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Druid FAQ

by Icon of Sin

***Insert witty ASCII here***

World of Warcraft Druid FAQ
By: Icon of Sin
Email: [email protected]

---------------
Version History
---------------
*Version 0.95 <12/8/05>
This FAQ is ready to be posted after weeks of planning.

*Version 1.00 <12/14/05>
Fixed a few typos, and I got a few E-Mails from a few good people 
with info about how to find the 2 pendants for the Druid's 
Aquatic form, and I revised one of the Feral Talents (Improved 
Shred) from a couple of tips I received via E-Mail today.

*Version 1.10 <12/24/05>
Merry Christmas, and Happy Holidays to all. Another update after 
getting more tips via E-mails the last few days, I updated some 
of the skills, and fixed some more errors. Special thanks to 
WiSK, Andrew Saliba (Lethalagent14), and Eric 
Doherty for their help.

*Version 1.11 <2/26/06>
Yeah Yeah, I know this update is very late, but I've been very 
busy with school work, and also playing with a few alts, but at 
least I care enough to fix a few things thanks to patch 1.9 which 
came more than a month ago, and extra info was added from E-Mails.
Special thanks go to Clarza Da Monkee, Travis M. Jordan, Andrew 
Gustavson, and Timothy Raja (Aka Pyromaniacpichu(Gamefaqs)) for 
making this late update possible, and anybody else I forgot to 
mention. *Hugs and Kisses to all*

*Version 1.12 <3/4/06>
I decided to add what changes the Druid will get when patch 1.10 
become available.

*Version 1.14 <3/14/06>
Fixed a few things, you know the usual stuff. Thanks to Xnay,  
MARGARET KELLY, and darth_static(Daniel) for their info.

*Version 1.20 <5/3/06>
Decided to add a small level guide, fixed a few things, and added 
some info including what changes the Druid will get from the 
upcoming patch 1.11

*Version 1.25 <6/01/06>
A professions section was added, and fixed a couple of 
misspellings

*Version 1.50 <12/31/06>

Definitely a late update, but I finally have time to update the 
FAQ, patch 2.0 is the main reason why I needed to update the 
Druid FAQ so if I get something wrong don't cut my head off, 
either way Happy New Year to everyone. =)
*****************************************************************

Table of contents

I.    Introduction
II.   What is a Druid?
III.  Druid Skills
IV.   Talents
V.    Druid Quests
VI.   Small 1-60 Level Guide
VII.  Professions
VIII. Copyrights

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

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.

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

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/Druid 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.

***UPDATE***<3/14/06>

I got some interesting feedback via Email from this section, so I 
decided to add it here;

[Feedback from MARGARET KELLY]

I noticed a small misinformation in your statements under druid v. 
warrior. You said that the warrior has an advantage over the bear 
because of the fact that bear can only equip up to two handed 
maces. While this is indeed the case, I don't know if you realize 
that weapon damage as well as weapon dps does not do anything at 
all in form. No matter how strong your weapon is in terms of DPS 
it will not make bear (or any form for that matter) 
stronger. That being said the only thing that counts towards your 
animal forms in regards to weapons are the stats that it gives. 
And Two handed maces can offer just as many good stat bonuses as 
any bladed weapon I'm sure. 

Also, you should go a lil bit beyond mentioning that druids have  
better defense in bear form. You should mention that dire bear 
gets their armor contribution increased by 360% meaning that they 
recieve armor points for their base armor multiplies by 4.6. And 
it is multiplied by 5.06 W/ thick hide talent. Being that the 
typical endgame armor value for leather usually breaks 2500 
easily, Dire bear/moonkin gains over 10k with ease, 15k if you 
stack heavy armor. That is flat out the highest armor rating that 
anyone could ever achieve in the game period. And bears out tank 
warriors with ease. They don't do as much damage nor have as many 
skills, but they have everything necessary and way more armor. 
Bear is better PvE then warrior unless maybe they are specced for 
Shielded combat... which few do because it is terrible for PvP. 
That being said, In terms of PvP combat warrior is a much better 
choice if you live in bear form. All though I beleive Bear still 
has it's advantages lol (Shift heal FTW!!)

[Feedback from Xnay]

Hello, I have read you FAQ on GameFAQs. I'm a druid myself on the 
PvE server Medivh. I thought I'd bring to your attention a few 
things about your FAQ.
 
First of all, the Druid vs. Warrior part. I thought it would be 
good to mention that with good equipment, a druid can have a lot 
higher armor than any warrior (times 350% in bear form). The 
warrior still stays as a better tank than a druid, but you could 
mention that even if the druid wears leather, and with normal 
equipment, has lower armor than a Paladin, the druid still has 
taunt as an advantage. 
 
