Druid

## **Background**

Druids are on of Massive Darkness 2's most flexible classes, due to their shapeshifting ability. They can take a lot of damage and taunt enemies by becoming a bear, they can assume the damage role of the party as an eagle, or they can become a utility-focused raccoon that moves faster and helps the party.

## **Gameplay**

During game, the Druid can Transform into a Bear, an Eagle, a Raccoon or revert to their original form. While in any animal form, Druids can spend its specific resource (Ferocity for Eagle, Brawn for Bear, and Flow for Raccoon) to activate their abilities. Each animal form has a starting ability: The Eagle gains reroll on Attacks, the Bear may ignore 1 Monster Die in Combat, and the Raccoon gains +1 Move Point.

At the start of every turn, Druids increase all their Animal Form tracks, **except from the one they are currently in**. Thus, players are encouraged to shapeshift every once in a while to optimize play. Keep in mind that with every turn Druids can transform once. Each form also gives the Druid a bonus for the Transformation (including reverting to the original form, with a bonus that is unique for each Hero).

Druids are extremely flexible and it's important to gauge and choose the right form for the right moment, since they can perform various roles. Each main skill tree allows the druid to focus on two Animal Forms, leaving one of them slightly weaker but functional and rewarding. Their main skill trees have information on both sides, one for each Animal:

## **Skills**

*Note that all Skills level 6 and higher are only available in Campaign Mode*

Tenacity: Bear

* **I - Level 1; Anytime 2 (Brawn):** If it is the Enemy Phase, choose 1 Mob in (Magic) range. You count as the closest Hero to that Mob.
* **II - Level 3; Anytime 2 (Brawn):** If it is the Enemy Phase, choose 1 Mob in (Magic) range. You count as the closest Hero to that Mob. **Defense 1 (Brawn):** +2 (Shield)
* **III - Level 5; Anytime 2 (Brawn):** If it is the Enemy Phase, choose 1 Mob on your Tile. You count as the closest Hero to that Mob. **Defense 1 (Brawn):** 1 (Re-roll Any) +2 (Shield)
* **IV - Level 7; Anytime 2 (Brawn):** If it is the Enemy Phase, choose 1 Mob on your Tile. You count as the closest Hero to that Mob. **Defense 1 (Brawn):** 1 (Re-roll Any) +3 (Shield). **Defense 2 (Brawn):** Deal 3 Wounds to the attacker.

Tenacity: Raccoon

* **I - Level 1; 1 (Flow):** 1 Hero in the Druid's Zone gains 1 (Mana) **2 (Flow):** Perform 1 Free Trade action.
* **II - Level 3; 1 (Flow):** 1 Hero in the Druid's Zone gains 2 (Mana) **2 (Flow):** Perform 1 Free Trade action.
* **III - Level 5; 1 (Flow):** 1 Hero in the Druid's Zone gains 2 (Mana) **2 (Flow):** Perform 1 Free Trade action with all Heroes in Magic range.
* **IV - Level 7; 1 (Flow):** Each Hero in Magic range gains 2 (Mana) **2 (Flow):** Perform 1 Free Trade action will all Heroes in Magic range. **3 (Flow):** Discard 1 item to draw 1 Treasure of the same rarity.

Savagery: Eagle

* **I - Level 1; Attack 2 (Ferocity):** +2 (Sword)
* **II - Level 3; Attack 2 (Ferocity):** +2 (Sword) **Attack 1 (Ferocity):** Ignore 1 (Blue die)
* **III - Level 5; Attack 2 (Ferocity):** +2 (Sword) **Attack 1 (Ferocity):** +1 (Sword) **Attack 1 (Ferocity):** Ignore 2 Defense dice
* **IV - Level 7; Attack 2 (Ferocity):** +3 (Sword) **Attack 1 (Ferocity):** +2 (Sword) **Attack 1 (Ferocity):** Ignore 2 Defense dice

Savagery: Bear

* **I - Level 1; Attack 1 (Brawn):** Ignore 1 (Retaliation) The defender suffers it instead of you.
* **II - Level 3; Attack:** Spend up to 2 (Brawn). For Each (Brawn) spent, ignore that many (Retaliation). The defender suffers them instead of you.
* **III - Level 5; Attack:** Spend up to 3 (Brawn), for each (Brawn) spent, ignore that many (Retaliation). The defender suffers them instead of you.
* **IV - Level 7; Attack:** Spend up to 3 (Brawn), for each (Brawn) spent, ignore that many (Retaliation). The defender suffers them instead of you. **Attack 3 (Brawn):** Double the Wounds dealt.

