Conquest of Elysium 5 Wiki
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Druid

Description[]

The Druids like to portray themselves as priests of nature and the saviors of Elysium. Most do not agree with this description, but what is certain is that they have found a way to coerce the beasts of Elysium to do their bidding. However, meddling with the forces of nature is dangerous and it is only a matter of time before the Druid is lured into helping the beasts in their war against humankind. When such beasts attack human settlements, they are backed by the power of the Druid. Helping the beasts is surely an act of evil, but no one can deny that leading the animals is a great feat of magic as the beasts of Elysium have strong souls and are not easily swayed.

Influencing nature requires collecting magical herbs and using them in mystic rituals. Ultimately the Druid may even win the support of powerful beings of legend that can only be contacted through communion with the most ancient forests where the Soul of the Wild runs deep. Most beasts are stronger than humans, but they are usually lacking in ranged attacks and siege abilities.

Abilities:

  • The Druid collects herbs from forests and jungles.
  • The Druid can use herbs to perform rituals.
  • The Druid and all animals under his command are stealthy in forests.

Starting Resources[]

Units

Territory

Recruitment List[]

Basic Recruitment[]

Image # Name
Gold16
Iron16
Barechested Slinger 5 Barechested Slingers 50
Barechested Swordsman 5 Barechested Swordsmen 50
Barechested Warrior 5 Barechested Warriors 50
Beast Cavalry 3 Beast Cavalries 50 5

Special Recruitment[]

Image # Name
Gold16
Iron16
Notes
Boar Warrior 4 Boar Warriors 50 10
Chieftain 1 Chieftain 40 + d10 Leader
Druids Apprentice 1 Druid's Apprentice 55 + d20

Promotes to DruidElder Druid
Requires Temple

Hornblower 1 Hornblower 25 + d10
Vergobret 1 Vergobret 30 + d10 Leader

In addition to these units, the Druid will receive special recruitment offers from the Wizard Offers list if he owns a library.

Summons[]

Image # Name Ritual Notes
Amphitere 1 Amphiptere Summon Mythic Beasts
Bear ? Bears Major Animal Summoning
Bear ? (1) Bears Minor Animal Summoning
Beholder 1 Beholder Call Legendary Beings Leader
Boar 4d6 Boars Call Legendary Beings Mass Summoning²
Boar ? Boars Major Animal Summoning Mass Summoning¹
Boar ? (1-4) Boars Minor Animal Summoning
Camel ? (1) Camels Minor Animal Summoning
Chimaera 1 Chimaera Call Legendary Beings
Cockatrice 1 Cockatrice Call Legendary Beings
Deer ? (1-10) Deer Minor Animal Summoning
Dog ? (1) Dogs Minor Animal Summoning
Donkey ? (2) Donkeys Minor Animal Summoning
Ent 1 Ent Call Legendary Beings
Fire Ant ? (1-6) Fire Ants Minor Animal Summoning
Giant Ant 1 Giant Ant Minor Animal Summoning
Giant Mantis 1 Giant Mantis Minor Animal Summoning
Giant Moose 1 Giant Moose Call Legendary Beings
Giant Rat ? (3-6) Giant Rats Minor Animal Summoning
Goat ? (1-9) Goats Minor Animal Summoning
Great Boar d6 Great Boars Call Legendary Beings Mass Summoning²
Great Boar ? Great Boars Major Animal Summoning Mass Summoning¹
Great Boar ? (1) Great Boars Minor Animal Summoning
Gryphon 1 Gryphon Call Legendary Beings
Heart of the Forest 1 Heart of the Forest Heart of the Forest Stationary
Horned God 1 Horned God Call Legendary Beings Leader
Horse ? (1) Horses Minor Animal Summoning
Leogryph d4 Leogryphs Summon Mythic Beasts
Murder of Crows 1 Messenger Crows Messenger Crows Stupid
Monster Boar 1 Monster Boar Summon Mythic Beasts
Monster Boar 2 Monster Boars Call Legendary Beings Mass Summoning²
Moose ? (1) Moose Minor Animal Summoning
Murder of Crows ? (1-5) Murders of Crows Minor Animal Summoning
Rabbit 1 Rabbit Familiar Minor Animal Summoning
Rabbit ? (3-27) Rabbits Minor Animal Summoning
Rat ? (10-16) Rats Minor Animal Summoning
Roc 1 Roc Call Legendary Beings
Sacred Moose 1 Sacred Moose Summon Mythic Beasts
Scorpion ? Scorpions Minor Animal Summoning
Serpent ? Serpents Major Animal Summoning
Serpent ? (1-2) Serpents Minor Animal Summoning
Small Spider ? (5) Small Spiders Minor Animal Summoning
Snake ? (1-4) Snakes Minor Animal Summoning
Snake 1 Snake Familiar Minor Animal Summoning
Tree of Crows 1 Tree of Crows Plant Forest Guardians Stationary
Venus Trap 2d3 Venus Traps Plant Forest Guardians Stationary
Wolf ? Wolves Major Animal Summoning
Wolf ? (1-4)

