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. |
- --Gifted Lords of the Third Age, by Ralinstone Pedant, Chronicler.
Class Buildings[]
The class buildings of the Arch Druid are, in order:
Arch Druid's Dolmen
Henge
Megalith
Class Units[]
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.
Wild Animals
Note that Summoned Units will lose the Dedicated to Evil or Dedicated to Good trait if they have it, and they will gain the Summoned trait.
- Baby Reed Serpent
- Baby Shock Serpent
- Boar
- Dire Penguin
- Dread Spider Baby
- Hunter Spider Baby
- Tiger
- Vampire Spider Baby
- Warg
- Dread Monkey
Hunter
'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, directing 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
Unit: HunterOrigin: Arch Druid Requires: Arch Druid's Dolmen
Tier I: 35 32 9 9 Cost: 75 Upkeep: 4 /
Abilities:
- Melee Strike (7 )
- Shoot Bow (8 )
- Animal Slayer
- Forestry
- Mountaineering
- Wetland Walking
- Arctic Walking
- Swimming
- Walking
- Forest Concealment
- Archer
Experience Ranks:
- +1 Ranged +2
- +1 Ranged +1 Melee +2 +1
- +1 Ranged +2 +1
- +1 Ranged +4 +1 , Martial Arts
- Dwarves: Cost: 88 . Has Mountain Concealment and Armored
- Frostlings: Gains Arctic Concealment.
- Goblins: Gains Wetlands Concealment
- Halflings: Gains Monster Slayer
- Humans: Cost: 85 . Gains Throw Net and Water Concealment
- High Elves: Cost: 85 . Has Shoot Longbow(8 ) instead of Shoot Bow(8 ). Has -3 Health
- Orcs: Cost: 80 . Melee: +3 . Has Throw Javelin(15 ) instead of Shoot Bow(8 ). Also gets Shield and War Cry.
- Tigrans: Cost: 80 . Has Throw Blades(8 ) instead of Shoot Bow(8 ). Also gets Coup de Grace and Razor Projectiles.
Eldritch Animals
Note that Summoned Units will lose the Dedicated to Evil or Dedicated to Good trait if they have it, and they will gain the Summoned trait.
Shaman
'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
Unit: Shaman Origin: Arch Druid Requires: Arch Druid's Dolmen
Tier III: 60 32 11 12 Cost: 130 30 Upkeep: 16 /
Abilities:
- Melee Strike (8 )
- Poison Bolts (8 )
- Awaken Spirit
- Befriend Animal
- Entangling Touch
- Walking
- Free Movement
- Swimming
- Forest Concealment
- Wetlands Concealment
- Mountain Concealment
- Mind Control Immunity
- Support
- True Sight
- 40% Protection
Experience Ranks:
- +1 Ranged +6
- +1 Melee +6 +1 , Cure Disease
- +1 Ranged +6 +1
- +1 Melee +12 +1 , Healing
- Draconians: Cost 130 40 . Gains Fire Bolts (8 ).
Has +1 Ranged upgrades instead of +1 Melee on and . - Dwarves: Gains Armored.
- Frostlings: Costs 140 30 . Has Frost Bolts (8 ) instead of Poison Bolts (8 ).
Ranged Damage replaces Ranged on and .
Gains Inflict Chilling and Arctic Concealment. - Goblins: Costs 126 , 36 . Gains Inflict Noxious Vulnerability and +2 Melee and Ranged.
- Halflings: Costs 140 , 30 . Gains Minor Bard Skills
- High Elves: Costs 135 30 . Gains Total Awareness and 40% Weakness
- Orcs: Has Bane Fire (3 3 3 ) instead of Poison Bolts (8 ) and War Cry.
- Tigrans: Costs 150 , 40 . Gains Were Bear, Loses Awaken Spirit.
Gargantuan Animals
Note that Summoned Units will lose the Dedicated to Evil or Dedicated to Good trait if they have it, and they will gain the Summoned trait.
