World of Warcraft Druid FAQ

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Version History
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*Version 0.95
This FAQ is ready to be posted after weeks of planning.

Table of contents

I. Introduction
II. What is a Druid?
III. Druid Skills
IV. Talents
V. Druid Quests
VI. Copyrights

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I. Introduction

Welcome to my Druid FAQ, in this FAQ I shall explain how the
Druid works to the best of my abilities, the Druid is an awesome
character, and I enjoyed choosing it as my first class in this
game. If you see any mistakes, or something I forgot to add to
this Druid FAQ, then let me know by sending me a E-Mail and
proper credit will be given, but make sure it says 'World of
Warcraft' or something similar on the title of the E-Mail,
otherwise It'll treat it like spam and delete it.

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II. What is a Druid?

A Druid is a special hybrid class available that can behave like
Warriors, Rogues, and Priests because of the many Druid skills
you'll get in the game, what makes a Druid a fun class to use is
because of the animal transformations you can get, you can
transform into a bear, or a cool cat form, there are also a
Travel form, and a Sea Travel form for speed bonuses even before
level 40 when you usually have to buy a mount if you have enough
Gold as mounts can be very expensive. Remember that only Night
Elves, and Taurens can become Druids, below I shall explain the
two races that can become Druids, and their racial straits:

***Night Elves***

---Racial Traits---

Shadowmeld: You can enter Stealth mode for as long as you hold
still, not bad for a racial skill, you can use it to hide from
monsters if you're low on health, but don't think you can use it
to hide from high level enemies. If they get suspicious they'll
search the spot where you are hiding, and they'll attack you
right away, but other than that this skill has its advantages,
just remember to keep in mind of the 10 second cooldown after
using it.

Quickness: This is a passive skill that increases your chance to
dodge by 1% which is better than nothing.

Wisp Spirit: When you die (In which you will many times) you
become a Wisp Spirit meaning your running speed will be increased
by 50% until you get to your corpse, or a wondering kind hearted
Priest/Paladin/Shaman revives you on the spot. Most definitely a
cool passive skill, specially since other races have a 25% speed
bonus when they are normal spirits.

Natural Resistance: You start with a 10% bonus to your Natural
Resistance, w00t.

__________________

***Taurens***

---Racial Traits---

War Stomp: With this skill you can stun at least 5 enemies within
8 yards for 2 seconds, great skill against spell casters since
they'll be interrupted when they are casting a spell that has a
casting delay, but use this skill when you need to because of the
2 minute cooldown.

Endurance: This is a passive skill that gives your Tauren a 5%
bonus in health, more health is always good.

Cultivation: This is another passive skill that gives you a 15
bonus points in your Herbalism profession which is kind of
pointless if you're not interested in having Herbalism as a
Profession.

Nature Resistance: Same passive skill that the Night Elves have,
it also gives you a 10% bonus to your Nature Resistance.

_____________________________

It makes no difference which of the 2 races you should use for
the Druid class, just choose the one that you'll be comfortable
with, and enjoy the game. Like I said before, the Druid is a
Hybrid Class that behaves like Warriors when a Druid morphs into
a Bear form, Rogues when a Druid morphs into a Cat form, and
Priest when a Druid uses its healing spells (No transformation is
required) because of the Druid skills available. Remember that
the following is an opinionated info from experience after
discussing this from other Druids, and players of different
classes, so don't shoot me with hate mail because you really
disagreed with me, and now some of the disadvantages of the
Hybrid abilities of the Druid:

Warriors Vs Druid (In Bear form)

When a Druid transforms into a Bear they get a nice bonus in
defense, and attack power, so this form is great for soloing, and
helping your fragile spell casters, but the main problem is the
Druid can only equip Staffs, and Daggers. With some training from
Weapon Masters they can also use One, and Two Handed Maces. The
Warrior can actually use much stronger weapons Like Two Handed
Swords, plus the Druid in Bear form doesn't have too many Bear
skills that would suit him very well as a true tank, and in order
to use items, or other spells like healing the Druid has to
transform back into it original humanoid form, you can't heal
yourself or use items while you're in any of the animal forms.
The Bear form is still a Tank without a shadow of a doubt, but
only the Warrior has enough skills to actually tank better than
the Bear form, and if you actually want to choose the Druid class
to be the best tank in the game then you're better off choosing a
Warrior instead.

Rogues Vs Druid (In Cat form)

When a Druid transforms into a Cat form they get a nice bonus in
agility, and some attack power, this form is very useful since
while in Cat form you can actually attack faster than the Bear
form, but do keep in mind the Cat form doesn't get a bonus in
defense so don't treat it as a tank, you can also get a Cat skill
called "Prowl" that puts your in stealth mode just like the
Rogue, and with a few other stealth Cat skills you can actually
sneak attack any unsuspected enemy that gets in your way with
ease. So what's the problem with this form? First you can not
coat your weapons with poison like the Rogue can, second there
aren't too many Cat skills that can make the Cat form into the
ultimate sneaking device. If you're interested in become the
greatest agent that only strikes from the Shadows then you're
better off by choosing a Rogue instead.

Priest Vs Druid with healing spells

You don't need to transform into any animal form in order to use
any spells available, you just need Mana that's all. Like the
Priest, the Druid has Healing spells that has a casting delay
that heals plenty of HP, and a one that heals with no casting
delay, but over 12 seconds, plus the Druid has a Resurrection
spell called Rebirth, but unlike the Priest's own Resurrection
spell, the Druid's Rebirth spell can actually be used during
combat, but it has 3 main problems; First the damn thing has a 30
minute cooldown. Why does the druid have a cooldown resurrection
spell while the Priest doesn't?!? Second, you need a regent like
a Maple seed so you can use it, the only thing the Priest needs
is to be out of combat. The third thing is the Druid can get the
Rebirth spell at level 20 while the Priest can get the
Resurrection spell at level 10. The Druid can still heal just
like Priest, but ultimately the Priest is the #1 class that can
heal better, and can actually resurrect fallen party members
better than the Druid.

_______________________________

With that finally out of the way, now it is time to discuss how
the Druid can still be a great character to use =)

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III. Druid Skills

Time to discuss the Druid skills with a rating from 1 being "Total crap" to a
5 being "greatest of all time". In order to get these skills you have to see a
Druid trainer, pay him the
necessary cash, and the skill is yours. You can also update your
old skills when you reach the right level, so check often to
upgrade the skills you want.

