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Arch Druids lead from natural sanctuaries in remote locales. Their cities are natural self-sufficient places founded on the bedrock of natural balance. Their lands burst with life, sweet springs overflow bringing lush wilderness to arid wastelands. Their domains are well guarded by hunters, shamans, and wild beasts. Even the trees appear to bend to the Arch Druid's will. The Arch Druid Lords I encountered ruled with unquestioned power that at times seemed cruel, but upon reflection is justified by their need for constant balance. To master the forces of nature, they do not blindly protect life, for death is the natural consequence of life.
Crest Archdruid
--Gifted Lords of the Third Age, by Ralinstone Pedant, Chronicler.

Class BuildingsEdit

The class buildings of the Arch Druid are, in order:


  • 50 Gold Text, 100 Mana Text
  • +100 Population Text

  • 50 Gold Text, 100 Mana Text
  • +100 ManaCap Text and +20 Mana Text

Class UnitsEdit

Arch Druids use a combination of summoned and befriended creatures as well as some units produced from cities. The summon spells have a chance to summon one of a number of creatures which are listed below.

Being the only produced units, the Hunter and Shaman only require the Arch Druid's Dolmen city upgrade. The order in which the spells and upgrades must be researched is the order how they are listed.

'The Hunter led us through the underbrush without making a sound. At times he would disappear, only to reappear with some woodland creature on his shoulder. He would squeak, squawk, or growl, and the creature would dart away, direction us along the shortest route through the forest to every significant landmark I wanted to see. Handy with his bow, he could hit a target even on a rocking river vessel. I can think of no one more capable of leading me when I want to cross through wild lands.'

--Mapping Plumwood Forest, by Salfi Anuxi, Cartographer
Hunter
  

Unit: HunterNo Medal TextOrigin: Arch Druid Requires: Arch Druid's Dolmen
Tier I: 35 Health Text 32 SwimmingMovement 9 Defense Text 9 Resistance Text Cost: 75 Gold Text Upkeep: 4 Gold Text/Turns Text
Abilities:
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.



Experience Ranks:
  • Iron Medal Text +1 Physical Text Ranged +2 Health Text
  • Bronze Medal Text +1 Physical Text Ranged +1 Physical Text Melee +2 Health Text +1 Defense Text
  • Silver Medal Text +1 Physical Text Ranged +2 Health Text +1 Resistance Text
  • Gold Medal Text +1 Physical Text Ranged +4 Health Text +1 Defense Text, Martial Arts Martial Arts
Unique Racial Effects:

Note that Summoned Units will lose the Dedicated to Evil Dedicated to Evil or Dedicated to Good Dedicated to Good trait if they have it, and they will gain the Cast Spell Summoned trait.


'The Arch-Druid stood at the center of a gathering of hunters. After holding aloft an acorn, he put it to his ear and spoke 'All worthy men, but the plant chooses a shaman.' He nodded to my sister Siska and announced, 'You are chosen. Hold out your bow.' She held out her bow and the Arch-Druid handed her the acorn. 'Speak to the wood in it. Make it your staff.' She concentrated. The bow straightened into a staff. No longer a hunter, she was a shaman, speaking for both plant and animal life.'

--Shaman Communion, by Challa Blurbell, Ranger
Shaman
  

Unit: Shaman No Medal TextOrigin: Arch Druid Requires: Arch Druid's Dolmen
Tier III: 60 Health Text 32 SwimmingMovement 11 Defense Text 12 Resistance Text Cost: 130 Gold Text 30 Mana Text Upkeep: 16 Gold Text/Turns Text
Abilities:


  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.



Experience Ranks:
  • Iron Medal Text +1 Blight Text Ranged +6 Health Text
  • Bronze Medal Text +1 Physical Text Melee +6 Health Text +1 Defense Text, Cure Disease Cure Disease
  • Silver Medal Text +1 Blight Text Ranged +6 Health Text +1 Resistance Text
  • Gold Medal Text +1 Physical Text Melee +12 Health Text +1 Defense Text, Healing Healing
Unique Racial Effects:

Note that Summoned Units will lose the Dedicated to Evil Dedicated to Evil or Dedicated to Good Dedicated to Good trait if they have it, and they will gain the Cast Spell Summoned trait.


