Druid Overview

Content of this article:

  1. Introduction
  2. Attributes
  3. Breakpoints
  4. Skill Trees
  5. Skill Mechanics
  6. Build Guides
  7. Character Specific Gear
  8. Lore & In-Game dialogue

Introduction

Druid

The Druid uses the forces of nature to destroy his enemies. From swirling Hurricanes, to Volcano eruptions, the Elemental Skill Tree has everything you can ask for in terms of natural disasters. Either summoning or even becoming one himself, the Druid makes use of animals from the wild.

Fissure is arguably the strongest damage Skill in the early game. With Leaf equipped, the Druid will melt everything that comes into his path.

Hurricane and Tornado are nowhere near the strongest Skills around, but they are the Druid's bread and butter in the mid-late game.

Shock Wave is a massive Crowd Control ability and is useful in groups with almost no gear. Other Skills from the Shape Shifting Tree require a lot of gear to function well. Apart from Shock Wave, Shape Shifting Skills are not recommended until that gear is acquired.

The Summoning Tree only has a utility use, as they don't really deal any notable damage. Capable of tanking for you and increasing your Stats, this Skill Tree is still very important on every Druid build.

The biggest weakness of the Druid is his lack of build versatility, as most builds are extremely gear dependent. In addition to that, the Shape Shifting Skill Tree doesn't allow you to utilize Enigma, which limits the Druid's mobility.


Attributes

Every Character has the Attributes Strength, Dexterity, Vitality and Energy. At maximum Level, a Character has access to 505 Stat Points, which can be allocated into the Attributes. While Vitality only affects the Life pool and Energy only affects the Mana pool of your Character, Strength and Dexterity have additional uses:

Strength:
Generally, Stat Points are only allocated to this Attribute to wear your gear, however, Strength has an additional use: it increases the Physical Damage portion of melee attacks.

Dexterity:
Generally, Stat Points are only allocated to this Attribute to wear your gear, however, Dexterity has 4 additional uses:

  • It increases the % Chance to Block up to 75 while using a Shield.
  • The Attack Rating of every attack is increased, improving the Chance to hit your target.
  • Every 4th Stat Point into Dexterity increases the base Defense of the Character by 1.
  • On ranged builds, Dexterity increased the Physical Damage portion of your attacks.


Starting Attributes of the Druid

StrengthDexterityVitalityEnergy
15202520
Baseper Levelper Stat Point
Life55+1.5+2 per Vitality
Stamina84+1+1 per Vitality
Mana20+2+2 per Energy

Breakpoints

Breakpoints are an integral way to improve your Character's performance. For in-depth explanations on them, please check out our article on Breakpoints.

Attack Rate

Due to his Skill set, Attack Speed is a Breakpoint the Druid cares about in certain builds. Due to the complexity, Attack Speed would go beyond the scope of this post. Check out our article on Attack Speed and use the d2planner to simulate your Breakpoints.

Block Rate

When using a Shield, the Druid has a % Chance to Block. When successfully blocking, he enters a block animation. Increasing your +% Faster Block Rate decreases the time your Druid needs to execute it.

Human form:

Faster Block Rate061320325286
Block Frames111098765

Werewolf:

Faster Block Rate0715274886
Block Frames987654

Werebear:

Faster Block Rate051016274065109
Block Frames12111098765

Cast Rate

The Druid's Cast Rate determines the rate at which he can use spells. Increasing your +% Faster Cast Rate decreases the time required for a cast. The Action Flag determines at which Frame the used Skill is actually triggered.

Normal:

Faster Cast Rate041011193046636899142163
Cast Frames181716151413121110
Action Flags109876

Werewolf:

Faster Cast Rate0610142637406095157
Cast Frames161514131211109
Action Flags8765

Werebear:

Faster Cast Rate071526406399163
Cast Frames161514131211109
Action Flags98765

Hit Recovery Rate

When being hit, there is a chance that you get stunned. Increasing your +% Faster Hit Recovery decreases the time your Druid needs to recover from this stun.

