Druid

**Druids** are fierce protectors of life. Entwined with the nature of Taern like ancient oaks, they were uprooted and moved onto foreign soil by the grunts of Utor and their magic. Druids are furious like bears awakened from their slumber. They are excellent healers who understand the language of nature and are able to summon its strength to defend themselves. Druids are valuable members of any party due to their ability to heal, but their strikes may prove deadly, too.

## Skills

###     Swarm

Druids have friends also among insects. Moths, wasps and hornets often serve as their eyes and ears, bringing them news from the deepest forests. A gigantic swarm of wasps answers the call and descends on the victim, draining them of their strength and impairing any actions. Summong the swarm again accumulates damage dealt (30% of damage from the previous Swarm stays).

###     Spring of Nature

Druids, bound to nature with their flesh and soul, understand how to tap on the infinite sources of magical energy and know how to use them. With this ability, they are able to optimize mana usage, allowing them to cast spells with less effort. Spring of Nature can also be cast on other characters.

###      Invigoration

Tapping on the inexhaustible power of nature, Druids invigorate their organisms or the organisms of their allies, restoring energy reserves. This ability restores stamina over time. The amount restored depends on the level of the skill.

###      Natural Resistance

Thanks to a deep understanding of the secrets of nature, Druids can instantly improve their physical resistance. They summon ancient powers that focus on them and turn into a natural armor. Thanks to this, Druids take less damage.

###      Bash

Nature can protect itself, and so can the Druid. Using their power, servants of nature call upon the might of the elements, making their attacks deadly and impossible to defend against. Additionally, the weapons they wield start emitting natural light. It is the manifestation of the powers they summoned. Bash is a brutal melee attack. Healing increases its power - every round of the debuff increases the base damage of Bash by 4%.

###      Roots

The key ability of every Druid. It requires uncanny expertise and allows Druids to communicate with the plant world, the most mysterious domain of druidic understanding. The allied flora entangles their victims with roots. The root wound the opponent, dealing damage over time, and make it more difficult to defend against ranged attack. Roots can also be bound more tightly which makes it impossible for the victim to perform melee attacks. When used more than once in a single round in PvP, Roots have a hit penalty of -15% for the caster. Resets every round.

###      Group Healing

The necessity to gather into groups to face the invaders from Utor forced Druids to develop techniques that would support a whole squadron of allies. Group Healing is the fruit of their efforts. It works in the same way as Healing, but it affects all friendly characters. Whenever a character is healed by this spell, they receive a debuff that lasts 1 round and lowers the effectiveness of healing spells on them.

###      Dispel

Druids always pursue the restoration of the state of primal harmony and purity. Every disturbance evokes the feeling of unease in them. Dispel lets them restore the state from before magical powers interfered. It removes some buffs and debuffs from the targeted character. Dispel effectiveness depends on the level of the ability and the power of the buffs and debuffs, e.g. a debuff with the power of 400 can be removed by two Dispels with the power of 200.

## Sources

* Ingame descriptions from the data sent to us by Dant/Ingame text