Mage/Druid Guide

NOTE: This guide is for both Druid/Mage secondary and Mage/Druid secondary, since the primary and secondary classes may be easily switched by visiting the Class Administrator in Varanas or any House Maid.
=General Information=
Druid/Mage is one of the two available spellcaster/healing class combinations (Mage/Priest being the other). 
Most Mage/Druid elite skills such as Control Flame and Magma Blade are fire oriented, so your Mage build should focus on fire spells such as Flame, Purgatory Fire, and Fire Knowledge. The exception is Lightning, a Mage General Skill which provides a much needed snare for your Druid.
Your Druid build will use Earth Arrow as the primary source of damage, and a variety of heals such as Blossoming Life, Recover, and Shield of Light (OK not really a heal per se).
=Leveling, Zones, Skills, and Training Point Allocation=
==Elven Island (1-10)==
Since the Druid class is exclusive to elves, you should be starting here.
Quest giver to look for: 
Labio
There are only a few hats available at early levels, and the Legal Hood from Labio's quest chain is by far the easiest to obtain. Otherwise, prepare to spend gold on the Ventis Crown.
===Mage Spells===
====Level 1====
	Flame	3 sec cast, your primary nuke, upgrading this spell should be your #1 priority until end game
	Elemental Catalysis	Instant cast, increases your magical damage and regens mana, can be upgraded only after 65lv
====Level 2====
	Electrostatic Charge	Instant cast, self shield, since you get Lightning at level 8, don't worry about this spell too much as the mobs should not be touching you.
	Plasma Arrow	2 sec cast, direct damage that increases your crit chance, like most wind spells, don't worry about upgrading this one.
====Level 4====
	Fireball	Instant cast, direct damage, the elite skill Magma Blade is better but not available until later, either upgrade this spell and reset your skills when you learn Magma Blade or go without a finisher and cast another Flame instead.
====Level 8====	
	Lightning	Instant cast, direct damage and ranged snare, this should be a priority until level 15+ or 20+. After that, upgrade this at your discretion if you want to increase the duration of the snare.
	Eruption	Passive ability increasing Fireball and Flame damage, can't be upgraded
====Level 10====
	Electric Bolt	1 sec cast, direct damage with a damage over time (DOT) component, as with other wind spells don't worry about upgrading this one.
	Discharge	Instant cast area of effect (AoE) direct damage and stun, since you can only upgrade the damage portion of this spell and not increase the stun time, save your training points and skip this one.
===Druid Spells===
====Level 1====
	Recover	2 sec cast, direct heal with a heal over time (HOT) component, this is the only heal your mage has access to, so upgrade this accordingly (it should heal your mage from 5 or 10% health to full, any further upgrade is overheal and wastes mana).
	Earth Arrow	2 sec cast, your primary nuke, this should be upgraded unless you only plan on healing.
====Level 2====
	Purify	Instant cast, removes a curse, can't be upgraded.
	Briar Entwinement	Instant cast, DOT, upgrading this spell certainly improves your damage, but not as much as Earth Arrow. Invest training points in this spell if you need the additional damage.
====Level 4====
	Antidote	Instant cast, removes a poison, can't be upgraded.
====Level 6====
	Restore Life	2 sec cast, direct heal, should be upgraded to level 1, any further upgrades increases the mana cost of this spell. This is your primary way of generating Nature's Power while healing, so it's a good idea to keep the spell cheap for more Nature's Power.
====Level 8====
	Savage Blessing	Instant cast, buff that improves physical accuracy, don't bother with this unless you plan on frequently grouping with melee and have training points to spare.
====Level 10====
	Unity with Mother Earth	Instant cast, removes Nature's Power cost of your spells for 10 secs, can't be upgraded.
	Blossoming Life	Instant cast, HOT, this is really the best heal to max.
==Silverspring (10-20)==
Silverspring is one of two zones for leveling 10-20 (the southern half of Sascilia Steppes being the other). Unless you have a mount, Silverspring is the preferred zone as it is smaller and more compact than the Steppes, 
Quest givers to look for: 
Carphil (on the road from Howling Mountains to Varanas), Tagiton (Peerston's Farm), Winsil (Peerston's Farm), Omyr (Vendor Caravan)
For the 4 piece Silverspring set, get the chest by starting with the quest Driving Off the Kobolds from Carphil, the gloves by starting with the quest Scheming Yuri from Tagiton, the boots by starting with the quest Farm Plague from Omyr, and the legs by starting with the quest The Earth Rune Pillars from Winsil.
Jill Norley (on the road between Forsake Abbey and Twilight Mine)
Jill rewards the first piece of the Vahtos set, staring with Advice from Vahtos' Apprentice and ending with Crafty Bernok.
==Aslan Valley (20-25)==
Forsaken Abbey & Bloody Gallery (20-25)
Forsaken Abbey and Bloody Gallery are both pretty much required, both for life crystals/tough crystals and three pieces of the Secret Files set.
Both instances should preferably be done as a Mage/Druid secondary at lower levels. Discharge and Static Field should be used liberally to stay alive. Especially at lower levels, the trash can do more damage than Druid/Mage can heal through. 
==Dragonfang Ridge (25-30)==