1) Healing Touch

This nifty skill is your main healing spell that heals a good
chunk of your health, and of those who need healing. At higher
ranks it heals more while consuming more mana, always have this
skill in your tool bar for easy access. You'll make a lot of
people happy with this skill.
Rating: 5/5

2) Wrath

This one of your attack spells you begin the game with, it comes
in use during your first few levels. It doesn't deal with too
much damage, and as soon as you learn a much better offense spell
like Starfire at level 20, Wrath will pretty much begin to gather
dust from lack of use.
Rating: 2.75/5

3) Rejuvenation:

This is another healing spell that actually is an instant cast
spell that requires to casting delay, but the amount this spell
heals isn't too much since it heals a small amount every 3
seconds over a 12 seconds period. Try to use this spell before
you start fighting a mob, or when you see somebody just starting
to fight a monster for decent results. Don't rely on this spell
if your health or those of others is getting low, use 'Healing
Touch' instead.
Rating: 3/5

4) Mark of the Wild

This is the greatest buff skill in the game, for 30 minutes it
increases your defense by a good amount, in higher ranks it will
begin to increase your attributes, and your element resistances
as well, you should always have this buff active. Period.
Rating: 5/5

5) Moonfire

This is an instant cast spell meaning there will be no casting
delay, it deals with damage over time, but the damage isn't too
high, and it only last 9 seconds before you have to use it again,
at least you can use it if you see a wondering player that's
being chased by a critter so you can actually get the enemy's
attention to you instead, it worked when I usually try that
tactic, but that method doesn't seem to work too often. I wish
the damage, and the duration could be a little higher.
Rating: 3/5

6) Thorns

This is a nice buff you can use to add damage to those who try to
attack you with melee attacks, remember that this buff is useless
against range attackers, and the damage this buff can inflict
isn't too high either.
Rating: 3/5

7) Entangling Roots

With this skill you can actually stop an enemy that runs away
when their health is getting low, just use it, and watch as
several big roots from the earth engulfs the enemy, keep in mind
any additional damage you inflict can actually interrupt this
spell, and free the enemy sooner than expected. Additionally you
can use this spell to help other players escape if they are being
chased by the enemy, or use it to stop a pursing enemy, and get
away without a scratch. Sadly this spell can only be used
outdoors.
Rating: 4.25/5

8) Bear Form

You need to complete a Druid quest at level 10 in order to get
this ability, check the quests section for more details. This
spell can transform a Druid into a Bear with increased defense,
attack power, and help you escape from the Mage's polymorph
effects. The Bear form can be use as a good tank to protect
others.
Rating: 4/5

9) Growl

This is a Bear only skill, you can force one enemy to focus his
attention on you for a few seconds, good skill if you see another
player being harassed by another enemy.
Rating: 4/5

10) Demoralizing Roar

This is a Bear only skill, it actually lowers the attack power of
enemies within close range, very useful when more than one mob
get in your way, plus at higher ranks makes this skill even
better. This ability only last 30 seconds before you have to use
it again.
Rating: 4/5

11) Enrage

This is a Bear only skill, it actually generates at least 20 rage
points in 10 seconds, but your armor rating drops by 75%, the
temporary loss of defense isn't really a big deal, and you can
actually get more rage points more quickly when fighting, too bad
this skill has a 1 minute cooldown specially if you're fighting
one monster after another after using your other Bear skills that
uses your Rage points.
Rating: 4/5

12) Regrowth

This healing spell is both a Rejuvenation, and a Healing Touch at
the same time, while this spell doesn't heal as much as the
Healing Touch, as soon as it heals your HP you'll then get healed
by an additional amount for 21 seconds. Pretty useful at times,
but remember to use Healing Touch instead if your health is
getting low.
Rating: 3.75/5

13) Maul

This is a Bear only skill, you can add additional damage the next
time you attack a bad guy, more damage is always good.
Rating: 4/5

14) Bash

This is a Bear only skill, with this ability you can stun one
enemy for 2 seconds, and then 4 seconds at higher ranks, very
useful against spell casters since they'll get their spells
interrupted if they try to cast a spell with a casting delay, but
use this skill when you really need to because of the 1 minute
cooldown.
Rating: 4/5

15) Cure Poison

You need to complete a special Druid only quest before you can
get this skill, check the quests section for more details.
Anyway, this skill comes in handy as no one likes to be poisoned,
and the mana cost is very low, plus its an instant cast spell
that requires no casting delay like the majority of the Druid
skills.
Rating: 5/5

16) Swipe

This is a Bear only skill, you can strike at least 3 enemies at
once but I've seen the damage isn't great since it's fixed, and
this skill needs at least 20 rage points so you can use it, not
good at all.
Rating: 2/5

17) Aquatic form

In order to get this form you need to complete a Druid only
quest, Check the quests section for more details. The Aquatic
gives you a speed bonus while underwater, you can breath while
underwater, and you look like a cool looking angry sealion.
Rating: 4/5

18) Fairie Fire

This spell reduces the armor rating of the enemy so you can add
extra damage, and the best thing about this skill is you can use
it to stop an enemy from going invisible, either way the loss of
armor it gives is still good enough to use it frequently.
Rating: 4/5

19) Hibernate

This spell is a nice crowd control, it puts Beasts, and Dragonkin
type enemies in sleep mode if you want to get away, or two
beasties are getting very close to you, and you want to disable
at least one of them. Just remember this spell doesn't work on
demons, humanoids, and elementals, plus any damage you inflict on
a sleeping enemy will wake it up. Only one enemy can be put to
sleep at a time for 20 seconds.
Rating: 4/5

20) Cat form

This spell can transform the Druid into a Cat form, unlike the
Bear form, you don't need a special quest in order to get this
skill, just pay the Druid trainer at level 20, and the Cat form
is yours. In Cat form your agility increases, and so does your
attack power, but not as much like you do in Bear form,
additionally you can escape the effects to the Mage's Polymorph
spell. The Cat form can be use for stealthy purposes, and one on
one confrontations. The Cat form doesn't get a defense bonus, so
don't use it as a tank.
Rating: 4/5

21) Claw

This is a Cat only skill, it adds additional damage the next time
the Druid attacks in Cat form, plus it adds 1 combo point for
other Cat only skills that require combo points. More damage is
always good, and the extra combo point always comes in handy.
Rating: 4.25/5

22) Prowl

This is a Cat only skill, you can enter in stealth mode just like
the Rogue, you can use it to sneak past enemies you don't want to
fight, and this skill is needed to use other Cat skills that
require you to be in stealth mode before you can use them.
Remember that the Prowl skill can only be use when you're not in
combat mode.
Rating: 4.5/5

23) Rebirth

This is the Druid resurrection spell, just remember to bring the
necessary regents in order to use it, and do keep in mind that in
different ranks you'll need different regents so don't stock on
Maple seeds when you get this spell the first time, at least you
can use it during combat, but with a 30 minute cooldown you'll
have to use this skill sparingly, and pray your party members
don't die before the cooldown is over. If there's a Priest, or
Shaman, or a Paladin with you know that the Rebirth spell really
comes in handy as those 3 have much better resurrection spells
than the Druid.
Rating: 3.5/5

