- --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: Hunter

Tier I: 35







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

Tier III: 60








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 +1Ranged upgrades instead of +1
Melee on
and
.
- Dwarves: Gains
Armored.
- Frostlings: Costs 140
30
. Has
Frost Bolts (8
) instead of
Poison Bolts (8
).
RangedDamage replaces Ranged
on
and
.
GainsInflict 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

Tier IV: 92







Can be summoned with




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

Tier I: 44







Can be summoned in combat with

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

Tier II: 45







Can be summoned with


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 | ![]() |
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 | ![]() |
10 ![]() | |
![]() |
Roots as sharp as spears burst from the ground below. Deals 18 ![]() ![]() |
Rust Strike
Name: | Rust Strike | Class (Tier) | Arch Druid (II) | Research: | 120 ![]() | |
---|---|---|---|---|---|---|
Type: | Combat Spell | Target: | Hostile Unit | ![]() |
10 ![]() | |
![]() |
Causes enemy ![]() ![]() ![]() ![]() |
Savage Rage
Name: | Savage Rage | Class (Tier) | Arch Druid (II) | Research: | 130 ![]() | |
---|---|---|---|---|---|---|
Type: | Combat Spell | Target: | Friendly Unit | ![]() |
7 ![]() | |
![]() |
Awakens a creature's primal instincts, unleashing its ferocious powers. Target friendly ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Hornet Swarm
Name: | Hornet Swarm | Class (Tier) | Arch Druid (III) | Research: | 240 ![]() | |
---|---|---|---|---|---|---|
Type: | Combat Spell | Target: | Hostile Unit | ![]() |
25 ![]() | |
![]() |
Unleashes a swarm of hornets on enemy troops. Deals 20 ![]() ![]() ![]() |
Twisting Roots
Name: | Twisting Roots | Class (Tier) | Arch Druid (III) | Research: | 220 ![]() | |
---|---|---|---|---|---|---|
Type: | Combat Spell | Target: | Battlefield | ![]() |
20 ![]() | |
![]() |
Forces the roots that run deep down in the earth to surface, impeding all units moving by land. All ![]() ![]() |
Revitalize
Name: | Revitalize | Class (Tier) | Arch Druid (IV) | Research: | 400 ![]() | |
---|---|---|---|---|---|---|
Type: | Combat Spell | Target: | Friendly Unit | ![]() |
12 ![]() | |
![]() |
Channels the invigorating properties of nature to revitalize target friendly unit. The unit's abilities are taken off cooldown and 50% of its ![]() 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 | ![]() |
20 ![]() | |
![]() |
The destructive powers of nature are called forth to break down the structures of civilization. Deals 17 ![]() ![]() |
Call Ancestral Spirits
Name: | Call Ancestral Spirits | Class (Tier) | Arch Druid (III) | Research: | 220 ![]() | |
---|---|---|---|---|---|---|
Type: | Combat Spell | Target: | Unoccupied Hex | ![]() |
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 | ![]() |
50 ![]() | |
![]() |
Summons 2 or 3 random wild beasts at the start of every combat round to assist the caster in the fight for 7 ![]()
|
Strategic Spells[]
One with the Elements
Name: | One with the Elements | Class (Tier) | Arch Druid (I) | Research: | 80 ![]() | |
---|---|---|---|---|---|---|
![]() |
60 ![]() |
Upkeep: | 10 ![]() ![]() |
![]() |
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 ![]() ![]() |
Summon Wild Animal
Name: | Summon Wild Animal | Class (Tier) | Arch Druid (I) | Research: | 60 ![]() | |
---|---|---|---|---|---|---|
Type: | Summoning Spell | Upkeep: | 9 ![]() ![]() |
![]() |
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 ![]() |
---|---|---|---|---|---|
![]() |
50 ![]() |
Upkeep: | 20 ![]() ![]() |
![]() |
40 ![]() |
Type: | City Enchantment | Target: | City owned by the caster | ||
![]() |
The sleeping land is awakened, causing nature's bounties to flourish. Boosts the ![]() ![]() |
Insect Plague
Name: | Insect Plague | Class (Tier) | Arch Druid (II) | Research: | 140 ![]() |
---|---|---|---|---|---|
![]() |
50 ![]() |
Upkeep: | 15 ![]() ![]() |
![]() |
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 ![]() ![]() |
![]() |
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 | ![]() |
80 ![]() | |
![]() |
