Druid Chapter 4.0 - Weapons

by on Dec 20, 2005

Druid Guide Table of Contents

Druid Guide – Main Index Druid Chapter 1.0 - Basics - Credits Druid Chapter 2.0 – Quests Druid Chapter 3.0 – Trainers Druid Chapter 4.0 – Weapons Druid Chapter 5.0 – Armor Druid Chapter 6.0 – Spells Druid Chapter 7.0 – Talents Druid Chapter 8.0 - Roles and Tactics Where to Adventure

4.0 Druid Weapons

Weapons Allowed:
Daggers or Maces , Staves, Unarmed, Fist weapons ( with training)
This is a matter of choice really; daggers are quick while staves and maces do more damage per swing. As for Fist weapons there are few in the game, so few in fact I have never seen one.

Here are few low end, mid game and end level staves that I find attractive:

4.1 - Staves

Crescent Staff Binds when picked up Two-Hand Staff 47 - 71 Damage Speed 2.90 (20.3 damage per second) +7 Intellect +7 Spirit +7 Stamina

Emberstone Staff Binds when picked up Two-Hand Staff 47 - 71 Damage Speed 3.00 (19.7 damage per second) +5 Stamina +8 Intellect +5 Spirit Requires Level 18

Staff of the Friar Binds when equipped Two-Hand Staff 42 - 64 Damage Speed 2.60 (20.4 damage per second) +4 Stamina +3 Intellect +11 Spirit Requires Level 19

Rod of the Sleepwalker Binds when picked up Two-Hand Staff 53 - 80 Damage Speed 2.80 (23.7 damage per second) +11 Intellect +10 Spirit Requires Level 24

Staff of Jordan Binds when equipped Two-Hand Staff 119 - 180 Damage Speed 3.70 (40.4 damage per second) +11 Intellect +11 Spirit Requires Level 35 Equip: Increases damage and healing done by magical spells and effects by up to 18

Glowing Brightwood Staff Binds when equipped Two-Hand Staff 127 - 191 Damage Speed 3.10 (51.3 damage per second) +15 Stamina +29 Intellect +9 Spirit +15 Nature Resistance Requires Level 49

Staff of Hale Magefire Binds when equipped Two-Hand Staff 140 - 210 Damage Speed 3.30 (53.0 damage per second) +25 Intellect +22 Spirit Requires Level 57


Last Updated: Mar 29, 2016