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Runes of Magic – The Druid: A Beginner’s Guide

Updated Thu, Dec 10, 2009 by ZeroMerc

RoM-Druid

The Druid is a healing and damage dealing class in Runes of Magic. While most Druids will find themselves in a healing role some will decide to unleash the power of nature to make their enemies pay.

Druids are a mana based class of the Elven race only. Much like the Priest on the human side the Druid will likely play a support role in groups at end game being really the only healer the Elves have.  This is not to say that the Druid cannot hold their own when fighting.  At least through level 10 which is what this guide is focused on a Druid could easily take on mobs 1-2 levels higher even if only one at a time.

Crunching the numbers


All Druids start out with the exact same statistical set up. As you level, you will also gain the same number of base stats for each level. The only way to customize your character and make them your own is through the use of gear, weapons, runes, and the boost you get from your secondary class that you choose at level 10. The beginning stats and equipment skills for a Druid are:

Starting Abilities

  • Strength: 7
  • Dexterity: 10
  • Constitution: 11
  • Intelligence: 13
  • Wisdom: 13

Starting Equipment Skills

  • Robes
  • Cloth
  • Wand
  • Mace
  • 2H Staff

Getting your Bearings


Runes of Magic does a nice job of getting you into the action quickly without tossing you into the deep end of the pool in the hopes you’ll learn to swim. The tutorial at the beginning is a must do for two reasons. One, you get yourself a nice goodie bag and a +20% bonus to all attributes which helps get you up to level 10 in a hurry.  Two, its quick and easy.  You have to move to a couple of flags and kill a “boss” with the help of some NPC’s and you can do it all in about 3-4 minutes.

Once you have completed the tutorial you are dropped right back where you started before the tutorial.  You will follow a quest chain of speaking with one NPC to the next until you reach about level 5.  Then the quests open up quite a bit.  You can go around a collect a bunch of quests or you can do one at a time.  If you are new to the MMO world I would recommend doing them one at a time and reading each quest all the way through as they will often (though not always) tell you where you need to go.

Being sent to speak with the local village residents is another long used staple in the MMOG bag of tricks to show you where to go in order to learn how to craft, buy weapons, and get a general feel of the land. It may be one of the oldest tricks in the book, but that doesn’t make it any less effective.

Becoming One with Nature


As you journey though the starting area and begin to learn your way around you will find that the Druid is a class that, at least in the early levels, is easy to play on their own.

Though the Druid does not have a lot of options for weapons and gear you will not be short of choices.  With the customization options available through rune choice the sky is the limit when it comes to making this class your own.

Druids are set up as a hybrid class so you will very rarely if ever find yourself filling the role of main healer or strictly DPS; chances are you will be brought along as an off healer with some DPS thrown in when you can.

Druids also have a secondary “energy pool” to manage called Nature Points.  You gain these by casting other spells that allow you to pool them.  Right now this looks and acts more like a second mana pool than anything else.

The Druid class seemed to pace well overall and can be a fun class to play either solo or with a group. Also, since the Druid is primarily a support class it will not be for everybody.  You will never top the DPS meters or be the go to healer but once Druids get their elites you may be the one class everybody wants around.


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