1-Handed Swinging Weapons (Axes, Clubs, Maces, Scepters, Swords, Throwing Axes, and Wands):

Faster Hit Recovery037131929426399174456
Hit Recovery Frames1413121110987654

Other Weapons:

Faster Hit Recovery05101626395686152377
Hit Recovery Frames13121110987654

Werewolf:

Faster Hit Recovery09204286280
Hit Recovery Frames765432

Werebear:

Faster Hit Recovery05101624375486152360
Hit Recovery Frames13121110987654

Skill Trees

Structure
Every Character has 3 Skill Trees to allocate their Skill Points into. Each Skill Tree consists of a total of 10 Skills. These Skills are placed into 6 rows, which represent the 6 Skill tiers. While tier 1 is available at Character Level (clvl) 1, the other tiers become available at clvl 6, 12, 18, 24, and 30.

Skill Points
Every Character gains access to 110 Skill Points (98 from Levels and 12 from quests).

Prerequisites
Not every Skill is available right away. The arrows on the Skill Tree show the prerequisites needed to obtain skills further down the Tree.
Example: You have to put a Skill Point into Firestorm and Molten Boulder to gain access to Fissure.

Synergies
A lot of Skills have Synergies, which are Skills that passively boost the strength of another Skill. The main Skill shows how much a Synergy increases its power per Skill Point allocated into it.
Example: The base Physical Damage of Tornado is increased by a summed up multiplier which increases by 9% for each Skill Point allocated into Cyclone Armor, Twister, and Hurricane.


Skill Mechanics (Work in Progress)

Every Skill in Diablo 2 Resurrected is unique. Find out about their individual scaling, functionality, and nuances in the following section. The Skills are listed going through the Skill Tree columns from top to bottom, starting on the left.

Elemental

firestorm

  • The speed of this Skill is based on Cast Rate.
  • Fires three missiles which pierce and leave a ticking fire damage trail in their wake.
    • These travel for 40 frames (1.6 seconds) in total.
    • The center missile travels towards the or direction of the cursor.
      • The left and right missiles travel randomly in a parallel-ish trajectory. The path these take will be the same if the target's position or cursor position remain unchanged.
  • Each missile spawn fire wakes on the third frame and then every other frame until the 40 frame total travel distance. (This equals 57 wakes in total, 19 per missile)
  • Size 1 targets can be damaged by 5 fire wakes simultaneously, Size 2 targets can be damaged by 9, and Size 3 targets can be damaged by 14.
  • Can only be cast in Human form.
  • Mana Cost is 4 Mana per cast.
  • Character Screen damage calculation shows fire damage per second by applying three fire wake's bit rate damage for 25 frames, but each fire only applies for 14 frames. Additionally, there is a 0.6 second delay between each cast of firestorm.
Scaling
Skill Level1-89-1617-2223-28>28
Min Fire Bit Rate Damage12 * slvl20 * slvl - 6428 * slvl - 19228 * slvl - 80884 * slvl - 1592
Max Fire Bit Rate Damage12 * slvl + 1224 * slvl - 8432 * slvl - 21260 * slvl - 82892 * slvl - 1724

Example: Skill Level (slvl) = 20

Min Fire Bit Rate Damage = (28 * 20) - 192
Min Fire Bit Rate Damage = 368

Max Fire Bit Rate Damage = (32 * 20) - 212
Max Fire Bit Rate Damage = 428

Synergies
  • Synergies add +% Fire Damage = 23 * (moltenboulder.blvl + fissure.blvl)

Example: Skill Level (slvl) = 20
All Synergies have a blvl = 20

Synergy +% Fire Damage = 23 * (20 + 20)
+% Fire Damage = 920%

Taking the above values, we will add 920% of our base damage to our calculated damage. This is a multiplier of 10.2.

Min Fire Bit Rate Damage = 368 * 10.2
Min Fire Bit Rate Damage = 3753.6

Max Fire Bit Rate Damage = 428 * 10.2
Max Fire Bit Rate Damage = 4365.6

Damage per Second

To calculate DPS we must convert our Bit Rate damage into seconds and assume a number of missiles. Since the skill releases 3 missiles, we'll use this for the calculation but understand that more than 3 missiles can affect a target depending on the circumstances. We'll assume slvl = 20, blvl for all synergies = 20, and the Druid has 0 FCR%.

