Quick answer: In World of Warcraft: Forever, Druids have 52 talents split across Balance (16), Feral Combat (20), and Restoration (16). Talent points begin at level 10, with each new row requiring 5 additional points in its tree.
How Druid talents work in WoW Forever
Your first talent point arrives at level 10, and you earn one more with every level after that. By level 60 you have 51 points to spend. Each tree has seven rows, and a row opens only once you have put enough points into that same tree.
- Row 1 is open from your first point.
- Row 2 needs 5 points in the tree, row 3 needs 10, and row 4 needs 15.
- Row 5 needs 20 points, row 6 needs 25, and row 7 needs 30.
- A gold medal talent uses a single point and unlocks when a tree reaches 11, 16, 21, or 31 points.
- Dual Specialization unlocks at level 40, so you can keep two Druid setups.
The medals at 11, 21, and 31 points follow the usual layout, and WoW Forever adds one at 16 points. To reset talents, talk to a trainer for your class in a major city; this also resets Legacy talents.
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Balance is the Druid’s 16-talent spellcasting tree, with abilities that strengthen Wrath and Moonfire and conserve Mana on damage spells. Improved Wrath shortens Wrath’s cast by 0.5 sec and cuts its Mana cost in half. Genesis raises periodic spell and ability damage and healing by 10%. Moonglow makes damaging spells cost 25% less Mana, and Improved Moonfire raises Moonfire damage and its critical strike chance by 10%.
The four gold medals start with Nature’s Splendor at 10 points. It adds 3 sec to Moonfire and Rejuvenation, 6 sec to Regrowth and 2 sec to Insect Swarm. Insect Swarm comes next at 15 points and deals 48 Nature damage over 12 sec while lowering the target’s chance to hit by 2%. Nature’s Grace, at 20 points, makes your non-periodic spell criticals raise casting speed and cut your global cooldown by 10% for 3 sec. The 31st point buys Moonkin Form. It raises Omen of Clarity’s trigger chance by 100% and the Armor you get from items by 360%. It also gives party or raid members within 45 yards 3% more Critical Strike chance. The form protects you from Polymorph but blocks healing spells, and shifting into it frees you from Polymorph and Movement Impairing effects.
| Talent | Ranks | Unlocks at | Effect at max rank |
|---|---|---|---|
| Improved Wrath | 5 | Row 1 (0 points) | Reduces the cast time of your Wrath spell by 0.5 sec and its Mana cost by 50%. |
| Genesis | 5 | Row 1 (0 points) | Increases the periodic damage and healing done by your spells and abilities by 10%. |
| Moonglow | 3 | Row 2 (5 points) | Reduces the Mana cost of your damaging spells by 25%. |
| Improved Moonfire | 2 | Row 2 (5 points) | Increases the damage and critical strike chance of your Moonfire spell by 10%. |
| Nature's Majesty Requires Nature's Splendor | 2 | Row 2 (5 points) | Increases your critical strike chance with spells and melee attacks by 4%. |
| Nature's Reach | 2 | Row 2 (5 points) | Increases the range of your offensive Balance spells by 20% and improves your chance to hit by 4%. |
| Improved Entangling Roots | 3 | Row 3 (10 points) | Increases the damage done by your Entangling Roots spell by 75%, and its victims can take up to 75% more damage without interrupting the effect. |
| Nature's Splendor Requires Nature's Majesty | 1 | Row 3 (10 points) | Increases the duration of your Moonfire and Rejuvenation spells by 3 sec, your Regrowth spell by 6 sec, and your Insect Swarm spell by 2 sec. |