- Cockatrice
- Dread Spider Queen
- Hunter Spider Queen
- King Reed Serpent
- King Shock Serpent
- Mature Reed Serpent (2x chance)
- Mature Shock Serpent (2x chance)
Horned God
'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
Unit: Horned God Origin: Arch Druid
Tier IV: 92 36 16 13 Cost: 320 Upkeep: 32 /
Can be summoned with Summon Horned God(240 , 36 /)
Abilities:
- Melee Strike (20 )
- Call Lightning (18 )
- Befriend Animal
- Summon Erymanthian Boar
- Charge
- Strong Will
- Free Movement
- Night Vision
- Swimming
- Entangling Strike
- Giant
- Wall Crushing
- Mountaineering
- Walking
- 100% Protection
- 100% Protection
- 40% Protection
- 20% Weakness
- 20% Weakness
Experience Ranks:
- +1 Melee +8
- +1 Melee +8 +1
- +1 Melee +8 +1
- +1 Melee +16 +1 , Summon Erymanthian Boar
Erymanthian Boar
'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
Unit: Erymanthian Boar Origin: Arch Druid
Tier I: 44 36 9 8 Cost: 40 Upkeep: 4 /
Can be summoned in combat with Summon Erymanthian Boar
Abilities:
- Melee Strike (16 )
- Killing Spree
- Charge
- Forestry
- Walking
- Fast Healing
- Awakened
- Savage Rage
- First Strike
- Overwhelm
- Wall Crushing
- Armor Piercing
- Animal
- +1 Melee +2 , Killing Spree
- +1 Melee +2 +1
- +1 Melee +2 +1
- +1 Melee +4 +1
Ancestral Spirits
'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 conscience, 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
Unit: Ancestral Spirits Origin: Arch Druid
Tier II: 45 32 9 9 Cost: 100 Upkeep: 8 /
Can be summoned with Call Ancestral Spirits (20 ) until the end of combat
Abilities:
- Melee Strike (6 4 )
- Inflict Spirit Breaking
- Strong Will
- Incorporeal
- Pass Wall
- Shield
- Infantry
- Wall Climbing
- Magical Origin
- Floating
- 60% Protection
- 100% Protection
Experience Ranks:
- +1 Melee +4 , 20% Protection
- +1 Melee +4 +1
- +1 Melee +4 +1
- +1 Melee +8 +1 , 20% Protection
Combat Spells[]
Revive Instinct
Name: | Revive Instinct | Class (Tier) | Arch Druid (I) | Research: | 60 | |
---|---|---|---|---|---|---|
Type: | Combat Spell | Target: | Battlefield | Cost: | 15 | |
All enemy mounts become feral for 3 . |
Root Spears
Name: | Root Spears | Class (Tier) | Arch Druid (I) | Research: | 60 | |
---|---|---|---|---|---|---|
Type: | Combat Spell | Target: | Hostile Unit | Cost: | 10 | |
Roots as sharp as spears burst from the ground below. Deals 18 damage and attempts to removes all from the enemy unit. |
Rust Strike
Name: | Rust Strike | Class (Tier) | Arch Druid (II) | Research: | 120 | |
---|---|---|---|---|---|---|
Type: | Combat Spell | Target: | Hostile Unit | Cost: | 10 | |
Causes enemy Armored unit to suffer -2 and deals 20 damage to target unit if it is a Machine and attempts to deteriorate it until the end of combat. |
Savage Rage
Name: | Savage Rage | Class (Tier) | Arch Druid (II) | Research: | 130 | |
---|---|---|---|---|---|---|
Type: | Combat Spell | Target: | Friendly Unit | Cost: | 7 | |
Awakens a creature's primal instincts, unleashing its ferocious powers. Target friendly Monster or Animal gains Charge, First Strike, Armor Piercing, Overwhelm, Wall Crushing, and +5 strength until end of combat. |
Hornet Swarm
Name: | Hornet Swarm | Class (Tier) | Arch Druid (III) | Research: | 240 | |
---|---|---|---|---|---|---|
Type: | Combat Spell | Target: | Hostile Unit | Cost: | 25 | |
Unleashes a swarm of hornets on enemy troops. Deals 20 damage to target enemy unit. The effect hits a maximum of 4 units which are within 3 hexes of the previous target. Machine and Undead units are unaffected. |
Twisting Roots
Name: | Twisting Roots | Class (Tier) | Arch Druid (III) | Research: | 220 | |
---|---|---|---|---|---|---|
Type: | Combat Spell | Target: | Battlefield | Cost: | 20 | |
Forces the roots that run deep down in the earth to surface, impeding all units moving by land. All Walking units on the battlefield have their radii halved. |
Revitalize
Name: | Revitalize | Class (Tier) | Arch Druid (IV) | Research: | 400 | |
---|---|---|---|---|---|---|
Type: | Combat Spell | Target: | Friendly Unit | Cost: | 12 | |
Channels the invigorating properties of nature to revitalize target friendly unit. The unit's abilities are taken off cooldown and 50% of its is restored.
