Where Can I Find The Classic Wow Druid Spells?

In World of Warcraft: Classic, the Druid class is a unique and powerful group that utilizes their shapeshifting ability to deal damage to enemies. They can be equipped with weapons and armor, unique flavor abilities, shapeshifting, and trainer skills. The Druid class can also switch to Bear Form and serve as a tank or stay in their traditional humanoid form.

Druids are one of Azeroth’s most underrated and effective classes, with stealth, high movement speed, and decent single-target damage output making them an effective choice for quests. They can be leveled at level 10 and can visit weapon trainers in capital cities to learn additional weapon skills.

A complete searchable and filterable list of all Druid Abilities in World of Warcraft: Classic is available, always up to date with the latest patch (1.15.4). Druids can specialize in the Feral Combat Tree for easier and more surefire leveling. Some of the spells that Druids don’t need to buy past level 1 include Thorns, Wrath, Healing Touch, and Entangling Roots.

Druids can improve their health by casting spells, hot themselves, and widdling them down. They can also find detailed downranking guides for Resto Druid in the Classic expansion versions. The game mode Season of Discovery offers players the opportunity to find and utilize Runes that can then be engraved.


📹 How GOOD Is DRUID In HARDCORE Classic WoW? | Tips & Tricks | Classic WoW

The Druid is the class that can do it all, whether its tank, heal, ranged or melee dps – this hybrid class is the ultimate tool in role …


What druid spells are known at level 1?

The first-level Druid spells in the game are Charm Animal, which makes one animal your friend, Cure Light Wounds, and Detect Animals or Plants. These spells can be created with water, magic items, poison, flare, guidance, light, repairing, purifying food and drink, reading magic, resistance, and virtue.

The second-level Druid spells include Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Hide from Animals, Jump, Longstrider, Magic Fang, Magic Stone, Obscuring Mist, Pass without Trace, Produce Flame, Shillelagh, Speak with Animals, Summon Nature’s Ally I, and Animal Messenger.

In the first-level spells, the subject gains +2 enhancement to natural armor, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Chill Metal, Delay Poison, Fire Trap M, Flame Blade, Flaming Sphere, Fog Cloud, Gust of Wind, Heat Metal, Hold Animal, Owl’s Wisdom, Reduce Animal, Resist Energy, Restoration, Lesser, Soften Earth and Stone, Spider Climb, Summon Nature’s Ally II, Summon Swarm, Tree Shape, Warp Wood, and Wood Shape.

These spells allow the subject to create water, cure minor wounds, detect magic, poison, flare, guide, know direction, light, repair, purify food and drink, read magic, resist, and restore magical abilities. They also allow the subject to communicate with animals, summon nature’s allies, and summon swarms of bats, rats, or spiders.

In summary, the first-level Druid spells provide various abilities for dealing with various creatures and environments. These spells allow the subject to create water, heal wounds, detect poison, and more, while also allowing the subject to communicate with animals and summon nature’s allies.

Is druid hard to play WoW classic?

The primary disadvantage of the game is the frequent depletion of mana and the lack of effective melee attacks, which are both time-consuming and challenging to execute.

How powerful is a level 20 druid?

The Archdruid class feature in Level 20 allows Druids to transform into shapeshifting pranksters, using unlimited Wild Shape. This feature can make Druids nearly unkillable if they know which animal to shapeshift into. Druids can cast spells faster and more easily, as they can ignore verbal, somatic, and material components. The Paladin class feature is particularly interesting, with nine possible Sacred Oaths that make the character nearly invincible. One of the most horrifying is the Invincible Conqueror from Oath of Conquest, which makes the Paladin resistant to all damage, gives an extra attack, and sets the crit roll to 19 and 20.

How many spells can druids prepare level 1?

RAW indicates that a Level 1 Druid is permitted to cast a maximum of two first-level spells per long rest. However, they are capable of learning all Druid spells outlined in the relevant source material.

How do druids get spells?

Druids are held in high esteem due to their connection with the natural world and their ability to harness magical powers from either the natural world itself or from deities associated with nature. The browser in use does not support cookies, and JavaScript is either disabled or blocked.

How do druids get their magic?
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How do druids get their magic?

