Combat in Ameroth is fought with cards. Each vocation unlocks its own signature kit from level 1 to 30 — search by name or effect, or filter by vocation and type, drawn here exactly as they look at the table.
Druid
⌕
Vocation
Type
39 cards
Druid
39 cards
Ice StrikeI AP·4 MP+7 ice, weakens next attack
+7 ice, weakens next attack
HealingI AP·4 MPRestore 8 HP
Restore 8 HP
Thorn SkinII AP·8 MP+6 DEF, reflect 2 dmg
+6 DEF, reflect 2 dmg
War CryI AP+2 to all dice this turn
+2 to all dice this turn
FrostI APFreeze the target — it skips its turn; shatter ×1.6
Freeze the target — it skips its turn; shatter ×1.6
VenomI APNature's venom — burn damage over time (poison)
Nature's venom — burn damage over time (poison)
RiposteI APCounter-stance: parry the next hit, reflect 50%
Counter-stance: parry the next hit, reflect 50%
Cleansing WindI APCleanse burn / debuffs from an ally
Cleanse burn / debuffs from an ally
Frost BiteI AP·4 MP8 frost dmg, weakens next attack
8 frost dmg, weakens next attack
Aegis ShieldII AP·8 MPBlock 7 damage
Block 7 damage
Greater HealII AP·8 MPRestore 12 HP
Restore 12 HP
AvalancheII AP·12 MPMassive ice explosion
Massive ice explosion
Bark SkinI AP·4 MP+5 natural shield
+5 natural shield
Frost LanceII AP·8 MP11 frost dmg
11 frost dmg
Soothing RootsII AP·8 MPHeal 10 + cleanse a burn/debuff
Heal 10 + cleanse a burn/debuff
Ice ShardI AP·4 MP9 ice dmg
9 ice dmg
Mass HealingII AP·12 MPRestore 18 HP to the whole party
Restore 18 HP to the whole party
Frost WaveII AP·12 MP14 frost dmg, weakens next attack
14 frost dmg, weakens next attack
ThornwakeII AP·12 MP+10 thorn shield; the next blow is turned back on them
+10 thorn shield; the next blow is turned back on them
RenewII AP·8 MPHeal 6, then +6 HP/turn (3 turns)
Heal 6, then +6 HP/turn (3 turns)
FrostbindII AP·8 MP13 frost dmg, blunts their next swing, and you take 20% less for 2 turns
13 frost dmg, blunts their next swing, and you take 20% less for 2 turns
GreenwardI APThe grove shields the party: +5 shield each turn for 3 turns
The grove shields the party: +5 shield each turn for 3 turns
RegrowthII AP·8 MPHeal 8, then +5 HP/turn (3 turns)
Heal 8, then +5 HP/turn (3 turns)
LifebloomII AP·12 MPHeal 12, then +8 HP/turn (3 turns)
Heal 12, then +8 HP/turn (3 turns)
Glacial StrikeII AP·12 MP17 ice dmg
17 ice dmg
ThornmailII AP·8 MP+10 shield; every blow that lands takes 4 back
+10 shield; every blow that lands takes 4 back
Wild GrowthII AP·12 MPHeal the party 10, then +4 HP/turn (3 turns)