Cannot be cast on Elemental, Incorporeal, Dragon, Machine and Undead units. |
Vengeful Vines
Name: | Vengeful Vines | Class (Tier) | Arch Druid (IV) | Research: | 400 | |
---|---|---|---|---|---|---|
Type: | Combat Spell | Target: | Battlefield | Cost: | 20 | |
The destructive powers of nature are called forth to break down the structures of civilization. Deals 17 damage to all walls at the start of each combat round. Decreases the city by 5%. |
Call Ancestral Spirits
Name: | Call Ancestral Spirits | Class (Tier) | Arch Druid (III) | Research: | 220 | |
---|---|---|---|---|---|---|
Type: | Combat Spell | Target: | Unoccupied Hex | Cost: | 20 | |
Summons the Ancestral Spirits of nature to assist in the fight until the end of combat.
|
Call Beast Horde
Name: | Call Beast Horde | Class (Tier) | Arch Druid (VI) | Research: | 1400 | |
---|---|---|---|---|---|---|
Type: | Combat Spell | Target: | Battlefield | Cost: | 50 | |
Summons 2 or 3 random wild beasts at the start of every combat round to assist the caster in the fight for 7 .
Possible summons:
|
Strategic Spells[]
One with the Elements
Name: | One with the Elements | Class (Tier) | Arch Druid (I) | Research: | 80 | |
---|---|---|---|---|---|---|
Cost: | 60 | Upkeep: | 10 / | Cost: | 50 | |
Type: | Global Enchantment | Subtype: | Unit Buff | |||
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 bonuses, and lessened (50%) terrain/climate penalties. |
Summon Wild Animal
Name: | Summon Wild Animal | Class (Tier) | Arch Druid (I) | Research: | 60 | |
---|---|---|---|---|---|---|
Type: | Summoning Spell | Upkeep: | 9 / | Cost: | 40 | |
Summons a random Tier I animal.
Possible Summons:
* Tiger only appears if Eternal Lords Expansion is present |
Fertile Domain
Name: | Fertile Domain | Class (Tier) | Arch Druid (II) | Research: | 120 |
---|---|---|---|---|---|
Cost: | 50 | Upkeep: | 20 / | Cost: | 40 |
Type: | City Enchantment | Target: | City owned by the caster | ||
The sleeping land is awakened, causing nature's bounties to flourish. Boosts the growth by +200 . |
Insect Plague
Name: | Insect Plague | Class (Tier) | Arch Druid (II) | Research: | 140 |
---|---|---|---|---|---|
Cost: | 50 | Upkeep: | 15 / | Cost: | 60 |
Type: | City Enchantment | Target: | Hostile City | ||
A swarm of all-devouring insects forces the local population indoors. Target enemy city suffers -65% . |
Summon Eldritch Animal
Name: | Summon Eldritch Animal | Class (Tier) | Arch Druid (II) | Research: | 120 | |
---|---|---|---|---|---|---|
Type: | Summoning Spell | Upkeep: | 12 / | Cost: | 70 | |
Summons a random Tier II Eldritch animal.
Possible Summons:
|
Sunburst
Name: | Sunburst | Class (Tier) | Arch Druid (III) | Research: | 220 | |
---|---|---|---|---|---|---|
Type: | Strategic Spell | Target: | Hostile Army | Cost: | 80 | |
Pray to the Sun, mother of all nature, to pierce the enemy with burning rays from the skies above. Deal 15 damage to target enemy army.
If cast on an enemy city, then the following occur: |
Summon Gargantuan Animal
Name: | Summon Gargantuan Animal | Class (Tier) | Arch Druid (IV) | Research: | 750 | |
---|---|---|---|---|---|---|
Type: | Summoning Spell | Upkeep: | 28 / | Cost: | 160 | |
Summons a random Tier III/IV Gargantuan animal.