Druids were powerful primal spellcasters who gained their power through connection with nature or a powerful deity. They were guardians of the wilderness and saw themselves as an extension of the natural order. Druids were known for their mysterious nature and believed that nature’s health depended on a precarious balance. They believed that the four elements of the natural world – air, earth, fire, and water – must be prevented from gaining advantage over one another to prevent the world from becoming dominated by the forces of the elemental planes.

Druids believed that nature exists outside of civilized conceptions of good, evil, order, or chaos, seeking to maintain a natural state of being that most of the civilized world cannot or will not understand. They also violently opposed the existence of aberrations and undead, both of which were affronts to the natural order.

What is the best druid spell?

The article identifies and examines the most effective druid spells, including Call Lightning, Druidcraft, Conjure Animals, Primate Savagery, Shapechange, Sunbeam, Transport via Plants, and Wrath of Nature. However, it also cautions that these spells may be constrained by limitations inherent to the browser environment.

What level do druids get spells?

At the initial level, the player gains proficiency in two cantrips from the druid spell list, with additional cantrips becoming available at higher levels. The Cantrips Known column in the Druid table provides a comprehensive listing of these cantrips. Please be advised that your browser does not support cookies.

Do Druids have access to all druid spells?

The Druid class has a list of prepared spells available to them, which can be prepared up to their level. These spells use the caster’s Wisdom modifier for Spell Save DC and Spell Attack rolls. The list includes various creatures such as Circle of the Land, Circle of the Moon, Circle of the Spores, Badger, Bear, Cat, Spider, Wolf, Dire Raven, Deep Rothé, Panther, Owlbear, Sabre-Toothed Tiger, Dilophosaurus, Air Myrmidon, Earth Myrmidon, Fire Myrmidon, and Water Myrmidon.

What level do Druids get Forms Classic?

Upon reaching level 10, players who have chosen the Druid class are able to commence the Bear Form quest chain by visiting their trainer. This expeditious and straightforward quest offers a valuable form that can be utilized throughout the leveling process. It serves as the primary form of damage until Cat Form is unlocked at level 20.

What is the best way to level up a druid in Classic WoW?
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What is the best way to level up a druid in Classic WoW?

A significant number of professions available for the World of Warcraft (WoW) Druid class at the early levels involve skinning and leatherworking. Druids are able to craft gear for leveling purposes and equip it with pre-raid gear that is considered to be of the highest quality, such as the Hide of the Wild, which makes them an essential choice for their profession.


📹 ALL NEW Druid Class Spells and Abilities in Classic WoW Season of Discovery

In this video we go over all of the new Druid class spells and abilities in Classic WoW Season of Discovery. ➤ Follow me on …


Where Can I Find The Classic Wow Druid Spells?
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  • A big secret to leveling druid is not to get too attached to offensive stats like Strength and Agility. The other stats, Stamina, Intellect, and Spirit are all very valuable, including for feral leveling speed. But for utility, survivability, QOL, and fun, they are absolutely game changing. Another secret is don’t be put off by the cast time penalty on barkskin. You ignore one spell pushback and barkskin has already paid for itself. When you overpull mobs, there’s absolutely no need to panic. Just Barkskin and freecast healing touch. If you have a large health pool (see my first tip above), you can do some pretty crazy stuff, bridging the gap to a 2nd barkskin if you’re still in a bad situation. One final tip is moonkin form is just terrible. Level balance if you want, but just don’t use Moonkin Form. You can spec it, but just don’t use it unless you’re in a dungeon group or something. “Caster Form” costs 0 mana. Shapeshifting is VERY expensive while you’re leveling, so its not trivial at all to now start paying full price to shift to what you treat as your caster form. You’re going to use travel form, and your mount. You might even use cat form for stealth and bear form for bash sometimes. If you’re going back into moonkin form after each of these, youre wasting like 1/4 of your mana and 1.5 second global cooldown EVERY.SINGLE.TIME. You can also level resto and for a while it’s actually not too much slower than feral. But eventually it slows way down and mobs that are immune to bleeds start to feel like raid bosses.