'In the quiet forest walks the Horned God. Like the mighty oak, it will weather an ice storm and despises destructive fire. Lightning crackles at its call. The animals of the forest are its children. Like the one great buck that all hunters envy with its impossibly large antlers, it passes through tangled trees and hunter's nets unobstructed. With its staff it drives out all defilers of the sacred glades as furiously as a mad bull. When it arrives, flee, for your prayers will not impede this strange god.'

--Protecting the Virgin Forest, Cedric Aster, Hunter
Horned God
  

Unit: Horned God No Medal TextOrigin: Arch Druid
Tier IV: 92 Health Text 36Movement Text 16 Defense Text 13 Resistance Text Cost: 320 Gold Text Upkeep: 32 Gold Text/Turns Text
Can be summoned with Summon Horned God Summon Horned God(240 Casting Points Text, 36 Mana Text/Turns Text)
Abilities:
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.




Experience Ranks:

'Ancient legends tell of a great battle between a great boar and a mighty hero. The boar was captured, and hurled into the ocean, but it swam away, never to be seen again. The Horned Gods remember this boar, and honour it as an avatar of the spirit of the wild. '

--Protecting the Virgin Forest, Cedric Aster, Hunter
Boar
  

Unit: Erymanthian Boar No Medal TextOrigin: Arch Druid
Tier I: 44 Health Text 36 Movement Text 9 Defense Text 8 Resistance Text Cost: 40 Gold Text Upkeep: 4 Gold Text/Turns Text
Can be summoned in combat with Boar Summon Erymanthian Boar
Abilities:
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.



Experience Ranks:
  • Iron Medal Text +1 Physical Text Melee +2 Health Text, Killing Spree Killing Spree
  • Bronze Medal Text +1 Physical Text Melee +2 Health Text +1 Defense Text
  • Silver Medal Text +1 Physical Text Melee +2 Health Text +1 Resistance Text
  • Gold Medal Text +1 Physical Text Melee +4 Health Text +1 Defense Text

'They saw us as easy prey, a halfling and a man with twigs in his hair. The orc horde surrounded us. They demanded our surrender. Then Raidek lifted his staff. Ghostlike figures appeared to defend us, hardly tangible, passing through a solid rock wall. The massive warriors cowered as spirit hosts drove them away. One pleaded to his grandfather, another cowered at the disapproving spirit of his grandmother. Later, I asked Raidek why a druid would summon the ancestral spirits of his attackers. He explained, 'We all carry spirits with us, pieces of ourselves. There's always one pricking the consience, displeased with the direction of our lives. Like the vengeful spirit of nature, these willingly come when I call.'

--Danger on the Dandelion Plains, by Ham the Wanderer


Ancestral Spirits
  

Unit: Ancestral Spirits No Medal TextOrigin: Arch Druid
Tier II: 45 Health Text 32 Floating Text 9 Defense Text 9 Resistance Text Cost: 100 Gold Text Upkeep: 8 Gold Text/Turns Text
Can be summoned with Call Ancestral Spirits Call Ancestral Spirits (20 Casting Points Text) until the end of combat
Abilities:
  • The most in-elegant way to force a line break.
  • The most in-elegant way to force a line break.



