One whole new class, with lots of talents.
Uncast spells to produce nature based magical effects.
Its an agile nature mage, but can be played as a fighter/mage hybrid, or as a summoner hybrid.
Uses staves, alchemist gems and equilibrium.
Also contains some artifacts.
Important Notes:
Zigur:
As Druid's use spells they cannot become a Zigur follower, as this would make all their talents unusable.
However, you can still attempt to join Zigur, you might get something special instead.

Antimagic:
Since Druid's are used to uncasting spells, arcane disrupting items are not as detrimental to their abilities as you would expect.
They do not get a spellpower penalty and their nature spells are not affected by the arcane failure chance. These items will even increase their effective willpower for equilibrium fail checks.
Version 1.5:
Added Wild-gift/Moss.
Buffed Gale.
Fixed plant summons to count towards Blighted Summoning requirements.
Hedge gets a poison mist with Blighted Summoning.
Version 1.4:
New VFX for Whirlpool, Typhoon, Earthshaker, Fissure and Aurora.
Minor bug fixes.
Version 1.3:
Bug fixes.
Tweaks.
Changed Staff Mastery2 requirements.
Extra damage on weapons from Weapons of the Woods, Staff Mastery2 and Nature's Avatar now use attack multiplier and crit bonus.
Version 1.1:
14 synergies between talents.
8 new artifacts.
Minor talent tweaks.
More compatable.
Categories below!
Class:
Land
Tremors: Makes the ground around you restless, sometimes causing nearby enemies to become off-balance for 1 turn.
Chance to hit increases with talent level.
Rolling Boulder: Starts a nearby boulder rolling in the direction you choose, and enemies that don't get out of the way will take %0.2f physical damage and be knocked back.
The damage will increase with your Spellpower.
Cave In: Causes the surroundings to collapse in on the target area, doing %0.2f physical damage in a radius of %d.
Creatures caught in the collapse have a chance of being stunned.
The damage will increase with your Spellpower.
Earthshaker: Increases the strength of the Tremors around you, nearby enemies that loose their footing will be stunned for up to %d turns.
Increases you Equilibrium by %d per turn and does a fail check, if it fails, both Earthshaker and Tremors will cease.
Stun strength will increase with your Spellpower.
Minerals
Prism-Light: Release the natural energy from an alchemist gem into a beam of light.
The beam will hit for %0.2f %s damage.
Each kind of gem will also provide a specific effect.
Target will be illuminated.
The damage will improve with better gems and with your Spellpower.
Strengthen Bones: Hardens the crystaline structure of your bones, allowing you to hit harder and withstand harder hits.
Increases you physical power by %d and physical save by %d.
Crystal Healing: Cures magical debuffs.
Prism-Nature: Release the natural energy from an alchemist gem into a beam of light.
The beam will hit for %0.2f %s damage.
Each kind of gem will also provide a specific effect.
The damage will improve with better gems and with your Spellpower.
Target will be blinded.
Winds
Zephyr: Befriend the winds around you, increasing your movement speed by %d%% and slowing enemies by the same amount.
Haste/Slow will scale with your Spellpower.
Gone with the Wind: Use the winds to instantly fly away %d grids from your target.
Range scales with Spellpower.
Sandstorm: Summons a sandstorm that moves slowly toward its target, following it if it changes position.
Any foe caught in its path takes %0.2f physical damage and could be blinded.
When it reaches its target, it explodes in a radius of 1 for %0.2f physical damage and possibly blinding. All the sand will also drop onto them, slowing them for 4 turns.
The sandstorm will last for %d turns, or until it reaches its target.
Damage will increase with your Spellpower.
Typhoon: Intensify the Zephyr into a strong windstorm. Each turn enemies have a chance of being blown away for %0.2f physical damage.
Increases you Equilibrium by %d per turn and does a fail check, if it fails, both Typhoon and Zephyr will cease.
The effects will increase with your Spellpower.
Seas
Pure Spring: Call up pure water from the ground. This water will heal you %0.2f per turn and improve your resistance to fire and acid by %d%%.
Healing and resist will scale with your Spellpower.
Surf: Ride on a wave of water to quickly reach an enemy. If the target is reached, you get a free attack doing 120%% weapon damage.
