Varnarok

Beginner Guide: Druid

The Guardian of Nature

Why play a Druid?

Because you heard everyone raving about how great they are solo, of course. Or some non-sense about wanting to be a powerful healer and support with unique mechanics.


Druids are primarily healers, who are indeed capable of soloing really well, and can also provide a great deal of support and even some damage.


The class’ unique mechanic revolves around Seasons, each of which allows them to specialize in healing, damage or a mix of both.

  • Spring: Grants 10% bonus to damage and extra mana regeneration
  • Summer: Grants 20% bonus to healing and access to a unique healing spell line, starting a level 8, called Summer’s Warmth
  • Autumn: Grants 10% bonus to healing and extra mana regeneration
  • Winter: Grants 20% bonus to damage and access to a unique damaging spell line, starting at level 8, called Winter’s Chill


Seasons change if you cast the spells associated with it. If you cast healing spells, you will reach Summer, if you cast damaging spells, you will end up in Winter. If you have played Warhammer Online: Age of Reckoning, it is similar to the High Elf Archmage and Goblin Shaman.

It is also possible to instantly switch between Summer and Winter through the Mantle of Summer and Mantle of Winter abilities, both of which grant both extra armour and a damage shield, should the situation require a quick change. For instance if things go awry, the extra armour might keep you alive.


Druids bring a lot of utility, including the vaunted Speed of the Wild buff. Other utility includes spells like Camouflage to turn a group member invisible, Sense Magic, See Invisibility, Enduring Breath, and more.


Druids are perhaps the most versatile class in the game, with access to one of, if not the, largest selection of spells in the game. There is very little they cannot do.


In conclusion, pick Druid if you want to play a healer who also performs exceptionally well when there is no one around who needs healing, who also has a simple but impactful unique mechanic to play around.


Starter Quest: Night Harbor

Before we begin: You can always reference what NPCs have told you by accessing your journal (default key: J) and you can always ask follow up questions to them by simply targeting them and writing in Say chat, as if they were players. For instance: “Where can I find [key word]?”

Open your inventory and memorize any spells you might’ve started with, then read the ead the Earth-Stained Note. Head into town through the West Gate and continue straight down the main raid until you enter Seabreeze Park. Continue forward along the cobblestone path and take the second path to the right and up the small set of stairs, then loop around to the right and look around for Rolan Talmula. He wanders a bit can be found either outside overlooking the park from the small balcony or inside the building. Hand him the Earth-Stained Note and he will give you a Sack of Bat Wings, which he wants you to fill with eight bat wings and bring back to him along with a fire beetle eye.


Head back to the West Gate where you started and kill bats until you have eight wings, then place each wing in a separate slot within the bag and press combine. Be sure to get a fire beetle eye as well before returning to Rolan and handing him the bag and eye. He will then give you a Wooden Circle Token which will be used to continue the quest-line.


REQUIRED LEVEL: 5

To continue the quest, hand the Wooden Circle Token to Calaada Acaciathorn, who can be found at the top of the druid guild hall. From the entrance of the guild hall, turn right through the doorway and continue along until you reach the end, then turn left and head up three ramps. At the top, turn left and head through the doorway and continue up another ramp and through the doorway in front of you to head outside. Turn left along the balcony and continue until you find Calaada. Hand her the Wooden Circle Token and she will give a Notched Circle Token and send you back down to speak with Aaliyah on the second floor.

Hand Aaliyah the Notched Circle Token and she will hand you an Offering Bag and ask you to head out the West Gate and gather offerings from the three shrines. The shrines can be found along the main cobblestone road leading out from the West Gate, with the first appearing on your right, then the left and the final shrine on the right again. At each shrine, use the “/look” command to see what was left and depending on what is there, use either “/take offering” or “/take note.” When you find a note, make sure to read it and gather one raw rat meat. Next you will look for Milham the Mad inside Night Harbor.


As you enter the West Gate, turn left and continue past the Shaded Bloom Inn on your right and the bank, which is the building with the white tented roof, through the arch in front of you. Once inside the Sojourner Camp, turn left and head towards the hospice which is in front of you and slightly to the left. At the hospice, turn right and find Milham the Mad. Hand the note from the shrine to Milham and he will give you a container of medicine. Place the raw rat meat inside and prepare for a fight. Once the fight is over, heal up and hand the medicine to Milham, who will then become hostile towards you along with his pet jackal Willy. Focus on Milham until the fight is over and then hand the medicine to Willy. He will give then give you a Sample of Willy’s Spittle, which you will give to Milham who will in turn give you the third offering. Place all three offerings within the Offering Bag and press combine. Return to Aaliyah and hand her the Offering Bag and the Sample of Willy’s Spittle. She will hand you back the Spittle, which is used to continue the next part of the quest-line.


Congratulations! You are now done with the Druid starter quest-line for now.

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