24) Rip

This is a Cat only skill, Rip requires combo points before you
use it, this skill adds damage over time for over 12 seconds, the
damage is better if you use it when you have more than one combo
point on you. This skill is definitely useful on enemies that
tend to run away, just use your 'Claw' ability to get those combo
points, and then use Rip when the mob has its health halfway
through, and then keep on hurting the enemy, and it'll die before
long. Keep in mind some enemies are immune to this skill, Rogue
Elemental Flames is one of the several enemies where this skill
is useless against them.
Rating: 4/5

25) Starfire

This offensive skill does twice the damage Wrath does, even with
the 3 second casting delay Starfire is the spell you'll begin to
use, and the Wrath skill will be a thing of the past.
Rating: 4/5

26) Shred

This is a Cat only skill, you'll need to be in stealth mode, and
move behind the target before you use it, Shred does a good
amount to damage, and it awards one combo point as well. Use it
whenever you can, and until you get a much better sneaking skill.
Rating: 4/5

27) Soothe Animal:

All this skill does is to lower the range in will the beast
usually attacks you by 10 yards, too bad this skill only works on
beasts of level 40, and lower, but at rank 3 it'll work on
enemies with a very high level, but still only beasts.
Rating: 3.5/5

28) Rake

This is a Cat only skill, this attacks one enemy with a fixed
amount of damage, and an addition damage over 9 seconds, not a
great skill, but at least it awards one combo point. Keep in mind
this skill doesn't work on enemies that can't bleed.
Rating: 3/5

29) Remove Curse

This skill removes one curse from you, or a party member. Great
skill as nobody likes to be cursed.
Rating: 5/5

30) Tiger's Fury

This is a Cat only skill, use it whenever you want a boost on
your attack power for 6 seconds. More damage is always good, I
just wish the duration could be a little longer.
Rating: 3.75/5

31) Abolish Poison

This actually attempts to cure poison from you, and additional
poison attacks for the next 8 seconds, pretty good if you're
facing enemies that attack you with a few poison attacks that
stack up.
Rating: 4/5

32) Dash

This is a Cat only skill, you get a bonus speed whenever you use
it for 15 seconds, just remember of the 5 minute cooldown before
you use it, and this skill doesn't turn off the stealth mode from
the Prowl skill. Pretty nice skill if you need to make a run for
it after you screwed up on something, and need to get away.
Rating: 4/5

33) Channeling Roar

This is a Bear only skill, basically this skill can force all
nearby enemies to focus all attacks on you. This is a life saver
for spell casters who get harassed by mobs, but do remember this
ability has a 10 minute cooldown.
Rating: 4/5

34) Cower

This is a Cat only skill, you can use it to lower your threat
level to a small amount in the first rank, higher ranks will
increase the odds to lowering the threat level. Not bad if you
want to skip a battle if you were doing something else, but don't
expect this skill to work all the time.
Rating: 3.75/5

35) Tranquility

This is a 'heal all' for the whole party, since this is a
channeling spell you have to make sure there aren't any nearby
monsters before you use it, otherwise this spell will be
interrupted as you must hold perfectly still while you're
channeling. This spell has a 5 minute cooldown, and it heals
decently well.
Rating: 3.5/5

36) Travel Form

This spell transforms the Druid into a different Cat form, but
it's only useful in increasing your travel speed by 40% in
outdoors, pretty awesome to get something that'll give you a
speed bonus before getting your mount, but remember this spell
doesn't work if you're indoors.
Rating: 5/5

37) Ferocious Bite

This is a Cat only skill, this pretty much damages the enemy
quite good if you have enough combo points. This skill is worth
getting.
Rating: 5/5

38) Ravage

This is a Cat only skill, this ability is the same as Shred, but
more damaging, and as soon as you get the Ravage skill the Shred
one shouldn't be used anymore.
Rating: 5/5

39) Track Humanoids

This is a Cat only skill, and it does what it says, it tracks all
humanoids, and you'll see the yellow dots on your mini-map
representing the nearby humanoids, but remember that only one
type of tracking can be used at a time meaning that if you are
using a tracking from the Herbalism profession then it'll be shut
off automatically if you switched to Track Humanoids. Not really
a special skill, since there aren't too many humanoids throughout
the game, and I'm pretty sure you'll be using a different
tracking from your Mining, or Herbalism one instead.
Rating: 3/5

40) Frenzied Regeneration

This is a Bear only skill, it pretty much converts 10 rage points
into health, but the healing from this ability isn't that great,
so you're better off just morphing back into humanoid form, and
use Healing Touch instead.
Rating: 2/5

41) Pounce

This is a Cat only skill, you can use it only in stealth mode,
and you must be behind the enemy, the fixed damage isn't that
great, but you can stun the enemy for a few seconds which is
good specially if you see an enemy caster fighting a player, you
can use pounce to interrupt their spell casting. This skill
awards 1 combo point.
Rating: 3.5/5

42) Dire Bear Form

This spell can transform the druid into a much better bear than
the normal one, this Dire Bear form is quite powerful indeed.
Rating: 4.5/5

43) Feline Grace

This is a Cat only passive skill in which reduces the damage from
falling. Less damage from falling is always good.
Rating: 4/5

44) Hurricane

This spell must be channeled to get it to it's full benefits, in
a target area you can use the Hurricane to cause Nature Damage,
and slowing the attack speed by 20%, useful when enemies are
grouped together, and friendly players don't get damaged when you
use this skill(That's how I see it unless I made a small
miscalculation), so it comes in handy when other players are
getting surrounded by monsters.
Rating 3.75/5

45) Barskin

This spell makes the Druid take less damage from attacks, and
spells will not be interrupted, but all non-instant spells take
an extra second before it can be cast, and your attack speed is
lowered for 15 seconds. Use this skill when you really need to.
Rating: 3.5/5

46) Gift of the Wild

This spell is just like the normal Mark of the Wild, but this one
affects all party members, and the effects will last for 1 hour.
For the 2 ranks available you'll need different reagents before
you use it like Wild Berries during the first rank, and Wild
Thornroots during the second rank.
Rating: 5/5

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IV. Talents

When you reach Level 10 you'll get a talent point, and so on
until level 60. You can spent your wonderful talent points on the
3 available Talent tress that can increase the effectiveness of
the Druid, the majority of the skills you can get from the 3
Talent tress are passive, but some are spells you cannot get from
the Druid Trainer, you can only master 1 talent tree, you can't
get enough talent points to master all 3 of them, so choose
carefully and see which Talent tree you'll feel more comfortable
with. Each talent tree has 7 tiers, in order to get the skill you
want you have to spend a set of talent points on a previous Tier
in order to get the skill you want, you have to move from one
tier to the other. The 3 available trees are discussed in 3
categories: Balance, Feral Combat, and Restoration. You can see
the Talent Trees with the press of the "N" button on your
keyboard for easy access.

