The Druid

The Druid
The Druid
Location Bloodmoon Island
Suggested Level 12
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The Druid is a Quest in Divinity: Original Sin II. Short description goes here.



Important NPCs



The Druid Objectives

  1. Find a way to help the spirit of the Druid



The Druid Walkthrough


Read the archivist's journal found at the archive on the northeast of the Bloodmoon Island to learn the name of the ancestor tree.

Entrance to the archive.

At the ruins on the west side of the island (where you encounter some demonic enemies.), Cast Spirit Vision to see a spirit of Druid. It asks you to ease the pain of the ancestor tree.

The tree is at the center of Bloodmoon Island, but to reach there, you need to defeat Blackring members first.

In order to speak to the tree, cast Spirit Vision, then use the name to ease its pain. (You may need to kill the demons as well, they are the targets of Lohse's personal quest and A Hunter of Wicked Things)

The tree then asks you to kill the doctor possessed by the demon. (Doctor's Orders)

After you free the ancestor tree, talk to the spirit of druid to complete the quest. (Located at x=193 y=417.) 

The druid may reveal the location of his secret stash on the island. You must have 18 wits in order to find it.


Tips & Tricks

  • ???
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A Craftsman of Dreams and Nightmares  ♦  A Danger to Herself and Others  ♦  A Familiar Face  ♦  A Fate Worse Than Death  ♦  A Generous Offer  ♦  A Hunger From Beyond  ♦  A Hunter of Wicked Things  ♦  A King Reborn  ♦  A Man and His Dog  ♦  A Most Urgent Matter  ♦  A Prize Kill  ♦  A Rare Prey  ♦  A Taste of Freedom  ♦  A Trial for All Seasons  ♦  A Web of Desire  ♦  A Wolf Alone  ♦  Aggressive Takeover  ♦  All In The Family  ♦  Almira's Request  ♦  An Existential Crisis  ♦  An Eye for an Eye  ♦  An Unlikely Patron  ♦  Artefacts of the Tyrant  ♦  Battle at the Gates  ♦  Bitter Tonic  ♦  Blessing from Afar  ♦  Blood Dowry  ♦  Bound by Pain  ♦  Burial Rites  ♦  Burying the Past  ♦  Business Rivals  ♦  Call to Arms  ♦  Champion of the Gods  ♦  Counting your Chickens  ♦  Crippling a Demon  ♦  Dark Dealings in the Blackpits  ♦  Delusions of Grandeur  ♦  Doctor's Orders  ♦  Drowning her Sorrows  ♦  Eithne the Trader  ♦  End Times  ♦  Escape from Fort Joy  ♦  Every Mother's Nightmare  ♦  Fane  ♦  Fane (Quest)  ♦  Finder's Fee  ♦  Finding Emmie  ♦  Finding Lord Arhu  ♦  Grebb the Scholar  ♦  Hammerfall  ♦  Healing Touch  ♦  Heroes' Rest  ♦  Hide & Seek  ♦  Hot Under the Collar  ♦  Infestation  ♦  Invaders  ♦  Keep Calm and Carrion  ♦  Lady o' War  ♦  Lost and Found  ♦  Love has a Price  ♦  Mercy is Power  ♦  Most Dangerous When Cornered  ♦  No Laughing Matter  ♦  No Way Out  ♦  Nothing But Child's Play  ♦  Old Flames  ♦  Old means Gold  ♦  On the Ropes  ♦  Opposites Attract  ♦  Past Mistakes  ♦  Popularity Contest  ♦  Powerful Awakening  ♦  Press-ganged  ♦  Proving Ground  ♦  Red Ink in the Ledger  ♦  Redemption  ♦  Running like Clockwork  ♦  Saheila's People  ♦  Saheila's Signet  ♦  School's Out  ♦  Seed of Power  ♦  Seeking Revenge  ♦  Shadow over Driftwood  ♦  Signs of Resistance  ♦  Silence Broken  ♦  Speaking in Forked Tongues  ♦  Strange Cargo  ♦  Stranger in a Strange Land  ♦  The Academy  ♦  The Advocate  ♦  The Arena of Fort Joy  ♦  The Arena of the One  ♦  The Armoury  ♦  The Bark's Bite  ♦  The Burning Pigs  ♦  The Burning Prophet  ♦  The Collar  ♦  The Consulate  ♦  The Covenant  ♦  The Cursed Ring  ♦  The Driftwood Arena  ♦  The Drowned Temple  ♦  The Elven Seer  ♦  The Escape  ♦  The Eternal Worshipper  ♦  The Execution  ♦  The Forgotten and the Damned  ♦  The Gargoyle's Maze  ♦  The Imprisoned Elf  ♦  The Injured Magister  ♦  The Key to Freedom  ♦  The Last Stand of the Magisters  ♦  The Law of the Order  ♦  The Loremaster  ♦  The Merchant  ♦  The Midnight Oil  ♦  The Missing Magisters  ♦  The Missing Prisoners  ♦  The Mother Tree  ♦  The Murderous Gheist  ♦  The Nameless Isle  ♦  The Purged Dragon  ♦  The Reluctant Servants  ♦  The Sallow Man  ♦  The Secrets of Bloodmoon Island  ♦  The Secrets of the Dwarves  ♦  The Shakedown  ♦  The Shriekers  ♦  The Silent One  ♦  The Snoozing Adventurer  ♦  The Stoic Spirit  ♦  The Teleporter  ♦  The Three Altars  ♦  The Tribe of Saheila  ♦  The Ugly Little Bird  ♦  The Vault of Linder Kemm  ♦  The Watcher's Mercy  ♦  The Weaver  ♦  The Wrecked Caravan  ♦  They Shall Not Pass  ♦  Thinning the Herd  ♦  Threads of a Curse  ♦  To the Hall of Echoes  ♦  Treated Like Cattle  ♦  Troubled Waters  ♦  Unlikely Lovers  ♦  Unscholarly Pursuits  ♦  Up in the Clouds  ♦  Vengeance for the Fallen  ♦  What a Fuss to have Wrought  ♦  Window of Opportunity  ♦  Wishful Thinking  ♦  Withermoore's Soul Jar