  • A few macros I made for my druid are: 1) Dismount, stand up, start attacking and cast Feral Faerie fire. You always are going to do that first unless you’re stealthed, so there’s little point in adding a /startattack macro to anything else. 2-4)Dismount, stand up, and cancel whatever form you’re in and then go into Bear/Cat/Travel Form (3 separate ones). The Bear one is useful for tanking before a pull to activate Furor, the Cat one can be used for powershifting, and the travel form one is sometimes helpful to get going immediately, and all are useful for removing snares and roots. Adding dismount and stand was something I did after being annoyed that it didn’t happen automatically and said “you are mounted” or “you must be standing up”.

  • Omen of Clarity is awesome for healing leveling-dungeons. You can reduce downtimes dramatically by hitting stuff in melee while in caster-form and then spend the proccs on the otherwise extremely expensive max-rank-regrowth. But be careful in HC not to stand in the range of stuff with AoE-silence or shield-bash/kick.

  • An alternative balance/resto spec you can do is to skip Moonkin Form and instead grab Nature’s Swiftness and Insect Swarm in resto. You lose the armor and the crit from moonkin, but instead you gain an extra dot and the utility of nature’s swiftness (instant root, heal or wrath). And the points in the resto tree as well as Moonglow and Nature’s Grace in Balance makes you a formidable healer.

  • If you wanna lvl as Resto for whatever reason going for the standard “flagcarry” spec is a solid option. Just go for Feral Charge and then dump all ur other points into Resto. This way you get all the basic Feral talents and are able to go deep Resto for NS and Swiftmend endgame. Gearwise try to maintain a hybrid set with mostly cat stats and a few good Int pieces alongside ur basic Resto set. This used to be my favourite spec in Classic and I used it for litteraly everything (Solocontent, 5mans, Raids and Ranking – worked great for all this stuff). Admittedly the full power of this build is only unlocked once you get the hybrid endgame gear from AQ40 and PvP, but its still leaving u with all the options you could wish for while leveling.

  • If you are perusal this and making a Druid. Your first 5 talent points need to go into improved demo roar. Can’t believe OP didn’t talk about this. It’s the most slept on talent and it’s absolutely insane how much it lowers enemies attack power. AOE debuff that makes tanking stupid easy. Had healers that said they were bored in dungeons lol drastically increases your survival ability

  • WillE mentioned some macro’s at the end of his vid, but expect to be(come) a macro king if you want to go through with this class. I remember macro’s with lines like /dismount (you couldn’t start casting while on a mount, you really needed to dismount first!) and /stand int it, not to mention the very limited amount of macro’s you can create in Classic.

  • Agi and Str for cat + armor for bear? Even for non-HC its wrong, I’m using “of the monkey” items all the time, and for HC stamina is a must for survivability and also good for tanking. Its better to make a lil less dmg but have much more stamina, less downtime: Mobs still die maybe a few second later, but can kill 1-2 extra more before shifting out for regrowth+reju healing. And also with agi+sta its almost the same gear for cat and bear tanking, and healers thank the extra HP. I also noticed that spr is not that good for feral or resto healing before 60, with spr and without spr on the healgear its just minor OutOfCombat regen (for example around 40 vs 45-48 mana/tick), and its only after not casting for 5 sec, maybe later with the 15% combat regen talent and innervate it can become more useful, but personally as I tested in normal classic, int+stamina is better and mobs can’t oneshot druid healers in dungeons from healagro. In HC stamina makes more sense for playing safe. A nice healgear (even though it needs bagspace) can come handy for soloing outdoor elites as full feral (Nekrosh, MorLadim, stv elite crocs and elites etc.) because you can have enough mana to just root/spelldmg kill them. Many times even in bearform it can be risky, some of them hit hard… So my recommendation: Feral (Cat with ocassional healing): of the monkey (agi+stam) or 2nd: of the tiger (agi+str) Healgear (for feralhealing or boomkin): of the eagle (int+stam) or 2nd: of the owl (int+spr) Of course arcane wrath and of healing items can be also handy BTW in HC, druids will not be at disadvantage anymore in dungeons for not having resurrect 🙂

  • for the talents i recommend not getting NW and omen because its a waste in lower level if you know what NW really does go into natures grasp and into feral, you gtg going feral/resto is prob the best thing to do because you can grab the talent that gives you less spell pushback which is huge when needing to heal while in trouble