| Insect Swarm | 1 | Row 4 (15 points) | The enemy target is swarmed by insects, decreasing their chance to hit with attacks by 2% and causing 48 Nature damage over 12 sec. |
| Vengeance Requires Improved Moonfire | 5 | Row 4 (15 points) | Increases the critical strike damage bonus of your Arcane and Nature spells by 100%. |
| Improved Starfire | 5 | Row 4 (15 points) | Reduces the cast time of Starfire by 0.5 sec and Starfire has a 15% chance to stun its target for 3 sec. |
| Overgrowth | 2 | Row 5 (20 points) | Increases the maximum number of targets you may have affected by Entangling Roots by 2. |
| Nature's Grace | 1 | Row 5 (20 points) | All non-periodic spell criticals grace you with a blessing of nature, increasing your spellcasting speed and reducing your global cooldown by 10% for 3 sec. |
| Eclipse | 3 | Row 5 (20 points) | Your Wrath spell reduces the cast time of your next 2 Starfire spells by 0.5 sec. Stores up to 4 charges. Lasts 15 sec. |
| Moonfury | 5 | Row 6 (25 points) | Increases the damage done by your Arcane and Nature spells by 10%. |
| Moonkin Form | 1 | Row 7 (30 points) | Shapeshift into Moonkin Form, increasing Omen of Clarity's chance to trigger by 100%, Armor contribution from items by 360%, and all party or raid members within 45 yards have their Critical Strike chance increased by 3%. Also protects the caster from Polymorph effects and prevents the use of healing spells. The act of shapeshifting frees the caster of Polymorph and Movement Impairing effects. |
Feral Combat talents
With 20 talents, Feral Combat is the largest tree and includes Cat Form, Bear Form and Dire Bear Form. Ferocity reduces the Rage or Energy cost of Maul, Primal Bite, Swipe, Claw and Rake by 5. Furor grants 10 Rage on shifting into Bear Form or Dire Bear Form. It also restores the Energy you had on your last exit from Cat Form, then adds 10 Energy for each second spent outside a bear form, to a maximum of 100 Energy. Feral Swiftness increases movement speed in Cat Form by 30% and Dodge by 4%. Feral Instinct raises Swipe damage by 30% and makes you more difficult to detect while Prowling.
Feral has more gold medals than the other trees, with two at 15 points and two on the final row. Feral Charge, at 10 points, needs Bear Form or Dire Bear Form. It charges an enemy, roots them in place and interrupts their spellcast. At 15 points you get Lacerate, a bleed that stacks up to 5 times and causes a high amount of threat, and Predatory Discipline, which stops Ferocious Bite from using up extra Energy while it still deals extra damage based on that Energy. Leader of the Pack, at 20 points, gives party or raid members within 45 yards 3% more Critical Strike chance while you are in Cat Form, Bear Form or Dire Bear Form. The final row holds Primal Bite, which deals 100% normal damage plus 42 with high threat, and Shifting Power, which turns Mana into 40 Energy instantly.
| Talent | Ranks | Unlocks at | Effect at max rank |
|---|---|---|---|
| Ferocity | 5 | Row 1 (0 points) | Reduces the cost of your Maul, Primal Bite, Swipe, Claw, and Rake abilities by 5 Rage or Energy. |
| Furor | 5 | Row 1 (0 points) | Gives you a 100% chance to gain 10 Rage when shapeshifting into Bear Form or Dire Bear Form. Shapeshifting into Cat Form restores 100% of the Energy you had when last in Cat Form, plus 10 Energy per second spent outside Bear Form or Dire Bear Form, up to 100 Energy. |
| Feral Swiftness | 2 | Row 2 (5 points) | Increases your movement speed while in Cat Form by 30%, and increases your chance to Dodge by 4%. |
| Feral Instinct | 3 | Row 2 (5 points) | Increases damage done by your Swipe ability by 30% and reduces the chance enemies have to detect you while Prowling as if you were 3 levels higher. |