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    • Anonymous

      In my first playthrough I talked to Elf spirit after I killed Black Ring cultists and didn't get quest.
      In my second playthrough I go directly to the spot before I do anything else on Bloodmoon Island, but the Elf Spirit didn't appear. He appeared only after I killed Black Ring cultist.
      So what exactly is going on ? Bugged ?

      • Anonymous

        So, I've started the quest before attacking the Black Ring cultists, killed the advocate, then went to druid spirit , talked with him, told me about the stash, went at location but can't see any hatch. I have 28 wits , i used peace of mind, wits potion and to no avail, I can;t see any hatch (I'm standing right near the stash on the map). Any ideeas what to do more ?

        • Anonymous

          Sigh. You have to start this quest BEFORE killing the Black Ring cultists guarding the tree. Goodbye hours of my life. Goodbye 500k gold.

          • Anonymous

            After you talk to the tree, theres a spirit you need to talk to on the west side to uncover the archives door to continue the quest.

            • Anonymous

              So there are four vaults, but only 3 quests? Lohse (my main char) remarked upon entering the fourth one, that it looks unfinished, is it just that, or is there some secret to it? I tried Spirit Vision, but it gives nothing, there's no ghost in there. It's just the loot?

              • Anonymous

                I did everything but when I talk to the Druid at the end he just says “The howls... they are silenced. How?” And all I can do is take my leave :(

                • Anonymous

                  What worked for me was using clear mind to boost wits while I was close to the flag... it triggered the hatch...


                  • Anonymous

                    Came across the secret stash while exploring and dug up a package with no way to open it. This was before completing the ancient tree and the druid's quest. After I finish the quest, the package is still there without a way to open it. I finally gave up and shot it with my archer and it gave me 2 skill books.

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