Druid

Expanded class, with the Karnos and Alitea Prestige forms

The Druid comes from kRO’s renewal, where it was built for level 200 and skills that scale with stats and base level. Here it has been rebuilt for pre-renewal.

A Druid takes wolf form to fight in melee, raptor form to attack from range, or holds a Truth of ice, wind or earth to cast, and can switch between them freely. The cost of that range is that it sits below the specialist in each role: melee under an Assassin, ranged under a Hunter, magic under a Wizard. Each role deals about two thirds of the specialist’s damage per second, and about four fifths with its Enrage or Truth up.

  • Job change A Novice at job level 10 follows the Small Ash Tree in Izlude to the sanctuary Veledor.
  • Job level 70 25 skills across two forms and three elements.
  • Weapons Daggers, axes and maces. No shield in either form.
  • Prestige Unlocks the Karnos and Alitea forms.

The class

Rules that apply to every Druid skill.

Damage scaling

kRO renewal
  • Attack skills add a bonus for every point of STR, DEX or INT, then multiply by base level / 100.
  • At level 200 those two terms roughly triple the listed percentage.
RO Classic +
  • Every attack skill is one flat percentage per level. No stat term and no base level term.
  • Each skill is sized against the pre-renewal skill it imitates, measured on damage per second of cast time, after-cast delay or cooldown.

Cooldowns

kRO renewal
  • Most skills have cooldowns: 180 seconds on the long buffs, 0.5 to 5 seconds on the attacks.
RO Classic +
  • No cooldowns except on Low Flight, which is a dash.
  • Skills are limited by cast time, after-cast delay and SP instead, the way pre-renewal classes are.

Forms and Truths

kRO renewal
  • Werewolf, Wereraptor and the three Truths cost 10 SP.
  • Leaving a form starts a 3 second Transform Delay.
  • A shield can stay equipped in either form.
RO Classic +
  • Each costs 40 SP.
  • Leaving a form or a Truth starts a 5 second Transform Delay, which only stops toggle spam.
  • A shield comes off when a form starts and cannot be equipped while it lasts.
  • Only one form or Truth at a time, as in kRO.

Class stats

kRO renewal
  • HP, SP and job bonuses are built for renewal’s level 200 curve.
RO Classic +
  • HP sits between Ninja and Gunslinger, SP matches Ninja.
  • Attack speed and weight limit follow the pre-renewal expanded classes.
  • Job bonuses over 70 job levels are kRO’s: STR and INT heavy, DEX third.

Wolf form

Melee. The form, two buffs, three attacks and a passive. Every wolf attack hits harder while Enrage Wolf is up. Cruel Bite deals about 250% per second against Sonic Blow’s 400%.

Werewolf

Toggle Level 1

Take the wolf’s form. Wolf skills become usable and Max HP rises. Ends every wolf buff when it drops.

kRO renewal
  • 10 SP.
  • Max HP +10%.
  • Leaving the form starts a 3 second Transform Delay.
RO Classic +
  • 40 SP.
  • Max HP +10%, unchanged.
  • Leaving the form starts a 5 second Transform Delay.
  • No shield while the form is on.

Blood Howling

Self buff Level 5 Needs Werewolf 1

A howl that raises STR, LUK and HIT. Wolf form only.

kRO renewal
  • STR +2, LUK +2 and HIT +10 per level.
  • 60 seconds per level, 180 second cooldown.
  • 20–60 SP.
RO Classic +
  • Bonuses and duration unchanged.
  • No cooldown: the duration is the limit.
  • 20–60 SP, unchanged.

Enrage Wolf

Self buff Level 5 Needs Blood Howling 3

Raises melee damage, and every wolf attack uses its enraged damage while it lasts.

kRO renewal
  • Melee damage +2% per level for 300 seconds.
  • 180 second cooldown.
  • 60–100 SP.
RO Classic +
  • Melee damage +2% per level for 300 seconds, unchanged.
  • No cooldown.
  • 60–100 SP, unchanged.

