The Druids shun the use of traditional magic, or Dubhdroiacht, as they call it. Living by the Caoi Dúlra, a philosophy that exhorts oneness with the natural world, they instead practice a form of magic based in their close bond to nature. Through this intimate kinship with the world of Sanctuary, a Druid has the power to command fire, earth, and the winds. Druids are so tied to the natural world that they can call upon the aid of animals and even plants to help them in battle. Druids are friends to the animals of the wilds and can call upon them to aid in his struggle. They can also use their heightened rapport with the animals to change the shape of their own body, drawing on the strengths and abilities of their woodland companions to better serve their cause. The most astounding Druid ability is that of shapeshifting, allowing them to manipulate their flesh and form to take on the characteristics of the beasts they have sworn to protect. Their Barbarian kin (or at least the Henknoc Tribe believe(d) that their ability to form bonds with animals is an ability latent to the Druids' blood.
Druids generally maintain a calm and reflective demeanor, but the members of this order are not to be trifled with. Given their shared ancestry with the Barbarians, they possess great physical strength. By Deckard Cain's estimate, at least 500 high-ranking warriors watch over and guide much of Druidic culture.
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 hone not only their powerful arsenal of natural magic, but also the martial skills they have retained from their Barbarian forefathers. From a young age, Druids study their arts and hone their union with nature in the colleges of their people, which are scattered throughout their homeland.
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. The Druids continued to hone themselves to be the world's last line of defense when the time of the great conflict came.
Even at the height of their powers, the Sorcerers of the Mage Clans never dared enter Scosglen, for fear of the wild and the savage powers its inhabitants wielded. Yet there are a number of tales from the Druids' ancient days that speak of formidable Vizjerei Mages encroaching on Scosglen, only to be turned back or killed by the power of the Druids.
The Mage Clan WarsEdit
The Druids apparently played a role in the Mage Clan Wars, one that soured their relationship with their Barbarian cousins. The Druids were thus banished from the Northern Steppes and their powers kept a secret in Barbarian lands.
By the Darkening of Tristram, the Druids believed the final conflict be 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 at last emerged from their forests, marching toward their final stand against the minions of Chaos. One of their number returned to the Northern Steppes to aid Harrogath in its defense against Baal, allying with a group of heroes. The Lord of Destruction was defeated, but at the cost of the Worldstone. Simultaneously, the Druids defended their own lands from Baal's forces.
The druid class became playable in Diablo II: Lord of Destruction. In terms of play, they are a fairly balanced character, capable of handling themselves as spellcasters, with relative proficiency in fire and cold skills, and in melee combat (especially with Shapeshifting skills, not to mention bonuses gained from Spirits). They seem to have an affinity for Two-Handed Axes/Maces; a Maul and a Giant Axe, being of Slow Attack Speed for a Barbarian, is Fast Attack Speed for the Druid. The other weapons in these groups are adjusted accordingly to respect this affinity.
|Elemental Skills||Shape Shifting Skills||Summoning Skills|
|Level 1||Firestorm||Werewolf, Lycanthropy||Raven, Poison Creeper|
|Level 6||Molten Boulder, Arctic Blast||Werebear||Oak Sage, Summon Spirit Wolf|
|Level 12||Cyclone Armor, Fissure||Maul, Feral Rage||Carrion Vine|
|Level 18||Twister||Fire Claws, Rabies||Heart of Wolverine, Summon Dire Wolf|
|Level 24||Volcano, Tornado||Shock Wave, Hunger||Solar Creeper|
|Level 30||Armageddon, Hurricane||Fury||Spirit of Barbs, Summon Grizzly|
- Strength: 15
- Dexterity: 20
- Vitality: 25
- Energy: 20
- Hit Points: 55
- Stamina: 84
- Mana: 20
- Hit points +1.5
- Stamina +1
- Mana +2
Attribute Point Effect:Edit
1 Vitality point gives 2 Life
1 Vitality point gives 1 Stamina
1 Energy point gives 2 Mana
In Diablo II and Diablo II: Lord of Destruction, characters can be heard saying things when they reach certain areas or initiate scripted events. The following information is a list of one-liners made by the Druid.
(upon entering the Blood Moor): "So it begins."
(upon entering the Den of Evil): "So, this is what the moor hides."
(upon clearing the Den of Evil): "Heh, is that all of them?"
(upon entering the Burial Grounds): "Planting the dead. How odd."
