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Druid Variations SNG

Druid is one of the twelve classes that can be selected in Elder Tale, and one of the three Recovery classes.

It has three localized versions: Pajé (South/Central America), Volkhvy (Russia), and iNyanga (Africa).

Overview

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.

Sample Builds

There are three main builds for this class: Witch Doctor (recovery support type), Shaman (attack magic type), and Absorber (melee-based MP recovery type).[1]

Witch Doctor

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.

Shaman

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.

Absorber

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.

Known Skills

Note: This section will be heavily revised in the future.

Recovery & Support

Skill Name Effect
Heal [Healing Magic] The most basic HP recovery magic that all healer classes acquire at the beginning. Although it recovers a lot of HP, the casting time is quite long and the MP consumption is inefficient, so it is a lower priority than job-specific recovery magic such as Regeneration, Barrier, and Reaction Activation. Beginners tend to rely on this magic because of the amount of recovery it appears to provide, and healers who use it frequently are often described as second-rate or third-rate. That said, healers who don't use it at all are also out of the question, and the measure of a healer's skill is whether they can determine the appropriate time to use it. When used, a faint warm light appears around the user, which then turns into particles of light and showers on the target.
Cure [Healing Magic] A basic healing magic that removes abnormal conditions from one ally. It has the advantage of low MP consumption and being able to remove all abnormal conditions regardless of type at once, and the casting time can be shortened by increasing the skill level, so there are quite a few players who train this magic and use it as their main weapon. A pale blue light produces an effect similar to that of Heal. Each abnormal condition has a level set individually, and many of them are equal to the level of the cause of the abnormal condition (the monster that caused it). If the grade of Cure is not high enough, it can only cure abnormal conditions up to about your own level -3, so it will produce poor results in party battles.
Heartbeat Healing [Recovery Magic/Pulse Recovery] A pulsating recovery magic unique to the Druid that uses the power of nature to invigorate the target's vitality and maximize the recovery ability of the target's life. During the effect time, a pulsating green glowing effect appears, and HP continues to recover automatically every few seconds. Once used, it lasts for about seventy seconds, so you can use the time you spend on attacks or using other recovery skills.
Gaia Beat Healing [Recovery Magic/Pulse Recovery] A high-level magic that casts a pulsating healing spell on multiple allies over a wide area. Similar to Heartbeat Healing, green pulses appear on each member of the party. The cooldown is long, fitting for such a powerful effect, but it can be shortened by increasing the skill's proficiency level. However, it is dangerous to use it repeatedly as it will earn a lot of hate. It uses the power of the earth to invigorate the vitality of multiple targets, maximizing their ability to heal. Those affected are said to glow with magical power and hear the heartbeat and whispers of the earth.
Healing Wind [Recovery Magic] A healing magic that summons a healing wind around you and restores the HP of allies in the vicinity. Most of the magic used by the Druid is powerful and requires you to stand still when using it, but this magic can be activated with simple chants and gestures, so you can use it quickly even while moving. The price of its convenience is that the amount of recovery itself is small.
Early Bird Cry [Recovery Magic] Awakens allies with the cries of birds heralding the arrival of morning, allowing them to recover from mental conditions such as sleep and confusion. It has a quick activation time and a wide area of effect, making it highly effective in resetting battle situations. It is one of the key skills that supports the Druid's ability to handle abnormal conditions. It is also said to be useful for waking party members who are having trouble waking up.
Cure Bloom [Recovery Magic] A healing magic that spreads the scent of flowers that have healing powers and cures the illnesses of allies. It is for single-target use and does not remove many conditions, but it also does not increase hate. It has a short casting and reuse time, making it a versatile and easy-to-use magic. The scent of flowers lingers for a while even after the magic effect has worn off, so women can use it as a substitute for perfume after the <Catastrophe>.
Nature Revive [Recovery Magic/Pulse Recovery/Resurrection] A resurrection magic unique to the Druid. The target is revived surrounded by a pale green glow. The casting time is significantly shorter than that of <Resurrection>, making it practical to use during battle. When revived, a pulsation recovery magic is automatically cast on the target, making it easy on MP and other things as there is less need for follow-up recovery magic after resurrection. The reuse time is also reduced as proficiency increases.
Life Burst [Recovery Magic/Pulse Recovery/Special Magic] Explosively increases the effect of Pulse Healing Magic, restoring a large amount of HP in a single burst. In essence, it "borrows" the remaining healing from the Pulse effect, providing immediate recovery at the cost of ending the ongoing Pulse Healing. It’s a powerful emergency recovery tool, but since the Pulse Healing effect ceases after use, reapplying it or taking other precautions becomes necessary. If the timing is off, <Life Burst> can become merely a temporary fix, or even worsen the situation, so careful use is required. Additionally, <Life Burst> has a long cooldown, preventing it from being used in conjunction with <Heartbeat Healing>.