Fire Damage per second =
(# of missiles * bit rate * fire wake's frame length / 256) * 25 FPS / (Delay + Action Flag)
Min Fire DPS = (3 * 3753.6 * 14 / 256) * 25 / (15 + 10)
Min Fire DPS = 615
Max Fire DPS = (3 * 4365.6 * 14 / 256) * 25 / (15 + 10)
Max Fire DPS = 716

moltenboulder

  • The speed of this Skill is based on Cast Rate.
  • Fires a slow moving boulder missile which applies Physical and Fire damage on collision and when the missile explodes in a radius (4.66 yards).
    • The boulder releases fire wakes in its path which apply Fire damage according to bit rate.
    • The boulder applies Knockback with a 50% chance to Size 1 and 2 targets, unless otherwise prevented. On Size 3 targets, the boulder immediately explodes as if it hit an object or reached the end of its roll.
  • Each boulder rolls for 100 frames (4 seconds). It applies Knockback on every frame as it rolls.
    • If the knockback would not apply to the legal target, the boulder rolls through the target. This actually applies more damage than if the target would be knocked back, and thus out of range of the Physical and Fire damage of the boulder itself.
  • Can only be cast in human form.
  • Mana Cost is 9.5 + (0.5 * slvl)
  • Has a 2 second delay between casts.
  • The Knockback is always directionally applied according to the caster's current position. The target is knocked away from the caster, parallel to their position, regardless of the boulder's trajectory.
  • Upon boulder explosion, Physical and Fire damage are applied in a radius. The explosion leaves behind seemingly random fire wakes, which actually have a set position which is constant.
  • Boulder damage can be blocked, but explosion damage cannot.
  • Character Sheet damage displays as if 3 fire wakes are dealing their bit rate damage every frame for 1 second. True damage is applied over 36 frames and Size 2 or larger targets can receive fire damage from more than 3 wakes simultaneously.
Scaling
Skill Level1-89-1617-2223-28>28
Min Physical Damage4*slvl + 27*slvl - 2210*slvl - 7013*slvl - 13616*slvl - 220
Max Physical Damage5*slvl + 78*slvl - 1711*slvl - 6514*slvl - 13117*slvl - 215
Min Fire Damage4*slvl + 27*slvl - 2210*slvl - 7013*slvl - 13616*slvl - 220
Max Fire Damage5*slvl + 78*slvl - 1711*slvl - 6514*slvl - 13117*slvl - 215
Min Fire Bit Rate Damage24*slvl + 1628*slvl - 1632*slvl - 8036*slvl - 16840*slvl - 280
Max Fire Bit Rate Damage24*slvl + 3228*slvl32*slvl - 6436*slvl - 15240*slvl - 264

Example: Skill Level (slvl) = 20

Min Physical Damage = (10 * 20) - 70
Min Physical Damage = 130
Min Fire Damage = (10 * 20) - 70
Min Fire Damage = 130
Min Fire Bit Rate Damage = (32 * 20) - 80
Min Fire Bit Rate Damage = 560

Max Physical Damage = (11 * 20) - 65
Max Physical Damage = 155
Max Fire Damage = (11 * 20) - 65
Max Fire Damage = 155
Max Fire Bit Rate Damage = (32 * 20) - 64
Max Fire Bit Rate Damage = 576

Synergies
  • Synergies add +% Fire Damage = 8 * (firestorm.blvl
  • Synergies add +% Physical Damage = 10*volcano.blvl

Example: Skill Level (slvl) = 20
All Synergies have a blvl = 20

Synergy +% Fire Damage = 8 * 20
+% Fire Damage = 160%
Synergy +% Physical Damage = 10 * 20
+% Physical Damage = 200%

Taking the above values, we will add 160% of our base Fire damage to our calculated damage. This is a multiplier of 2.6. We will add 200% of our base Physical Damage, this is a multiplier of 3.