Possible Summons: |
Poison Domain
Name: | Poison Domain | Class (Tier) | Arch Druid (IV) | Research: | 400 |
---|---|---|---|---|---|
Cost: | 110 | Upkeep: | 30 / | Cost: | 100 |
Type: | City Enchantment | Target: | City owned by the caster | ||
Venomous poison spreads through the domain of target city owned by the caster. All enemy units are Poisoned and receive 8 damage every turn while they are within the enchanted city's domain. |
Wild Growth
Name: | Wild Growth | Class (Tier) | Arch Druid (IV) | Research: | 350 | |
---|---|---|---|---|---|---|
Type: | Strategic Spell | Target: | Strategic Map | Cost: | 60 | |
Infuses the earth with nature's nourishing energy, spawning entire forests from the purified soil. Target hexes are instantly converted into dense vegetation. |
Nature's Eyes
Name: | Nature's Eyes | Class (Tier) | Arch Druid (V) | Research: | 700 | |
---|---|---|---|---|---|---|
Cost: | 100 | Upkeep: | 40 / | Cost: | 80 | |
Type: | Global Enchantment | Subtype: | Exploration | |||
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. |
Thorn Hedge Walls
Name: | Thorn Hedge Walls | Class (Tier) | Arch Druid (V) | Research: | 700 |
---|---|---|---|---|---|
Cost: | 120 | Upkeep: | 15 / | Cost: | 120 |
Type: | City Enchantment | Target: | Friendly City | ||
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 damage and have a chance to become Entangled. |
Summon Horned God
Name: | Summon Horned God | Class (Tier) | Arch Druid (VI) | Research: | 1600 | |
---|---|---|---|---|---|---|
Type: | Summoning Spell | Upkeep: | 36 / | Cost: | 240 | |
Summons a Horned God.
|
The Wild Hunt
Name: | The Wild Hunt | Class (Tier) | Arch Druid (VII) | Research: | 2000 | |
---|---|---|---|---|---|---|
Cost: | 500 | Upkeep: | 64 / | Cost: | 600 | |
Type: | Global Enchantment | Subtype: | Class Ultimate/Unit Buff | |||
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 and Strong Will on all the caster's units, except for Sea Creature and Machine units.
|
Empire Upgrades[]
Wildlife Refuge
Name: | Wildlife Refuge | Class (Tier) | Arch Druid (I) | Research: | 80 |
---|---|---|---|---|---|
Type: | Empire Upgrade | Subtype: | Resource Management | ||
Summoned units require 25% less upkeep, and Animal and Monster units require 25% less upkeep. |
Produce Hunter
Name: | Produce Hunter | Class (Tier) | Arch Druid (I) | Research: | 60 |
---|---|---|---|---|---|
Type: | Empire Upgrade | Subtype: | Unit Production | ||
Enables production of the Hunter in cities with an Arch Druid's Dolmen.
|
Hunter's Finesse
Name: | Hunter's Finesse | Class (Tier) | Arch Druid (II) | Research: | 120 |
---|---|---|---|---|---|
Type: | Empire Upgrade | Subtype: | Unit Buff | ||
Archers are trained to aim for a living creature's vital organs. They receive Razor Projectiles. |
Animistic Knowledge
Name: | Animistic Knowledge | Class (Tier) | Arch Druid (IV) | Research: | 350 |
---|---|---|---|---|---|
Type: | Empire Upgrade | Subtype: | Resource Management | ||
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 . |
Beast Mastery
Name: | Beast Mastery | Class (Tier) | Arch Druid (III) | Research: | 180 |
---|---|---|---|---|---|
Type: | Empire Upgrade | Subtype: | Unit Buff | ||
The caster forms an unbreakable bond with the creatures of the wild. All the caster's Animal and Monster units receive Mind Control Immunity and +2 . |
Favored Enemy
Name: | Favored Enemy | Class (Tier) | Arch Druid(IV) | Research: | 350 |
---|---|---|---|---|---|
Type: | Empire Upgrade | Subtype: | Unit Buff | ||
Ranged troops specialize in hunting Giants, Dragons, and Monsters. Archer and Support units receive Giant Slayer, Dragon Slayer, and Monster Slayer. |
Long Strider
Name: | Long Strider | Class (Tier) | Arch Druid (IV) | Research: | 400 |
---|---|---|---|---|---|
Type: | Empire Upgrade | Subtype: | Unit Buff | ||
Endurance training increases the movement speed and stamina of ranged units. Archer and Support units receive +8 . |
Produce Shaman
Name: | Produce Shaman | Class (Tier) | Arch Druid (IV) | Research: | 350 |
---|---|---|---|---|---|
Type: | Empire Upgrade | Subtype: | Unit Production | ||
Enables production of the Shaman in cities with an Arch Druid's Dolmen.