The wave will also crash into enemies around where you end up, doing %0.2f physical/cold damage.
You must start from at least 2 tiles away.
Damage scales with Spellpower.
Waterspout: Summons a waterspout that moves slowly toward its target, following it if it changes position.
Any foe caught in its path takes %0.2f physical/cold damage and could be knocked back.
When it reaches its target, it explodes in a radius of 1 for %0.2f physical/cold damage. All the water will also drop onto them, knocking them all back.
The waterspout will last for %d turns, or until it reaches its target.
Damage will increase with your Spellpower.
Whirlpool: Increases the strength of the Pure Spring around you, raging waters around you will hit enemies for %0.2f physical/cold damage and pulls them towards you.
Increases you Equilibrium by %d per turn and does a fail check, if it fails, both Whirlpool and Pure Spring will cease.
The effects will increase with your Spellpower.
Weather
Clear Skies: The weather around you changes to perfectly clear. This increases you sight range by %d and does %0.2f light damage to nearby enemies. Also dispels Hurricane.
You may only have one Weather active at once.
The damage will increase with your Spellpower.
Whistling Winds: The weather around you changes to rather windy. Projectiles are deflected and lingering cloud effects near you get blown away.
You may only have one Weather active at once.
The effects will increase with your Spellpower.
Rainfall: The weather around you changes to a downpour. This causes all nearby creatures become %d%% more vulnerable to cold damage and stun/freeze, but %d%% more resistant to fire and acid.
You may only have one Weather active at once.
The effects will increase with your Spellpower.
Bolts from the Blue: The weather around you changes to a thunderstorm. Each turn, each nearby enemy has a chance to be struck by lightning for %0.2f damage, and possibly dazing them.
You may only have one Weather active at once.
The effects will increase with your Spellpower.
Woodland
Poison Ivy: Grows and animates Poison Ivys for %d turns to poison your foes to death. Ivys are really weak in melee and die easily, but their attackers won't be feeling too good afterwards.
It will get %d Dexterity, %d Cunning and %d Constitution.
Your summons inherit some of your stats: increased damage%%, stun/pin/confusion/blindness resistance, armour penetration.
Sleeping Poppies: Grows and animates Sleeping Poppies for %d turns to put your foes to sleep. Poppies are really weak in melee and die easily, but their perfume will put their attackers to sleep.
It will get %d Willpower, %d Cunning and %d Constitution.
Your summons inherit some of your stats: increased damage%%, stun/pin/confusion/blindness resistance, armour penetration.
Hailing Oak: Grow and animate a Hailing Oak for %d turns. The Oak is tough and will sling acorns at your enemies.
It will get %d Willpower, %d Dexterity and %d Constitution.
Your summons inherit some of your stats: increased damage%%, stun/pin/confusion/blindness resistance, armour penetration.
Thorns: Protect your plants with tough thorns.
Increases their armour by %d and melee attackers will take %d physical damage.
Bonusses apply to you when you use Thorny Skin.
High Level class categories:
Volcanism
Eruption: Summons a small raging volcano for %d turns. Every turn, it will fire %d molten boulders toward your foes, dealing %0.2f fire and %0.2f physical damage.
The damage will scale with your Spellpower.
Fissure: Digs up to %d grids into walls, trees or other impassable terrain. Will create a line of tripping traps when used on open ground.
Lava Burst: The ground is shattered by a lava explosion, doing %0.2f physical (and bleeding) damage in a radius of %d.
The area will also be covered with burning rock for 5 turns, which will burn for %d fire damage and ignite any that stand on it.
The damage will increase with your Spellpower.
Noxious Gasses: Surround yourself with a cloak of noxious gasses from deep within the earth. This decreases you sight range by 5, your lite radius by 1 and does %0.2f acid damage to nearby enemies, possibly blinding them.
The damage will increase with your Spellpower.
Boreal
Mist Cloak: Cloak yourself with mists, increasing your defense and stealth by %d.
Effects will scale with your Spellpower.
(also causes los blocking mist to appear around you)
Glaciate: Freeze the ground around you in a radius of %d, doing %0.2f cold damage and freezing creatures to the ground for 4 turns.
Affected creatures can still act, but cannot move. The ground will be covered in ice for 4 turns.
The damage will increase with your Spellpower.