Experience Ranks:

Combat SpellsEdit

Name: Revive Instinct Class (Tier) Arch Druid (I) Research: 60 Knowledge Text
Type: Combat Spell Target: Battlefield Casting Points Text Cost: 15 Casting Points Text
Revive Instinct
All enemy mounts become feral for 3 Turns Text.
Name: Root Spears Class (Tier) Arch Druid (I) Research: 60 Knowledge Text
Type: Combat Spell Target: Hostile Unit Casting Points Text Cost: 10 Casting Points Text
Root Spears
Roots as sharp as spears burst from the ground below. Deals 18 Physical Text damage and attempts to removes all Movement Text from the enemy unit.
  • Strength: 12 Physical Defense Text
Name: Rust Strike Class (Tier) Arch Druid (II) Research: 120 Knowledge Text
Type: Combat Spell Target: Hostile Unit Casting Points Text Cost: 10 Casting Points Text
Rust Strike
Causes enemy Armored Armored unit to suffer -2 Defense Text and deals 20 Physical Text damage to target unit if it is a Machine Machine and attempts to deteriorate it until the end of combat.
  • Strength: 20 Physical Defense Text
Name: Savage Rage Class (Tier) Arch Druid (II) Research: 130 Knowledge Text
Type: Combat Spell Target: Friendly Unit Casting Points Text Cost: 7 Casting Points Text
Savage Rage
Awakens a creature's primal instincts, unleashing its ferocious powers. Target friendly Monster Monster or Animal Animal gains Charge Charge, First Strike First Strike, Armor Piercing Armor Piercing, Overwhelm Overwhelm, Wall Crushing Wall Crushing, and +5 Physical Text strength until end of combat.
  • Will add Physical Text damage channel if not present
Name: Hornet Swarm Class (Tier) Arch Druid (III) Research: 240 Knowledge Text
Type: Combat Spell Target: Hostile Unit Casting Points Text Cost: 25 Casting Points Text
Hornet Swarm
Unleashes a swarm of hornets on enemy troops. Deals 20 Blight Text damage to target enemy unit. The effect hits a maximum of 4 units which are within 3 hexes of the previous target. Machine Machine and Undead Undead units are unaffected.
Name: Twisting Roots Class (Tier) Arch Druid (III) Research: 220 Knowledge Text
Type: Combat Spell Target: Battlefield Casting Points Text Cost: 20 Casting Points Text
Twisting Roots
Forces the roots that run deep down in the earth to surface, impeding all units moving by land. All Walking Walking units on the battlefield have their Movement Text radii halved.
Name: Revitalize Class (Tier) Arch Druid (IV) Research: 400 Knowledge Text
Type: Combat Spell Target: Friendly Unit Casting Points Text Cost: 12 Casting Points Text
Revitalize
Channels the invigorating properties of nature to revitalize target friendly unit. The unit's abilities are taken off cooldown and 50% of its Movement Text is restored.
Name: Vengeful Vines Class (Tier) Arch Druid (IV) Research: 400 Knowledge Text
Type: Combat Spell Target: Battlefield Casting Points Text Cost: 20 Casting Points Text
Vengeful Vines
The destructive powers of nature are called forth to break down the structures of civilization. Deals 17 Physical Text damage to all walls at the start of each combat round. Decreases the city Population Text by 5%.
  • City Happiness Penalty: -100 Happiness Text for 10 Turns Text
  • Race Happiness Penalty: -20 Happiness Text for 20 Turns Text
Name: Call Ancestral Spirits Class (Tier) Arch Druid (III) Research: 220 Knowledge Text
Type: Combat Spell Target: Unoccupied Hex Casting Points Text Cost: 20 Casting Points Text
Call Ancestral Spirits
Summons the Ancestral Spirits of nature to assist in the fight until the end of combat.
  • The creature gets Cast Spell Summoned after it's being created
Name: Call Beast Horde Class (Tier) Arch Druid (VI) Research: 1400 Knowledge Text
Type: Combat Spell Target: Battlefield Casting Points Text Cost: 50 Casting Points Text
Call Beast Horde
Summons 2 or 3 random wild beasts at the start of every combat round to assist the caster in the fight for 7 Turns Text. Possible summons:
  • The creature gets Cast Spell Summoned after it's being created

