It has three localized versions: Pajé (South/Central America), Volkhvy (Russia), and iNyanga (Africa).
Pledged to nature and spirits, a Druid is a magic-type Healer, specializing in using Heal-over-Time spells. Out of the twelve classes, the Druid can produce the greatest HP-per-second recovery rate by stacking various skills to speed up the healing process.
Aside from healing spells, the Druid has a fair amount of offensive and defensive magic and is considered the most well-rounded of the healer classes. The Druid can also use magic that controls the forest. As a result, battling against enemies in the forest will be advantageous for parties with Druids. However, one of the Druid's weaknesses is MP consumption, making them incapable of continuously casting spells for long periods of time. Thus, a Druid must be very aware and keep track of his or her MP use.
There are three main builds for this class: Witch Doctor (recovery support type), Shaman (attack magic type), and Absorber (melee-based MP recovery type).
Specializes in Pulse Recovery (heal-over-time) spells and other support spells while staying in the rear, away from enemy attacks. Supplementing the area-of-effect Pulse Recovery spell Gaiabeat Healing with the single-target Heartbeat Healing, Druids can also use instantaneous healing spells such as Healing Wind and Heal to further manage the party's HP. Using Servant Summon: Alraune increases the caster's healing effect, so they are seen as constant companions for Witch Doctor Druids.
Because the class emphasizes healing and support, they typically have low attack power. If you see a Druid standing towards the back, wielding a wooden staff and wearing robes, it's pretty safe to deduce they're using a Witch Doctor build.
Both Serara and Mikakage use this build. However, Mikakage focuses on her Chef subclass and hasn't worked on her combat skills much, while Serara uses a blend of the Witch Doctor and Shaman builds since she has Minori to help with healing.
Despite being a Recovery class, Druids have some powerful offensive spells. Call Storm inflicts an area-of-effect elemental resistance debuff, and offensive spells like Lightning Fall, Hail Wind, and Icicle Ripper deal damage. They essentially act as a second-rate Sorcerer that can also heal.
A melee build that focuses on wielding weapons with MP absorption effects. By attacking the enemy, they can recover the MP used on melee skills such as Burning Bite and Fierce Maul. Excess MP can be used on Pulse Recovery spells. They also use Servant Summons such as Gray Wolf, Forest Bear, and Wild Boar; on top of attacking, they can knock down or knock back enemies, making it safer for melee-based Druids to get in close range.
Vuorinen uses this build, but because raids tend to focus on mitigating raid bosses' powerful attacks, he doesn't get to show it off much in the story.
- Note: This section will be heavily revised in the future.
- Summon Companion
- Sequoia of Life
Average HP and MP Chart
For a more accurate representation of a character's values based on the quality of their equipment, the following multipliers are a good rule of thumb:
- Solo player without good equipment: 96% of their level average
- Average adventurer in an ordinary guild: 100%
- Adventurer in a wealthy and decently-skilled guild: 106%
- Adventurer in a raiding guild: 116%
- Adventurer in a top guild: 125%
|Approximate values for Average HP, Average MP|
Weapon Attack Classes
- ↑ Mamare Touno's Log Horizon References, Druid Characteristics and Builds https://ncode.syosetu.com/n5313bu/10/
- ↑ Log Horizon HP/MP Chart, https://docs.google.com/spreadsheets/d/1cURlgfASO6ZH34vgid58zcuO1dqLghJ_RAExMPMAjug/edit?usp=sharing