Pray to the Sun, mother of all nature, to pierce the enemy with burning rays from the skies above. Deal 15 ![]() 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 ![]() ![]() |
![]() |
160 ![]() | |
![]() |
Summons a random Tier III/IV Gargantuan animal.
Possible Summons: |
Poison Domain
Name: | Poison Domain | Class (Tier) | Arch Druid (IV) | Research: | 400 ![]() |
---|---|---|---|---|---|
![]() |
110 ![]() |
Upkeep: | 30 ![]() ![]() |
![]() |
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 ![]() ![]() |
Wild Growth
Name: | Wild Growth | Class (Tier) | Arch Druid (IV) | Research: | 350 ![]() | |
---|---|---|---|---|---|---|
Type: | Strategic Spell | Target: | Strategic Map | ![]() |
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 ![]() | |
---|---|---|---|---|---|---|
![]() |
100 ![]() |
Upkeep: | 40 ![]() ![]() |
![]() |
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 ![]() |
---|---|---|---|---|---|
![]() |
120 ![]() |
Upkeep: | 15 ![]() ![]() |
![]() |
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 ![]() ![]() |
Summon Horned God
Name: | Summon Horned God | Class (Tier) | Arch Druid (VI) | Research: | 1600 ![]() | |
---|---|---|---|---|---|---|
Type: | Summoning Spell | Upkeep: | 36 ![]() ![]() |
![]() |
240 ![]() | |
![]() |
Summons a Horned God.
|
The Wild Hunt
Name: | The Wild Hunt | Class (Tier) | Arch Druid (VII) | Research: | 2000 ![]() | |
---|---|---|---|---|---|---|
![]() |
500 ![]() |
Upkeep: | 64 ![]() ![]() |
![]() |
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 ![]() ![]() ![]() ![]()
|
Empire Upgrades[]
Wildlife Refuge
Name: | Wildlife Refuge | Class (Tier) | Arch Druid (I) | Research: | 80 ![]() |
---|---|---|---|---|---|
Type: | Empire Upgrade | Subtype: | Resource Management | ||
![]() |
![]() ![]() ![]() ![]() ![]() |
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 | ||
![]() |
![]() ![]() |
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 ![]() ![]() ![]() ![]() |
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. ![]() ![]() ![]() ![]() ![]() |
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. ![]() ![]() ![]() |
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 ![]() ![]() ![]() ![]() |
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 | ![]() |
Leadership | 4 | Party gains ![]() ![]() |
1 | ![]() |
Leadership | 4 | Party gains ![]() ![]() |
1 | ![]() |
Active | 2 | Hero gains ![]() |
1 | ![]() |
Passive | 5 | Hero gains +10 ![]() |
1 | ![]() |
Passive | 2 | Hero gains ![]() |
1 | ![]() |
Leadership | 3 | Party gains +1 ![]() |
1 | ![]() |
Spell | 5 | Hero can cast the ![]() |
1 | ![]() |
Spell | 5 | Hero can cast the ![]() |
1 | ![]() |
Spell | 5 | Hero can cast the ![]() |
1 | ![]() |
Spell | 5 | Hero can cast ![]() |
1 | ![]() ![]() |
Passive | 1 | Hero gain ![]() ![]() |
1 | ![]() |
Leadership | 4 | Party Gains ![]() ![]() |
3 | ![]() ![]() |
Passive | 1 | Hero gains ![]() ![]() |
3 | ![]() |
Active | 2 | Hero gains ![]() |
3 | ![]() |
Passive | 1 | Hero gains ![]() |
3 | ![]() |
Passive | 5 | Hero gains +10 ![]() |
3 | ![]() |
Active | 4 | Hero gains ![]() |
3 | ![]() |
Active | 3 | Hero gains ![]() |
3 | ![]() |
Passive | 3 | Hero gains ![]() |
3 | ![]() |
Leadership | 4 | Party gains ![]() |
5 | ![]() |
Passive | 3 | Hero gains ![]() |
5 | ![]() |
Passive | 1 | Hero gains ![]() |
5 | ![]() |
Spell | 5 | Hero can cast ![]() |
5 | ![]() |
Passive | 7 | Hero gains +10 ![]() |
5 | ![]() |
Spell | 5 | Hero can cast ![]() |
5 | ![]() ![]() |
Passive | 1 | Hero gains ![]() ![]() |
5 | ![]() |
Passive | 3 | Hero gains ![]() |
5 | ![]() |
Spell | 5 | Hero can cast ![]() |
7 | ![]() |
Passive | 7 | Hero gains +10 ![]() |
7 | ![]() |
Active | 3 | Hero gains ![]() |
7 | ![]() |
Spell | 5 | Hero can cast ![]() |
7 | ![]() |
Passive | 2 | Hero gains ![]() |
7 | ![]() |
Spell | 5 | Hero can cast ![]() |
9 | ![]() |
Passive | 7 | Hero gains +10 ![]() |
9 | ![]() |
Leadership | 8 | Party gains ![]() |
9 | ![]() |
Active | 4 | Hero gains ![]() |
11 | ![]() |
Spell | 5 | Hero can cast ![]() |
11 | ![]() |
Active | 7 | Hero gains ![]() |
11 | ![]() |
Passive | 9 | Hero gains +10 ![]() |
11 | ![]() |
Leadership | 6 | Party gains ![]() |
11 | ![]() |
Passive | 10 | Hero gains ![]() |
13 | ![]() |
Passive | 9 | Hero gains +10 ![]() |