***Balance Tree**

This tree deal pretty much with your offensive Balance skills by
improving them, good tree if you enjoy using your damaging
spells.

---First Tier: 0 Talent points required---

1) Improve Wrath (5 Ranks)
================
This Talent decreases the casting delay of the Wrath spell by .1
second with each rank. Wow! 1. second? Give me a break, since
Starfire is a much better Balance spell this Tier 1 Talent is
pretty crappy. NEXT!!!!!!!!!!!!!!!
Rating: 1/5

2) Nature's Grasp (1 Rank)
=================
This spell is a self only buff, and when you use it you have a
35% chance the enemy that attacks you head on will be inflicted
with Entangled Roots, pretty nice if you want to get away from an
enemy, but this ability can only be used outdoors, and it has a 1
minute cooldown.
Rating: 4/5

3) Improved Nature's Grasp (4 Ranks)
==========================
This passive skill can upgrade the Nature's Grasp percentage
from 35% up to 100% as soon as you put 4 Talent points, so
therefore the Nature's Grasp can actually work 100% of the time
instead of 35%. This passive Talent skill should be max to
fully take advantage of the Nature's Grasp skill.
Rating: 5/5

---Second Tier: 5 Talent points required---

1) Improved Entangling Roots (3 Ranks)
============================
This passive skill gives you a chance to avoid interruption
whenever you cast the Entangling Roots skill, is up to you if you
want to put your talent points here. If you get tired of the
interruption whenever you cast Entangling Roots because of the
enemy attacks, then put your talent points right here.
Rating: 3.75/5

2) Improved Moonfire (5 Ranks)
====================
This will increase the critical chances, and the damage of the
Moonfire skill, not bad since this makes an ok spell even better,
this is also a prereq for Vengeance, a Tier 4 Talent skill so
might as well put your talent points here if you plan to
master the Balance Talent tree.
Rating: 3.5/5

3) Natural Weapons (5 Ranks)
==================
This passive skill increase the damage from your physical attacks
in any form, more damage is always good, and this is a prereq for
Omen of Clarity which is a Tier 3 Talent.
Rating: 4/5

4) Natural Shapeshifer (3 Ranks)
======================
This decreases the mana cost whenever you morph into any of your
animal forms, less mana from your shapeshifting skills is always
good.
Rating: 4/5

---Third Tier: 10 Talent points required---

1) Improved Thorns (3 Ranks)
==================
This passive skills increases the damage from your Thorns skill,
not bad since Thorns is a good skill to begin with.
Rating: 3.5/5

2) Omen of Clarity (1 Rank)
==================
This passive skill needs you to put 5 talent points on the
'Natural Weapons' Talent from the Tier 2 before you can use it,
anyway, this skill gives the Druid a chance to enter a
Clearcasting state in which reduces the amount of the skill that
requires Rage/Energy/Mana by 100%. Pretty damn awesome skill, but
there's a catch. In order to be in a Clearcasting state you'll
have to melee the enemies in your humanoid form, transforming
into any of your animal forms don't seem to count, either that or
I have been very unlucky. This skill usually comes in handy when
you're in groups rather than soloing.
Rating: 4/5

3) Nature's Reach (2 Ranks)
=================
With this Talent the range of your offensive balance spells will
increase. More range is always good.
Rating: 4/5

---Fourth Tier: 15 Talent Points required---

1) Vengeance (5 Ranks)
============
This passive skill needs you to put 5 talent points in the
'Improved Moonfire' Talent from Tier 2 before you can use it,
anyway, this skill increases the critical damage bonus from your
Moonfire, Wrath, and Starfire skills. Definitely worth just for
Starfire alone.
Rating: 4/5

2) Improved Starfire (5 Ranks)
====================
This decreases the casting delay of the Starfire skill by .1
second, and has a 3% chance to stun the enemy for 3 seconds for
each rank. I just love how the Starfire skill is getting special
treatment =D. You must absolutely max this talent.
Rating: 5/5

---Fifth Tier: 20 Talent Points required---

1) Nature's Grace (1 Rank)
=================
This passive skill gives you a chance of getting a .5 second
reduction to your next spell if you score a critical damage on
the enemy with a offensive spell. Getting a half of a second
reduction is always a nice bonus indeed, and this talent is a
prereq for Moonfury, so might as well put a talent point here
Rating: 4/5

2) Moonglow (3 Ranks)
===========

The mana cost of your Moonfire, Starfire, Wrath, Healing Touch,
Rejuvenation and Regrowth will decrease which is a good thing
indeed.
Rating: 4/5

---Sixth Tier: 25 talent Points required---

1) Moonfury (5 Ranks)
===========
Increases the damage from your Wrath, Moonfire, and your Starfire
skills, once again this is worth it for Starfire alone so max
this puppy.
Rating: 5/5

---Seventh Tier: 30 Talents Points required---

1) Moonkin Form (1 Rank)
===============
This is a Shapeshifting form that transforms the Druid into a
Moonkin creature, you can get a good increase of your armor
rating, you can also use it to escape from the Mage's Polymorph
effects, plus you'll emit an aura that'll allow party members to
get their chances to score a critical from their spells by 3%,
unfortunately you can only cast Balance spells in this form, and
no, Healing spells are impossible to cast in this form meaning
you'll have to morph back into your humanoid form in order to use
your healing spells, can't use items either while you're in
Shapeshifting mode. It's shame you don't get any special Moonkin
skills to go with this form, its still a fun transformation to
use specially if you use the /dance emote to see your Moonkin
dancing The Macarena. With the added defense this can be a good
Tank to use although It'll leave that job to the Bear instead
unless you want to obliterate the enemies with Balance spells.
Rating: 4/5

________________

***Feral Combat Tree***

This Talent tree focuses on how well your animal forms can be
greater than ever.