About the cat form part, being a feral druid myself, I can out-
DPS average-geared rogues. Having poisonous claws would be nice, 
but the druid in cat form still has all the basic abilities of 
the rogue. By this I mean that it has everything it needs to dish 
out DPS like a rogue does.
*****************************************************************

Thank you for the feedback, really appreciated. 
_________________________________________________________________

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

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

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 in the beginning, but with the right gear, and 
putting the right talent points in the Balance tree this skill 
can actually do some good amount of damage
Rating: 4/5

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, but in Instances this skill is a life saver since 
it causes low agroo, and it has a good mana/health ratio so it'll 
still do a nice job.
Rating: 4/5

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. On the 
plus side this is a nice spell to use in Battlegrounds as I have 
seen other Druids use it mainly to spam moonfire on enemy players.
Rating: 3.75/5

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, and sometimes this spell is often unreliable as it 
breaks easily
Rating: 3.75/5

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. Another use for this spell is whenever you're in a 
PvP server since it's quicker than Healing Touch by 1 second, and 
every second counts whenever you're fighting other players.
Rating: 4/5

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: 4.5/5

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, but 
it holds agro well from multiple mobs, and if you invest your 
talent points on the 'Primal Fury' Talent you'll be able to get 
more Rage points whenever you inflict you enemies with criticals. 
Useful when tanking and protecting your spell casters.
Rating: 4/5

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 
Form gives you a speed bonus while underwater, you can breath 
while underwater, and you look like a cool looking angry sea lion.
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. Very 
useful in Battlegrounds so that sneaky Rogue doesn't stealth for 
a short time.
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 
a ton of Maple seeds when you get this spell the first time, 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. At 
least this skill can work even in the heat of battle, so no need 
to wait until the battle is over if a Priest croaked, and is in 
need of a revival
Rating: 3.75/5

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 a great amount of damage, get it when 
you can.
Rating: 4/5

26) Shred

This is a Cat only skill, you don't need to be in stealth mode in 
order just move behind the target before you use it, and you'll 
be set. Shred does a good amount to damage, and it awards one 
combo point as well. Use it whenever you can. Very good skill in 
PvP as you can move behind the player for extra damage
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: 4.75/5

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. This spells works a lot better if you cast Barskin 
first
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. But this skill 
doesn't seem to work too well at the moment since because of a 
glitch it isn't converting energy into damage like it says, I 
hope Blizzard fixes this bug soon.
Rating: N/A until bug is fixed

38) Ravage

This is a Cat only skill, this ability is mostly the same as 
Shred, but more damaging. Unfortunately you need to be in Stealth 
mode in order to use since like both skills you need to be behind 
the enemy in order to use it, but unlike Shred you can only use 
Ravage as an opening strike which is fine since Shred can be used 
in combat mode whenever you're behind the target. Ravage can 
award one combo point.
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 red 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. In PvP 
servers this is a nice tool to use in order to track players 
since they also count as humanoids as well.
Rating: 4/5

40) Frenzied Regeneration

This is a Bear only skill, it pretty much converts 10 rage points 
into health, the healing from this ability isn't that great, 
but in certain circumstances this can come in handy if you can 
accumulate enough Rage points to use, this skill has a 3 minute 
cooldown, so keep that in mind. This skill works wonder when you 
cast Enrage first
Rating: 3.75/5

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, too. 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) Innervate

This spell used to be in the Restoration tree, but thanks to 
patch 1.11 it is now a trainable skill at level 40 despite where 
you have been spending your talent points, anyway, 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. Always hug your Druid when they cast 
Innervate to refill your mana pool.
Rating: 5/5


46) 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. You can also use this skill so you don't 
get interrupted when you are channeling Hurricane or Tranquility.
Rating: 4/5

47) 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. Unlike other skills this one 
requires you to find special books in order to learn this skill, 
for both ranks you need to team up with others, and kill bosses 
in high level instances like Onyxia's lair, Stratholme, 
Scholomance, and others
Rating: 5/5

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

IV. Talents
Thanks to patch 2.0 this is the main reason why I had to update 
the FAQ after so long.

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) Starlight Wrath (5 Ranks)
================

This Talent decreases the casting delay of both the Wrath spell, and 
Starfire by .1 second with each rank. This talent can actually be very 
powerful if you decide to take advantage of the Balance tree, and 
getting the right gear to easily crit for big damage, so reducing the 
casting delay for both spells is actually a good thing indeed.
Rating: 4/5

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) Control of Nature (3 Ranks)
============================

This passive skill gives you a chance to avoid interruption 
whenever you cast both the Entangling Roots skill, and Cyclone 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 or 
Cyclone because of the enemy attacks, then put your talent points 
right here....and before I get E-mails about "Cyclone", yes it is 
a skill that may be available when the expansion arrives, Cyclone 
is another Crowd Control ability.
Rating: 4/5

2) Improved Moonfire (2 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) Focused Startlight (2 Ranks)
==================

This passive skill increase the critical chance of both your Wrath, and 
Startfire spells and this is a prereq for Vengeance which is a Tier 3 
Talent.
Rating: 4/5

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

1) Brambles (3 Ranks)
==================

This passive skills increases the damage from your Thorns, and 
Entangling Roots skill, not bad since both spells are nice to begin 
with.
Rating: 3.5/5

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.
Rating: 3.75/5


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 
"Focused Startlight" 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 it.
Rating: 4/5

2) Improved Starfire (5 Ranks)
====================

This has a 3% chance to stun the enemy for 3 seconds for 
each rank. Stunning is always good. You must absolutely max this 
talent.
Rating: 5/5

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

1) Lunar Guidance (3 Ranks)
=================

This passive talent will increase your spell damage, and healing 
by a percentage of your Intellect. If you have been this down in 
the Balance tree you should definitely get this.
Rating 4.5/5

2) 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 if 
you're this far in the Balance tree.
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, more damage is always good, max this puppy.
Rating: 5/5

2) Balance of Power (2 Ranks)
===================

This will give you're a chance to hit with spells, and give 
you're a chance to avoid spells which can come handy
Rating: 4/5


