Druid

"Switch between 4 animal forms and human form!"

— Former Specialized Adventuring! Description

Druid (or Druidess for females) is a class. It is only available during Expert Mode games in which the amount of money donated collectively by the players in the game at the time Round 1 begins is at least €15 or in Expert Mode games during Party Time.

Man Of The Wild

 * {| class="wikitable" style="text-align: left;

! Tooltip
 * You move forward 1 space whenever you shift into a different form.
 * You move forward 1 space whenever you shift into a different form.

If the Class Talent is active: Shapeshifting reduces the cooldown of a random Living item in your inventory by 3.

Category: Buff
 * }

Effect

 * When you change form with the Shapeshift skill, you move 1 space forward.
 * If the Class Talent is active: When you change form with the Shapeshift skill, you also lower the cooldown of a random Living item in your inventory by 3.

Standard Use

 * Choose a form out of Human, Bear, Snake, Crow, or Wolf; Man Of The Wild activates, then you transform into the chosen form. (Note that you cannot choose the form you are currently in.)

Passive Effect

 * While Human: You have the Human Form: Entangling Roots skill.
 * While Bear: You have the Bear Form: Maul skill and the Thick Hide Buff. Also, unless you have Jinxed Jewel Of Impotence, if you would encounter The Bear!, it is replaced by Bear On Bear Action, in which you receive the Skip A Turn status, and the event ends without any of the normal The Bear! options available.
 * Thick Hide: When another player tries to use one of the following items or skills on you standardly, with Power Gloves, or with Auto Hammer, if you are alive you won't be affected by it and will instead move 2-3 spaces forward: (Non-Holy) Hammer, Hammerhead Shark, Drunkard's Bar, Sword, Swordfish, Serrated Shiv, Wooden Stake, Sanctified Stake, Slash. Also, if you attract a (Holy) Hammer, Sword, or Serrated Shiv with an ACME Magnet, you aren't ever affected by the side-effects. (Note that you won't move 2-3 spaces forward for the Magnet use.)


 * While Snake: You have the Snake Form: Venomous Bite skill and the Poison Immunity Buff.
 * While Crow: You have the Crow Form: Soar skill and the Floating Buff.
 * While Wolf: You have the Wolf Form: Growl skill and gain 1 temporary Speed.

Inherent Effect Tooltip

 * {| class="wikitable" style="text-align: left;

! Thick Hide Tooltip
 * You have a Thick Hide. You don't take damage from basic Hammer, Sword and Serrated Shiv attacks.
 * You have a Thick Hide. You don't take damage from basic Hammer, Sword and Serrated Shiv attacks.

Category: Buff
 * }

Human Form: Entangling Roots

 * {| class="wikitable" style="text-align: left;

! Entangling Roots (Debuff) Tooltip
 * Roots are growing dangerously rapidly under your feet! They will shoot up from space X in your next turn, entangling anyone in a 5 space radius and causing them to become Rooted for 1 turn!
 * Roots are growing dangerously rapidly under your feet! They will shoot up from space X in your next turn, entangling anyone in a 5 space radius and causing them to become Rooted for 1 turn!

These roots need at least 10 seconds to grow!

Category: Debuff
 * }

Standard Use

 * Target any player; they gain an Entangling Roots Debuff locked onto their current space.
 * Entangling Roots: After 10 seconds pass after this effect is created, this effect will activate in the next Effects Phase; each player within a 5-space radius of the locked-on space becomes Rooted for 1 turn. Entangling Roots can stack under different Debuffs.

Standard Use

 * Target another player.
 * If they are within a 2-space radius of you: Move to their space, then Incapacitate them if you are on the same space as them when this portion of the effect activates.
 * If they are not within a 2-space radius of you: Nothing occurs besides this skill going on cooldown.

Related Effects

 * Spiked Protection

Event Use

 * Use against the Lv 2 or 3 Small Golem of the Archaeology Dig.

Standard Use

 * Target another player.
 * If they are within a 4-space radius of you: Move to their space, then they gain Slowing Poison with -2 Speed for 2 turns if you are on the same space as them when this portion of the effect activates.
 * If they are not within a 4-space radius of you: Nothing occurs besides this skill going on cooldown.

Related Effects

 * Poison Immunity

Standard Use

 * Move 4-6 spaces forward.

Standard Use

 * Target another player.
 * If they are within a 7-space radius of you: Move to their space, then they move 3 spaces back if they are alive and you are on the same space as them when this portion of the effect activates.
 * If they are not within a 7-space radius of you: Nothing occurs besides this skill going on cooldown.

Standard Use

 * If you have at least 10 Concentration: You lose 10 Concentration, and all of your Druid skills have their cooldowns reset. (Even if no skills are on cooldown, you can use this skill and lose 10 Concentration.)
 * If you have less than 10 Concentration: Nothing occurs.

Passive Effect

 * This skill begins with 0 and and can store up to 15 Concentration. You gain 1 Concentration during each of your Effects Phases.

Strengths

 * Druid is versatile, able to change to adapt to the situation with relative ease and haste.
 * Can affect other players at close range and at a distance.
 * Able to pounce on an unfortunate opponent with the ferocity of nature.

Weaknesses

 * Druid's actives can be a bit difficult to use for killing other players. Only the Bear/Snake actives can land you on a nearby player's space, and you have to get really close (within 2-4 spaces).
 * Constant changing of forms is required to get the most out of Druid, which may leave the player stuck on cooldowns when they need to adapt to a situation on the spot.

Strategies

 * If an opponent is going to skip their next turn, you can usually chain the effect for the turn after that with Human: Entangling Roots.
 * Crow and Wolf forms are generally used alternately for optimal space gain, whereas the other forms are more aggressive towards opponents.
 * A well-timed Energize and/or Nature's Swiftness can result in a surge of spaces gained.

Dual-Class Synergies
(to be done later when other classes have their own pages)