Attack

Skill Name Effect
Earthquake [Attack Magic/Special Magic] Attack magic that causes an earthquake in the surrounding area, dealing large damage indiscriminately and over a wide area. It is particularly effective at dealing large damage to destructible objects and installed traps, so it is used not only to attack enemies, but also to neutralize surrounding terrain and traps to clear the land. Since it is indiscriminate damage, if used carelessly, it will also damage allies.
Call Storm [Attack Magic/Attack Support Magic/Special Magic] A magic spell that summons a great storm and attacks enemies over a wide area with tornadoes and lightning strikes. Once summoned, the storm will remain in place for a while, increasing the power of the cold and electric magic spells the caster subsequently uses. It is a powerful wide-area attack magic spell, including its sustained effect, but if you rush to cast attack magic repeatedly in an attempt to make the most of the sustained effect, you will neglect the healing work that is the main job of a healer. It can also cause MP depletion and a sudden rise in hate, so it can be said that this magic requires skill to use.
Lightning Fall [Attack Magic] An electric attack magic that summons a thundercloud above the enemy's head and brings down lightning. It was designed to work in conjunction with <Call Storm>, and while <Call Storm> is in effect, MP consumption and hate increase are reduced. The cooldown time is normal, but the casting time is short, making it a so-called "quick attack." After the <Catastrophe>, when it is used, it produces lightning and sounds that are indistinguishable from the real thing (although they are much quieter than actual thunder). Because of this, some adventurers who are afraid of thunder sometimes protest and ask that it be "refrained from use."
Burning Bite [Attack Magic/Weapon] A fire-element attack magic that creates a biting effect of flaming jaws at the same time as attacking with a weapon. It is popular among avant-garde forest spell casters because of its good balance of MP cost and hate generated. It is often used to finish off combinations because it has the property of increasing damage if the target has some kind of bad status. It is known by some as "Gao Gao" because it makes a sound like a beast's roar (like a wolf) when it hits.
Flaming Cage [Attack Magic] A fire-attribute attack magic that envelops the enemy in a cage of burning flames. Although the damage is not as great as it looks, the time elapsed on the target's abnormal status becomes 0 while the magic effect is active (in other words, abnormal status that would normally be cured after a certain amount of time will not be cured). For this reason, when used on an enemy that is poisoned or paralyzed, it is more effective than its cost.
Icicle Ripper [Attack Magic] This attack magic shoots out small pieces of ice, dealing frost damage to enemies within the effective range. The ice pieces shoot out swirl and cut through enemies, and there is a certain chance that enemies with a significantly lower level than the user will instantly die. Among the Druid's attack magic, this spell has a long effective range in front and is easy to use. Beginners often use this spell to force their way through battles, and in fact it is not a problem until you reach the intermediate level, which may be the high basic performance of the Druid.
Hail Wind [Attack Magic/Action Inhibition] A cold-attribute area attack magic that creates a hail-mixed gust of wind and shoots at the enemy. The low-temperature storm not only deals damage, but also freezes the opponent and temporarily slows their reaction speed. On midsummer days, many Druids were seen shooting this into the ground or into the air to cool off.
Shrieker Echo [Attack Magic/Action Inhibition] A spell that showers the area around the target with deafening sound waves, making them dazed for a certain period of time. It is not a decisive spell because it does not deal damage, but it is easy to use because it consumes little MP, and it has a wide range of uses, such as disrupting spell casting and supporting the attacks of allies. When used, several small mushrooms with limbs appear at the enemy's feet, and an effect occurs in which they all scream at once.
Fierce Mold [Attack Magic/Weapon] At first glance, it appears to be a simple weapon attack, but as the name "Fierce Mold" suggests, it has the added effect of causing corrosive mold to form on the surface of the opponent's body, significantly reducing their defense. It goes without saying that it is effective against enemies with high defense, but because of its appearance, it has been ranked high on the list of "techniques that adventurers (especially females) do not want to be hit by" since the <Catastrophe>.
Flanker Fang [Attack Skill/Support Skill/Action Inhibition] A special skill that issues commands to a follower to perform a pincer attack. Naturally, it can only be used while a follower is summoned. After an extremely quick chant of about 0.2 seconds, the follower will pounce in an arc on the target that the caster has physically attacked. The enemy caught in the pincer attack loses concentration, and their evasive ability decreases for about 4 to 8 seconds. This effect is also effective against the attacks of allies, so it is often used as a stepping stone for combinations.

