General Ability


Summon Steward

Call your steward to bring you a Phial of Serenity that can be consumed to restore some of your health and remove all Curse, Disease, Poison, and Bleed Effects.

Your Steward additionally offers access to a selection of useful amenities, each once per day.

Instant Cast, 5 min cooldown. Lasts 3 min.



Form a shield of flesh and bone over 4 seconds that absorbs damage equal to 20% of your maximum health for 2 minutes.

Channeling near a corpse claims their essence to grow the shield, up to 50% of your maximum health. This is the most effective against powerful enemies.

10 yd range, Channeled (4 sec cast), 2 min cooldown

Night Fae


Turn into a Vulpin, increasing movement speed by 30%. You may reactivate Soulshape to teleport 10 yds forward.

Lasts 12 sec, or indefinitely while in a rest area.

Instant cast, 1.5 min cooldown.


Door of Shadow

Wend through the shadows, appearing at the targeted location.

35 yd range, 1.5 sec cast, 1 min cooldown

Class Ability
Kindred Spirits

Form a bond with an ally. Every 1 min, you may empower the bond for 10 sec, granting you an effect based on your partner’s role, and granting them an effect based on your role.

Guardian: Kindred Protection - Protect your bonded partner, redirecting 40% of damage they take to you, unless you fall below 20% health.

Restoration: Kindred Focus - Focus on your bonded partner, replicating 50% of all healing you deal onto them..

Balance/Feral: Kindred Empowerment - Energize your bonded partner, granting them 25% of your damage as additional damage or absorption.

2% base mana, 2.5 sec cast, 40 yd range, 1 hour duration

Adaptive Swarm

Command a swarm that heals (240% of Spell power) or deals (150% of Spell power) Shadow damage over 12 sec to a target and increases the effectiveness of your periodic effects on them by 20%. Upon expiration, travels to a new target within 25 yards, alternating between friend and foe up to 3 times.

40 yd range, Instant cast, 25 sec cooldown.

Convoke the Spirits

Call upon the Night Fae for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 sec. You will cast Wild Growth, Swiftmend, Moonfire, Wrath, Regrowth, Rejuvenation, and Rake and Thrash on appropriate nearby targets, favoring your current shapeshift form.

4 sec Channel, 2 min cooldown.

Ravenous Frenzy

For 20 sec, Druid spells you cast increase your damage, healing, and haste by 2%, stacking. If you spend 1.5 sec idle, the Frenzy overcomes you, consuming 3% of your health per stack, stunning you for 1 sec, and then ending.

Instant cast, 3 min cooldown.


Druid - General Power

Druid Runecarve 4

When Moonfire, Rake, Rip, or Rejuvenation are on a single target, their effects are increased 30%

Neck or Chest
Druid Runecarve 3

Your damage over time effects deal their damage in 25% less time, and your healing over time effects in 15% less time.

Head or Shoulders
Lycara's Fleeting Glimpse

Every 45 sec while in combat, cast a spell based on your form:

No Form: Wild Growth

Cat Form: Primal Wrath

Bear Form: Barkskin

Moonkin Form: Starfall

Travel Form: Stampeding Roar

Waist or Feet
Druid Runecarve 1

Effects of Thick Hide, Astral Influence, Feline Swiftness, and Ysera’s Gift increased by 75%.

When you shift into your Affinity’s form, you gain Heart of the Wild for 10 seconds, once every 1 min.

Wrist or Finger


Oneth's Clear Vision

Starsurge and Starfall each have a 15% chance to make the other free.

Feet or Back
Primodial Arcanic Pulsar

Every 400 Astral Power spent grants Celestial Alignment for 9 seconds.

Shoulders or Hands
Druid Balance Runecarve 3

Entering Eclipse increases your critical strike chance with Arcane or Nature spells by 105%, decreasing by 15% every sec.

Legs or Feet
Timeworn Dreamcatcher

Starsurge and Starfall reduce the cost of Starsurge and Starfall by 10% for 5 sec, stacking up to 2 times.

Chest or Finger


Druid Feral Runecarve 4

Combo point-generating abilities reduce the cooldown of

Incarnation: King of the Jungle Incarnation: King of the Jungle by 0.2

Berserk by 0.2 sec.


Incarnation: King of the Jungle Incarnation: King of the Jungle

Berserk, they cause the target to bleed for an additonal 50% of their damage over 8 sec.

Wrist or Hands
Apex Predator's Craving

Rip damage has a 4% chance to make your next Ferocious Bite free and deal the maximum damage.

Shoulders or Finger
Druid Feral Runecarve 2

Tiger’s Fury causes your next finishing move to restore 3 combo points.

Neck and Wrist
Druid Feral Runecarve 1

Clearcast abilities generate 25% of their Energy cost, and your maximum energy is increased by 60.

Head or Waist


Druid Guardian Runecarve 1

Thrash has 20% increased damage, 30% increased radius, and can stack 1 additional time.

Chest or Back
Druid Guardian Runecarve 2

Barkskin reduces damage by an additional 15%. When it begins and ends in Bear Form, you gain Ironfura and Frenzied Regeneration.

Hands or Head
Druid Guardian Runecarve 3

In Bear Form, Thrash has a 15% chance to trigger an additional Thrash.

Legs or Back
Legacy of the Sleeper

Berserk in Bear Form grants 25% increased damage, 15% Leech, and immunity to effects that cause loss of control of your character.

Waist or Feet


Memory of the Mother Tree

Wild Growth has a 25% chance to cause your next Rejuvenation or Regrowth to apply to 2 additional allies within 20 yards of the target.

Legs or Waist
The Dark Titan's Lesson

You may Lifebloom two targets at once, and Lifebloom’s final healing is increased by 100%.

Neck or Back
Druid Restoration Runecarve 3

Swiftmend no longer consumes a heal over time effect, and extends the duration of your heal over time effects on the target by 10 sec.

Shoulders or Hands
Druid Restoration Runecarve 4

Rejuvenation healing has a 2% chance to create a new Rejuvenation on a nearby target.

Head or Feet


Potency Conduits

Potency Conduits improve the power of your spells and are spec or Covenant specific. There are four each for Holy and Retribution, two for Protection, and four Covenant specific Conduits.





Endurance Conduits

Endurance Conduits provide your class with additional defensive value through damage mitigation or increased healing. There are three Endurance Conduits available to all specs and another two available only to Protection.

General for all specs

Finesse Conduits

Finesse conduits provide additional utility to your class. Each class has four Finesse Conduits which are usable by all specs.

General for all specs