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

1) Dreamstate (3 Ranks)
=============

This will give you mana back by counting the percentage of your 
Intellect every 5 seconds, and this will work even when you're 
casting as well. At last no more "OOMkin" jokes.
Rating: 5/5

2) 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, but you can use regular items while in 
Moonkin form. It's a 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 I'll leave that job to the Bear instead 
unless you want to obliterate the enemies with Balance spells.
Rating: 4/5

3) Improved Fairy Fire (3 Ranks)
======================

This will give your normal Fairy Fire skill the chance you, and 
your party will be able to hit the affected enemy with normal 
melee, and range attacks by a percentage which is kind of nice.
Rating: 4/5

---Eighth Tier: 35 Talent points required---

1) Wrath of Cenarius (5 Ranks)
====================

This will give your Wrath, and Startfire skills additional damage 
from your gear that has bonus spell damage. This actually is a 
good combination if you have Lunar Guidance.
Rating: 4/5

---Ninth Tier: 40 Talent Points required---

1) Force of Nature (1 Rank)

Summon 3 Treants to attack the enemy for 30 seconds, I really 
don't see the beauty in this, sure you get 3 helpers against the 
enemy, but in PvP these treants are easily slaughtered which 
sucks considering the 3 minute cooldown. I'll make some more 
experimenting before making a final judgment.
Rating: N/A 

_________________________________________________________________


***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 Instinct (3 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, but in PvP servers the improved Bash 
duration is now equivalent to the length of the casting of the 
Healing Touch spell. Very useful when you can Bash and fully heal 
yourself.
Rating: 4/5

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) Feral Swiftness (2 Ranks)
===================

This wonderful passive skill increases your movement outdoors 
while you're in cat form, and your Dodge percentage will increase 
while you're in any of your damaging animal forms. The speed 
bonus for the cat form 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. Insanely useful at PvP.
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 "Primal Fury" which is a Talent skill in the next Tier.
Rating: 5/5

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

1) Shredding Attacks (2 Ranks)
====================
*UPDATE* <12/14/05>
I received a couple of Emails saying some of the benefits of this 
talent since there's a Major difference between both Shred, and 
Ravage I missed by accident. Both the Shred, and the Ravage 
skills are so similar to the Rogue's 'Backstab'(Shred) and 
'Ambush'(Ravage) skills, they are meant for different situations 
and should be used until the end of the game. Ambush is ONLY for 
the beginning of a fight, or perhaps if you pull off a vanish, 
since you MUST be stealthed to use this skill and you cannot 
stealth while in combat. Backstab can be used anytime during a 
fight when you are behind a creep (or player), which gives you a 
huge boost in DPS when in a group (or particularly one of the 
main attacks while PvP and circle strafing), so therefore Shred 
can be as useful as the Ravage skills at times, and putting some 
Talent points here to get an energy reduction on the Shred skill 
it is actually a good tactic. This talent skill can also reduce 
the rage cost of Lacerate which is a Bear skill that will be 
available in the expansion 
Rating: 4/5

***Thanks to Ben Jett, and Andrew Saliba (Lethalagent14) for the 
tips***

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 talent, plus this is also a prereq for Heart of the Wild 
which is  a Tier 6 Talent
Rating: 5/5 

3) Primal Fury (2 Ranks)
==============

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

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

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

This passive skill increases the damage from your Maul, Claw, 
Swipe, Mangle and Rake abilities, this Talent skill is pretty 
handy.
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. If you're tanking in Bear mode try to pull enemies 
with Faerie Fire.
Rating: 5/5

3) Nurturing Instinct (2 Ranks)
=====================

Increases your healing spells by a percentage of your Strength, 
really useful when bashing, and healing yourself.
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

2) Survival of the Fittest (3 Ranks)
==========================

Your attributes will increase a little, and your chance to avoid 
critical melee attacks will improve a little. Not bad, but your 
talent points are better spent somewhere else.
Rating: 3/5 

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

1) Primal Tenancy (3 Ranks)

Your chance to resist fear, and stun attacks will increase, very 
useful when PvPing.
Rating: 4.5/5


2) 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

3) Improved Leader of the Pack (3 Ranks)
==============================

This will give players with the "Leader of the Pact" buff a 
chance to regain a small percentage of their health when they 
critically hit a target with a melee or range attack, pretty 
handy.
Rating: 4/5

---Eighth Tier: 35 Talent points required---

1) Predatory Instincts (5 Ranks)
======================

Your damage from critical attacks will increase, and your chance 
to avoid area of effect attacks will also increase. Very handy 
indeed.
Rating: 5/5

---Ninth Tier: 40 Talent points required---

1) Mangle (1 Rank)
=========

This is the reason why feral spec Druids are feared at BGs, this 
skill is pretty damn strong, regardless of which animal form the 
Mangle skill will leave a debuff on the target that will increase 
the damage from your Shred attack, and your bleeding attacks. 
This skill will make you into a believer. 
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) Naturalist (5 Ranks)
=========================

This talent reduces the casting delay for your Healing Touch for 
a total of .5 seconds which is great indeed, additionally the 
power of your physical attacks will increase, definitely a nice 
handy talent
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) Natural Shapeshifter (3 Ranks)
=================

This passive Talent will decrease the mana cost of your 
transformations.
Rating: 4.25/5


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

1) Intensity (3 Ranks)
=============

This allows you to get a small percentage of your mana to 
regenerate while your casting, and the Enrage skill will 
instantly regenerate 4 rage when cast
Rating: 3.75/5