-

---First Tier: 0 Talent Points required---

1) Ferocity (5 ranks)
===========

This passive skill can be seen in either two ways; either you max
it or not. Basically all it does is reduce your Maul, Swipe,
Claw, and Rake abilities by 1 Rage/Energy with each rank, if
you're going to add 1 Talent point then for God's sake max the
damn thing. It'll be a waste if you're going to just add 2 points
here, and go to another talent skill to add your Talent points
afterwards. Max this talent or don't put any Talent points here,
anyway, the 5 point reduction does actually come in handy,
specially both Maul, and Claw skills.
Rating: 4/5

2) Feral Aggression (5 Ranks)
===================

This passive skill increases the effects of both Demoralizing
Roar, and Ferocious Bite. Those 2 animal skills are already great
to begin with, and this Talent skill makes them even better.
Rating: 5/5

---Second Tier: 5 Talent Points required---

1) Feral Instincts (5 Ranks)
==================
This passive skill increases the threat level for the Bear, and
Dire Bear forms while it decreases the chances of enemies
detecting you while you're prowling in Cat form. Very useful
indeed so the Bear can protect any party members, and the Cat
form can go unnoticed more than ever.
Rating: 4/5

2) Brutal Impact (2 Ranks)
================

This passive skill increases the effects of the stun from both
Pounce, and Bash abilities which is nice for the Cat form's
Pounce skill, but not so great for the Bear's Bash skill since it
has a 1 minute cooldown. It's up to you how you view this, I just
didn't think this talent wasn't worth the talent points I gave it
before I had to unlearn it.
Rating: 2.5/5

3) Thick Hide (5 Ranks)
==================

This increases your defense by 2% for each rank, more defense is
always good.
Rating: 4/5

---Third Tier: 10 Talent Points required---

1) Feline Swiftness (2 Ranks)
===================

This wonderful passive skill increases your movement outdoors,
and your Dodge percentage while you're in Cat form. The speed
bonus is great until you get the Travel form at level 30.
Remember you don't get the speed bonus while you're indoors.
Rating: 5/5

2) Feral Charge (1 Rank)
===============

This is a Bear only skill, you can charge the enemy, and you can
interrupt any spell casting for 4 seconds. Nice, but keep in mind
this skill can't be used if you get too close to the enemy, make
sure you're between 8-25 yards before use.
Rating: 4/5

3) Sharpened Claws (3 Ranks)
==================

This passive skill will increase the critical strike chance of
your Bear, Dire Bear, and Cat forms. Max it, this is also a
Prereq to Blood Frenzy, and Primal Fury which are 2 Talent skills
in the next Tier.
Rating: 5/5

---Fourth Tier: 15 Talent Points required---

1) Improved Shred (2 Ranks)
=================

Wow, what a worthless Tier 4 talent, all it gives you is an
energy reduction from your Shred Cat skill. Too bad Ravage does
the same thing as Shred, but with more damage. Please don't waste
your talent points on this useless Talent.
Rating: 1/5

2) Predatory Strikes (3 Ranks)
====================

Yikes, this Talent increases your attack power to a percentage of
your level for both of your Bear forms and the Cat form, you must
max this puppy, plus this is also a prereq for Heart of the Wild
which is a Tier 6 Talent?
Rating: 5/5

3) Bloody Frenzy (2 Ranks)
================

You need to put 3 Talent points on Sharpened Claws before you can
use this talent, anyway, Blood Frenzy gives your critical chances
of your Cat abilities that give you a combo point to give you an
additional combo point. Max it.
Rating: 5/5

4) Primal Fury (2 Ranks)
==============

You need to put 3 Talent points on Sharpened Claws before you can
use this talent, anyway, your critical chances of your Bear
attacks will give you an additional 5 Rage points. Max this one,
too.
Rating: 5/5

---Fifth Tier: 20 Talent Points required---

1) Savage Fury (2 Ranks)
==============

This passive skill increases you damage from your Maul, Claw,
Swipe, and Rake abilities, this Talent skill is worth it just for
Maul, and Claw alone although with Predatory Strikes this talent
skill isn't in need of 2 Talent points, but it's up to you if you
want even more damage for your Bear, and Cat skills.
Rating: 4/5

2) Faerie Fire (1 Rank)
==============

This is the same as the other Faerie Fire skill, but this one is
for your animal forms in case you're not in the mood of switching
bask to humanoid form just to cast Faerie Fire, and then morph
back into your Beast forms. If that's the case, then get this
Talent skill.
Rating: 5/5

---Sixth Tier: 25 Talent Points required---

1) Heart of the Wild (5 Rank)
====================

This magnificent Talent increases your intellect, and while
you're in Bear, or Dire Bear mode your stamina is increased while
your Cat form gets a bonus in strength.
Rating: 5/5

---Seventh Tier: 30 Talent Points required---

1) Leader of the Pack (1 Rank)
=====================

This Talent increases your chances of all party members of
getting range, and melee critical chances. This skill is awesome
specially when you are in instances, or raids this skill really
does come in handy. I don't think this Talent can be stock up
with other Druids that also use this Talent skill.
Rating: 5/5

_________________________________________________________________

***Restoration Tree***

This Talent tree will make your restorations skills more useful.

-----------------------------------------------------------------

---First Tier: 0 Talent Points required---

1) Improved Mark of the Wild (5 Ranks)
============================

Great Talent for the first Tier, this actually makes the greatest
buff ever created even better.
Rating: 5/5

2) Furor (5 Ranks)
========

This is another passive Talent skill in whether you give it your
Talent points or you don't, for each rank you can get a 20%
chance of getting either 10 Rage points, or 40 Energy points if
you transform into your respected animal form, so it won't make
any sense to just put 2 or 3 talent points, and go master another
talent instead, either you max it, or you don't put anything into
this Talent skill, anyway, since you have 0 Rage points, and 0
Energy points whenever you transform this talent does come in
handy, specially for both of the Bear forms.
Rating: 4/5

---Second Tier: 5 Talent Points required---

1) Improved Healing Touch (5 Ranks)
=========================

This talent reduces the casting delay for your Healing Touch for
a total of .5 seconds which is great indeed, this is also a
prereq for Nature's Swiftness which is a Tier 5 Talent skill.
Rating: 4/5

2) Nature's Focus (5 Ranks)
=================

This great talent will stop the interruption whenever you're
casting your healing spells most of the time, if you're going to
master this tree, then max this talent.
Rating: 5/5

3) Improve Enrage (2 Ranks)
=================

This passive Talent will instantly generate more Rage points when
you use your Enrage Bear skill, quite handy indeed.
Rating: 4.25/5

---Third Tier: 10 Talent Points required---

1) Reflection (3 Ranks)
=============

This allows you to get a small percentage of your mana to
regenerate while your casting, the mana you regenerate isn't big
enough to warrant 3 Talent points into this Talent, although it
is better than nothing.
Rating: 2.5/5

2) Insect Swarm (1 Rank)
===============

This is an offence skill, and it'll lower the accuracy of the
enemy by a small fraction while damaging the bad guy, this is
also a prereq for Gift of Nature which is a Tier 5 Talent.
Rating: 3/5

3) Subtlety (5 Ranks)
===========

This Talent reduces the threat generated by your healing spells,
tired of enemies focusing on you after you heal other party
members? Then get a 25% protection from the threats your healing
spells make from this Talent. Too bad that percentage isn't high
enough.
Rating: 3.75/5

