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

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! 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

 * Right before 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 that you are not currently in out of Human, Bear, Snake, Crow, or Wolf; Man Of The Wild activates, then you transform into the chosen form.
 * If the Shapeshift Class Talent is active: Rooted is removed from you right before Man Of The Wild activates, and you move an additional 2 spaces forward when Man Of The Wild activates.
 * If the Fairy Form Class Talent is active: Fairy is added to the list of forms which you can transform into with Shapeshift.

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: If you are alive and (Non-Holy) Hammer, Hammerhead Shark, Drunkard's Bar, Torch, Jackhammer, Bo, Dildo, Tetsubo, Fish, Banana Fish, Sword, Swordfish, Cutlass, Rapier, Katana, Wooden Stake, Sanctified Stake, Serrated Shiv, Ethereal Dagger, Chainsaw, non-Amethyst Lightsaber, Lance, Slash, or Axe from Let Me Axe You Something!'s penalty is used to perform a melee attack on you, you block the attack, and you move 2-3 spaces forward. Also, if you attract a (Holy) Hammer, Sword, Serrated Shiv, Axe, or Ice Sculpting Saw with an ACME Magnet, you aren't affected by the side-effects (even while Dead.)


 * 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 are passively granted 1 temporary Speed.
 * While Fairy: You have the Fairy Form: Extract Essence skill and the Flow Of Magic Buff.

Inherent Effect Tooltip

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! Thick Hide Tooltip
 * You have a Thick Hide. You don't take damage from most basic melee attacks.
 * You have a Thick Hide. You don't take damage from most basic melee attacks.

Category: Buff
 * }

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. Entangling Roots can stack under different Debuffs.

Inherent Effect Tooltip

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! 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 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 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

 * Spiked Protection

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

 * Choose any Living item you have that is off cooldown to put it on cooldown for 10 turns and gain a random Magic Crystal.

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.
 * If the Class Talent is active: When this skill is successfully used, (up to) 4 random other items and skills you have which are currently on cooldown have their cooldowns reduced by 2 turns each.

Passive Effect

 * This skill begins with 0 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 with its short cooldowns.
 * Shapeshift, Crow Form: Soar, and Wolf Form's 1 Speed and Growl are solid sprinting tools.
 * Human Form: Entangling Roots allows for infinite range Rooting and can be chained together, esp. with other Druids and Sorcerers. (This can be brutal in All For One Team Games with Saboteur and Lawyer support.)
 * Bear Form: Maul and Snake Form: Venomous Bite (and to a lesser extent your other movement skills) are decent tools for killing.
 * Floating for surviving the Catapult without needing a Parachute is quite useful for sprinting, and it protects you from being Rooted by other Druids and Sorcerers.
 * Thick Hide can defend against almost all basic melee weapons, including Hammers, Swords, Ethereal Daggers, and even Lightsabers. It can also prevent Shield destruction due to Jackhammer and Chainsaw.
 * Nature's Swiftness allows using 2 Form skills back to back even with your skills on cooldown, allowing for an instant reaction to a sudden unexpected opportunity or threat, back to back actions for a sudden attack, a small endgame boost, or chain Rooting.
 * Floating allows for beating the Archaeology Dig's Chasm easier. Bear Form: Maul can be used to beat the Lv 2 or 3 Small Golem.

Weaknesses

 * No skills for disposing of junk items like Jinxed Jewel Of Encumberment.
 * 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. For example, you can miss a penalty free Catapult opportunity if Shapeshift is on cooldown and you aren't Crow Form, esp. early game before Nature's Swiftness has Concentration built up.
 * Bear Form and Snake Form skills require you to get really close, within 2-4 spaces; Assassin and -cubus can attack you while they are out of range of your attacks.
 * Wolf Form: Growl ceases to be useful for sprinting upon pulling ahead of the pack if there are no nearby players.
 * The Wolf and Snake Form skills are vulnerable to Auto Hammer without a Shield. Even the Bear Form skill is vulnerable without a Shield despite Thick Hide because Thick Hide moves you off of the Paladin's space, preventing the Incapacitation. Holy Hammer also knocks all Druid Forms the full amount back even with a Shield.
 * Root Immunity such as from another Druid's Crow Form, from a Magic Broom either bought at The Wizard Shop or found in The Haunted Mansion's Graveyard during Halloween, or from The Avaril can make Entangling Roots useless. Barbarian's Break Free can similarly remove Rooted.
 * Entangling Roots has a long delay before it can activate, giving opponents time to react and reducing your own time to react to viable scenarios.
 * Energize tends to benefit Druid less than other classes (with the exception of chain Rooting.)
 * Chain Rooting is escapable even without Root Immunity; if a player gained their current effects in the following order, they will move before Entangling Roots triggers: Rooted, MovementEffect, Entangling Roots. Most notably, this allows a player with Courier Flap to escape.

