
How to use this hero
Home faction: Nature / Preserve
Nature caster and army support
Choose a Druid around available Nature spells and an army that can use them. Herbalism supports mana capacity and daily recovery. Keep temporary combat summons separate from permanent reinforcements and from creatures’ own mana.
The selectable names in this class share the listed starting skills. Compare current development, army and intended advanced class when choosing.
What the profile establishes
Listed starting skills
Suggested army and further development
The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.
Compare the two advanced-class routes below. They require acquiring and developing the relevant primary trees; the linked profile explains prerequisites and the exact effect.
Skills I would build around: Basic Nature Magic · Basic Herbalism. Match further choices to available ranks and the current army.
Two further development routes
- Beastmaster
Strengthens Summon Wolf by twenty percent.
- Summoner
Adds twenty experience points to the daily summoning budget.
These are proposed development routes; the advanced class is not presented as the hero’s starting state.
Creatures I would consider
Spells for this plan
- StoneskinLearning option · not confirmed in spellbook
Protect an important recipient of physical attacks. Higher physical Defense alone does not answer strong spells; compare suitable magic protection.
- Summon WolfLearning option · not confirmed in spellbook
Plan around both strikes of the Wolf’s attack. Secure a safe exchange against dangerous retaliation; the additional hit does not guarantee survival.
Equipment I would compare
Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.
Normal hiring: Preserve · Nature · 1,500 gold. All locations and prices →
Spells and suitable equipment
This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.
Learning options from the starting school
Sourced starting skill: Nature Magic. Below are examples of level-one spells. They must actually be acquired and learned; this selection is neither exhaustive nor confirmed starting spellbook contents.
StoneskinLearning option · not confirmed in spellbook
Summon WolfLearning option · not confirmed in spellbook
Equipment suggestions for the plan (2)
Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.
Cap of KnowledgeSuggestionThe wearer gains five mana capacity and one extra daily recovery point.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.
Ring of FlaresSuggestionThe wearer gains ten mana capacity and a two-point spell-cost discount.
For a longer spellcasting expedition. Capacity and daily recovery are separate effects; compare current reserves with the next battle.