  • So estimated availability of “of the animal” greens: Tiger – 3/10 Druids want it, Shaman want it and Rogues semi want this. Bear – 6/10 Other druids are your main competition. Shaman competition isn’t too stiff, rogues have little use for this. Gorilla – 5/10 You’ll get the odd shaman/paladin who don’t mind wearing leather building a healing set or something, its only 5/10 because people don’t bother to list it. Boar – 7/10 This is your chance! Shaman will get some mileage out of it, but shaman shocks put them O5SR and rogues don’t want it Monkey – 0/10 Rogues and Hunters and Shaman and others want this too much. And PVP twinks will want it, cutting availability even further. Falcon – 6/10 Shaman and Hunter will get some use out of it and it’ll be more likely in the auction house as it is agility leather, so looks good but there is some competition Wolf – 5/10 Hunters will snap this up and rogues use it a fair bit; Shaman shocks 05SR precludes them somewhat. Eagle – 6/10 Listings of eagle leather are somewhat common but not overly so. Shaman and fellow druids will pick this up for pvp healing, but hunters will use it some and rogues basically won’t use it. Whale – 7/10 Hunters may compete but often don’t need the survivability. Shaman has trouble with getting 05SR for the spirit somewhat. Some Rogues won’t prioritize it. More for us! BOOM Owl – 6/10 Hunters will take these on occasion. This is what people think of when they think druid/shaman healing gear so they list it, but its not in high demand.

  • Slowly gets easier and easier as you level. After late 30’s and especially 40, the druid is nigh-unkillable if advernturing in the open world. This is the case IF you have a decent level of Druid experience. If you don’t use, or understand the benefits of macros with this macro heavy class, you aren’t an experienced druid player. You’ve chosen to play it with one hand tied behind your back, no matter what your excuse is (it’s a matter of enlightenment through education and experience). Same can be said for Hunter. On a dedicated HC server where an end game is expected, you’ll slam into the same issue every Druid player discovers: you won’t be wanted in raids because too many druids exist for the few spots available. Get good at tanking dungeons, and roll a warlock for raiding, it’s the least played class and less than 1% reach 60 in HC.

  • Soothe animal may not be all that useful to a druid since they can stealth (unless maybe a whole group is trying to run by and avoid the aggro of one specific animal?), however I did want to mention that a priest’s mind soothe is much MUCH more helpful – it’s a poor man’s stealth because it accomplishes basically that, but with one mob at a time. What it does is essentially lower the aggro radius of a mob, so if you mind soothe (or animal soothe) a mob, then it changes their aggro range from what would have been, say, 40 yards down to 20 or 15 yards, so if there’s a mob you were unable to narrowly pass by without aggroing them, mind soothe will make sure you’ll be able to do that.

  • When I leveled a druid in classic I had a hard time of it. Not a class I would play hardcore, its definitely not to my strengths as a thinker to gestalt the abilities of each form seperately like that. In combat, Healing touch is glacial speed and regrowth OOMs you somewhat quickly, though I admit having any self-heal at all to couple with the rogue-cat toolkit is effing awesome. Just no, I’d rather stick to mage where basically all the buttons blow tish up.

  • Druid have a powerspike at lvl 20 when they shred stuffs but that’s hit. In reality you go OOM very quickly as druid and around lvl 30+ you basically stay in bear all time cause for mob density and aggro it’s better to just tank and cleave them off if there are no casters present. I found rogue lowkey having an honestly better survivability than druid. (if we are comparing rogue and the standard feral druid leveling)

  • while i agree that these are the builds that are generally good for leveling, none of these are consistent enough for hardcore, where you only have a single life. going into balance until 20 (for omen) has its upsides, but creates awkward situations with rage, healing (and energy) and requires a respec at 20 if you want these problems to go away before level 30. going deep feral is very risky, as pulling more than a single mob can easily result in character deletion. not to mention, none of these builds can consistently/safely solo elites

  • I personally STRONGLY prefer leveling as a HOTW spec compared to the standard feral sub-balance spec. Getting nature’s swiftness at level 50 will be a godsend, as the 50+ zones are much more challenging than any of the zones before it for the most part. Having a one-cast heal to full on a somewhat short CD will save your life in the plaguelands. Also, picking up the healing talents means you are a functional resto druid for dungeon content, rather than a feral with “of healing” gear. Druid survivability in HOTW is 5/5, between nature’s swiftness and travel form you are pretty much unkillable outdoors, and bear is the best dungeon tank in classic by a large margin for the average player.

