| Advantages: |
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| With every new level, a Druids receives an additional 5 hit points, 30 mana points and 10 oz. of capacity. |
| HP regenerates every 12 seconds (10 seconds if promoted) and MP regenerates every 6 seconds (4 seconds if promoted). |
| Advances faster than any other vocation in magic level. |
| Can use most of the powerful magic spells and runes except some Sorcerer specific magic spells. |
| Can create runes while hunting and training magic level thus making extra money unlike other vocations. |
| Can create Ultimate Healing Runes at fairly low magic level (11) which is the most profitable rune in Tibia. |
| Can kill stronger monsters (Cyclopes, GS) at very low levels (but with a higher cost than Paladins). |
| Can use up to two summoned monsters to aid in hunts. |
| Since they can run and cast spells, receive less damage from monsters than Knights. And since they use full defense with a shield while running, receive lesser damage than Paladins as well |
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| Disadvantages: |
|
| Very low capacity compared to other vocations. |
| Advances very slow in melee weapon skills, distance skill and shielding skill. |
| Very costly to level at lower levels. |
| At lower levels it is risky to adventure since Druids can quickly die in a surprise attack. |
| Very difficult to master the art of a Druid. |
| Doesn't have access to the most powerful magic spells such as Ultimate Explosion. |