|
Druidry
Name: | Druidry | Class (Tier) | Arch Druid (I-VII) | Research: | 60-900 |
---|---|---|---|---|---|
Type: | Empire Upgrade | Subtype: | Resource Management/Stat Modifier | ||
Increases Spell Casting points by +10 and increases Mana Capacity by +100 at each tier. |
Hero Bonuses[]
- +5
- +1
- Vision Range Upgrade
Hero Upgrades[]
Note: Some upgrades cannot be accessed for a Leader, i.e. Druidry and Spells.
Level | Skill | Ability Type | Cost | Effect |
---|---|---|---|---|
1 | Natural Immunity | Leadership | 4 | Party gains 40% Protection |
1 | Spirit of the Land | Leadership | 4 | Party gains 40% Protection |
1 | Cure Disease | Active | 2 | Hero gains Cure Disease |
1 | Druidry(I) | Passive | 5 | Hero gains +10 Casting Points |
1 | Free Movement | Passive | 2 | Hero gains Free Movement |
1 | Nature's Resistance | Leadership | 3 | Party gains +1 |
1 | Revive Instinct | Spell | 5 | Hero can cast the Revive Instinct Spell |
1 | Root Spears | Spell | 5 | Hero can cast the Root Spears Spell |
1 | Rust Strike | Spell | 5 | Hero can cast the Rust Strike Spell |
1 | Savage Rage | Spell | 5 | Hero can cast Savage Rage Spell |
1 | 20% Protection | Passive | 1 | Hero gain 20% Protection |
1 | Warm at Night | Leadership | 4 | Party Gains 40% Protection |
3 | 20% Protection | Passive | 1 | Hero gains 20% Protection |
3 | Awaken Spirit | Active | 2 | Hero gains Awaken Spirit |
3 | Night Vision | Passive | 1 | Hero gains Night Vision |
3 | Druidry(II) | Passive | 5 | Hero gains +10 Casting Points |
3 | Nourishing Meal | Active | 4 | Hero gains Nourishing Meal |
3 | Befriend Animal | Active | 3 | Hero gains Befriend Animal |
3 | Inflict Bleeding Wounds | Passive | 3 | Hero gains Inflict Bleeding Wounds |
3 | Natural Healer | Leadership | 4 | Party gains Fast Healing |
5 | True Sight | Passive | 3 | Hero gains True Sight |
5 | Vision Range Upgrade | Passive | 1 | Hero gains Vision Range Upgrade |
5 | Call Ancestral Spirits | Spell | 5 | Hero can cast Call Ancestral Spirits Spell |
5 | Druidry(III) | Passive | 7 | Hero gains +10 Casting Points |
5 | Hornet Swarm | Spell | 5 | Hero can cast Hornet Swarm Spell |
5 | 20% Protection | Passive | 1 | Hero gains 20% Protection |
5 | Swimming | Passive | 3 | Hero gains Swimming |
5 | Twisting Roots | Spell | 5 | Hero can cast Twisting Roots Spell |
7 | Druidry(IV) | Passive | 7 | Hero gains +10 Casting Points |
7 | Entangling Touch | Active | 3 | Hero gains Entangling Touch |
7 | Revitalize | Spell | 5 | Hero can cast Revitalize Spell |
7 | Undead Slayer | Passive | 2 | Hero gains Undead Slayer |
7 | Vengeful Vines | Spell | 5 | Hero can cast Vengeful Vines Spell |
9 | Druidry(V) | Passive | 7 | Hero gains +10 Casting Points |
9 | Sustainable Warfare | Leadership | 8 | Party gains Volunteer |
9 | Healing | Active | 4 | Hero gains Healing |
11 | Call Beast Horde | Spell | 5 | Hero can cast Call Beast Horde Spell |
11 | Call Lightning | Active | 7 | Hero gains Call Lightning |
11 | Druidry(VI) | Passive | 9 | Hero gains +10 Casting Points |
11 | One with the Trees | Leadership | 6 | Party gains Forest Concealment |
11 | Regrowth | Passive | 10 | Hero gains Regrowth |
13 | Druidry(VII) | Passive | 9 | Hero gains +10 Casting Points |