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 20% protection from the threats your healing 
spells make from this Talent. Too bad that percentage isn't high 
enough, but this is still important for Druids who are required 
to be healers during Raids, so it is vital to max this 
talent if you're going to master this tree. Additionally your  
healing spells will have a chance of being dispelled which is 
nice at BGs.
Rating: 4.5/5

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.
*UPDATE* <12/14/05>
I receive a tip saying the Clearcasting state might also be 
activated in Shapeshifting mode when you attack high level 
monsters, once I get enough gold to burn I'll try this out.
Thanks to Niels Coppens(Kiriyama_06) for the tip
*UPDATE* <2/26/06> I was told the Clearcasting does work from 
your melee attacks in either beast form.
Thanks to Timothy Raja (Pyromaniacpichu from GameFAQs)

Rating: 4/5


---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 3 
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) Empowered Touch (2 Ranks)
==================

Your healing spells will have a nice bonus healing depending on 
how much healing bonus you have, since you're deep down on the 
Restoration tree you should really max this skill.
Rating: 5/5

2) 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) Living Spirit (3 Ranks)

Increases your total spirit by 15% when your max it, definitely 
nice.
Rating 4/5

2) Swiftmend (1 Rank)
============

This skill will consume your Rejuvenation, and Regrowth spells to 
instantly heal a friendly target, way better than you can 
possibly imagine. Really needed when raiding. No excuses.
Rating: 5/5

3) Natural Perfection (3 Ranks)
=====================

The chances to critically hit with spells will increase while 
melee, and range attacks will give your less damage, a nice way 
to spend your talent points.
Rating: 3.75/5

---Eighth Tier: 35 Talent Points required---

1) Empowered Rejuvenation (5 Ranks)
=========================

The bonus healing effects of your healing over time spells will 
increase. Max it, really, just max it.
Rating: 5/5

---Ninth Tier: 40 Talent Points required--- 

1) Tree of Life (1 Rank)
===============

This is a shapeshifting form that not also does it give you the 
ability to escape the Mage's polymorph effect, but you'll have a 
nice bonus to your healing spells, but you may ONLY cast heal 
over time spells, and Swiftmend. Sadly you will lose 20% of your 
movement speed.

Really a nice form to use when you Raid since the bonus healing 
from Rejuvenation, and Regrowth will come in handy, and really 
useful when PvPing when you want to heal your team, but be very 
careful when using the Tree form at BGs, and I really mean it. 
Unless I seeing things, Warlocks can use their Banish spells on 
your Tree form, and you'll be disabled for some seconds. I 
seriously don't know if this is some type of joke from Blizzard, 
but using the Tree form at BGs is pretty much asking any Warlock 
players to just Banish you. Just be careful when using the Tree 
form at any of the BGs, GET OUT OF YOUR TREE FORM WHEN YOU SEE A 
WARLOCK.
Rating: 4.75/5 
*****************************************************************

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 home 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, but 
thanks to patch 1.9 you don't need to travel to Ironforge anymore.

Now Darnassus has an Auction House, just ask a guard for the 
location of the Auction House, and go and check it out 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, and if you don't see 
them available to be bid for, then go start killing Timberling's 
south of Dolanaar in Teldrassil as a last resort. It's not a huge 
chance that they drop them, but they can drop them every so often.

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.

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. 

*UPDATE* <12/14/05> I was able to get plenty of tips on how to 
find both pendants for either Night Elves, and Taurens; 

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

One half of the Pendant is off the coast of Westfall. To get to 
Westfall take a tram from Ironforge to Stormwind, then run to 

Westfall from there. Swim out due west from where the Gold Coast 
Quarry valley meets the beach. Swim north along the shelf where 
it goes off into the deep water (where you get the Fatigue bar). 
There is a large anchor on the bottom near the drop off. Swim to 
that and look out into the deep water and there is a 'bubbling 
fissure' (It looks like a huge clam). If you get in the bubble 
area you can breathe and recharge your air. The chest with the 
pendant part is right near there, but be careful, a couple of 
tipsters told me there's an Elite Shark patrolling the area. 
Collect it and get the hell out of there by teleporting back to 
Moonglade afterwards.

The other half is off the coast of Darkshore, When you take the 
free Hippogryph trip from Moonglade to Rut'theran Village the 
last piece of rock you pass over in Darkshore is 2 tall spires of 
rock coming up out of the water. One is much longer than the 
other and skinny, the other is short but thick, kind of looks 
like a crab claw. Look on your map and note your location so you 
don't forget. The chest is where they come together under water. 
sadly This area is patrolled by Elder Darkshore Threshers (18-19 
level, if you're still level 16th you might want to swim 
carefully, and bring friends with you specially a Warlock with 
the Breath Underwater spell if you can. If you're by yourself 
you'll get killed repeatedly if that's the case then your only 
hope is to resurrect yourself closer, and closer to the chest 
where the Pendant is, and hopefully they won't harass you while 
you're trying to open the chest. After you're done with this 
ordeal teleport to Moonglade, and back to Dentrite who will then 
instruct you to go back to Mathrengyl Bearwalker so you can get 
that Aquatic form.

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

One half of the pendant is in a "Strange Lockbox" at the bottom 
of the Sludge Fen, which is in the northern Barrens, wasn't that 
easy enough?
 
