Druid

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

FFT_Geomancer.jpg
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.

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