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Druid

From Diablo 4 Wiki

The Druid is returning to Diablo IV but was first introduced in the Diablo 2 Lord of Destruction expansion back in June 2001.

The Druids inhabit the northern forests of Scosglen and developed their magic independently from the eastern mage clans. They served as the warrior-kings of their tribes, usually living apart from their people in massive stone towers that were covered with vines and ivy. As masters of the natural world, they were able to control living creatures and the very forces of nature.

While we only know basic information about the Diablo IV version of the Druid, it’s expected the class will stay close to the Diablo 2 Druid. The Diablo 2 Druid controlled both Elemental and Prime magic giving the class control over fire, earth, and wind. This attachment to nature allowed the class to summon ravens, wolves, vines, and natural spirits. Shapeshifting and elemental attacks are expected to play a big role in the class when it arrived in Diablo IV.


Diablo IV is a work in progress and whilst the classes so far revealed will appear in the game the specific’s of theirs skills and indeed which skills they have can all change before release.

Diablo 4 Class
Diablo 4 Deuid
The Druid
Skills: Druid Skills
Resources: Spirit
Background
Origin: Scosglen
Affiliation: Túr Dúlra.


Druid Skills

The Druid has access to six groups of skills and in general they serve the following purposes:

  • Basic – Generate Spirit and deal Physical and Lightning Damage
  • Spirit – Deal Physical Damage at a cost to Spirit
  • Defensive – Deal Physical Damage with Cooldowns
  • Wrath – Deal Physical Damage with Cooldowns
  • Companion – Companions deal Physical and Poison Damage with Cooldowns
  • Ultimate – Deal Physical and Lightning Damage with Cooldowns

Each skill falls into one of four categories:

  • Shapeshifting
  • Storm Magic
  • Earth Magic
  • Companion

Shifting between Werebear, Werewolf and human form is automatic depending on which skills the Druid is using, it is instant and seamless.

Spirit doesn’t drain when not in use, it only drains when the Druid uses skills that use it.

The Druid does not need to summon Companions as they are passively generated and will attack the Druid’s enemy automatically.  However, each Companion comes with an Active Skill that the Druid can direct the Companion to inflict on a specific target or area.

The Druid’s companions are translucent to other players.

Certain Talents can affect an entire category of skills, for example points in the Natural Resonance talent increases the damage of all Earth and Storm skills.

As with all classes, players can choose one mastery from the choices available at level 33.

Druid Skills and Talents

Druid Skill-driven Deaths

This system allows you to decapitate, bisect, freeze, shatter, eviscerate, and burn your enemies depending on skills used. The Druids's are as follows:

  • Roadkill – The monster is crushed by a moving object, leaving a smear of blood on the ground
  • Devoured– The monster's flesh is eaten away by a swarm of ferocious bites
  • Lightning Gib – Lightning causes the monster’s body to pop, exploding into pieces
  • Maul – The monster’s skin is completely mangled, covering them in blood

Druid History

The Druids are a race of nomadic warrior-poet-kings. Driven from their homelands long ago by their Barbarian brothers, the Druid tribes live primarily in the northern forests. Using mystic secrets passed down through the generations, they summon the elements of fire and wind to do their bidding, and command the creatures of the forest to aid them in battle. Shifting from their human forms into that of wild beasts, gives them abilities far beyond those of other mortals.

In the ancient tome of the Druids, the Scéal Fada (“Long Story”), it is written that Bul-Kathos, the great and ancient king of the Barbarian tribes, had a mysterious but trusted confidant, who was only referred to as Fiacla-Géar (“Sharp-Tooth”). This man is sometimes described as Bul-Kathos’s close friend, and at other times, he is referred to as his brother. Whatever the source of their relationship, their bond was strong, and together they shared the secrets of the ancients: of the mysteries below the peaks of Mt. Arreat, of the venerated task put to their people to protect those mysteries, and of the prophecies regarding the dark times ahead. They both agreed that, in order to fulfill their sacred trust, their people must devote themselves to nothing save that charge. However, they disagreed on exactly how the people could best do this. Bul-Kathos believed that only by bringing the tribes together and training them in strict martial discipline could the tribes faithfully concentrate on their goal for generations to come.

Druid Legendaries
Druid Legendaries

Fiacla-Géar, on the other hand, believed that only through obtaining a spiritual oneness with the land they had sworn to protect could the people truly appreciate the importance of their role. Both agreed the other’s philosophy had merit, and so around the time Bul-Kathos united the tribes, Fiacla-Géar gathered together a small group consisting of the tribes’ greatest warrior-poets and shamans and mysteriously retreated into the forests surrounding the area known as Scosglen (new zone coming to Diablo IV). There he and his people created the first of the Druid Colleges, huge mortar-less stone towers, covered in vines and safely hidden beneath the leafy canopies of the dense forests. They have dwelt there ever since, forging a new way of life for themselves. They created a new culture and language, cutting themselves off from their Barbarian cousins and their ways, vowing not to return to the Steppes of Mt. Arreat until the time of the Uileloscadh Mór, (“Great Holocaust”) between the men of the world and the demons of the Burning Hells.

Here, in preparation for the impending conflict, he taught his people the Caoi Dúlra (“Way of Nature”), a harmony with the natural elements of the world, its plants and animals, as the heart of its most intrinsic beliefs, for they are the personification of the very world that the Druids have sworn to protect. Not only was Caoi Dúlra the basis for their system of values, but through its study and practice, the Druids learned to bond with the natural entities of Sanctuary. This bonding was so absolute that eventually, they discovered how to talk to the plants and animals, and these beings taught them all the secrets of the natural world. They taught them methods to call animals from far away, how to summon sentient plants from the earth, ways to change their own forms to share the strengths of their animal cousins, even, to a limited extent, techniques to control the weather.

At the Túr Dúlra (“Tower of Nature”), the greatest of the Druid Colleges, stands a great tree Glór-an-Fháidha (“Glory of the Oak”). This tree is the most revered source of the Druids guidance and teachings. Under its branches, for centuries, the Druids of Scosglen have been honing not only their powerful arsenal of natural magic, but also the martial skills they have retained from their Barbarian forefathers. They have done this because they believe themselves to be the world’s last line of defense when the time of the great conflict comes, a time they believe is at hand. Lashing out in fury at the recent insurgence of denizens of the Burning Hells, and at the Leathdhiabhala (“Half-Demons”), demonic corruptions of the very creatures they have vowed to defend, the Druids have, at last, emerged from their forests, marching toward their final stand against the minions of Chaos. – Compiled by Flux

Archive Content from Earlier Reveals

The talent tree below is an early version revealed by Blizzard.

Druid Talent Tree
Druid Talent Tree

Druid Talents

The Druid has access to two talent trees, Shapeshifting and Nature and points can be placed in these to further passively augment the Druid’s skills.

The bottom row of both Talent Trees has two talents which you will need to choose between.  You will have one point for the bottom row of the Shapeshift Talent Tree and one point for the Nature Talent Tree.