The other half is off the coast of North Tide Run, which is in 
the northwest corner of Silverpine Forest. Find the shipwreck and 
swim due west until you reach the "dark" water. Take a peek below 
the water and look around for some bubbles: That lockbox 
containing the pendant half is right next to the water bubbles. 
Swim down to the bubbles, catch your breath, and open the box. 
Afterwards teleport back to Moonglade, and talk to Dentrite who 
will instruct you to go, and talk to Turak Runetotem in order to 
receive the Aquatic form


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

---I will add the Sunken Temple Druid Quest in the future---

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

Thanks to the following people for their help; elvor who showed 
me the necessary steps from the folks behind wowwiki.com, and of 
course others help me out like Dillon Lappe(PunkRockAddict), 
Emily Jane Mullan, and Esko Rikkonen(Thumbad)

Thank you guys, much appreciated. 

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

VI. Level Guide

Because I sometimes get Emails from you the good people asking me 
where to go after hitting some level I decided to add a small 1-
60 guide, hopefully it'll give you some type of idea where to go 
after you're done with the area you were in.

***Level 1-10***

Alliance: For Night Elves might as well stick where you are in 
Teldrasil, and quest your way to level 10. No need to go 
somewhere else just yet, plus it shouldn't take you that long to 
reach level 10, anyway.

Horde: For Taurens just stick around Mulgore, and you'll hit 
level 10 before you know it. 

***Level 10-20***

Alliance: Ah, by the time you hit level 10 you should be almost 
or be done with all the quests in Teldrasil, and now it's time to 
move somewhere else, and begin questing to hit level 20. You can 
go to the nearby town of Auberdine, and take the quests there 
since most of them aren't that hard like people always complain. 
If you want to go somewhere else, then you got two options; First 
you can go to Loch Modan which is a nice area near the Dwarves 
and Gnomes' starting zone which you can level to 20 once you take 
the quests from the people in the town of Thelmasar, if the nice 
area of Loch Modan isn't what you were looking for then you have 
your second option; Westfall west of the Human's starting zone.

In Westfall take the quests from the people in Sentinel Hill 
until you reach level 20. For instances no matter where you are 
do try to run the Deadmines in Westfall once you're at least 
level 20, one of the bosses Mr. Smite drops a nice Blue 2 handed 
mace called "Smite's Mighty Hammer" you can use if you have 
learned how to use 2 handed maces from the weapon master in 
Ironforge. That weapon will last quite a while.

Horde: For you Taurens you have the option to go to the Barrens 
where you are guaranteed to level up to level 25 from the massive 
quests you can pick up. Unfortunately if your server is exactly 
like Bonechewer, then you'll get sick of the Chuck Norris 
jokes(Although those jokes have been toning down as of late), or 
the overall idiocy of the Horde newbies spamming the channels 
with crap nobody wants to read, luckily you have one option; 
Silverpine Forest in the Eastern Kingdoms where the nice quiet  
area has quests you can take in the Sepulcher.

For instances if you want to run the Rage Fire Chasm that's 
actually located in Orgrimmar by the Cleft of Shadow at level 15, 
if you did brave the Barrens then Wailing Caverns is for the 
taking once you hit level 18 and do your best to get to Verdan 
the Everliving, and pray he drops the "Living Root" staff you can 
use.

***Level 20-30***

Alliance: If you were in Auberdine, and did the quests there then 
your next stop is Ashenvale Forest south of Darkshore to the town 
of Astranaar and quest there until you hit level 30. You can try 
the Wetlands north of Loch Modan, and take the quests from the 
people at Menethil Harbor. If you stuck around Westfall make sure 
you go to the Redridge Mountains East of Elwyn Forest, and quest 
there until you get to you mid 20's, afterwards go to the creepy 
area of Duskwood south of Redridge Mountains, and begin to quest 
there. For instances you can go to Blackfathom Deeps in the north 
western area of Ashenvale Forest at level 24, hopefully you can 
snag a "Naga Battle Gloves" from that Naga boss Lady Sarevess if 
you bump into her. You can also try the Stockades in Stormwind. 
Shadowfang Keep in Silverpine Forest might be out of the question, 
you may not need to go there since only Alliance Warlocks, and 
Paladins are the ones who can get SFK quests, plus you'll have to 
get through Arathi Highlands in order to get the Silverpine 
Forest in order to reach SFK where there are plenty of hungry 
level 30-35 enemies, and if you're on a PvP server you'll get 
ganked by Horde Players.

Horde: If you were in Silverpine Forest, then you'll be in the 
mood to quest in Hillsbrad Foothills if you follow the road south 
of Silverpine Forest until you hit Hillsbrad Foothills. Sadly if 
you are in a PvP server then be prepared to be ganked a lot by 
bored level 60s waiting their turn to enter Alterac Valley (The 
entrance to that battleground is a lot closer than you think). If 
the ganking is getting out of control, then go to Ashenvale 
forest where the ganking is far less, Stonetalon Mountain is 
another quiet area you can quest to. I can also say that the 
Barrens still have a few quests you can take in your 20's, but 
not as efficient. You can also go to Thousand Needles south of 
the barrens, and quest there. For instances do run Blackfathom 
Deeps at level 24, Shadowfang Keep can also be tried at that 
level. Once you hit level 29 hit Razorfen Kraul in the Barrens 
south of Camp Taurajo.