Nimbleness: Eagle

* **I - Level 1; Action 2 (Ferocity):** Move 1 Zone and perform an attack.
* **II - Level 3; Action 2 (Ferocity):** Move up to 1 Zone and perform an attack ignoring 1 (Shield)
* **III - Level 5; Action 2 (Ferocity):** Move up to 2 Zones and perform and attack ignoring 2 (Shield)
* **IV - Level 7; Action 2 (Ferocity):** Move up to 3 Zones and perform and attack ignoring 2 (Shield) and 2 (Claw)

Nimbleness: Raccoon

* **I - Level 1; Move 3 (Flow):** You do not take Reaction Damage.
* **II - Level 3; Move 2 (Flow):** Bring another Hero with you (both take Reaction Damage). **Move 3 (Flow):** You do not take Reaction Damage.
* **III - Level 5; Move 1 (Flow):** Bring another Hero with you (both take Reaction Damage). **Move 2 (Flow):** Heroes do not take Reaction Damage during this Move.
* **IV - Level 7; Move 1 (Flow):** Bring another Hero with you (both take Reaction Damage). **Move 2 (Flow):** Heroes do not take Reaction Damage during this Move. **Move 1 (Flow):** After moving, each hero in your Zone Heals 1.

Hide Armor

* **I - Level 2:** If you have nothing equipped on (Armor), gain: **Defense: 1 (Re-roll) +2 (Blue Dice)**
* **II - Level 4:** If you have nothing equipped on (Armor), gain: **Defense: 1 (Re-roll) +4 (Blue Dice)**
* **III - Level 6:** If you have nothing equipped on (Armor), gain: **Defense: 1 (Re-roll any) +4 (Blue Dice) +2 (Green Dice)**

Nature's Blessing

* **I - Level 2;** After Transforming to your Original Form, increase the track of the Animal Form you left by 1.
* **II - Level 4;** After Transforming to your Original Form, increase the track of the Animal Form you left by 2.
* **III - Level 6;** After Transforming to your Original Form, increase the track of the Animal Form you left by 3.

Natural Growth

* **I - Level 8:** +1 Max (Health) After you Transform, Heal 2.
* **II - Level 9:** +3 Max (Health) After you Transform, Heal 3.

Fierce Eagle

* **Level 9; Required: Savagery IV + Nimbleness IV; Attack 1 (Ferocity), 1 (Brawn), 1 (Flow):** Ignore up to 2 (Retaliation) and add 1 (Flame Token) for each (Retaliation) that is ignored.

Mighty Bear

* **Level 9; Required: Tenacity IV + Savagery IV; Defense 1 (Ferocity), 1 (Brawn), 1 (Flow):** Roll the (Violet Dice). For each (Sword) rolled gain +1 (Shield). If (Shadow Skill), gain +1 (Green Die) +1 (Blue Die)

Swift Raccoon

* **Level 9; Required: Savagery IV + Tenacity IV; Action 1 (Ferocity), 1 (Brawn), 1 (Flow):** Add 1 (Frost Token) to each Enemy in (Magic) range.

Primal Shape

* After you Transform to your Original Form, gain 2 (Mana) and choose 1 of your Animal Form skills (*only 1 side*). During this round, you may use that skill in your Original Form by paying (Mana) instead of (Ferocity), (Brawn), or (Flow)

Lightbringer Ascension

* **Level 10:** You roll (Violet Dice) in Light Zones. You can't use your (Shadow Skill) effects in Light Zones. Instead, you may use: **(Shadow Skill):** After Combat, you may Transform.

## **Set Item Skills**

Shadowbane

* Minor Power: **1 (Mana):** Increase each Animal Form track by 2, except the current Form (*once per round*)
* Greater Power: **1 (Mana):** Increase each Animal Form track by 2 (*once per round*)

Hellfire

* Minor Power: **Discard 2 (Flame Token) from yourself:** Transform (*once per round*)
* Greater Power: **Discard 1 (Flame Token) from yourself:** Transform (*once per round*)

Darkbringer

* **Shadow Mode Skill:** Increase any Animal Form track by 3.

## **Druids in Massive Darkness 2: Hellscape**

* Berko
* Zuri
* Myriam

## **Attainable From**

* Massive Darkness 2: Druids vs Beelzebub