No Mercy Claw

Melee, area around you Level 10 Needs Werewolf 1

Rakes every enemy around you, two hits each.

kRO renewal
  • 80% per level per hit, 2 hits (1,600% at level 10). Enraged: +40% per level per hit.
  • +5% per STR, then × base level / 100.
  • 3×3 area, 5×5 from level 6.
  • 0.5 second delay, 1 second cooldown, 12–30 SP.
RO Classic +
  • 15% per level per hit, 2 hits (300% at level 10). Enraged: 20% per level per hit (400%).
  • No STR or base level scaling.
  • Area unchanged.
  • 1 second delay, no cooldown, 20–40 SP.

Cruel Bite

Melee, single target, dash Level 10 Needs No Mercy Claw 3

Dashes to an enemy up to 5 cells away and bites twice.

kRO renewal
  • 60% per level per hit, 2 hits (1,200% at level 10). Enraged: +20% per level per hit.
  • +4% per STR, then × base level / 100.
  • 0.5 second delay, 1 second cooldown, 12–30 SP.
RO Classic +
  • 25% per level per hit, 2 hits (500% at level 10). Enraged: 30% per level per hit (600%).
  • No STR or base level scaling. Range and dash unchanged.
  • 2 second delay, the same as Sonic Blow. No cooldown. 12–30 SP.

Hunger

Melee, single target Level 10 Needs Cruel Bite 3

One heavy bite that returns part of the damage as HP.

kRO renewal
  • 80% per level (800% at level 10). Enraged: +40% per level.
  • +3% per STR, then × base level / 100.
  • Absorbs 1% to 5% of the damage, up to 100,000 HP.
  • 5 second cooldown. 10 SP plus 10% of Max SP.
RO Classic +
  • 40% per level (400% at level 10). Enraged: 45% per level (450%).
  • No STR or base level scaling.
  • Absorbs 1% of the damage, 2% from level 6, up to 1,000 HP.
  • 1.5 second delay, no cooldown. 10 SP plus 10% of Max SP, which SP reductions do not lower.

Beasty Nose

Passive Level 10

Attack speed rises while in wolf form.

kRO renewal
  • Attack speed +1% per level in wolf form.
RO Classic +
  • Unchanged.

Raptor form

Ranged physical attacks with whatever melee weapon is equipped. The same shape as the wolf: the form, two buffs, three attacks and a passive, with Enrage Raptor raising each attack. Shooting Feather deals about two thirds of a Double Strafe per shot.

Wereraptor

Toggle Level 1

Take the raptor’s form. Raptor skills become usable and movement speed rises. Ends every raptor buff when it drops.

kRO renewal
  • 10 SP.
  • Movement speed +25%.
  • Leaving the form starts a 3 second Transform Delay.
RO Classic +
  • 40 SP.
  • Movement speed +25%, unchanged.
  • Leaving the form starts a 5 second Transform Delay.
  • No shield while the form is on.

Preening

Self buff Level 5 Needs Wereraptor 1

Raises AGI, DEX and FLEE. Raptor form only.

kRO renewal
  • AGI +2, DEX +2 and FLEE +10 per level.
  • 60 seconds per level, 180 second cooldown.
  • 20–60 SP.
RO Classic +
  • Bonuses and duration unchanged.
  • No cooldown: the duration is the limit.
  • 20–60 SP, unchanged.

Enrage Raptor

Self buff Level 5 Needs Preening 3

Raises ranged damage, and every raptor attack uses its enraged damage while it lasts.

kRO renewal
  • Ranged damage +2% per level for 300 seconds.
  • 180 second cooldown.
  • 60–100 SP.
RO Classic +
  • Ranged damage +2% per level for 300 seconds, unchanged.
  • No cooldown.
  • 60–100 SP, unchanged.

Shooting Feather

Ranged, single target Level 10 Needs Wereraptor 1

Fires hardened feathers at one target, two hits. The raptor’s everyday attack.

kRO renewal
  • 20% per level per hit, 2 hits (400% at level 10). Enraged: +20% per level per hit.
  • +3% per DEX, then × base level / 100.
  • Range 7, 0.1 second delay, 12–30 SP.
RO Classic +
  • 12% per level per hit, 2 hits (240% at level 10). Enraged: 14% per level per hit (280%).
  • No DEX or base level scaling.
  • Range 7, 0.1 second delay, 12–30 SP, unchanged.

