Overview
The Druid job gives your character the ability to use earth, wind, and water to damage their foes, tapping into the basic elemental forces of the world and using them to overcome adversity. Druids are primarily magickal, with bonuses to Willpower and Casting. Despite this, they are not helpless in melee. Druids primarily are offensive combatants, dealing damage directly to enemy forces.
Druid Statistics
Base Statistics
Druids can improve the abilities they already recieve bonuses to by investing in Intelligence and Wisdom, especially as, despite their attack-oriented nature, their Magick Power is eclipsed by some other jobs. A druid who invests in Charisma can cast all night long, while one who chooses to invest in physical statistics, like Strength or Constitution, may find themselves surprisingly adept at defending themselves when the enemies come to shut them down.
Druid Training
Skill: Endurance
Weapon: Axe
Armor: Leather
Accessory: Familiar
Job Tree: Trainer or Geomancer
Job Statistics

| Physical | ||
| Score | Base | Level Up |
| HP | 10 + CON | +5 |
| Accuracy | 0 | +1 |
| Evasion | 10 | +1 |
| Stamina | 0 | +1 |
| Weapon Power | 1d6 | +1 |
| Magickal | ||
| Score | Base | Level Up |
| MP | 20 + CHA | +5 |
| Casting | +2 | +1 |
| Dodge | 10 | +1 |
| Willpower | 2 | +1 |
| Magick Power | 1d10 | +1 |
Job Table
The table below summarizes the unmodified stats at every level for the Astrologer. It does not include any modifiers from equipment or high base statistics (and so is likely to be higher for you).
| Level | |||||||||
| Astrology | |||||||||
| HP (CON) | MP (CHA) | ACC (AGI) | CST (SOR) | EVA (AGI) | DOD (MND) | STA (VIT) | WIL (MND) | WPW (VIG) | MPW (SOR) |
| Level 1 | |||||||||
| Features: All Terrain Assault, Earth Shield; Limit: Nature's Wrath; Elementalism: Tera | |||||||||
| 10 | 20 | +1 | +3 | 11 | 11 | 1 | 3 | 1d6+1 | 1d10+1 |
| Level 2 | |||||||||
| . | |||||||||
| 15 | 25 | +2 | +4 | 12 | 12 | 2 | 4 | 1d6+2 | 1d10+2 |
| Level 3 | |||||||||
| Elementalism: Aqua | |||||||||
| 20 | 30 | +3 | +5 | 13 | 13 | 3 | 5 | 1d6+3 | 1d10+3 |
| Level 4 | |||||||||
| . | |||||||||
| 25 | 35 | +4 | +6 | 14 | 14 | 4 | 6 | 1d6+4 | 1d10+4 |
| Level 5 | |||||||||
| Elementalism: Aero | |||||||||
| 30 | 40 | +5 | +7 | 15 | 15 | 5 | 7 | 1d6+5 | 1d10+5 |
| Level 6 | |||||||||
| Elementalism: Terara | |||||||||
| 35 | 45 | +6 | +8 | 16 | 16 | 6 | 8 | 1d6+6 | 1d10+6 |
| Level 7 | |||||||||
| Elementalism: White Flame | |||||||||
| 40 | 50 | +7 | +9 | 17 | 17 | 7 | 9 | 1d6+7 | 1d10+7 |
| Level 8 | |||||||||
| Elementalism: Aquara | |||||||||
| 45 | 55 | +8 | +10 | 18 | 18 | 8 | 10 | 1d6+8 | 1d10+8 |
| Level 9 | |||||||||
| Elementalism: Sheep Count | |||||||||
| 50 | 60 | +9 | +11 | 19 | 19 | 9 | 11 | 1d6+9 | 1d10+9 |
| Level 10 | |||||||||
| Elementalism: Aerora | |||||||||
| 55 | 65 | +10 | +12 | 20 | 20 | 10 | 12 | 1d6+10 | 1d10+10 |
| Level 11 | |||||||||
| Elementalism: Quake, Shining Air | |||||||||
| 60 | 70 | +11 | +13 | 21 | 21 | 11 | 13 | 1d6+11 | 1d10+11 |
| Level 12 | |||||||||
| . | |||||||||
| 65 | 75 | +12 | +14 | 22 | 22 | 12 | 14 | 1d6+12 | 1d10+12 |
| Level 13 | |||||||||
| Elementalism: Flood, Boulder Crush | |||||||||
| 70 | 80 | +13 | +15 | 23 | 23 | 13 | 15 | 1d6+13 | 1d10+13 |
| Level 14 | |||||||||
| . | |||||||||
| 75 | 85 | +14 | +16 | 24 | 24 | 14 | 16 | 1d6+14 | 1d10+14 |
| Level 15 | |||||||||
| Elementalism: Tornado, Sliprain | |||||||||
| 80 | 90 | +15 | +17 | 25 | 25 | 15 | 17 | 1d6+15 | 1d10+15 |
Druid Features
These are attack, defense, and limit break options for an astrologer:
All Terrain Assault
All Terrain Assault
You gain a +5 bonus to Accuracy to hit any creature that is Burrowing, Swimming, or Flying (effectively negating the Evasion bonus for that status). To do this, you must take a Delay of 5.