| Brutal Impact | 2 | Row 2 (5 points) | Increases the stun duration of your Bash and Pounce abilities by 1 sec and reduces the cooldown of Bash by 30 sec. |
| Thick Hide | 3 | Row 2 (5 points) | While in Bear Form, Cat Form, Dire Bear Form, or Moonkin Form, you gain 3 additional base Armor per level and another 2 base Armor for each point of defense skill beyond five times your level. This amount can be further increased by multipliers from those forms. |
| Shredding Attacks | 3 | Row 3 (10 points) | Reduces the Energy cost of your Shred ability by 18 and reduces the Rage cost of your Lacerate ability by 3. |
| Savage Fury | 2 | Row 3 (10 points) | Increases the damage caused by your Claw, Rake, Shred, Maul, and Swipe abilities by 10%. |
| Feral Charge | 1 | Row 3 (10 points) | Requires Bear Form, Dire Bear Form. Charge an enemy, immobilizing them and interrupting any spell they are casting. |
| Sharpened Claws | 2 | Row 3 (10 points) | Increases your critical strike chance while in Bear Form, Dire Bear Form, or Cat Form by 6%. |
| Predatory Strikes | 3 | Row 4 (15 points) | Increases your melee Attack Power in Cat Form, Bear Form, and Dire Bear Form by 150% of your level. |
| Lacerate Requires Savage Fury | 1 | Row 4 (15 points) | Lacerates the enemy target, making them bleed for 20 damage over 15 sec plus 10% weapon damage per existing application of Lacerate on the target. Causes a high amount of threat. This effect stacks up to 5 times on the same target. |
| Predatory Discipline | 1 | Row 4 (15 points) | Your Ferocious Bite ability no longer converts extra Energy into damage, but still deals extra damage based on your excess Energy. |
| Blood Frenzy Requires Sharpened Claws | 2 | Row 4 (15 points) | Gives you a 100% chance to gain an additional 5 Rage any time you get a critical strike while in Bear Form or Dire Bear Form. In addition, your non-periodic critical strikes from Cat Form abilities that generate Combo Points have a 100% chance to add an additional Combo Point. |
| Leader of the Pack | 1 | Row 5 (20 points) | While in Cat Form, Bear Form, or Dire Bear Form, the Leader of the Pack increases the Critical Strike chance of all party or raid members within 45 yards by 3%. |
| Natural Instinct | 2 | Row 5 (20 points) | Increases the critical strike damage bonus of your melee abilities by 20% and increases your spell healing by 25% of your Intellect. |
| Rend and Tear Requires Predatory Strikes | 5 | Row 6 (25 points) | Increases damage done by your melee abilities on Bleeding targets by 15%. |
| Natural Reaction | 5 | Row 6 (25 points) | Increases your dodge chance by 5%, and gives you a 100% chance to gain 5 Rage each time you dodge. |
| Primal Bite Requires Leader of the Pack | 1 | Row 7 (30 points) | Bite the target, dealing 100% normal damage plus 42 and generating a high amount of threat. |
| Shifting Power Requires Predatory Discipline | 1 | Row 7 (30 points) | Instantly convert Mana into 40 Energy. Shifting Power's cost is reduced by effects that reduce the cost of Shapeshifting. |
Restoration talents
Restoration has 16 talents and focuses on healing, mostly through Rejuvenation, Regrowth and other heals over time. Nature’s Focus gives Arcane and Nature spells a 70% chance to avoid losing cast time when you take damage. Reflection lets 50% of your Mana regeneration continue while you cast. Heart of the Wild adds 10% Intellect, 20% Stamina in a bear form and 10% Strength in Cat Form. Naturalist cuts 0.5 sec from Healing Touch and Wild Growth and raises all damage you deal by 10%.