***Level 30-40***

For both factions you can level at Stranglethorn Vale since that 
area is the greatest questing zone in the entire game, but if 
you're playing on a PvP server then be prepare to die a lot, and 
I mean A LOT. STV is truly the most contested zone in the entire 
game where you'll encounter level 60s ganking anybody in their 
path, you can still quest there, but 85% of the time you'll be 
running back to your corpse, and do pray it isn't being camped by 
high level players. You can go to Desolace which is a place where 
there is less PvP action south of Stonetalon Mountains, west of 
Hillsbrad Foothills is the Arathi Highlands where you can also 
quest, and grind elementals if you're in the mood. 

You can also go to Alterac Mountains North of Hillsbrad Foothills 
so you can grind and quest there. The Shimmering Flats in 
Thousand Needles is also a good place to level up. The Badlands 
south of Loch Modan is another good place to quest, and grind if 
you're in your late 30s. You can also try the Swamp of Sorrows 
east of Duskwood, and go there, but be careful if you're a Night 
Elf Druid, you'll no doubt encounter Horde NPC scouts patrolling 
the area which makes the Swamp of Sorrows an ideal place for 
Tauren Druids. Dustwallow Marsh East of Camp Taurajo is a good 
place to go in your mid 30s

For instances you can try Gnomeregan West of Ironforge in your 
early 30's, you tackle the Library section of Scarlet Monastery 
in Tirisfal Glades at level 36, at level 38 try the Armory 
section, and then the Cathedral. While in the cathedral be very 
careful not to pull more than 2 enemies, otherwise you'll be 
there all night. Razorfen Downs in the Barrens is also go to go 
at level 38, and make sure you pick up a Priest and tell him/her 
to use the Undead Shackle skill on the Skeleton Summoners, 
otherwise you'll be there all night as well.

***Level 40-50***

Your areas of choice includes the desert of Taranis where there 
will be some PvP action even in the neutral town of Gadgetzan so 
thread carefully, while in Taranis you'll be finding your quests 
which includes killing pirates, bugs, elementals and other 
baddies. Whatever you do please do not go inside the Caverns of 
Time, that's an unfinished instance, and if you venture too far 
inside the cave then the only way out is with the help of a GM 
who will no doubt give you a much needed verbal lashing if he's 
in a bad mood. Northwest of Thousand Needles or South of Desolace 
you'll find Feralas where you can quest, and grind your way to 
level 50, you won't find much PvP action in Feralas unless you 
accidentally bump into a group of high level players on their way 
to Dire Maul. 

You can also travel north east of Durnholde Keep in Hillbrad 
Foothills until you reach the Hinterlands where you can also 
quest, and grind to level 50 although that area seems to be more 
in the Alliance side than Horde, so expect some PvP action in the 
Hinterlands. You can go back to Dustwallow Marsh if you want and 
begin to take the remanding quests there.

If you somehow endured the ganking in Stranglethorn Vale, then I 
salute you for having more bravery than me, do finish the chain 
quests you have no doubt started in your 30s so can be done with 
STV once and for all. West of the Badlands is the Searing Gorge 
where you can pick up your quests at Thorium Point, but be 
careful if you're going there, since the entrance to Molten Core 
is south of Thorium point you'll get ganked by high level players.

You can try Azshara which is East of Ashenvale Forest, and start 
killing the Highborne ghosts, and Naga. North of Ashenvale is the 
dreary place called Felwood, as soon as you enter the region 
you'll bump into a neutral furgolg quest giver that'll have you 
start killing the Deadwood Furbolgs northwest of his position in 
order to bring your Timbermaw Furbolg reputation to at least 
unfriendly so you can use their caves north of Felwood in order 
to cross to Winterspring without being killed and I strongly 
suggest you do, keep in mind that spot in Felwood is farmed by 
players of both factions looking to increase their Timbermaw 
reputation. 

For instances you can try Uldaman in your early 40s which is in 
the Badlands, Zul'farrak which is located in Taranis can be tried 
at level 46, you can try Maraudon in Desolace before you hit 
level 50.

***Level 50-55**

You can start by picking up the quests at the Blasted Lands south 
of the Swamps of Sorrows from the neutral quest givers, I know 
those quests have the worst drop rate in Azeroth, but trust me on 
this, if you're in the mood of grinding during your early 50's 
then there's no other place to go than the Blasted Lands, but 
don't get too close to the Dark Portal, otherwise those level 57 
demons will rip you apart. 

Picking of the level 50-53 Satyrs and Blood Elves in the northern 
sections of Azshara is also a good grinding spot for any player, 
but those spots are usually farmed to death. You can also try the 
Western Plaguelands east of Tirisfal Glades, and start killing 
undead for grinding purposes, and getting a bit of reputation 
with the Argent Dawn faction, but the undead filled spots are 
also farmed to death, but if you find a nice spot on either 
region that isn't farmed, then go for it.

North of Redridge Mountains is the Burning Steppes where you can 
grind the Firegut Ogres, Dark Iron Dwarves, etc., although you'll 
see mostly Alliance Players on this area no doubt beginning in 
their steps of the Alliance version of the Onyxia key chain quest, 
so be careful if you're a Tauren Druid, if you're on the Alliance 
side then go to Morgan's Vigil, and begin to talk to the quest 
givers there. Whether you're on the Alliance, or Horde make sure 
you begin the loooooong chain quest started by the Fallen Hero of 
the Horde, he's at the border of the Swamp of Sorrows, and the 
Blasted Lands, finishing that insane chain quest that takes you 
all over the world and no doubt you'll be done with it when you 
get close of hitting level 60 is worth it for the nice rewards 
which includes a nice 16 slot bag if you're not in the mood of 
spending a ridiculous 50G for the 16 slot bags found at the 
auction house ready to be bid for by greedy players.

