A dedicated healer: a strong single-target heal that follows whoever the enemy is focusing, wrapping the tank and another ally in Nature's Ward (less damage from enemy strikes), plus a gentle heal-over-time on the most-wounded allies. Surplus healing makes allies Bloom — their next attack carries bonus grove damage that grows with Ability Power. Distinct from the Cleric's group burst.
"Let the grove hold you. You are not done yet."
When a Druid reaches level 10 and you select Spiritmender, three things change permanently:
Mend: Pours a [(18 + AP × 1.8) × (1 + Spirit heal bonus)] HP heal into the lowest-HP ally (the one the enemy is focusing), and wraps the tank plus other allies in Nature's Ward — they take 15% less damage from enemy strikes. Passive: heals the 5 most-wounded allies for [(5 + AP × 0.42) × (1 + Spirit heal bonus), min 1] HP each second. Overhealing makes the ally Bloom: their next attack carries [AP × 0.5] bonus damage.
Spiritmender grants the following ability score bonuses on top of the Druid base scores:
These bonuses stack with ability score points allocated from levelling. They cannot be removed without retiring the hero.
Each second, heals the 5 most-wounded allies for a small amount (scales with AP). Surplus healing makes the ally Bloom — their next attack carries bonus damage scaling with Ability Power.
This passive is always active during combat — no gear or skill tree investment required to trigger it.
Magic / Spirit (AP scales the Spiritmender's heal + heal-over-time).
See the Skill Tree deep dive for the full 119-node reference and routing advice, or the Druid build guide for a complete path recommendation for this class.
All 3 subclasses unlock at level 10. Compare them to choose:
| Spiritmender | Ravager | Thornguard | |
|---|---|---|---|
| Identity | A dedicated healer: a strong single-target heal that follows whoever the enemy is focusing, wrapping the tank and another ally in Nature's Ward (less damage from enemy strikes), plus a gentle heal-over-time on the most-wounded allies. Surplus healing makes allies Bloom — their next attack carries bonus grove damage that grows with Ability Power. Distinct from the Cleric's group burst. | Fights permanently in Beast Form; its claws stack a bleed that ramps the longer a fight lasts — a savage melee bruiser that excels on bosses and long fights, weak in short bursts. | Taunts enemies onto itself, soaks the hits, and reflects a share of all damage taken — a sturdy front-line that punishes every attacker. |
| Stat Bonus | +4 Spirit, +1 Intelligence | +2 Strength, +1 Agility | +2 Toughness, +1 Vitality |
| Details | This page | Ravager page → | Thornguard page → |
The choice is permanent — use a Scroll of Divergence consumable to re-select without retiring the hero.