---Fourth Tier: 15 Talent Points required---

1) Tranquil Spirit (5 Ranks)
==================

Your Healing Touch, and your Tranquility spells get a Mana
reduction which is always a good thing.
Rating: 4/5

2) Improved Rejuvenation (3 Ranks)
========================

This depends on whether you like your Rejuvenation Skill or not,
if you want to make it better than ever, then you should max this
talent.
Rating: 3.75/5

---Fifth Tier: 20 Talent Points required---

1) Nature's Swiftness (1 Rank)
=====================

This Talent skill requires for you to put 5 Talent points on
'Improved Healing Touch' before you can use Nature's Swiftness,
anyway, this Talent actually makes your next nature spell an
instant cast, definitely great indeed, but be careful with the 6
minute cooldown this Skill has.
Rating 4/5

2) Gift of Nature (5 Ranks)
=================

This Talent requires for you to put 1 talent point on 'Insect
Swarm' before you can use it, anyway, Gift of Nature can increase
the effects of all healing spells, so this Talent should be
upgraded fully.
Rating: 4/5

3) Improved Tranquility (2 Ranks)
=======================

This talent reduces the threat generated by the Tranquility spell
by a huge amount, max it.
Rating: 4.5/5

---Sixth Tier: 25 Talent Points required---

1) Improved Regrowth (5 Ranks)
====================

This talent increases the critical chances of the regrowth spell
by 50% when maxed, definitely worth it.
Rating: 4.25/5

---Seventh Tier: 30 Talent Points required---

1) Innervate (1 Rank)
============

Holy Slag! This is the greatest restoration spell in the entire
game without a shadow of a doubt. Innervate will increase your
mana restoration by a whooping 400%, and an additional 100% when
you cast spells, in other words cast this baby on a Priest that
has his/her mana very low, and watch that mana getting full at
mad rates. This spell will make other spell casters your friend
forever, but be very careful not to cast this on a Warrior, or
Rogue, otherwise it'll be a waste as neither of those two
character classes use mana for their skills specially since this
spell has a 6 minute cooldown, and you can expect Blizzard to
nerf this skill if other players begin to whine like babies if
they lose badly because a Druid was able to get its mana back so
damn quickly with the use of Innervate, but until then enjoy this
skill while you still can. It is good to be a Druid. =D
Rating: 5/5

*****************************************************************

V. Quests

During the beginning of your adventures, you'll be asked to
perform a few Druid only quests in order to receive some special
skills that will come in handy, it won't matter if you're a Night
Elf or a Tauren these quests should be done. While these quests
are optional it'll make your life a lot easier if you complete
them.

1) ===Level 10 Druid Quest===

*This quest will give you the ability to turn into a Bear*

At level 10 any Druid Trainer will instruct you to go a see a
very special Druid Trainer in a major city. For a Night Elf Druid
you're required to go to Darnassus and speak with Mathrengyl
Bearwalker in the Cenarion Enclave section of the city on the
second floor of a tall tree building, and for the Tauren Druid
you must go to Thunder Bluff and speak with Turak Runetotem on
the Elder Rise of Thunder Bluff, as soon as you get to the Elder
Rise section of Thunder Bluff just check the biggest tent there,
and Turak will be waiting inside. If you still can't find either
one for your respected race, just ask one of the wondering city
guards, and ask where you can find a Druid Trainer, and an icon
will appear on your mini-map on your top right screen telling you
where to go.

Anyway, when you speak with either one of them you'll be told to
travel to a Druid place called Moonglade and speak to someone
called Dendrite Starblaze in the Nighthaven town in Moonglade.
Don't worry about which route you'll begin to think of using in
order to go to Moonglade, either Druid Trainer will give you a
nice spell called Teleport to Moonglade which can be used anytime
to teleport to the Moonglade, this nifty spell will always
Teleport you to the Moonglade whenever you want, which is fine
indeed if your Hearthstone still has that 1 hour cooldown, but
that teleportation spell will always teleport to Moonglade, and
nowhere else.

As soon as you get to Moonglade you must be prepared if you're
playing in a 'Player vs Player server' for the region is
contested, and players of the opposite faction may outright kill
you if their levels are high enough, hopefully that won't happen
if they are cool with you since most gankers are always asses who
enjoy ripping apart players of lower levels. Anyway, just enter
the big house you see on your right, and speak with Dentrite who
should be on the top of the house. The first part of this quest
is the same for both Night Elves, and Taurens, you are to go and
speak with the Great Spirit Bear who is located along the
mountains north west of Nighthaven. The Spirit Bear is easy to
find, you won't fight him, he'll just tell you something about
the Balance, and Strength of the Bear or something like that,
there aren't any 'yes, or no' situations, just read what he has
to say, and as soon as you do you'll receive an update from your
quest log telling to go back to Dentrite to tell you the next
phase of the quest which is slightly different from both races,
but the end of it will always be the same.

------------------
Night Elf Strategy
------------------

For Night Elves Dentrite will give you some special dust, and
he'll tell you to go to the Night Elf beach village of Auberdine,
and seek to defeat Lunaclaw a level 12 creature after putting the
special dust on a special stone you have to find. Leaving the
Moonglade is easy enough, just find the Alliance Hippogriff rider
who is usually close to the Horde Wind Rider, and for free you'll
be in Rut'theran village which is outside of Teldrassil the Night
Elves starting area. Now within Rut'theran village take the boat
to Auberdine village which is free of charge. When you get to
Auberdine get what you need from vendors, and repair your items
if necessary.

With everything ready follow the road out of town, and make a
left at the travel routes, and follow the road going to
Bashal'aran, travel a few feet and you'll notice a cave to your
right that's protected by critters called Moonkins, you have to
beat them if they get in your way, and enter the cave. Then
you'll see a special looking stone, use the special dust that
Dentrite gave you, and be prepare to turn around, and buff
yourself if you haven't done so because Lunaclaw will appear out
of nowhere, and attack from the back, he'll enter the cave, and
he'll start attacking you. Fight back, and defeat Lunaclaw,
remember that Lunaclaw is a level 12 monster like I mentioned
before, so you might want to gain 1 or 2 levels before fighting
Lunaclaw if you're still at level 10, or bring a friend with you
for better results. After defeating Lunaclaw speak with the
spirit of Lunaclaw, and he'll tell you something, once again
there aren't any 'yes or no' situations, so you have nothing to
worry about, just read what Lunaclaw has to say, and get back to
Dentrite in Nighthaven.