(upon slaying Blood Raven): "Your time has passed, Blood Raven."
(upon touching the Cairn Stones): "Hmm, such stones are common back home."
(upon touching the Tree of Inifuss): "This dead tree teems with energy."
(upon entering Tristram): "Ahh yes, ruins, the fate of all cities."
(upon freeing Deckard Cain): "Deckard Cain, leave this place!"
(upon entering the Forgotten Tower): "Mmm, I can smell why this tower is abandoned."
(upon killing The Countess): "This tower has its charms."
(upon entering the Monastery Gate): "Hmm, evil flows from here."
(upon retrieving the Horadric Malus): "Hmm. Charsi will be thankful to get this malus."
(upon entering the Jail): "No way. Bars can't hold the force of nature."
(upon entering the Catacombs): "I sense it. The supernatural is strong here."
(upon defeating Andariel): "Andariel, your reign is over."
(upon entering Radament's Lair): "Face the light or lurk in darkness."
(upon killing Radament): "Radament, turn to dust."
(when darkness comes during Tainted Sun): "Strange, an unexpected eclipse." (removed?)
(upon entering the Claw Viper Temple): "Oh no, snakes. I hate snakes."
(upon shattering the Tainted Sun Altar): "Ahh yes. The sun warms the world once more."
(upon entering the Arcane Sanctuary): "This was not designed by the architect of nature."
(upon nearing the Summoner): "Well, this place would drive anyone mad." (removed?)
(upon killing the Summoner): "Finally. Now I can leave this twisted nightmare."
(upon entering the false Tal Rasha's Tomb): "These Horadric markings are mysterious." (removed?)
(upon entering the true Tal Rasha's Tomb): "Ah ha! So Tal Rasha, this is your resting place." (removed?)
(upon obtaining the Jade Figurine): "Looks like jade. Perhaps it's worth something."
(upon entering Sewers: "Ugh, this smells worse than the sewers of Lut Gholein."
(upon touching the Sewer Lever): "Ahh, finally the drain lever."
(upon clearing the Sewers): "Trash to treasure."
(upon obtaining Lam Esen's Tome): "Ormus, study the book well."
(upon nearing the Blackened Temple): "This temple is a nest of evil."
(upon defeating the High Council of Zakarum): "At last there is hope once again."
(upon entering the Durance of Hate): "What is that? Hatred stirs within me."
(upon killing Mephisto): "Mephisto's hatred was a poisonous void."
(after defeating Izual): "I have no grief for him. Oblivion is his reward."
(after slaying Diablo): "This ends the plague of Terror."
Act V (expansion only)Edit
(upon entering the Bloody Foothills): "Baal, nothing will stand in my way."
(after slaying Shenk the Overseer): "The catapults have been silenced."
(upon freeing all soldiers in the Frigid Highlands): "Follow me."
(upon entering Nihlathak's Temple): "Nihlathak, you can't hide from me."
(after defeating Nihlathak): "Betrayer, you've reaped your reward."
(upon reaching the Arreat Summit): "At last, the summit of Mount Arreat."
(after slaying Baal): "Baal, join your brothers in oblivion."
- Greenwalker Ciórdan (leader of the Druids)
- Azgar, of Clan Skeld
- Grey, of Clan Skeld
- Vane, of Clan Skeld
- "The Druid" (player character of Diablo II)
- Historically, Druids were an elite class of Celtic Europe. Although they are stereotypically knowns as priests and healers, they also fulfilled the roles of lawyer, judge, poet, and historian within Celtic societies.
- The Druid's "I hate snakes" line is a possible reference to Indiana Jones, who utters a similar line.
- The Druid is under consideration for inclusion in Heroes of the Storm. Likewise, the class was considered for inclusion in Diablo III per the 'hero pack' concept, but the first hero was chosen to be the Necromancer.
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Diablo II: Lord of Destruction Manual
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 Book of Tyrael
- ↑ Korlic, The Arreat Summit. Accessed on 2016-02-07
- ↑ 4.0 4.1 4.2 Book of Cain
- ↑ Diablo II, Lord of Destruction
- ↑ Tales of Sanctuary, Rage
- ↑ 2014-12-05, HEROES OF THE STORM AMA TRANSCRIPT. Blizzpro, accessed on 2014-12-07
- ↑ 2016-11-06, BlizzCon 2016 Diablo 3 Dev Talk and Q&A Recap With Shots. Diablo.net, accessed on 2016-11-07