  • I was given 215g to heal BRD by some nice but desperate noobs. I quickly respect put on some squirmy intel/spirit gear and took them through. None one had the shadow shadowforge key and when I told them how to get the quest refused. I told them you are missing out on half the dungeon. Anyway easy gold no deaths and free gear and 2 levels in XP 😜

  • druid is a great way of learning the basics of the game in a really boring fashion bear is a copy of warrior, but at least you can heal so you wont die cat is a copy of rogue, but with heal and give the enemy less armor moonkin is… like a fire mage, big crits but with heals the healing spec is the only ¨unique¨ one and you’re not going to go resto on hardcore

  • as long as you dont play horde you will actually enjoy the game. saying that every HC horde severs are mister know it all but when you challenge their knowledge they blame it on what they learn from a streamer. hahaha. so since people can’t think for themselves or learn their own game play people should just wait for the Real HC to release. this HC just not worth it once you hit 60 as a healer or a tank you will notice there aren’t enough people for raid. and even if you do have enough people most don’t know what they are doing its like talking to a kid you have to direct them like kids then they get mad. hahaha!! remember this is only for horde side plus horde cant even raid yet after this long hc been out. alliance actually has some enjoyable people to play with that makes you want to hit 60. haha!

  • seems like you never played druid, but read a few articles online. 1. druid doesnt really use bear form to level as a primary form (even between 10 and 20). its a lot better to wrath + wrath + moonfire + auto to kill stuff before you have cat and its obv better to use cat after. shifting costs too much mana, bear dps is horrible. 2. you always want to go feral at 20-21 (unless you are memeing balance), because “feline swiftness”. it is somewhat sane to go hybrid feral\\balance at 37 or something, when you can keep feline swiftness and afford to take omen of clarity, but at that point you give up so much dps in feral talents – i’m not sure its worth it (never tried, cant comment here). 3. you always take hurricane level 1, because its your only reliable mean to split pull. 4. you need to take roots\ ature’s grasp level 1 but no need to take higher ranks 5. Gift of the Wild is completely useless while leveling. you should really try to do things, before trying to tell others about how they work

  • It seems to me that you totally missed the point that you can’t have more than one rune per item. They are not going to have all these abilities at once. So when you say they are going to have Lacerate and Mangle that is not true, they are going to have only one of these. You should remember this for future articles.

  • Something i noticed was that they added lacerate which says 42 damage plus 20% weapon damage. As well with Blizz knowing Feral has to farm MCP’s and Gnomergone changing to a 10man raid with a 3 day lock. im assuming they are going change the way feral works with weapons and allowing them to benefit from weapon damage and procs…. im hoping they make this change so now we can actually use 2h weapons then be locked to MCP and Blessed Qiraji War Hammer

  • Fury of stormrage is going to be so strong for leveling. Imagine never drinking as a druid. just stack natures wrath gear and spam wrath till you’re blue in the face. Most of a druids mana problems come from wrath spamming. the dots you cast every like 12 seconds. Starsurge will be cool, Hopefully its more useful than it was in Mop. Balance druids in mop were vastly weaker than all the other classes. I’m not sure why, I tried so hard to make my druid stronger to farm tempest keep better but yeah they were weak as shit in mop. If they make MoP classic they need to buff balance damage by like 50% to even be close to other classes.

  • I think my only issue with Wild Strikes is that it’s available at the lvl 25 cap. Shamans won’t have Windfury at this time, so it’s the only source of WF. At level cap I have no issues with this, because it frees up your shaman from having to drop WF totem and will now be able to drop tranquil air for, essentially, Blessing of Salvation. I’m hoping they rework the totem a bit so it’s a little better but 🤷🏼‍♂️ I’ll take it

  • Holy paladin are going to be so ridiculous compared to druids and priest. I forget what holy rune is on the crusader strike tier but if holy paladin can use crusader strike on CD that’s like getting 2% mana restore every 4 seconds. that’s like 30% of your mana per minute if you use it on CD, Not to mention seal of wisdom procs from hitting the boss. Plus if they get Divine Plea later on….infinite mana holy paladin

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