Wolves

Minor Animal Summoning
Woodman ? Woodmen Major Animal Summoning
Woodman d2 Woodmen Plant Forest Guardians
Wyvern d2 Wyverns Summon Mythic Beasts
Beholder 1 Beholder Call Primal Being Leader
Ent 1 Ent Call Primal Being
1 God of the Seasons Call Primal Being Leader
1 Hammer God Call Primal Being Leader
1 Hooded Spirit Call Primal Being Leader
Horned God 1 Horned God Call Primal Being Leader
1 Rams-Headed Serpent Call Primal Being Leader
1 Thrice Horned Boar Call Primal Being Leader

The exact numbers for the Animal Summoning spells are unknown (if you know them please edit this page) and vary by terrain. Likewise, which animals can appear is governed by terrain type as well.

Spawns[]

Image # Name Spawned by Notes
Forest Shepherd ? Forest Shepherds Shepherds of the Wood

All die expressed for the cost are open-ended dice (when the maximum is rolled, the die is rolled again and added to the total).



Druid Rituals (ToDo: Move to Druidic Rituals page)[]

Numbers specified for dice rolls use exploded/open ended die:

Ritual Level Ritual Name Cost Description Effect
Lesser Ritual of Mastery This ritual grants the caster a new first level ritual
Ritual of Mastery This ritual grants the caster a new second level ritual.  If the caster is currently unable to cast second level rituals, it will be leveled up as well.
Greater Ritual of Mastery This ritual grants the caster a new third level ritual.  If the caster is currently unable to cast third level rituals, it will be leveled up as well.
1 Minor Animal Summoning 15 Herbs This rituals summons and takes control of a small pack of animals that are native to the current location.  Casting it in a forest may yield a few deer or maybe a bear while casting it in a desert may result in a bunch of scorpions.  Casting the spell in an ancient forest usually gives a better result than casting it in an ordinary forest. TODO
1 Messenger Crows 15 Herbs The Druid summons a murder of crows that will move around randomly, gathering information and claiming lands.  The crows are quite aggressive and will sometimes attack travelers.  They are stealthy and will ambush anyone moving into their location. Summons one Messenger Crows
1 Plant Forest Guardians 15 Herbs, 3 AP This ritual can only be cast in wooded areas and will create some guardians that are suitable for defending it.  The ritual does not require many resources, but it takes a long time to perform. Summons one of the following groups randomly:


2 Major Animal Summoning 75 Herbs This rituals summons and takes control of a pack of mighty beasts that are native to the current location.  Casting it in a forest may yield a few moose while casting it in a jungle may result in an elephant.  Casting the spell in an ancient forest usually gives a better result than casting it in an ordinary forest. TODO
2 Summon Mythic Beasts 100 Herbs This ritual summons and takes control of one or more mythic beasts.  The ritual can only be performed in an ancient forest. Summons one of the following groups randomly:


2 Heart of the Forest 150 Herbs Every ancient forest has a heart that is connected to the larger forest that surrounds it.  With this ritual the Druid takes control of heart of the forest.  The ancient forest will then begin to spread the Druid's influence and exert control over all forests in the vicinity, bringing them under his rule.  It will also be able to defend itself with nature magic if any hostile units should enter. Summons one Heart of the Forest if there are none on the Ancient Forest already.
2 Lord of the Wild 100 Herbs This is an enchantment that the Druid can cast on an ancient forest.  When the enchantment is active, groups of animals will appear in any nearby forests that are owned by the Druid.  These animals will be bound to serve the Druid. Creates Lord of the Wild enchantment on the Ancient Forest.
3 Call Legendary Beings 600 Herbs This ritual summons and takes control of one or more of the most powerful beasts in that have ever roamed Elysium.  The ritual can only be performed in an ancient forest." Summons one of the following groups randomly:


3 Shepherds of the Wood 300 Herbs By performing this ritual in an ancient forest, the Druid calls the Shepherd of the Wood that used to tend the forests in ancient times.  The Shepherds will grow in number over time and they will usually roam around in the vicinity of the forests, eliminating any enemies they encounter. Creates Shepherds of the Wood enchantment on the target location.
3 Faery Paths 100 Herbs The Druid will travel using the Faery Paths that bind the ancient forests together.  The journey take almost no time and Druid can take an entire army with him, but it is only possible to travel to another ancient forest. Player chooses the target Ancient Forest to travel to with the commander who performed the ritual and any units they command.
3 Call Primal Being 1000 Herbs The druid calls on one of the beings that roamed Elysium at the dawn of time. Now such beasts have disappeared from Elysium and can only be called from the Primal Plane. The Druid creates a temporary gate to the Primal Plane in an Ancient Forest allowing the beast to pass over into Elysium. Summons one of the following groups randomly:
  • Ent
  • Rams-Headed Serpent
  • Beholder
  • God of the Sea
  • God of War
  • God of the Seasons
  • Goddess of the Sacred Spring
  • Hooded Spirit
  • Thrice-Horned Boar
  • Horned God
  • Hammer God
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