Summon

The skill to summon servants is acquired by making a contract through a quest, not by leveling up. For this reason, there are a large number of them. Some are rare. Other confirmed druid servants include animals such as grey wolves, forest bears, and wild boars, pets with low combat abilities such as cats and dogs, and plant-type servants such as Myconids and Nap Orchids.

Skill Name Effect
Servant Summon: Alraune [Others/Summon Servant Spell/Toggle-Type] A spell that summons and commands Alraune, an ancestor spirit that embodies the fertility and charm of the forest. After summoning, it follows the Druid (until the caster turns off the effect) and increases the effectiveness of the caster's recovery magic. Alraune also has a certain chance of scattering charm pollen and taking the action of stopping the movement of surrounding enemies.

It has the appearance of a beautiful girl with her upper body leaning out from various types of petals, and many people love it because of its appearance. Also, as can be said for all Summon Servants after the <Catastrophe>, the variety of appearances after summoning has increased. For this reason, it seems that there are quite a few adventurers who give their targets names and nicknames and love them like pets.
Servant Summon: Gray Wolf [Others/Summon Servant Spell/Toggle-Type] A spell that summons and controls the Grey Wolf, an ancestor spirit that embodies the wildness and ferocity of the forest. When summoned, the Grey Wolf will automatically attack in conjunction with the caster's attacks.

Although this is an ancestor spirit favored by offensive Druids, there are many Druids who simply use this ancestor spirit out of a love for dogs. It was discovered after the <Catastrophe> that the texture of the summoned wolf's fur differs depending on the caster, and it is said that there are Druids boasting about their dog has accelerated even further.
Servant Summon: Forest Bear [Others/Summon Servant Spell/Toggle-Type] A spell that summons and commands the Forest Bear, an ancestor spirit that embodies the valor and strength of the forest. During summoning, the Forest Bear will move to defend the caster, eliminating some abnormal conditions and driving enemies into a corner.

This ancestral spirit summoning beast is often used by avant-garde Druids, but if summoned with a spell of low skill level, a cute little bear of about 30 cm will appear. Some players like this state and do not intentionally increase the skill level of the spell. The Forest Bear's abdomen is warm, so it is said to be ideal as a substitute for a bed in winter.
Servant Summon: Wild Boar [Others/Summon Servant Spell/Toggle-Type] A spell that summons and commands the Wild Boar, an ancestor spirit that embodies the wildness of the forest. The wild boar carries the caster on its back and runs freely across the battlefield, knocking enemies away. It is favored by Druids who fight on the front lines in close combat.

It is said that using this servant with <Flanker Fang> puts the caster in the line of the boar's charge, which causes a primal fear to sprout inside the caster. Food items after the <Catastrophe>, which are described as similar to bran porridge, surprisingly seem to suit their tastes, and it is common to see Druids giving them them as a snack.
Servant Summon: Myconid [Others/Summon Servant Spell/Toggle-Type] A spell that summons and controls a Myconid, a walking mushroom about 50 cm tall, which is an ancestor spirit that embodies the deliciousness and nutrients of the forest. After summoning, it follows the Druid and increases the range of the caster's healing spells. Myconids can also carry luggage.