Back in the Moonglade, Dentrite will congratulate you, and tell
you to go to Darnassus and speak with Mathrengyl Bearwalker in
the Cenarion Enclave once more, when you do you'll finally end
this quest, and the Night Elf Druid will receive the Bear
transformation skill. Good job :)

---------------
Tauren Strategy
---------------

Tauren Druids don't need to Travel to Auberdine in order to fight
Lunaclaw, first of all that's an enemy Alliance town if you're
playing a Horde race like the Taurens, second of all you can
actually travel to Auberdine by foot to the cave where you can
find Lunaclaw, but if you're playing on a 'Player vs Player'
server you'll have to through Ashenvale Forest in order to get to
Auberdine, and that forest is a place full of Alliance gankers
always looking to rip apart low level Horde players =( . Instead
Dentrite will instruct you to go to the edge between the Barrens,
and Mulgore and look for a special stone, both areas are Horde
territories, so you have nothing to worry about Alliance players
bothering you. Anyway, Dentrite will give you a special dust you
can use on the stone to summon Lunaclaw, get out of the Moonglade
by speaking to the Horde Wind Rider who is usually close to the
Alliance Hippogriff Rider, and Travel back to Thunder Bluff free
of charge. Now that you're back hone exit Thunder Bluff, and
travel to Bloodhoof village by foot, then travel east of
Bloodhoof village to the only way out of Mulgore by foot.

When you get to the Barrens travel a few feet, and you'll notice
an empty house on the side road to your right, from that point
you can go either left or right. Left will direct you to death
itself from the level 20 monsters, so you should obviously turn
right and follow the road until you get to a dead end where the
special looking stone is, use the special dust Dentrite gave you
on the special rock, and Lunaclaw will appear from behind, and
attack you. Lunaclaw is also a level 12 monster just like when
you fight it if you were a Night Elf Druid, so make use your
Tauren Druid levels up a bit if you're still at level 10, or
bring a friend with you to help you out. Once Lunaclaw is
defeated, its spirit will rise and tell you something, once
that's done go back to the Moonglade, and speak with Dentrite who
will congratulate you on a job well done, afterwards he'll tell
you to go back to Thunder Bluff, and speak with Turak Runetotem
on the Elder Rise so he can give you the Bear transformation
skill, w00t.

Once you are able to transform into a Bear you'll receive a
letter in your mailbox (Any mailbox from any Inn is fine) from
the Druid Trainer that gave you your Bear skill telling you to
go, and speak with him again at level 14 for another quest.

2) ===Level 14 Druid Quest===

*This quest will give you the 'Cure Poison' skill*

At level 14 you'll be instructed to go, and see Dentrite in
Nighthaven once more, so whip out that Teleportation spell to
Moonglade right away. As soon as you speak to him he'll tell you
about how a specific land is suffering from the effects of a
mysterious poison, and you'll be told to go to a place where
there a source of water, and see what can be done, Dentrite will
give you a vial to gather some of the water that might hold a key
in solving this mystery.

------------------
Night Elf Strategy
------------------

For Night Elf Druids you have to go a specific cave north east of
Auberdine called the Cliffspring Falls, be very careful when you
get there, the entrance of the cave is guarded by Naga warriors
who are sea like humanoids you most likely remember if you played
Warcraft 3: The Frozen Throne. Anyway, there will be some
fighting when you get to the entrance of the cave, once the
fighting is over check out the water that's falling from the
entrance of the cave, use the vial that Dentrite gave you to fill
it with water, and then you'll have to take that water sample to
Alanndarian Nightsong (Not Dentrite) who can be found back in
Auberdine where the Weaponsmith is located.

Alanndarian will tell you to gather some special ingredients that
will turn that water sample you gather into an antidote that will
cure the sick deers throughout Darkshore, you need to gather 2
specific items, first you need to get 12 Lunar Funguses, you can
find some of them in the cave where you fought Lunaclaw, and
others can be found in the near by caves that are populated by
Moonkins. The other ingredient might be tricky to get, you are
required to find 5 Earthroots, you can find them in the nearby
ruins of Ameth'aran among a few places to look for in Darshore,
or you can go back to Teldrassil, and find Earthroots outside of
Darnassus. So what's the tricky part? You need the Herbalism
profession in order to get the 5 Earthroot, if you do then it's
no sweat, but if you don't you have 2 choices you can do; Ask for
people to see if you can buy Earthroots from them, if that
doesn't work, then go to Ironforge, and check out the Auction
House which is located east of the entrance, and see if there are
Earthroots you can bid for, and no Darnassus doesn't have an
Auction House, I always ask where the Auction house is located in
Darnassus, and I'm always told to go to the one in Ironforge.

Ironforge might be hard place to travel to, you have to get a
boat from Auberdine to Menethil Harbor, once you get there make
sure you speak with the Griffon Rider to mark a flying location,
afterwards just follow the road out of town, and follow it east
going through the nasty area of the Wetlands, there are critters
there from levels 17-20, so be very careful as you travel. Make
sure you follow the signs that will take you to Lock Modan inside
a set of tunnels called Dun Lagaz that will take you to the starting Dwarf
area of Dun Morog where Ironforge is located. The way to Dun Morog from these
Dun Lagaz tunnels is usually populated by level 20 NPC Orcs from the Dragonmaw
clan always in the way, since you'll no doubt still be around level 14 your
only chance is to cast Entangling Roots, and pray that the enemy don't resist
it, if it does work make a run for it to the other side while the high level
enemy is paralyzed, keep doing this until to exit those tunnels. It is a good
idea to have level 20 players with you to help you out until you exit these
dangerous tunnels if you can.

As soon as you exit the tunnels you'll be in area of Loch Modan,
and the monsters outside are around Level 10 or so, so there are
no more worries. Follow the road south until you get to the Algaz
Station, from there turn right, and go inside the North Gate pass
tunnel that will take you to Dun Morog, don't worry about this
North Gate tunnel, Alliance Mountaineers keep it clean from any
hostiles. As soon as you get to the other side you'll finally be
in Dun Morog at last, now all you have to do is follow the road
signs to easily reach Ironforge which is the Dwarfs' Alliance
capital city.

Now that you reached your destination go and check out the
Auction House and see if you can bid for Earthroots so you can
finish this insane quest, if you're lucky, and see the Earthroots
available to be bid for then do so, sometimes you can see a
button called "buy out" which will allow you to buy the
Earthroots you need on the spot, if not you'll have no choice but
to bid for them, once you do it'll take a while to see if your
Bid was successful, if it was you'll see the mail icon on top of
your mini-map telling you have a letter you should check, if the
Auction bid was a success the Earthroots will be in the
attachment, check any mailbox from any Inn. If you were outbid
the only thing you'll see in the letter is your money back, so go
back again, and see if you can bid them once more if you can't
buy them out.

