Guides
Druid Leveling Guide (1-65)
The Druid path from newbie nuker to quad-kiting port-class hub.
Leveling a Druid on The Last Camp from 1 to 65.
The Druid is EQ's outdoor specialist — half-caster, half-priest, all wilderness. From level 14 onward you have snare, the foundation of every kite. From 30 you have group ports to every continent. From 39 you have full quad-kite gear (snare, AOE nuke, run-speed) for outdoor zones. Add heals respectable enough to off-heal small groups, charm animals for free pet, and Spirit of Wolf for mass party speed, and you're the most-flexible utility caster in the game.
Druid leveling is solo-friendly throughout. Quad-kite from 39+ is one of the fastest XP rates in the game; before that, single-target snare-DoT-nuke carries you through outdoor zones. In groups you bring offheal, mass-buff, port utility, and DoT/nuke DPS. The class shines when your guild needs to evac fast or move 6 people across the world. Bring a tolerance for jack-of-all-trades and a love for outdoor zones.
At a glance
| Field | Value |
|---|---|
| Solo strength | Strong (snare-kite then quad-kite, port utility) |
| Group demand | Medium-high (offheal, ports, mass buffs, DoT/DD) |
| Hardest tier | 25-39 (lull before quad-kite, weak group seat) |
| Easiest tier | 39+ (quad-kite unlocks, ports printed, group demand) |
| The Last Camp race options | All 16 (per server doctrine — see race notes below) |
Tier-by-tier
1-10 (Newbie)
- Solo: Newbie yard. Cast first DD on greens, self-buff Skin Like Wood.
- Group: Light grouping at 8-10.
- Common race-class start: Canonical Druid races (Human, Half Elf, Wood Elf, Halfling) start in racial city. The Last Camp-only combos like Iksar Druid start in Cabilis — Cazic-faction, plan a +Tunare grind for Druid spell vendors. Dark Elf Druid starts in Neriak — same problem, faction grind for Druid vendors in Surefall/Felwithe.
- Bind at hometown.
- Buy a starter scimitar (canonical Druid weapon) + 1H Blunt for skill-up.
- Skill up Meditate from level 4 onward.
10-20
- Solo: North Karana, Greater Faydark, Surefall Glade, West Karana.
- Group: Crushbone Keep, Befallen, Blackburrow.
- Camps: Outdoor Karana plains, Faydark gnolls, Surefall outskirts.
- Gear: Magic robes, INT focus, manaregen jewelry. Decent scimitar.
- Snare at 14 — first kite tools online. Practice snare-DoT-nuke loop on greens.
- SoW at 14 — every group wants you for travel buffs.
20-30
- Solo: Qeynos Hills, North Karana, Butcherblock Mountains (gobbo kite), Oasis (croc kite).
- Group: Befallen, Najena, Sol A, Upper Guk.
- Camps: Outdoor kite circuits — Karanas, Butcherblock, Oasis.
- Gear: Cloak of Flames if accessible, INT focus, mana 4-6.
- First single-target ports unlock at 20+ — practice timing for guild raid evacs.
- Charm Animal: turn a wolf or bear into a temporary pet.
30-40
- Solo: Rathe Mountains (giant kite), Lake of Ill Omen (sarnak kite), Dreadlands (scaled wolf kite).
- Group: Sol B, Lower Guk, Mistmoore.
- Camps: Rathe giants, LoIO sarnak kite circuit, Dreadlands wolves.
- Gear: FBSS, Fungi if accessible, INT focus jewelry, mana 6-8.
- Quad-kite at 39 — snare 4 mobs, AE nuke them all in one cycle. The Druid spike.
- Group ports unlock at 30+ — print money charging 25-50pp per port.
40-50
- Solo: Overthere (named kite), Burning Woods, Dreadlands, Eastern Wastes (wurm kite).
- Group: Lower Guk deep, Sol B interior, Karnor's Castle.
- Camps: OT named, BW dragon eggs, EW wurms.
- Gear: Fungi, Cloak of Flames, mana 8-10 jewelry. Begin Epic 1.0 prep.
- Begin Druid Epic 1.0 (Nature Walker's Scimitar) — Plane of Sky and Fear pieces.
50-60
- Solo: Burning Woods, Eastern Wastes, Western Wastes (wurm/wyvern quad-kite).
- Group: Karnor's Castle, Old Sebilis, Velketor's Labyrinth.
- Raids: Plane of Hate, Plane of Sky, Velious raid mobs as DPS + emergency heal + evac utility.
- Gear: Nature Walker's Scimitar Epic 1.0 by 55+. Velious silk. Top mana focus.
- Mass Group Buff lands at 60 — entire group buffed in one cast (gigantic mana save).
60-65 (PoP cap)
- Solo: Plane of Storms, Bastion of Thunder clouds.
- Group: Plane of Valor, Halls of Honor, Bastion of Thunder.
- Raids: Plane of Time progression, elemental planes (especially evac duty for Phase 4 wipes).
- Gear: PoP elemental Druid gear, Time silk, top mana focus.
- Burn AA on Quick Damage + Mass Group Buff + Mental Clarity first.
The Last Camp any-race-class race notes
Canonical Druid races (Human, Half Elf, Wood Elf, Halfling) all worship Tunare, Karana, or Mithaniel — Tunare-faction by default, no faction friction with Surefall/Kelethin spell vendors. The Last Camp unlocks Druid for every race. Iksar Druid starts in Cabilis — Cazic-aligned, faction-hostile to Tunare-faction Druid vendors. Plan a +Tunare grind in your 20s.
Dark Elf Druid worships Innoruuk by default — no Druid Innoruuk option historically; you'll grind +Tunare for spell vendors. Erudite Druid is rare — start in Erudin, faction-friendly with Tunare vendors. Ogre and Troll Druids start in Oggok/Grobb — racial size makes outdoor kite paths shorter (Troll regen helps). All races viable, faction grind is the main planning factor.
Equipment goals per tier
| Tier | Weapon target | Armor target | Notes |
|---|---|---|---|
| 1-10 | Wooden scimitar | Cloth, INT focus | Bind at home, scribe SoW early |
| 10-20 | Decent scimitar, Manastone if accessible | INT cloth, mana 2-4 jewelry | Snare unlocks at 14 |
| 20-40 | Quested INT 1H, mana 4-6 gear | Fine cloth, FBSS, Cloak of Flames | Quad-kite from 39 |
| 40-60 | Nature Walker's Scimitar (Epic) | Fungi, Velious silk, mana 8-10 jewelry | Epic by 55 |
| 60-65 | PoP elemental focus, Time-tier scimitar | Elemental Druid gear, Time silk | MGB AA priority |
Side income
Druids print money via ports. Charge 25-50pp per single port; 100pp+ for guild raid ports. Camp the Plane of Knowledge stones, advertise in /shout. It pays for spells, gear, and respec scrolls.
Common mistakes
- Quad-kiting indoors — speed buffs can't outpace mob speed indoor.
- Forgetting MGB at 60 — that's mana saved on every raid buff cycle.
- Healing past your AC threshold — you're a backup healer, not a Cleric.
- Skipping Charm Animal — it's free pet damage outdoor.
- Skipping the port-fee economy — that's free coin in your 30s and 40s.
- Standing in melee on raid bosses — Druid silk armor dies to one cleave.