Min Physical Damage = 130 * 3
Min Physical Damage = 390
Min Fire Damage = 130 * 2.6
Min Fire Damage = 338
Min Fire Bit Rate Damage = 560 * 2.6
Min Fire Bit Rate Damage = 1456

Max Physical Damage = 155 * 3
Max Physical Damage = 465
Max Fire Damage = 155 * 2.6
Max Fire Damage = 403
Max Fire Bit Rate Damage = 576 * 2.6
Max Fire Bit Rate Damage = 1497

Damage per Second

To calculate DPS we must convert our Bit Rate damage into seconds and assume a number of missiles, then add the Explosion Damage. Character Screen calculates with 3 missiles. We'll use this for the calculation, but understand that more than 3 missiles can affect a target depending on the circumstances. We'll assume slvl = 20, blvl for all synergies = 20, and the Druid has 0 FCR%.

Physical + Fire Damage per second =
((# of missiles * bit rate * fire wake's frame length / 256) * 25 FPS / (Delay + Action Flag)) + Physical Damage + Fire Damage
Min Physical + Fire DPS = ((3 * 1456 * 25/ 256) * 25 / (50 + 10)) + 390 + 338
Min Physical + Fire DPS = 905
Max Physical + Fire DPS = ((3 * 1497 * 25 / 256) * 25 / (50 + 10)) + 465 + 403
Max Physical + Fire DPS = 1050

arcticblast

  • The speed of this Skill is based on Cast Rate.
  • Fires a continuous stream of missiles which apply Cold damage and Cold Length every other frame as long as the Skill in channeled.
  • Cold Length lasts 3.4 + (0.6*slvl) in seconds.
  • The channeled Skill width is Size 1 and will apply Damage/Cold Length to targets that intercept the stream at any point.
    • The range of the stream increases by 2 yards every 6 Skill levels. Range in Yards is ((33 + (2*slvl)/4) * 2/3.
  • Faster Cast Rate does not effect the animation length with is set to 15 frames, with the missiles beginning to travel in the 11th frame. This animation can be interrupted just before the missiles begin to travel, which stops the animation length at 11 frames.
  • Can only be cast in human form.
  • Mana cost is (23 + slvl) * 25/128 per secon
Scaling
Skill Level1-89-1617-2223-28>28
Min Cold Bit Damage64*slvl + 2072*slvl - 4480*slvl - 17296*slvl - 524116*slvl - 1084
Max Cold Bit Damage64*slvl + 9676*slvl84*slvl - 128100*slvl - 480124*slvl - 1152

Example: Skill Level (slvl) = 20

Min Cold Bit Rate Damage = (80 * 20) - 172
Min Cold Bit Rate Damage = 1428

Max Cold Bit Rate Damage = (84 * 20) - 128
Max Cold Bit Rate Damage = 1552

Synergies
  • Synergies add +% Cold Damage = 15*(cyclonearmor.blvl + hurricane.blvl)

Example: Skill Level (slvl) = 20
All Synergies have a blvl = 20

Synergy +% Cold Damage = 15 * (20 + 20)
+% Cold Damage = 600%

Taking the above values, we will add 600% of our base damage to our calculated damage. This is a multiplier of 7.

Min Cold Bit Rate Damage = 1428 * 7
Min Cold Bit Rate Damage = 9996

Max Cold Bit Rate Damage = 1552 * 7
Max Cold Bit Rate Damage = 10864

Damage per Second

To calculate DPS we must convert our Bit Rate damage into seconds. Damage is applied every other frame. We will calculate damage for the full second after initial cast animation, since this is a channeled Skill. We'll assume slvl = 20, blvl for all synergies = 20.

Cold Damage per second =
(bit rate * frame length / 512)
Min Cold DPS = (9996 * 25 / 512)
Min Cold DPS = 488
Max Cold DPS = (10864 * 25 / 512)
Max Cold DPS = 530

fissure

  • The speed of this Skill is based on Cast Rate.
  • Creates a 10 yard square within which 14 Size 3 "cracks" will open and begin to deal Fire Damage every 6 frames as long as the target moves over a new "crack" within that time. The square lasts for 3.2 seconds.
    • Each crack remains open for 84 frames (3.36 seconds).
    • fissure has Last Collide meaning each "crack" can only deal damage once.
      • If two targets are both standing on the same crack, it will continuously alternate which has the target's Last Collide. This allows for maximum DPS as each target can be hit by the same cracks multiple times.
    • The Next Hit Delay lasts 5 frames.
  • Has a 2 second delay between casts.
  • Can only be cast in human form.
Skill Level1-89-1617-2223-28>28
Min Fire Damage6*slvl + 912*slvl - 3916*slvl - 10318*slvl - 14722*slvl - 259
Max Fire Damage6*slvl + 1912*slvl - 2916*slvl - 9319*slvl - 15923*slvl - 271
  • Synergies add +% Fire Damage = 12*(firestorm.blvl + volcano.blvl)

