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
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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, Fish, Banana Fish, Sword, Swordfish, Wooden Stake, Sanctified Stake, Serrated Shiv, Ethereal Dagger, Chainsaw, non-Amethyst Lightsaber, 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, or Axe 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
 * }

Human Form: Entangling Roots

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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
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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 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.
 * 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)