Natural is the druid's refusal to separate healing from consequence.
Its defenders serve the cycle with both hands: one grows flowers for the wounded, the other raises stone, mud, web and beast against anything that breaks the balance. They are gentle only when the world is allowed to be gentle back.
The Natural path combines earth magic, summon support and battlefield restoration. Earth Bolt can grant HP and SP regeneration to allies and druid summons, Heaven Drive adds extra Earth Spikes and stagger, while Stone Curse and Quagmire create petrify, confusion and summon-damage windows. Land Protector and Spider Web provide control and utility, Conversion grows a healing flower, and Incarnation empowers summons while redirecting damage to them, even preventing lethal damage at maximum level. Natural Summon calls animals with different roles.
Natural wins by making the battlefield alive, loyal and difficult to kill cleanly.
To face Natural is to step on earth that remembers its friends.
And its debts.
Tank
★★★★☆
Damage redirection to summons, lethal protection at level 5 and animal tanks give Natural strong indirect durability.
Tactical
★★★★★
Summon positioning, Quagmire windows, Land Protector, Spider Web and damage redirection make the path highly tactical.
Healer
★★★★☆
Earth Bolt regeneration and healing flowers provide real ally sustain.
Buffer
★★★★☆
Natural Incarnation strongly improves summons and Earth support can regenerate allies and summons.
Debuffer
★★★★☆
Stone Curse, Confusion from Quagmire, summon-damage vulnerability and webs give strong control.
DPS Melee Physical
★☆☆☆☆
The user is not personally melee-oriented.
DPS Ranged Physical
★★☆☆☆
Animal summons can add physical pressure, but the user's core is magical/supportive.
Summon empowerment, damage redirection, cheat-death protection and living terrain support define Natural.
Resources
★★★☆☆
SP recovery is reduced during Incarnation, but summon support and cobweb generation add efficiency.
Mobility
★★☆☆☆
Natural controls space with terrain and summons rather than moving quickly.
Natural Specialization
PassiveMax Lv 5
ID
4520
Type
Passive
Max level
5
Cost to learn
1
Each level grants +2 to one attribute and +1% HP/SP.
Level
Attribute
HP/SP
1
INT
+1%
2
LUK
+2%
3
LUK
+3%
4
LUK
+4%
5
INT
+5%
The Druids are the fervent defenders of nature and mother earth. It is by deeply respecting the cycle of life that druids may be able to regenerate what has been destroyed as well as destroy what breaks the cycle.
Attribute bonuses are cumulative: at level 5 you get INT +4 and LUK +6.
Your Quagmire inflicts Confusion (10 seconds) and increases the damage taken by the target from summons, even more if the target is under Stone status.
Level
Bonus
Summons bonus damage
Summons bonus damage if Stone
1
Chance to inflict Confusion 4%
3%
5%
2
Chance to inflict Confusion 8%
6%
10%
3
Chance to inflict Confusion 12%
9%
15%
4
Chance to inflict Confusion 16%
12%
20%
5
Chance to inflict Confusion 20%
15%
25%
The Stone bonus is decided when the target enters the Quagmire.
In addition, any kill can automatically spawn a cob web in the user's inventory.
Rates depends on the user's Base Level and this effect won't activate if the user hold too much cob web.
Those cob web expire after some time.
Level
Skill
Cooldown
Any kill rate
Maximum for any kill
Duration
1
Spider Web Level 1
30 seconds
4% of BaseLevel
2
20 seconds
2
Spider Web Level 2
25 seconds
8% of BaseLevel
3
30 seconds
3
Spider Web Level 3
20 seconds
12% of BaseLevel
4
40 seconds
4
Spider Web Level 4
15 seconds
16% of BaseLevel
5
50 seconds
5
Spider Web Level 5
10 seconds
20% of BaseLevel
6
60 seconds
Minor Advanced Skill Modifiers
Cooldown
Casting Time
SP cost
Duration
depends on level
+2s
+50%
-
Already Spider Web in Skill Tree
Spider Web is not granted. Also, all insects can drop another cob web, with no cooldown nor maximum nor duration, much like a regular loot.
Level
Insect kill
1
1%
2
2%
3
3%
4
4%
5
5%
Natural Conversion
ActiveMax Lv 5
ID
4527
Type
Active
Max level
5
Cost to learn
1
LP Cost
8
Cast
1 sec (interruptible)
Cooldown
3 seconds
Duration
9/11/13/15/17 seconds
Range
7 cells
Target
Ground
The user can select a cell on the floor within a distance of 7 cells, a flower growth here.
This plant serves as a healer that heal low health allies.
Summon's power depends on user's Base Level and INT. Up to 2 flowers can exist at the same time.
The summon's power can be increased with Essence.
Level
Summon Level
Duration
1
8% of (80% Base Level + 40% INT)
9 seconds
2
10% of (80% Base Level + 40% INT)
11 seconds
3
12% of (80% Base Level + 40% INT)
13 seconds
4
14% of (80% Base Level + 40% INT)
15 seconds
5
16% of (80% Base Level + 40% INT)
17 seconds
Flower
Natural Incarnation
ActiveMax Lv 5
ID
4528
Type
Active
Max level
5
Cost to learn
1
LP Cost
8
Cast
1 sec (interruptible)
Cooldown
None (30 seconds after the level 5 lethal-damage effect)
Duration
Toggled (up to 1 hour)
Target
Self
In this form, SP recovery -50%, damage of summons are increased, damage received are redirected to a random summon. The summon takes 5 times the damage. At level 5, lethal damage will leave the Druid at 1 HP if a summon is available and send the excess damage to the summon, ending Natural Incarnation and starting a 30 sec cooldown.
Use the skill again to end the form.
Level
Summons damage
Damage redirected
Damage redirected cap
1
20% of Druid's MaxMATK as ATK/MATK
10%
75% of Druid's MaxMATK
2
40% of Druid's MaxMATK as ATK/MATK
20%
100% of Druid's MaxMATK
3
60% of Druid's MaxMATK as ATK/MATK
30%
125% of Druid's MaxMATK
4
80% of Druid's MaxMATK as ATK/MATK
40%
150% of Druid's MaxMATK
5
100% of Druid's MaxMATK as ATK/MATK
50%
175% of Druid's MaxMATK
For magical attacks of the summons, the bonus is added to each hit.
Natural Summon
ActiveMax Lv 5
ID
4529
Type
Active
Max level
5
Cost to learn
2
LP Cost
30
Cast
5 sec (interruptible)
Cooldown
60 seconds
Duration
180 seconds
Target
Self
Summons three animals to fight alongside the player.
There are a lot of animals with different roles.
Summon's power depends on user's Base Level and INT.
The summon's power can be increased with Essence.
The three animals must first be chosen in the Summon Options of the Kugans window (Alt+K). Using the skill again replaces the animals already summoned.
Level
Summon Level
1
15% of (80% Base Level + 40% INT)
2
20% of (80% Base Level + 40% INT)
3
25% of (80% Base Level + 40% INT)
4
30% of (80% Base Level + 40% INT)
5
35% of (80% Base Level + 40% INT)
Animals
The Summon Options of the Kugans window (Alt+K) grant the possibility to configure a set of animals in order to avoid promps when skill is use
With this skill at level 5, Base Level 99 and a total INT of 180, the Summon Power is 52
Generated from game data (client skilldescript.lub, server skill_kugan_specialization_db.yml) · November 08, 2026