Gale: Create a cone of wind dealing %0.2f physical damage in a radius of %d. Any creatures caught inside will be knocked back 4 grids away.
The damage will increase with your Spellpower.
Aurora: Call upon the mysterious green fire from the north to light the sky. Your lite radius increase by 1 and nearby enemies will take %0.2f darkness/nature damage per turn and dispelling one magical effect/talent at random.
The damage will increase with your Spellpower.
Jungle
Tangle Vines: Grows and animates Tangling vines for %d turns to squeeze your foes to death. These vines will grapple nearby enemies.
It will get %d Dexterity, %d Strength and %d Constitution.
Your summons inherit some of your stats: increased damage%%, stun/pin/confusion/blindness resistance, armour penetration.
Hedge: Grows a living wall of %d length for %d turns. This hedge will block movement and sight.
Pitcher Plants: Grows and animates Pitcher Plants for %d turns to dissolve your foes. Pitcher Plants are really weak in melee and die easily, but their ranged attack will corrode enemies quickly.
It will get %d Willpower, %d Cunning and %d Constitution.
Your summons inherit some of your stats: increased damage%%, stun/pin/confusion/blindness resistance, armour penetration.
Fertilise: Every time an enemy dies, there is a %d%% chance that a random plant will grow from the corpse.
New Generic categories:
Seasons
Song of Spring: You sing about the beauty of Spring, granting you +%d%% healing factor and lightning damage.
You may only have one Song active at once.
The effects will increase with your Spellpower.
Song of Summer: You sing about the beauty of Summer, granting you +%d%% light and fire damage.
You may only have one Song active at once.
The effects will increase with your Spellpower.
Song of Autumn: You sing about the beauty of Autumn, granting you +%d%% acid and nature damage.
You may only have one Song active at once.
The effects will increase with your Spellpower.
Song of Winter: You sing about the beauty of Winter, granting you +%d%% cold and darkness damage.
You may only have one Song active at once.
The effects will increase with your Spellpower.
Gaia's Embrace
Weapons of the Woods: Increases your accuracy by %d, and adds %0.2f nature damage when using non metal weapons.
Accuracy bonus will not stack with Combat Accuracy. (bonus halved for mindstars)
Armour of the Woods: Improves your usage of armours. Increases Armour value by %d, Armour hardiness by %d%% when wearing non metal armour. Also grants %d%% stun resistance.
Weathered: You have experienced the harshness of nature, and survived. Increases resistance to fire, cold, lightning, acid, nature and physical damage by %d%%. Also increases you max life by %d.
Avatar of Nature: Grants damage resistance, adds melee damage and damage when hit. Damage types selected from your Season Song.
Technique/Staff Combat
Staff Mastery: Increases Physical Power by %d and adds %0.2f physical damage when hitting with staves.
Damage bonus will increase with Physical Power.
Blunt Thrust: Hit a target for %d%% melee damage and stun it for %d turns.
Stun duration will improve with talent level.
At level 5 this attack can not miss.
Defensive Posture: Adopt a defensive posture, increasing your defense and armour by %d.
Effect scales with your Dexterity.
Staffwhirl: Spin around, extending your weapon and damaging all targets around you for %d%% weapon damage.
Followed by a quick slam on your primary target for an extra %d%% weapon damage.
Cunning/Herbalism
Remedy: Increases poison and disease resistance by %d%%
Healing Salve: Apply a healing salve to yourself (or an ally), healing for %d life.
Also cures any poisons or diseases, and closes any wounds or cuts.
Requires the energy of one alchemist gem to accelerate the healing effect.
If applied to your golem, it has a hasting effect instead.
The healing will increase with your Cunning and can mindcrit.
Quickness Potion: Prepare and ingest a home(dungeon)made concoction for a quick boost to your agility.
Increases your movement speed by %d%% and your evasion chance by %d%% for 10 turns.
This effect will leave you weakened for 5 turns after it expires.
The bonus will increase with the Cunning stat.
Frenzy Potion: Prepare and ingest a home(dungeon)made concoction for a quick boost to your aggressiveness.
Increases your global speed by %d%% and your critical chance by %d%% for 10 turns.
This effect will leave you slowed for 5 turns after it expires.
The bonus will increase with the Cunning stat.