Low Flight

Ranged, area, dash Level 10 Needs Shooting Feather 3

Skims in next to the target and rakes it and everything around it, three hits each.

kRO renewal
  • 20% per level per hit, 3 hits (600% at level 10). Enraged: +20% per level per hit.
  • +4% per DEX, then × base level / 100.
  • Range 5, 7 from level 6. Area 3×3, 5×5 from level 4, 7×7 from level 8.
  • 0.3 second delay, 2.5 second cooldown, 12–30 SP.
RO Classic +
  • 16% per level per hit, 3 hits (480% at level 10). Enraged: 19% per level per hit (570%).
  • No DEX or base level scaling.
  • Range, area and dash unchanged.
  • 0.3 second delay and 2.5 second cooldown kept, the only Druid cooldown. 12–30 SP.

Flicking Tornado

Ranged, area Level 10 Needs Low Flight 3

Leaves a tornado on the target that strikes everything around it seven times, and throws you backwards.

kRO renewal
  • 100% per level over 7 hits (1,000% at level 10). Enraged: +50% per level.
  • +5% per DEX, then × base level / 100.
  • Area 3×3, 5×5 from level 4, 7×7 from level 8.
  • 1 second cast, 0.3 second delay, 2 second cooldown, 22–40 SP.
RO Classic +
  • 30% per level over 7 hits (300% at level 10). Enraged: 40% per level (400%).
  • No DEX or base level scaling.
  • Area unchanged.
  • 1 second cast, 0.8 second delay, no cooldown, 30–50 SP.

Sharp Eyes

Passive Level 10

HIT rises while in raptor form.

kRO renewal
  • HIT +5 per level in raptor form (+50 at level 10).
RO Classic +
  • HIT +3 per level in raptor form (+30 at level 10).

Nature magic

Three Truths, one per element, each raising its element and its two spells. Only one Truth can be held, and none while in a form. Nature Logic unlocks them and Nature Shield works in any form. Ice Totem deals about 110% per second of cast against Jupitel Thunder’s 170%.

Nature Logic

Passive Level 10

Raises magic attack. Level 1 unlocks the three Truths.

kRO renewal
  • MATK +20, plus 5 per level (+70 at level 10).
RO Classic +
  • MATK +1% per level (+10% at level 10). Pre-renewal has no flat MATK bonus, so a rate keeps it useful at any INT.

Truth of Ice

Toggle Level 1 Needs Nature Logic 1

Water magic does more, and Ice Totem and Ice Cloud gain their Truth bonus.

kRO renewal
  • 10 SP.
  • Water magic damage +10%.
  • Ice Totem and Ice Cloud: +5% per INT.
RO Classic +
  • 40 SP.
  • Water magic damage +10%, unchanged.
  • Ice Totem and Ice Cloud: +25%, with no INT term.

Ice Totem

Magic, single target Level 10

Drops a totem of ice on the target, two hits of water magic.

kRO renewal
  • 100% MATK per level per hit, 2 hits (2,000% at level 10).
  • Under Truth: +5% per INT, then × base level / 100.
  • 0.5 second cast plus 0.2 fixed, 0.5 second delay, 0.5 second cooldown, 22–40 SP.
RO Classic +
  • 30% MATK per level per hit, 2 hits (600% at level 10). Under Truth: 750%.
  • No base level scaling.
  • 5 second cast, 0.5 second delay, no cooldown, 22–40 SP.

Ice Cloud

Magic, area Level 10 Needs Ice Totem 5

Freezes the air around the target, four hits of water magic on everything inside.

kRO renewal
  • 50% MATK per level per hit, 4 hits (2,000% at level 10).
  • Under Truth: +5% per INT, then × base level / 100.
  • 7×7 area.
  • 1 second cast plus 0.2 fixed, 0.5 second delay, 1 second cooldown, 32–50 SP.
RO Classic +
  • 10% MATK per level per hit, 4 hits (400% at level 10). Under Truth: 500%.
  • No base level scaling.
  • Area unchanged.
  • 5 second cast, 1 second delay, no cooldown, 40–60 SP.