Un'goro Crater which is south west of Taranis is another place 
you can go. Make sure talk to the neutral quest givers at 
Marshal's Refuge in the northern mountains of Un'goro Crater and 
get questing, but be careful of the wandering Elite Devilsaurs 
while you're questing or grinding. In the mid (Horde), and 
upper(Alliance) areas of Felwood you can quest, and grind to your 
liking.

For instances do the Temple of Atal'Hakkar which is the sunken 
temple in the Swamp of Sorrows, but good luck finding a group. It 
may be my laggy server I'm on, but it took me forever to find a 
group for that instance =(. If you still haven't done Maraudon, 
then do it now if you must. You can try Blackrock Depths in 
Searing Gorge before you hit level 55.

***Level 55-60***

Almost at the main goal, hang in there. You can keep on farming 
the undead in Western Plaguelands if you need the cash, but once 
you're ready to move on then go to the Eastern Plaguelands so you 
can begin to quest, and grind there. If you got your reputation 
to unfriendly with the Timbermaw Furbolgs in Felwood then use 
their caves, and go to Winterspring to the neutral town of 
Everlook, and begin questing, and grinding.   

Sandwiched between Duskwood, and the Swamp of Sorrows is the 
Deadwind Pass where you can grind the critters there without any 
hassle. Northwest of Un'goro crater is the desert of Silithus, 
and like Taranis, Silithus is where PvP can take a new meaning, 
even at the neutral town of Cenarion Hold there will always be 
players ripping each other to pieces, watch your back. 

For the end game instances I suggest you begin to run them at 
level 58 which include Scholomance in Western Plaguelands, Dire 
Maul in Feralas, Stratholme in Eastern Plaguelands, the upper, 
and lower sections of Blackrock Spire within Blackrock Mountain 
should be good to go as well.

For you raiders at level 60 it's time to try Molten Core at the 
bottom of Blackrock Depths, Blackwing Lair at the height of 
Blackrock Spire, Onyxia's Lair in Dustwallow Marsh, Zul'gurub 
which is located in Stranglethorn Vale, The Ruins of Ahn'Qiraj, 
and the Temple of Ahn'Qiraj both located in Silithus.

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

VII. Professions

What's the best profession for a Druid? It's pretty much up to 
you to decide which profession is best for you, I chose 
Leatherworking, and Skinning which was fun and interesting. 
Choose the best combination that will suit you style. Remember 
that only two professions can be taken at once

1) Leatherworking

Pros: Create your won Leather Armor from the skins of the beasts 
you kill, create Armor Kits to give an additional defense boost 
to any armor piece, can learn to use Tribal, Elemental, and 
Dragonscale Leatherworking at high levels

Cons: Unfortunately, Dragonscale Leatherworking is useless for a 
Druid since they can only wear Leather, and not Mail. You need 
the Skinning Profession to make the Leatherworking useful (DUH!).

Leatherworking is a fun profession since Druids can wear Leather 
Armor this profession will indeed benefit you early in the game, 
the Armor Kits you can create will add a permanent defense boost 
to some of your armor pieces which is pretty nice. Later on you 
can have the ability to train in one of the three following 
Leatherworking styles; Tribal, Elemental, and Dragonscale. 

a) Tribal Leatherworking will create special Armor from special 
leathers, for example you can create the Devilsaur Gauntlets, and 
Leggings if you can snag those Tribal Leatherworking patterns. 
The Devilsaur set is pretty sweet for Feral spec Druids. 

b) Elemental Leatherworking can create Elemental Armor with 
resistances like fire just like the Volcanic Set, additionally 
with the Elemental Leatherworking you can create the Stormshroud 
set which is not also a sweet armor set for a Feral Spec Druid, 
but ridiculously expensive at the Auction House if you can find 
the patterns, and can make the armor set yourself. 

c) Dragonscale Leatheworking isn't recommended for Druids since 
it can only create Mail armor, while Hunters can wear Mail at 
level 40, and Warrior can use Plate at level 40, you're pretty 
much stuck with Leather. I wouldn't bother with it unless you're 
into making a Black Dragonscale Armor for your Molten Core Hunter 
or Shaman buddies.

2) Alchemy 
Pros: Create your own health or mana potions, and some special 
potions that can give you nice buffs. Transmuting items can earn 
you some gold.

Cons: Farming the herbs needed for high level potions will be a 
challenge as those farmers can be pretty territorial, specially 
on PvP servers.

Make sure you pick up the Herbalism profession if you take 
Alchemy, this profession is a great choice since you can make 
your own potions whether they are Health, Mana, or those that 
give you nice buffs you can't go wrong by choosing Alchemy, 
specially for the awesome Elixir of the Mongoose which rocks on 
Feral spec Druids. Try not to get your sorry ass killed because 
those nice buffs go bye bye when you die. Transmuting in order to 
get items like Arcanites is a nice way to get Gold as people are 
willing to spent a good amount of Gold for Arcanites for their 
other professions, although getting the reagents needed for 
creating an Arcanite will cost you, specially Arcane Crystals 
unless you got a really friendly miner.

3) Blacksmithing
Pros: Create Mail, and Plate Armor, Weapons can be created as 
well as Keys for locked chests.

Cons: Obviously you can not wear the armor you create, you also 
won't like fighting for high level ores in highly populated 
servers.

