epics
Druid Epic 1.0 — Nature Walker's Scimitar
The Druid's signature weapon. Cross-continent outdoor questline culminating in Plane of Growth.
The Druid Epic 1.0 rewards Nature Walker's Scimitar — a 1-handed scimitar with a nature-themed on-hit proc. The chain famously spans outdoor zones where Druids already spend most of their time, making it one of the more "at home" Epic 1.0 experiences.
Reward
- Nature Walker's Scimitar — 1-handed slashing.
- On-hit: nature proc (DoT).
- +WIS / +DEX.
Chain shape (approximate)
- Starting turn-in — Druid grove in your home city (Surefall Glade for Qeynos-aligned, Tunarean Court for Kelethin).
- Forage phase — collect specific natural components via Forage skill in multiple outdoor zones. Karanas, Misty Thicket, Faydark.
- Kerra Isle component — quest turn-in at a Kerran NPC on Kerra Isle. Requires safe passage via Ocean of Tears.
- Velious outdoor step — kill a specific named in Eastern Wastes or Great Divide. Sometimes a wurm, sometimes a fey.
- Plane of Growth access — requires flag. Kill named treants or Tunare's aspects.
- Final combine — at a Tunare-aligned grove.
Why this chain matters
The Scimitar's proc adds meaningful melee DPS to a caster class that normally parses only through nukes and DoTs. Druids with Epic contribute more to groups both in melee and ranged roles.
Custom race-class note
Druid is restricted in canonical EQ to Wood Elf / Half Elf / Halfling / Human. On Crushbone's custom rules, any race can roll. Dark Elf or Troll Druids will need to grind Kelethin / Surefall Glade faction before accepting the starting quest.
