I'm actually fine with most magical items not working for moon druids, as long as there are some to be found that can be useful. Both finding items that we can use despite the limitations, and working out how to do without them, are things I think that can make the moon druid feel very unique to play. Items that have an effect for a few turns (like the helmet that gives Momentum for a few turns) could come into their own, though it's annoying I think that Wrath doesn't work with wildshape attacks (or at least it didn't in EA).

The problem I had in EA was that there weren't enough such items that a clever moon druid could find ways to use. And as I've not had a moon druid in my party for my first playthrough, I've not been paying attention to whether this has been addressed at all. And the only item that has jumped out at me as being designed specifically for wildshaping druids is the Armour of Moonbasking in act 3.

(And of course the bug that means equipment bonuses are lost until items are unequipped and equipped again after wildshaping definitely needs fixed.)

Oh, and slightly related, the other way to get benefits is from feats, and I wish the game would make much clearer which feats work on wildshapes and which don't. And potentially some feats that don't help wildshapes should, but as it's not clear which do and don't I'm not sure about that.


"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"