In Elder Tale, this effect was expressed as a bag slot that ignored weight, but after the Catastrophe, you can see Myconids carrying luggage and toddling around. Also, after the <Catastrophe>, it seems that the number of Myconids has increased. However, since they are mushrooms, it is not known whether the number of individuals has increased in the animal sense.

With one summoning spell, two or three Myconids of different sizes have suddenly increased, and they have been seen walking in a line. Myconids can carry luggage and perform simple tasks, so they are popular with Druids with artisan-type sub-jobs.
Sequioa of Life [Others/Summoning Spell/Recovery] This spell summons a large sequoia tree that restores up to 30% of a maximum of ten players over a wide area.
Natural Talk [Other/Constantly Active Skill] A skill that reduces the effect of the maximum MP decrease when summoning a servant. In the game era, it also had the effect of increasing the number of options in some quests. Druids, who have a deep connection with nature, were set to be able to communicate with non-human life forms such as plants and animals. After the <Catastrophe> it is said that this spell makes it possible to roughly communicate with animals and plants. However, since plants and other creatures have very different ways of thinking, it is difficult to communicate with them, and it seems that the relationship with the caster also has a big impact on animals. It can also be said that this spell has become extremely subjective to individual differences.
Flanker Fang [Attack Skill/Support Skill/Action Inhibition] A special skill that issues commands to a follower to perform a pincer attack. Naturally, it can only be used while a follower is summoned. After an extremely quick chant of about 0.2 seconds, the follower will pounce in an arc on the target that the caster has physically attacked. The enemy caught in the pincer attack loses concentration, and their evasive ability decreases for about 4 to 8 seconds. This effect is also effective against the attacks of allies, so it is often used as a stepping stone for combinations.

Other

Skill Name Effect
Bug's Light [Others/Support Magic/Summoning] A magic spell that can be learned by all recovery classes. It summons a firefly phantom beast called Bugslight to brighten the surroundings. Although it summons a phantom beast, its effect is very simple, and light intensity adjustment does not work.
Willow Spirit [Movement Magic/Action Impediment] A magic spell that makes the vines and leaves of nearby plants grow rapidly, wrapping them around the enemy and restraining them. If the spell is successful, the enemy can only struggle to escape the restraints during the effect period, and even if they do escape, the lush vegetation will hinder them and their movement will be significantly reduced. This is a useful skill for building a battle front, but it has the restriction that it can only be used in places with plants nearby. If you have activated a plant-based servant summon such as <Servant Summon: Alraune>, the place will be considered a "place with plants", so it is common to see the scene of summoning a servant before using this skill.

Average HP and MP Chart

The calculations for this table are based on level and the average gear for that level. However, this table does not account for racial and sometimes subclass abilities.[2]

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
Level HP MP Level HP MP Level HP MP
1 150 150 40 3471 3471 80 7659 7659
5 456 456 45 3951 3951 85 8238 8238
10 849 849 50 4443 4443 90 8829 8829
15 1255 1255 55 4948 4948 95 9433 9433
20 1674 1674 60 5466 5466 100 10,050 10,050
25 2104 2104 65 5995 5995 105 10,678 10,678
30 2547 2547 70 6537 6537 110 11,319 11,319
35 3003 3003 75 7092 7092 115 11,973 11,973

Known Druids

Navigation

Classes

Warrior Classes

Weapon Attack Classes

Healer Classes

Mage Classes

References

  1. Mamare Touno's Log Horizon References, Druid Characteristics and Builds https://ncode.syosetu.com/n5313bu/10/
  2. Log Horizon HP/MP Chart, https://docs.google.com/spreadsheets/d/1cURlgfASO6ZH34vgid58zcuO1dqLghJ_RAExMPMAjug/edit?usp=sharing
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