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Foresters care for nature as vigorously as they defend it. Spending their whole lives in nature, the Druids have become one with nature in many ways. The Druids form a very secretive society, one of which outsiders are completely ignorant. Generally a peaceful folk, enraged Druids are something not many wish to face.


Resist Poison

Through some strange twist of fate at your birth, you have a strange ability to resist any form of natural poison. As a result, you gain a bonus to your poison resistance. (NOTE: This is a special resistance ability and is not magical)

Wild Shape

Wild Shape will grant access to additional forms, but the Shapeshifter must still meet the requirements for that form. As the skill progresses, the number of forms available will also increase. The Forester version of this feat has less forms available than the Shapeshifter feat.

Animal Companion

This Feat gives the Rangers/Druids the ability to gain an animal companion. Once this Feat is gained, the character must enter the Forest and send out the Call of Bonding. The animal type will be the animal that responds to the character\'s bonding call. As the Feat skill progresses, the higher types of that animal will answer the character's call. The death of a companion carries a heavy price.


During your years of research, you have learned to master the pen and quill, among other things. Because of this aptness, you can use your skills to work on other aspects. This Feat grants you access to the Inscription system. When this Feat is first learned, the Mage receives 30 skill points in the Inscription skill and a Scribe's Kit.

Elemental Resistance

Due to the constant exposure to the elements, your body has developed a unique ability to resist the elements, be it magical or natural. As your skill in this ability increases, so too will the resistance percent increase. Each element has its own area of resistance: Earth, Air, Fire, and Water (Water includes Acid and Poison).

Nature's Enchantment

he powers of Nature can be harnessed if the Druid is skilled enough and well-versed in the proper Lore. This Feat will grant access to the Druidcraft system. As the Druid becomes more skilled in creating enchantments, the types of items the Druid can enchant will increase.

Beast Lore

Because you have spent your life in the wilderness, you have developed a natural affinity towards animals and have learned the ways of the creatures called "monsters". This Feat will grant you bonuses to the following skills: Animal Lore skill 45, Animal Taming skill 40, Herding skill 30, and Veterinary skill 45.

Nature's Defender

The call of the Defender is strong, by taking this oath you gain great insight into the ways of combat, increasing your potential with Mace Fighting and Parrying, as well as heightening your Focus.

Tempest's Wrath

The fury of the Tempest is awe inspiring, by taking this oath you gain insight into the ways of Evaluating Intelligence and an affinity for Meditation, as well as augmenting your storm spells.


Skills at level 1 (Might vary slightly based on race!)
Skill Starting Cap
Alchemy 20 100
Cooking 10 60 *
Dodge 10 60 *
Fishing 30 100
Healing 20 80
Herding 30 100
Lumberjacking 10 60 **
Magery 30 100
Musicianship 10 100
Resisting Spells 30 100
Block 20 80
Mace Fighting 20 80
Tactics 20 80
Wrestling 10 60
Animal Taming 30 100
Camping 30 100
Cartography 20 80 *
Detecting Hidden 30 100
Tracking 20 80
Anatomy 20 80 **
Animal Lore 30 100
Evaluating Intelligence 20 80

* - Can be raised through .perks 'Professions'

** - Can be raised through .perks 'Skill Research'

NOTE: Stealth and Hiding are a combined Skill on UOMyth


Spells and Magic


Foresters are restricted to leather armor and can use a variety of clubs and maces.