Items
Nature Walker's Scimitar
The Druid Epic 1.0 reward. A signature blade with strong wisdom/mana and class-defining feel.
Nature Walker's Scimitar is the Druid Epic 1.0 reward — a one-handed slashing weapon granted at the end of the Druid epic chain. Tunare's hand is meant to be felt across the stat line: heavy wisdom, broad elemental resists, and mana sized to keep a Druid casting through a long fight. The blade is the visible token of an internal change in the class, the moment a Druid stops being a wandering caster with a club and becomes a recognised servant of the Mother of All.
The weapon is short, leaf-bladed, with the haft wound in living vine. By itself the damage is modest. Earned together with the chain that brings it, it is the single most identifiable Druid item in the game.
Stats
- AC contribution as a one-handed weapon, 20 / 30 damage and delay
- 10 HP, 90 mana
- +15 STR, +15 STA, +20 WIS
- +10 PR, +10 MR, +10 CR, +10 FR, +10 DR
The Scimitar is built as a Druid caster weapon first. Wisdom drives mana cap and resists, the flat 90 mana is large for an era-cap one-hander, and the resist line covers the full elemental spread — useful for the kind of melee push a Druid sometimes has to absorb when soloing or root-rotting.
Effect
The Scimitar carries no combat proc and no click. The signature is the worn stat line itself, and the cultural identity of being seen with the blade in hand at zone-in. The Druid epic is one of the small handful of EQ epics that does not lean on a procced spell — Tunare's gift is the steady, sustained block of mana and survival, not a one-trick burst.
How to obtain
The Druid Epic 1.0 quest, Scimitar of the Nature Walker, is one of the longer chains in the era. It threads Surefall Glade, Misty Thicket, Lake Rathetear, the Hierophant Council, the Plane of Growth, and a final encounter that requires real raid help. Many steps are druid-flavoured — talking to nature spirits, gathering tokens of seasons, returning blessings to specific groves — and most cannot be skipped or short-cut.
For a step-by-step walkthrough see the Druid Epic 1.0 page. The Plane of Growth segment in particular needs a coordinated group; the rest can be soloed by a careful Druid with patience and a stack of damage shields.
Why it matters
Druids spent most of classic and Kunark feeling like a second-tier caster — half a Cleric for healing, half a Wizard for nukes, primary value in ports and snare. The Scimitar is the moment the class steps out of that shadow. The 90 mana and 20 wisdom keep a Druid sustaining heals, dots and emergency nukes deep into a fight. The +10 across all five resists is one of the best resist lines on a one-hander in the era, and it stacks cleanly with Druid self-buffs.
Beyond the stats, the chain builds the class. A Druid who has finished the epic has walked every major outdoor zone in classic and Kunark, talked to every named druid NPC, and stood inside the Plane of Growth — there is nothing left of the world a Druid does not know after the Scimitar is in hand.
The Last Camp any-race-class note
The Last Camp's open class system does not change who can wield this. The Scimitar is and will remain Druid-only — class-locked at the item flag level. What the open system does change is the player population: any character on The Last Camp may have rolled Druid as a secondary class on a non-classic race, which means the Scimitar shows up in races that classic EQ never associated with druids. The chain itself is unchanged.