cyclonearmor

  • The speed of this Skill is based on Cast Rate.
  • Reduces incoming Fire, Lightning, and Cold Damage prior to any other sources.
  • Damage reduced accumulates regardless of type. If the shield would reduce 100 total damage, and the first source was 50 Fire Damage, then incoming 50 Lightning Damage would deplete the shield.
  • Any damage dealt in excess of the remaining total on the armor is then applied to the Character following normal damage calculations.
  • Cold Damage will still apply its Cold Length even if the total damage was reduced to zero by the armor.
  • Can only be cast in human form. Will remain active after shapeshifting.
  • Total Damage reduced = 28 + (12*slvl)
  • Synergies add +% Fire/Lightning/Cold Damage reduced = 7*(twister.blvl + tornado.blvl + hurricane.blvl

twister

  • The speed of this Skill is based on Cast Rate.
  • Fires 3 fast moving twister missiles which deal Physical Damage and stun targets that are hit.
    • The Next Hit Delay is 25 frames and the twisters last for 50 frames. This means any one of the 3 twisters can only cause damage and stun a target up to a maximum of twice before the twisters expire.
      • This also means that casting more twister at the same target will not increase the total DPS the target can experience from twister. The target can only be damaged once every 26 frames.
    • Stun length is 0.4 seconds
  • The three twisters move in random directions towards the location of the cursor. If the cursor does not move for additional castings, the twister will follow the same path.
  • Damage can be blocked.
  • Can only be cast in human form.
Skill Level1-89-1617-2223-28>28
Min Physical Damage2*slvl + 43.5*slvl - 85*slvl - 326.5*slvl - 658*slvl - 107
Max Physical Damage2*slvl + 63.5*slvl - 65.5*slvl - 387*slvl - 718.5*slvl - 113
  • Synergies add +% Physical Damage = 10*(tornado.blvl + hurricane.blvl)

volcano

  • The speed of this Skill is based on Cast Rate.
  • Creates a Size 3 volcano which erupts and lobs burning boulders that set fire wakes at the impact site. Dealing Physical and Fire Damage to any target that walks over the volcano, is hit by the boulders, or walks over the fire wakes.
    • The volcano deals damage starting on the 2nd frame, and every 11 frames following until it expires 6 seconds later (150 frames in total).
      • The volcano Next Hit Delay is 10 frames.
    • The boulders start on the 5th frame and continue launching every 2 frames after for a total of 62 boulders.
      • The boulders land randomly in a 16.66 yard square around the volcano. The fire wakes that result are Size 2.
        • These also apply the damage of the volcano, but with a Next Hit Delay of 5 frames, meaning a higher potential DPS.
        • The fires last 18 frames and have Last Collide so one target can only be damage by each boulder fire wake once.
          • If two targets stand in the fire wake the Last Collide will alternate every 6 frames.
        • If a target stands in the volcano and a boulder fire wake, only the fire wake damage and Next Hit Delay is applied.
  • Both damage types can be blocked since they are applied simultaneously.
  • Has a 4 second delay between casts.
  • Can only be cast in human form. Will persist after shapeshifting.
Skill Level1-89-1617-2223-28>28
Min Physical Damage2*slvl + 64*slvl - 106*slvl - 428*slvl - 8610*slvl - 142
Max Physical Damage2*slvl + 84*slvl - 86*slvl - 408*slvl - 8410*slvl - 140
Min Fire Damage2*slvl + 64*slvl - 106*slvl - 428*slvl - 8611*slvl - 170
Max Fire Damage2*slvl + 84*slvl - 86*slvl - 408*slvl - 8413*slvl - 224
  • Synergies add +% Physical Damage = 12 *moltenboulder.blvl
  • Synergies add +% Fire Damage = 12*(fissure.blvl + armageddon.blvl)