Bloom unlocks at 10 points. If Rejuvenation or Regrowth ends naturally on its target, it heals them for 100% of your Spirit; if dispelled, the heal is 50% of your Spirit. At 15 points, Swiftmend consumes Rejuvenation or Regrowth on a target and immediately heals them for the full amount of that heal over time. Nature’s Swiftness, available at 20 points, makes your next Nature spell instant. Spending the 31st point unlocks Wild Growth, restoring 280 health over 7 sec to its target and their party. For party members to be affected, they must be within 43.5 yards of the target, and the effect delivers most of its healing early.
| Talent | Ranks | Unlocks at | Effect at max rank |
|---|---|---|---|
| Nature's Focus | 5 | Row 1 (0 points) | Gives your Arcane and Nature spells a 70% chance to not lose casting time when you take damage. |
| Heart of the Wild | 5 | Row 1 (0 points) | Increases your Intellect by 10%. In addition, while in Bear Form or Dire Bear Form your Stamina is increased by 20% and while in Cat Form your Strength is increased by 10%. |
| Naturalist | 5 | Row 2 (5 points) | Reduces the cast time of your Healing Touch and Wild Growth spells by 0.5 sec and increases all damage you deal by 10%. |
| Reflection | 3 | Row 2 (5 points) | Allows 50% of your Mana regeneration to continue while casting. |
| Natural Shapeshifter | 3 | Row 2 (5 points) | Reduces the mana cost of all shapeshifting by 30%. |
| Subtlety | 3 | Row 3 (10 points) | Reduces the threat generated by your Nature and Arcane spells by 30%. |
| Gift of Nature | 5 | Row 3 (10 points) | Increases the effect of all your healing spells by 10%. |
| Bloom | 1 | Row 3 (10 points) | When your Rejuvenation or Regrowth spell expires due to its duration, the target is instantly healed for an amount equal to 100% of your Spirit. If either spell expires due to being dispelled, the target is healed for 50% of your Spirit instead. |
| Tranquil Spirit | 5 | Row 4 (15 points) | Reduces the mana cost of your Healing Touch and Tranquility spells by 10%. |
| Improved Rejuvenation | 3 | Row 4 (15 points) | Increases the effect of your Rejuvenation spell by 15%. |
| Swiftmend | 1 | Row 4 (15 points) | Instantly heals a target with your active Rejuvenation or Regrowth effect for an amount equal to the full duration of the periodic effect of the consumed spell. |
| Nature's Swiftness Requires Naturalist | 1 | Row 5 (20 points) | When activated, your next Nature spell becomes an instant cast spell. |
| Living Spirit | 3 | Row 5 (20 points) | Increases your Spirit by 15%. |
| Improved Tranquility | 2 | Row 5 (20 points) | Reduces threat caused by Tranquility by 100% and its cooldown by 60%. |
| Improved Regrowth Requires Improved Rejuvenation | 5 | Row 6 (25 points) | Increases the critical effect chance of your Regrowth spell by 50%. |
| Wild Growth Requires Living Spirit | 1 | Row 7 (30 points) | Heals the target and their party for 280 over 7 sec. Party members must be within 43.5 yards of target. The amount healed is applied quickly at first, and slows down as Wild Growth reaches its full duration. |
Druid talents that became baseline or were removed
Several older Druid talents are not in the three trees anymore. Some are now baseline abilities that every Druid has, and others were folded into a different talent.
- Baseline now: Nature’s Grasp, Improved Thorns, Omen of Clarity, Feral Faerie Fire, Improved Mark of the Wild and Improved Enrage.
- Feral Aggression is gone because its Demoralizing Roar improvement is now baseline.
- Natural Weapons is now part of Naturalist in Restoration.
- Natural Shapeshifter moved to Restoration.
- Primal Fury was combined with Blood Frenzy.
- Insect Swarm moved to the Balance tree.
Druid role in WoW Forever
With the right gear and talents, a Druid can tank, heal or deal damage. The tradeoff is less utility. Druids cannot snare, Silence or Interrupt, and their crowd control is weaker and less reliable than other classes’.
As healers, Druids can be strong, but they have fewer tools than Priests, and their heals over time take more planning. As tanks and damage dealers they hold up well, but they lack the wide toolkits of Rogues, Warriors and Mages. Whichever tree you choose, expect to lean on your group for the utility a Druid does not bring to dungeons and raids.