Strategic SpellsEdit

Name: One with the Elements Class (Tier) Arch Druid (I) Research: 80 Knowledge Text
Disjunction Cost: ? Mana Text Upkeep: 10 Mana Text/Turns Text Casting Points Text Cost: 50 Casting Points Text
Type: Global Enchantment Subtype: Unit Buff
One with the Elements
By calling upon the wonders of the wild, the caster strengthens their empire's connection with nature. All the caster's units have increased (50%) terrain/climate Happiness Text bonuses, and lessened (50%) terrain/climate Happiness Text penalties.
Name: Summon Wild Animal Class (Tier) Arch Druid (I) Research: 60 Knowledge Text
Type: Summoning Spell Upkeep: 9 Mana Text/Turns Text Casting Points Text Cost: 40 Casting Points Text
Summon Wild Animal Summons a random Tier I animal.
  • The creature gets Cast Spell Summoned after it's being created

Possible Summons:

* Tiger only appears if Eternal Lords Expansion is present


Name: Fertile Domain Class (Tier) Arch Druid (II) Research: 120 Knowledge Text
Disjunction Cost: 50 Mana Text Upkeep: 20 Mana Text/Turns Text Casting Points Text Cost: 40 Casting Points Text
Type: City Enchantment Target: City owned by the caster
Fertile Domain
The sleeping land is awakened, causing nature's bounties to flourish. Boosts the Population Text growth by +200 Population Text.

Name: Insect Plague Class (Tier) Arch Druid (II) Research: 140 Knowledge Text
Disjunction Cost: 70 Mana Text Upkeep: 15 Mana Text/Turns Text Casting Points Text Cost: 60 Casting Points Text
Type: City Enchantment Target: Hostile City
Insect Plague
A swarm of all-devouring insects forces the local population indoors. Target enemy city suffers -65% Production Text.
  • Disjunction cost is 50 Mana Text.

Name: Summon Eldritch Animal Class (Tier) Arch Druid (II) Research: 120 Knowledge Text
Type: Summoning Spell Upkeep: 12 Mana Text/Turns Text Casting Points Text Cost: 70 Casting Points Text
Summon Eldritch Animal Summons a random Tier II Eldritch animal.

Possible Summons:


* Only appears if Golden Realms Expansion is present
** Only appears if Eternal Lords Expansion is present


Name: Sunburst Class (Tier) Arch Druid (III) Research: 220 Knowledge Text
Type: Strategic Spell Target: Hostile Army Casting Points Text Cost: 80 Casting Points Text
Sunburst
Pray to the Sun, mother of all nature, to pierce the enemy with burning rays from the skies above. Deal 15 Fire Text damage to target enemy army.
  • Reduces target city Population Text by 1500 and causes minor city happiness penalty and major happiness penalty with the race that owns the city. This only happens when cast on an army in an enemy city.

Name: Summon Gargantuan Animal Class (Tier) Arch Druid (IV) Research: 750 Knowledge Text
Type: Summoning Spell Upkeep: 28 Mana Text/Turns Text Casting Points Text Cost: 160 Casting Points Text
Summon Gargantuan Animal Summons a random Tier III/IV Gargantuan animal.

Possible Summons:


Name: Poison Domain Class (Tier) Arch Druid (IV) Research: 400 Knowledge Text
Disjunction Cost: 110 Mana Text Upkeep: 30 Mana Text/Turns Text Casting Points Text Cost: 100 Casting Points Text
Type: City Enchantment Target: City owned by the caster
Poison Domain
Venomous poison spreads through the domain of target city owned by the caster. All enemy units are Poisoned Poisoned and receive 8 Blight Text damage every turn while they are within the enchanted city's domain.

Name: Wild Growth Class (Tier) Arch Druid (IV) Research: 350 Knowledge Text
Type: Strategic Spell Target: Strategic Map Casting Points Text Cost: 60 Casting Points Text
Wild Growth
Infuses the earth with nature's nourishing energy, spawning entire forests from the purified soil. Target hexes are instantly converted into dense vegetation.

Name: Nature's Eyes Class (Tier) Arch Druid (V) Research: 700 Knowledge Text
Disjunction Cost: ? Mana Text Upkeep: 40 Mana Text/Turns Text Casting Points Text Cost: 80 Casting Points Text
Type: Global Enchantment Subtype: Exploration
Nature's Eyes
The lands of the caster's empire gain self-awareness, and are able to sense those invisible to the naked eye. Reveals all invisible and concealed units within the empire's domain.