tornado

  • The speed of this Skill is based on Cast Rate.
  • Fires a single Size 3 tornado missile which deals Physical Damage on impact, and periodically in a 2 yard radius around the missile.
  • The tornado moves in a randomized route in the direction of the cursor, but if cast continuously, the missile will follow the same route until the cursor's position changes.
  • Tornados travel for 3 seconds and apply their periodic damage immediately, and then every 15 frames after.
    • Collision damage has Last Collide and Next Hit Delay of 25 frames. In most scenarios a tornado will only apply collision damage once per cast.
    • Periodic damage from multiple tornados can be applied simultaneously.
  • Can only be cast in human form.
  • Collision damage can be blocked, but periodic damage cannot be.
Skill Level1-89-1617-2223-28>28
Min Physical Damage8*slvl + 1714*slvl - 3120*slvl - 12724*slvl - 21528*slvl - 327
Max Physical Damage8*slvl + 2715*slvl - 2921*slvl - 12525*slvl - 21329slvl - 325
  • Synergies add +% Physical Damage = 9*(cyclonearmor.blvl + twister.blvl + hurricane.blvl)

armageddon

  • The speed of this Skill is based on Cast Rate.
  • Summons a storm of fiery boulders which fall in an 11.33 yard square centered on the caster, dealing Physical and Fire on impact and leaving behind a fire wake which deals Fire damage for a short period of time.
    • Total length equals 10 seconds prior to synergies, and recasting the Skill merely reset the duration.
    • Boulders begin to fall 9 frames into the duration, and spawn every 8 frames afterwards.
    • Boulder impact radius is 2 yards.
    • Has a 6 seconds delay between casts.
    • Fire wakes last for 36 frames.
  • Can be cast in any form.
  • Damage cannot be blocked
Skill Level1-89-1617-2223-28>28
Min Physical Damage4*slvl6*slvl - 168*slvl - 4810*slvl - 9212*slvl - 148
Max Physical Damage4*slvl + 127*slvl - 129*slvl - 4412*slvl - 11014*slvl - 166
Min Fire Damage15*slvl + 1020*slvl - 3025*slvl - 11031*slvl - 24238*slvl - 438
Max Fire Damage16*slvl + 5922*slvl + 1127*slvl - 6934*slvl - 22340*slvl - 391
Min Fire Bit Rate Damage24*slvl + 1628*slvl - 1632*slvl - 8036*slvl - 16840*slvl - 280
Max Fire Bit Rate Damage24*slvl + 3228*slvl32*slvl - 6436*slvl - 15240*slvl - 264
  • Synergies add Duration in seconds = 2*fissure.blvl
  • Synergies add +% Fire Damage = 14*(firestorm.blvl + moltenboulder.blvl + volcano.blvl)

hurricane

  • The speed of this Skill is based on Cast Rate.
  • Summons a 6 yard radius storm dealing Cold Damage and Cold Length, centered on the Druid that follows their location until it expires.
    • Damage is applied every 0.8 seconds (20 frames).
    • Cold Length lasts 2 seconds, which is drastically reduced due to difficulty penalties unless the target has low or negative Cold Resistance.
  • Has a 6 second delay between casts.
    • Recasting the Skill only resets the duration.
  • Can only be cast in human form.
Skill Level1-89-1617-2223-28>28
Min Cold Damage7*slvl + 1810*slvl - 612*slvl - 3814*slvl - 8216*slvl - 138
Max Cold Damage7*slvl + 4310*slvl + 1912*slvl - 1314*slvl - 5716*slvl - 113
  • Synergies add duration in seconds = 2*cylconearmor.blvl
  • Synergies add +% Cold Damage = 9*(twister.blvl + tornado.blvl)

Build Guides

The Druid has a variety of builds to choose from:

Aldur's Watchtower is the Elite Set, which was exclusively designed for the Druid. As one of the weaker Elite Sets, it becomes obsolete really quickly. The Boots are used in many end game builds. Long term, this Set gets out scaled by setups that focus on a combination of Uniques and Runewords.