Strategies

 * Use Entangling Roots during the 1st Round and switch to Crow Form if necessary to avoid being Rooted.
 * Don't use the Crow Form skill immediately upon Shapeshifting. Saving it for an event use like the Chasm or to avoid a Spider Mine or Sniper Rifle can prove useful, and saving it for use right before you Shapeshift again typically won't lose you any spaces unless you die.
 * If you are Wolf Form with Shapeshift off cooldown, waiting until right before your next Effects Phase to Shapeshift can allow for a slight space gain from rolling again with the 1 Speed, though this can cost a bit of cooldown if you become unable to act.
 * If an opponent is going to skip their next turn, they are generally a good target for Human Form: Entangling Roots, especially if they are Incapacitated. Already Rooted players are generally even more secure as choices.
 * Crow and Wolf forms are generally used alternately for optimal space gain, whereas the other forms are more aggressive towards opponents.
 * If the Adventure Time reference event is chosen, you can get Reflective Shades, which are particularly useful for avoiding knockback from Guns while sprinting, or you could simply go a decent amount of spaces forward. However, you run the risk of enemy players getting Orbs or even an Enchiridion, and magic is an effective way to halt a sprinter. Somebody could also get a Demon Sword, which pierces Thick Hide.
 * If the Dr. Who reference event is chosen, you can go to the Middle Ages to buy Sword, Boots, and Iron Helmet or Travel for a chance to find Robin Hood or a 4 Rupee Catapult. If you go with The Doctor, you can get Cocaine from the Arcane Portal or take the Catapult for fast space gain. However, granting easier access to The Future can give people tools to halt your sprint.
 * If the Board Game Of Thrones reference event is chosen, you can become a Stark to get Boots and periodically get a helpful Speed Boost from the Godswood if you have no Curses (or get a Curse removed if you have one.) You can become a Targaryen for magic defense and at least 1 immunity against potential enemy Dragonlings that may be used to slow you down.
 * If the Interdimensional Portal Gun reference event is chosen, you can queue Yello World and have an event with Crow Form's Floating.
 * The Man Of The Wild Talent has strong synergy with Gnome, Metro-Gnome, Dragonlings, One-Trick Pony, Uni-Corn, Owl, Arcane Owl, and Doom Doge. It also has particularly strong synergy with Malevolent Maw during Wild Mode: The Hungrier Games or Wild Mode: The Hungriest Games.
 * Fairy Form: Extract Essence has strong synergy with Gnome.

Assassin

 * Shapeshift, Bear Form, and Snake Form (and even Crow and Wolf Form) and Assassinate and Sprint are useful for killing, especially Bear Form: Maul + Assassinate.
 * Killer Instincts Speed Boost, Sprint, Shapeshift, Crow Form, and Wolf Form are key for sprinting, with Evasion also helping.

Enchanter

 * If you begin with Druid and Class Talents are queued before choosing your 2nd class, you can choose to activate Druid's Fairy Form to have Enchanter become a potential Druid partner. Fairy Form: Extract Essence and Fairy Form's Flow Of Magic will have synergy with Condense Magic and Magic Affinity.

Necromancer

 * In short enough games, Druid + Necromancer can sprint to the finish exceptionally quickly as long as you drain enough souls. Shapeshift, Bear Form, and Snake Form (and even Crow and Wolf Form) are useful for killing.
 * Shapeshift, Crow Form, Wolf Form, and Spirit Slippers are key for sprinting.
 * Skeleton Knight pairs well with Entangling Roots.
 * With Crow Form and Shimmering Soul, you have access to Floating and Flow Of Magic for creation of Blue RainBOW (alongside a Lightning Rod from The Engineering Shop.)

Paladin

 * You can use Divine Blessing from random occurrences to gain Empowered Dice alongside Shapeshift, Crow Form, and Wolf Form for sprinting.
 * Shapeshift, Bear Form, Snake Form, Crow Form, and Wolf Form are tools to same-space an enemy so you can knock them back with your Holy Hammer.
 * Hammer Of Justice can be used to make someone an easier target for Roots.

Sorcerer

 * Frostbolt has synergy with Entangling Roots.
 * Fairy Form's Flow Of Magic and Fairy Form: Extract Essence have synergy with Mysticality.

Warlock

 * If you begin with Druid and Class Talents are queued before choosing your 2nd class, you can choose to activate Druid's Fairy Form to have Warlock become a potential Druid partner. Call Demon can create Living items to be put on cooldown by Fairy Form: Extract Essence. The extracted Crystals can be consumed with Harvest Power.