Keep in mind you need at least 5 Earthroots, once you do got them
it is now the time to go back, but there's no need to go on that
suicidal trek again, just speak with the Griffon rider inside
Ironforge so you can go back to Menethil Harbor for a safe ride
for as long as you spoke to the Griffon Rider in the Menethil
Harbor, you did speak with that Griffon rider when you arrived at
the harbor right? If not then you still don't need to make those
treacherous tunnels going back, just use your Moonglade
teleportation skill to go back to Nighthaven as a last result.

With the 12 Lunar Funguses, and 5 Earthroots at last in your
hands go and see Alanndarian Nightsong in Auberdine so she may
make a cure to help the poor deers in Darkshore. Alanndarian will
give you the antidote which is good enough for 10 doses, now go
and find the sick deers which are through out Darkshore, and heal
them. Once any of the 10 sick deers are healed go back to
Dentrite in Nighthaven who will congratulate you on this bizarre
quest, and now you'll be instructed to go and speak with your old
buddy Mathrengyl Bearwalker in the Cenarion Enclave so he can
finally give you the Cure Poison spell.

After the hell you'll have to through if you don't have the
Herbalism profession all you get is a skill that nullifies the
effects of poison attacks? Either way the skill is still worth it, like I
mentioned before: This skill really comes in handy as nobody likes to be
poisoned.

---------------
Tauren Strategy
---------------

At least the Tauren Druids have an easier time in getting the
Earthroots, but I'll discuss that in a moment, anyway, just like
the Night Elf Druid, the Tauren one is required to get a water
sample where it is believe it is corrupted, and causing the
nearby Gazelle to be very sick. You must go to the foul mountain
top of Dreadmist Peak where there's a source of polluted water,
in order to get there just go north west of the Crossroads until
you get to an oasis called The Forgotten Pools, and then check
out the mountain East of that position, you can actually get to
the top of the mountain until you get to the Dreadmist Peak, just
find the right corners, and begin you climbing to the top. As you
go up be very careful of the Orcs of the Burning Blade, they are
hostiles who will attack you on sight, their levels are from 10-
14, but either way fight carefully, and one at a time so you
don't get ganged up.

At the very top of Dreadmist Peak you'll notices 4 Burning Blade
Orcs surrounding around a weird bubbling pool of water, dispose
those Orcs, and use the Vial Dentrite gave you to get the Water
Sample, as soon as you do that 2 Burning Blade toxologists will
appear behind you out of nowhere, and attack you. (Can't be
avoided, they always appear behind you according to other Tauren
Druids who did this quest already) Run like hell out of there,
once you get to safety go to the Crossroads and speak with Tonga
Runetotem who is outside a tent waiting for your water sample.
Tonga will tell you he can turn that foul poisonous water into a
cure if you can find the right ingredients which you are told to
bring 5 Earthroot and 5 Kodo Horns.

The Kodo horns are easy to get, just go and see if they are Kodos
on the nearby oasis, and slay them to get the horns you need. The
Earthroots might be challenging to get, if you have the Herbalism
profession, then it's a snap to get, just looks around the
Barrens, or the starting Undead area for the Earthroots until you
get 5 of them, if you don't have the Herbalism profession then
you have to buy them from players, or go to Orgrimmar to see if
there are Earthroots to bid for in the Auction House.

Unlike Ironforge, Orgrimmar is a snap to get there, and it
involves no fights at all. Go east of the Crossroads following
the road to Durotar, once you leave the Barrens and right into
Durotar keep following the road until you reach Razor Hill which
is a Horde Town. Next you must go north until you finally reach
Orgrimmar, Orc capital of the Horde. No fighting whatsoever. As
soon as you enter Orgrimmar just ask a nearby Orc guard for the
directions for the Auction House, once you're inside just check
to see if you can either Buy, or Bid for 5 Earthroots. Once you
have all the ingredients you must go back to Tonga at the
Crossroads, you can talk to the Orgrimmar Wind Rider for a fast
travel back to the Crossroads if you talked to the Wind Rider at
the Crossroads, if not then you must travel by foot, but at least
it won't be so bad.

Next Tonga will make those ingredients into a cure salve, and now
you'll be instructed to cure 10 Gazelle which can be found north
of the Barrens, once at least 10 Gazelle are cured you must go
back, and speak with Dentrite back in Nighthaven. Dentrite will
congratulate you on job well done, and you'll head off back to
the Elder Rise section of Thunder Bluff to speak with Turak
Runetotem so you can finally get the Cure Poison skill.

Another letter you'll receive by mail instructing you to go and
see your Main Druid Trainer at level 16.

3) ===Level 16 Druid Quest===

*This quest will give you your Aquatic form, Good F'N Luck*

When you reach level 16 you're once again instructed to go, and
talk to Dentrite in Nighthaven who will tell you to search the
depths of Lake Elune'ara in Nighthaven to locate an item called
the Shrine Bauble. The damn thing has a timer before it decays
completely, and the problem is gankers from opposite factions if
you're playing on a Player vs Player server so you must proceed
carefully. After you get your Shrine Bauble so you must run with it to the
Shrine of Remulos as soon as you can, the Shrine is West of Nighthaven, check
your big map by pressing the "M" button on your keyboard to know the exact
location, next use the Bauble at the shrine, and then speak with the Night Elf
female called Tajarri there she'll tell you the next phase.

Here comes the most annoying part, you got to find 2 parts of a
pendant needed to complete this quest, first you must find the
part called "Aquatic Agility" and the other half called "Aquatic
Endurance". In order to find those two pieces you have to speak
with the residents of Moonglade to learn clues as to where these
items may be located. The only ones who know the clues you need
to know are the Hippogriff Rider Master, and the Wind Rider Master.
Unfortunately both of them give very vague clues as to where to find them, and
believe it or not I still haven't completed this quest on both my Night Elf
Druid, and my Tauren Druid.

For the Night Elves you'll be told one of the pendants is North
of Auberdine where the Cliffspring river meets the ocean where
you'll see a rock formation that looks like a Claw, it should be
guarded by threshers, but I found nothing at all. Another half
should in Westfall around northwest of gold coast quarry, you'll
see a huge anchor near where the deep ocean, you should see the
bubbles from the ocean floor in which will give you breath so you
can look for the pendant, but I still haven't found anything.

The Taurens get even worst clues, but I found one in the Sludge
Den inside a black box right on the sludge by mere luck since I was questing
there trying to finish a mission I started back in Ratchet. The Sludge Den is
north east of the Crossroads in the Barrens by the mountain area where those
Venture Co group is hanging out. The other half is supposed to the in the
water area in Silverpine Forest, but so far I haven't found anything.

Any help is greatly appreciated for finding those miserable
pendants for both Night Elves and the Taurens.
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VI. Copyrights
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