Earth Shield
Earth Shield
You may take a Delay of 5 at any point during your turn to gain a Resist of +5 until the end of your next turn.
Nature's Wrath
Nature's Wrath
LIMIT BREAK!
You unleash four attacks, each of which deals 4 x (Magick Power) damage. Each attack has one of the following elements (each used once): Earth, Water, Wind, and Holy.
Elementalism
"Elementalism" is the job ability of Druids. Most Elementalism abilities are spells.
Tera
Level 1, 7 MP, Targets One Enemy
~Spell, Earth~
Terra
Deals (Magick Power) Earth damage. Against burrowing enemies, you gain +2 damage.
Terara
Level 6, 17 MP, Targets One Enemy
~Spell, Earth~
Terara
Deals 2 x (Magick Power) Earth damage. Against burrowing enemies, you gain +4 damage.
Quake
Level 11, 27 MP, Targets One Enemy
~Spell, Earth~
Quake
Deals 3 x (Magick Power) Earth damage. Against burrowing enemies, you gain +6 damage.
Aqua
Level 3, 11 MP, Targets One Enemy
~Spell, Water~
Aqua
Deals (Magick Power)+2 Water damage. Against swimming enemies, you gain an additional +2 damage.
Aquara
Level 8, 21 MP, Targets One Enemy
~Spell, Water~
Aquara
Deals 2 x (Magick Power)+4 Water damage. Against swimming enemies, you gain an additional +4 damage.
Flood
Level 11, 27 MP, Targets One Enemy
~Spell, Water~
Flood
Deals 3 x (Magick Power)+6 Water damage. Against swimming enemies, you gain an additional +6 damage.
Aero
Level 5, 15 MP, Targets One Enemy
~Spell, Wind~
Aero
Deals (Magick Power)+4 Wind damage. Against flying enemies, you gain an additional +4 damage.
Aerora
Level 10, 25 MP, Targets One Enemy
~Spell, Wind~
Aerora
Deals 2 x (Magick Power)+8 Wind damage. Against flying enemies, you gain an additional +8 damage.
Tornado
Level 15, 35 MP, Targets One Enemy
~Spell, Wind~
Tornado
Deals 3 x (Magick Power)+12 Wind damage. Against flying enemies, you gain an additional +12 damage.
White Flame
Level 7, 19 MP, Targets One Ally
~Spell, Fire~
White Flame
Heals 2 x (Magick Power) HP.
Lifestream
Level 9, 23 MP, Targets One Ally
~Spell, Bubble~
Lifestream
Heals (Magick Power) HP and bestows the Bubble enhancement.
Shining Air
Level 11, 27 MP, Targets All Enemies
~Spell, Wind, Umbra~
Shining Air
Deals 2 x (Magick Power) Wind damage and inflicts the Umbra ailment. If the target is immune to that ailment, this deals 3 x (Magick Power) Wind damage instead.
Boulder Crush
Level 13, 31 MP, Targets One Enemy
~Spell, Earth, Immobilize~
Boulder Crush
Deals 2 x (Magick Power) Earth damage and inflicts the Immobilize ailment. If the target is immune to that ailment, this deals 3 x (Magick Power) Earth damage instead.
Sliprain
Level 15, 35 MP, Targets One Enemy
~Spell, Water, Slow~
Sliprain
Deals 2 x (Magick Power) Water damage and inflicts the Slow ailment. If the target is immune to that ailment, this deals 3 x (Magick Power) Water damage instead.