Name: Thorn Hedge Walls Class (Tier) Arch Druid (V) Research: 700 Knowledge Text
Disjunction Cost: ? Mana Text Upkeep: 15 Mana Text/Turns Text Casting Points Text Cost: 120 Casting Points Text
Type: City Enchantment Target: Friendly City
Thorn Hedge Walls
Infuses the perimeter around target city owned by the caster with nature's protection. spawning a wall of giant spear-like thorns to keep enemies at bay. Enemy units moving through it in tactical combat suffer 8 Physical Text damage and have a chance to become Entangled Entangled.
  • Strength: 7 Physical Defense Text

Name: Summon Horned God Class (Tier) Arch Druid (VI) Research: 1600 Knowledge Text
Type: Summoning Spell Upkeep: 36 Mana Text/Turns Text Casting Points Text Cost: 240 Casting Points Text
Summon Horned God Summons a Horned God.

Name: The Wild Hunt Class (Tier) Arch Druid (VII) Research: 2000 Knowledge Text
Disjunction Cost: ? Mana Text Upkeep: 64 Mana Text/Turns Text Casting Points Text Cost: 600 Casting Points Text
Type: Global Enchantment Subtype: Class Ultimate/Unit Buff
The Wild Hunt
The caster's forces have become one with the wild, gaining an unswayable will and the ability to move at extreme speeds over any type of terrain. Bestows Floating Floating and Strong Will Strong Will on all the caster's units, except for Sea Creature Sea Creature and Machine Machine units.
  • WARNING: Units that cannot swim will drown if they lose their ability to float or fly while over water hexes. This includes units that are produced at cities on the coast the turn the spell was disjucted.

Empire UpgradesEdit

Name: Wildlife Refuge Class (Tier) Arch Druid (I) Research: 80 Knowledge Text
Type: Empire Upgrade Subtype: Resource Management
Wildlife Refuge
Cast Spell Summoned units require 25% less Mana Text upkeep, and Animal Animal and Monster Monster units require 25% less Gold Text upkeep.

Name: Produce Hunter Class (Tier) Arch Druid (I) Research: 60 Knowledge Text
Type: Empire Upgrade Subtype: Unit Production
Produce Hunter
Enables production of the Hunter in cities with an Arch Druid's Dolmen.

Name: Hunter's Finesse Class (Tier) Arch Druid (II) Research: 120 Knowledge Text
Type: Empire Upgrade Subtype: Unit Buff
Hunter's Finesse
Archer Archers are trained to aim for a living creature's vital organs. They receive Bleeding Razor Projectiles.

Name: Animistic Knowledge Class (Tier) Arch Druid (IV) Research: 350 Knowledge Text
Type: Empire Upgrade Subtype: Resource Management
Animistic Knowledge
Develop the ability to communicate with the unseen spirits inhabiting the wonders of this world. Treasure sites within the empire's domain generate an additional 3 Knowledge Text.

Name: Beast Mastery Class (Tier) Arch Druid (III) Research: 180 Knowledge Text
Type: Empire Upgrade Subtype: Unit Buff
Beast Mastery
The caster forms an unbreakable bond with the creatures of the wild. All the caster's Animal Animal and Monster Monster units receive Mind Control Immunity Mind Control Immunity and +2 Resistance Text.

Name: Favored Enemy Class (Tier) Arch Druid(IV) Research: 350 Knowledge Text
Type: Empire Upgrade Subtype: Unit Buff
Favored Enemy Dragon
Ranged troops specialize in hunting Giants, Dragons, and Monsters. Archer Archer and Support Support units receive Giant Slayer Giant Slayer, Dragon Slayer Dragon Slayer, and Monster Slayer Monster Slayer.

Name: Long Strider Class (Tier) Arch Druid (IV) Research: 400 Knowledge Text
Type: Empire Upgrade Subtype: Unit Buff