Character Specific Gear

Every Character has exclusive items that only it can use. For the Druid, these are Pelts. They can spawn with 0-3 "Staff mods" with the range of +1-3 to the Skills added by the Staff mods.

Base items:

Normal

  • Wolf Head
  • Hawk Helm
  • Antlers
  • Falcon Mask
  • Spirit Mask

Exceptional

  • Alpha Helm
  • Griffon Headdress
  • Hunter's Guise
  • Sacred Feathers
  • Totemic Mask

Elite

  • Blood Spirit
  • Sun Spirit
  • Earth Spirit
  • Sky Spirit
  • Dream Spirit
Set and Unique items:

Exceptional

  • Jalal's Mane
  • Aldur's Stony Gaze

Elite

  • Cerebus' Bite
  • Spirit Keeper
  • Ravenlore

Lore & In-Game dialogue

In this section you will find the lore of the Druid as well as the in-game dialogue she uses while travelling through Sanctuary.

Lore

In the ancient tome of the Druids, the Scéal Fada, 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. 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. 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. 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, the final battle 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, a way of thinking that holds 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, the greatest of the Druid Colleges, stands the magnificent oak Glór-an-Fháidha. 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, 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.

Act 1

Blood Moor (Entering)
Den of Evil (Entering)
Den of Evil (All monsters killed)
Burial Grounds (Entering)
Blood Raven (After Kill)
Cairn Stones (Clicking one)
Tree of Inifuss (Clicking it)
Tristram (Entering)
Deckard Cain (Saving in Tristram)
Forgotten Tower (Entering)
The Countess (After Kill)
Monastery Gate (Entering)
Horadric Malus (Picking up)
Jail (Entering)
Catacombs (Entering)
Andariel (After Kill)

"So it begins."
"So, this is where evil hides."
"Is that all of them?"
"Planting the dead. How odd."
"Your time has passed Blood Raven."
"Hm, such stones are common back home."
"This dead tree teems with energy."
"Ah yes, ruins. The fate of all cities."
"Deckard Cain, leave this place!"
"I can smell why this tower was abandoned."
"This tower has its charms."
"Evil flows from here."
"Charsi will be thankful to get this malus."
"No way. Bars can't hold a force of nature."
"I sense it, the supernatural is strong here."
"Andariel, your reign is over."

Act 2

Sewers (Entering)
Radament (After Kill)
Lost City (Entering)
Claw Viper Temple (Entering)
Tainted Sun Altar (Clicking it)
Arcane Sanctuary (Entering)
The Summoner (After Kill)
Tyrael (After talking to him)

"Face the light, or lurk in darkness."
"Radament, return to dust."
"Strange, an unexpected eclipse."
"Oh no, snakes. I hate snakes."
"Ah yes, the Sun warms the world once more."
"This was not designed by Nature's architect."
"Finally, now I can leave this twisted nightmare."
"Diablo, I will find you yet."

Act 3

Jade Figurine (After picking up)
The Gidbinn (After picking up)
Lam Esen's Tome (complete quest)
High Council of Zakarum (After Kill)
Durance of Hate (Entering)
Mephisto (After Kill)

"Ah, looks like jade. Perhaps it's worth something?"
"Well, Ormus might know something about this unusual blade."
"Ormus, study the book well."
"At last there is hope once again."
"What is that? Hatred stirs within me."
"Mephisto's Hatred was a poisonous void."

Act 4

Izual (After Kill)
Diablo (After Kill)

"I have no grief for him; oblivion is his reward."
"This ends the plague of Terror."

Act 5

Bloody Foothills (Entering)
Shenk the Overseer (After Kill)
Frigid Highlands (Saved Soldiers)
Nihlathak's Temple (Entering)
Nihlathak (After Kill)
Arreat Summit (Entering)
Worldstone Chamber (Entering)
Baal (After Kill)

"Baal, nothing will stand in my way."
"The catapults have been silenced."
"Follow me."
"Nihlathak, you can't hide from me."
"Betrayer, you've reaped your reward."
"At last, the summit of Mount Arreat."
"The legendary Worldstone, guardian of the natural realm."
"Baal, join your brothers in oblivion."


Good Luck on your adventures in Sanctuary!

Post by Teo1904