This profession is indeed useless for Druids as they can't wear 
what you can create, the only thing you can use are the high 
level Two Handed Maces you can create, and the keys for opening 
locked chests since only Rogues can only pickpocket locked chests, 
but I really don't see how this will benefit a Druid either way, 
not recommended.

4) Engineering
Pros: Create wacky inventions, and gadgets

Cons: For some unknown reason only Engineers can use some of the 
stuff you create which means you shouldn't be relying Engineering 
to be a Gold Mine.

Engineering is indeed a bizarre profession, you can create weird 
inventions like the Jumper Cables which has a small chance of 
reviving a dead player back to life like a Priest should your 
Revive spell be in a cooldown still. You can also create weapons 
but mostly Shotguns Hunters can use, although getting those high 
level Patterns for such weapons won't be easy. Engineering is a 
fun profession to use, but don't rely on it to bring plenty of 
Gold to your pockets. Keep in mind you'll need the mining 
profession for Engineering which means finding fresh sources of 
minerals tends to be a difficult task.

5) Enchanting
Pros: Enchant your weapons or armor to give them special bonuses

Cons: TOO FREAKING EXPENSIVE TO LEVEL UP

The Enchanting profession can give some nice permanent bonuses to 
your gear, there are some that give you a agility bonus on your 
weapon, or extra 100+ health to your chest piece, or the amazing, 
yet so expensive Crusader enchant. Unfortunately in order to get 
the reagents for each enchant you'll need to disenchant your old 
green armor/weapons or better. I recommend trying the Enchant 
when you're at level 60 so you can farm low level instances for 
the green gear you need. It takes forever to get the Enchant 
profession to a high level, but it does pay off in the end with a 
lot of Gold. This profession requires plenty of patience for 
those who are willing to invest in it, do take a gathering 
profession like Skinning just in case you need some Gold.

6) Tailoring
Pros: Create Cloth armor, bags can be created with this 
profession.

Cons: Unless you're gone plum loco you will not wear inferior 
armor as leather is way better than *shudders* Cloth armor, if 
you do take Tailoring then there's no way you should bother with 
the First Aid profession.

Tailoring is only useful for creating Bags since you're better 
off wearing Leather armor, and not becoming a softy with the 
Cloth armor. Tailoring can bring some gold your way since you can 
create Mooncloth, but either way I wouldn't bother with Tailoring. 
The only reason why you should wear Cloth armor is for the 
bonuses of some of the Cloth Armor pieces if you become a Molten 
Core resto spec Druid, but as a non-raider I'll stick with my 
smelly Leather, thanks.

7) Herbalism
Pros: Pick up herbs for Alchemy, or to sell the high level herbs 
at the Auction House

Cons: Fight other players to the death for those high level herbs 
on highly populated servers

This profession is needed for Alchemy for those nice potions, or 
to gather those nice herbs, and put them in the Auction House if 
you need the Gold. No muss, no fuss. When picking up this 
profession you get an additional skill called "Find Herbs" which 
will help you find those nifty herbs.

8) Skinning
Pros: Skin the dead beasties for that leather

Cons: Fighting with others PUGies who have the skinning 
profession is often bad in UBRS

Skinning is the only profession which levels the fastest, and 
also a good money maker as everybody needs Rugged Leather, 
Leatherworking is only possible with Skinning. 

9) Mining
Pros: Mining high level ore deposits is often rewarded if you put 
them in the Auction House...

Cons:...that is if you can successfully fight your way against 
farmers who also mine those ore deposits, oh believe me, it can 
get nasty on PvP servers.

Mining is used for the Blacksmithing, and Engineering profession 
so you can create what you need, you also get those nice skills 
which include the ability to smelt the ore into bars, and the 
tracking minerals in order to find those ore deposits in the 
World of Warcraft.
***************************************************************

Secondary Professions; Unlike the regular professions you can 
take as many secondary professions as you want although there are 
only 3 of them at the moment.

1) First Aid
Pros: Create bandages from Cloth pieces dropped from Humanoid 
enemies

Cons: You'll be negating the Tailo...oops, lol. Never mind.

First Aid is actually useful, if you finish a fight with low mana, 
and health all you can do is pop a mana potion, and bandage 
yourself, real simple, real useful, real handy in PvP (sometimes)

2) Cooking
Pros: Cook the raw meats that drop from dead beasts, and turn 
them into recipes that'll heal your HP, and give you nice buffs.

Cons: Kind of hard in getting the real high level cooking 
patterns

Cooking is a great way to make yucky raw meat into delicious food, 
some food patterns can give you a buff that'll increase your 
stamina, or restore your mana. Cooking can be quite handy at 
times.

3) Fishing
Pros: Fish the waters of Azeroth for yummy fish, or in some rare 
cases some items of value.

Cons: Way too boring

Fishing can get so tedious at times since is one of the slowest 
skill to get up, plus is needed for alchemist for that Stonecale 
Oil, but really, Fishing is what you do is you're really bored, 
but I found it boring me even more.
***************************************************************

VIII. Copyrights
This FAQ may be not be reproduced under any circumstances. It may 
not be placed on any web site or otherwise distributed publicly 
without my advance permission. If you want to use this guide on 
any other web site or as a part of any public display then you 
must Email me first to let me know, failure to do so is a 
violation of copyright.

Sites with permission to use this guide are as follows:

http://www.gamefaqs.com
http://www.neoseeker.com
http://www.ign.com
http://www.1up.com
http://www.gamerstemple.com
http://www.supercheats.com

Copyright 2005-2006 Raul E. Campos.