Truth of Wind

Toggle Level 1 Needs Nature Logic 1

Wind magic does more, and Cutting Wind and Wind Bomb strike extra times.

kRO renewal
  • 10 SP.
  • Wind magic damage +10%.
  • Cutting Wind goes from 2 hits to 4, Wind Bomb from 4 to 6, both +5% per INT.
RO Classic +
  • 40 SP.
  • Wind magic damage +10%, unchanged.
  • One extra hit each: Cutting Wind 3, Wind Bomb 5. No INT term.

Cutting Wind

Magic, single target Level 10

A blade of wind at the target, two hits.

kRO renewal
  • 50% MATK per level per hit, 2 hits (1,000% at level 10). Under Truth: 4 hits.
  • Under Truth: +5% per INT, then × base level / 100.
  • 0.5 second cast plus 0.2 fixed, 0.5 second delay, 0.5 second cooldown, 22–40 SP.
RO Classic +
  • 20% MATK per level per hit, 2 hits (400% at level 10). Under Truth: 3 hits (600%).
  • No base level scaling.
  • 4 second cast, 0.5 second delay, no cooldown, 22–40 SP.

Wind Bomb

Magic, area Level 10 Needs Cutting Wind 5

A ball of wind bursts on the target and everything around it, four hits.

kRO renewal
  • 50% MATK per level per hit, 4 hits (2,000% at level 10). Under Truth: 6 hits.
  • Under Truth: +5% per INT, then × base level / 100.
  • 7×7 area.
  • 1 second cast plus 0.2 fixed, 0.5 second delay, 1.5 second cooldown, 32–50 SP.
RO Classic +
  • 10% MATK per level per hit, 4 hits (400% at level 10). Under Truth: 5 hits (500%).
  • No base level scaling.
  • Area unchanged.
  • 5 second cast, 1 second delay, no cooldown, 40–60 SP.

Truth of Earth

Toggle Level 1 Needs Nature Logic 1

Earth magic does more, and Earth Flower and Around Flower gain their Truth bonus.

kRO renewal
  • 10 SP.
  • Earth magic damage +10%.
  • Earth Flower and Around Flower: +5% per INT.
RO Classic +
  • 40 SP.
  • Earth magic damage +10%, unchanged.
  • Earth Flower and Around Flower: +25%, with no INT term.

Earth Flower

Magic, single target Level 10

A flower bursts out of the ground under the target, one hit of earth magic.

kRO renewal
  • 100% MATK per level (1,000% at level 10).
  • Under Truth: +5% per INT, then × base level / 100.
  • 0.5 second cast plus 0.2 fixed, 0.2 second delay, 0.2 second cooldown, 11–20 SP.
RO Classic +
  • 50% MATK per level (500% at level 10). Under Truth: 625%.
  • No base level scaling.
  • 4.5 second cast, 0.5 second delay, no cooldown, 11–20 SP.

Around Flower

Magic, area around you Level 10 Needs Earth Flower 5

Flowers bloom around you and strike every enemy nearby, one hit of earth magic.

kRO renewal
  • 100% MATK per level (1,000% at level 10).
  • Under Truth: +5% per INT, then × base level / 100.
  • 5×5 area.
  • 1 second cast plus 0.2 fixed, 0.5 second delay, 0.5 second cooldown, 12–30 SP.
RO Classic +
  • 30% MATK per level (300% at level 10). Under Truth: 375%.
  • No base level scaling.
  • Area unchanged.
  • 3.5 second cast, 1 second delay, no cooldown, 20–40 SP.

Nature Shield

Self buff Level 10

Nature wraps you, raising INT, VIT and MDEF.

kRO renewal
  • DEF +10, MDEF +1, INT +1 and VIT +1 per level.
  • 300 seconds, 180 second cooldown.
  • 12–30 SP.
RO Classic +
  • MDEF, INT and VIT +1 per level. No DEF.
  • 300 seconds, no cooldown.
  • 12–30 SP, unchanged.