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.
You are always in Human Form when you first gain this skill.
The additional 2 spaces moved due to the Class Talent are moved simultaneously with the standard 1 space from Man Of The Wild. (You move 3 spaces at once rather than moving 2 spaces then 1 space or 1 space then 2 spaces.)
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.
Choose a target player, causing roots to grow on their current space. In their next turn, the roots will shoot up, Rooting all players in a 5 space radius for 1 turn. The roots need at least 10 seconds to grow before they're big enough to trigger.
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.
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.
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.
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.
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.
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. This also applies to a player who will revive during their next turn. 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.
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.
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.)
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.