The Book of Druidism is the fifth new spellbook that was added to the game. The book's theme and gameplay revolves around minion control and melee-range attacks. It was originally known as the Book of Wilds until it was reworked in the April 13, 2024 patch. The art for this book was done by Strelizie. Its first variation, the Book of Wilds, was added into the game through the October 9, 2022 patch, at the same time as the Book of Cosmos.
Spells[]
Icon
Spell
Tier
Type
Number of Charges
Initial Charge Time/Recharge
Maximum Damage
Description
Healing Spores
1
Targeted
4
3/1
15 heal
Stay happy and healthy with these nutritious mushrooms. If used on a minion it heals double. This spell does not end your turn.
Harmony
2
Personal
Infinite
3/5
N/A
At the end of your turn, until your next turn, you and your minions share all damage taken (The primary target takes 50% of that damage unless that damage is less than damage/communed, in which case it's shared amongst the healthiest communed). This spell does not end your turn.
Enchanted Axes
1
Bolt
Infinite
0/1
2x30
Throw two axes in the direction of your choosing. Every time you cast this spell, the axes will do an extra +2 damage extra per axe, for a bonus of up to +30 damage. The axes also ignore effectors which would influence its velocity such as Wind Shield, Nature's Wrath, Magical Barrier, Clouds, and other movement-inhibiting effectors.
Summon Will o' the Wisp
2
Arcane Minion
Infinite
3/5
N/A
Has the spells: Spirit Walk & Spirit Link.
Verdant Javelin
1
Ball
Infinite
1/5
33-65
Chuck a javelin. Damage scales up based off of distance travelled. Missing will leave the javelin in terrain, allowing the caster to pick it up again and reset its cooldown. If the javelin takes damage, it is destroyed. Every time the javelin is cast, its bonus damage is increased by 7.
Prickly Barrier
2
Targeted
Infinite
3/5
30
This will damage anyone who gets too close for 4 turns. Will spread each turn, but all controlled snares share the same damage source.
Faerie Jump
1
Bolt
Infinite
0/5
0
Leap in the chosen direction, allowing you to get to hard to reach places. This spell does not end your turn.
Bear Claw
2
Melee
Infinite
0/1
50
Whether you're hacking through trees or enemies, it'll get the job done.
Summon Boar
1
Minion
Infinite
0/5
N/A
Charges at the closest enemy and then lunges at towards that enemy, dealing 15 damage on impact.
Summon Tiger
2
Minion
Infinite
3/5
N/A
Has the spells: Stalk & Pounce
Grove Renewal
3
Targeted
1
5/-
N/A
Creates a living grove at the targeted location, which blocks projectiles and absorbs all damage, and heals units for 20 hitpoints as long as they are not in a tower. The grove cannot be created where existing units stand and will die after 5 turns.
Bear Form
3
Personal
1
5/-
N/A
Transforms you into a bear for the next 2 turns, giving you the spells: Rampage, Swipe, and the passive spell "Provoke", allowing you to do bonus damage for each percentage of health you are missing. Restricts you to the Druidism and Arcane spellbooks.
Familiar[]
The familiar for the Book of Druidism is the Raven. Each time it is charged, it provides +15% base minion summon range as well as Druidism spell casting range, +2 health to all of your minions, and +4 maximum bonus damage on Enchanted Axes.
Familiar specific changes:
Level 1: Summon Tiger gains the Compete! spell
Minions[]
Icon
Minion
Health
Spells
Number of Charges
Initial Charge Time/Recharge
Maximum Damage
Spell Description
Summon Will o' the Wisp
40
Spirit Walk
Infinite
0/1
N/A
Seperate mind and body, becoming a phantom-like creature allowing the wisp to move through terrain. Does not end your turn.
Spirit Link
1
0/1
N/A
Sacrifice the wisp and teleport the nearby allied target to its location. This spell does not end your turn. Cannot be used in close proximity of another entity.
Boar
40
Herd Mentality
1
3/-
N/A
Summons another boar to fight alongside you. This spell does not end your turn.
Tiger
100
Stalk
Infinite
0/1
25
Disappear from sight, pouncing on the closest enemy at the start of your next turn. This spell does not end your turn.
Pounce
1
0/5
50
Jump in the target direction, dealing damage when you land.
Baby Tiger
50
Stalk
Infinite
0/1
25
Disappear from sight, pouncing on the closest enemy at the start of your next turn. This spell does not end your turn.