Fabio
Aファビオ · FabioSpecialize in Black Magic for ranged single-hit damage and unusual dark spells. Ovate can also use white magic; hand healing duties over before changing to Druid.


Fan art →
Nine stats
| HP | Str | Mag | Spd | Dex | Def | Res | Lck | Cha | Total | |
|---|---|---|---|---|---|---|---|---|---|---|
| Growth rates | 40% | 25% | 50% | 35% | 40% | 30% | 45% | 35% | 30% | 330% |
| Overall rank63 characters total | Rank 36 | Rank 62 | Rank 2 | Rank 39 | Rank 39 | Rank 39 | Rank 2 | Rank 26 | Rank 40 | Rank 34 |
| Base statsCommoner Lv1 | 25 | 6 | 10 | 7 | 6 | 4 | 8 | 6 | 5 | 77 |
| Base stat ranking63 characters total | Rank 49 | Rank 56 | Rank 12 | Rank 43 | Rank 55 | Rank 61 | Rank 22 | Rank 50 | Rank 50 | Rank 60 |
| Lv60 expected statsArcher detour, then Druid into The Avatar | 51 | 18 | 50 | 33 | 35 | 17 | 42 | 31 | 22 | 299 |
| Expected rank62 characters total | Rank 54 | Rank 61 | Rank 8 | Rank 38 | Rank 43 | Rank 56 | Rank 12 | Rank 20 | Rank 56 | Rank 50 |
Proficiency
Starting skills
| Category | Skills | Effect |
|---|---|---|
| Personal skill | Dark Calling | Adjacent enemies suffer critical avoid -5 |
| Level skillsLv20 | Dark Secrets | Changes "Dark Calling” now affects units within 2 spaces. |
| Level skillsLv35 | Dark Secrets+ | 「Dark Calling” now affects units within 3 spaces |
Briefly use Archer to learn Crescendo, then return to magic classes; Ovate develops Mag and Druid retain powerful black magic. At 04:14–04:32, the video allows a final switch to The Avatar but prefers giving the qualification to other mages; this path can stop at Druid, extending to The Avatar only when triple black/white magic uses are needed and a slot remains.
The divine class The Avatar restores access to both black and white magic, with triple uses. The new video at 04:14–04:22 accepts this endpoint but prefers giving the qualification to other mages.
The video's mobility alternative: Caladrius doubles black magic uses, sacrificing white magic access and some Mag growth for movement and physical survivability; in Part 3, switch to Valkyrium for both black and white magic. The two stages combine the video's alternatives into one mobile option, rather than claiming a level-by-level build used by the author; use Caladrius only after its Part 3 requirements are unlocked, and stay in Ovate until then.
Use Archer mastery to fix Fabio’s dark-magic accuracy
Original video: Fabio’s classes and development plan · English video creator Jay Dunna
Fabio needs his powerful dark spells to hit. Use
Shaman and
Ovate as the main path, briefly enter
Archer for
Crescendo, and stop at master-class
Druid for a clear role. Three-tile spells provide safe attacks, Death aims for criticals, Luna handles high Resistance, and Dark Spikes handles cavalry. White magic and divine-class certification can go to others if the team needs them more.

Borrow just one mastery from Archer
Shaman suits regular leveling: Magic growth +15, with Speed, Dexterity, and Resistance +10 each, developing damage and casting reliability. But his powerful spells can struggle to hit, especially in Part 3. More Magic alone is insufficient.
Teach him bows and master Archer in underground dungeons. Crescendo adds 3 Hit after each kill, up to 30 per map. Return to magic afterward and keep the skill; he need not remain an archer. Archer has no Magic growth bonus, so stay only a few levels for mastery rather than long-term development. Stacks reset each map: there is no free 30 Hit at the start.
Ovate remains the main advanced class
Returning to Ovate gives Magic growth +20 and Resistance +15 for stronger dark magic. Its mastery,
SpdBinding Curse, lowers adjacent enemies’ Speed by 3, helping follow-ups when close and combining with his personal ability affecting nearby enemies.
For more team support, also master
Bishop for Barrier, granting adjacent allies Resistance +3. This borrows protection for the team. Troubadour is another option, but spend most advanced-class training in Ovate around dark-magic damage.
For a different style, consider
Caladrius. It offers mobility and doubled dark magic uses. Mastering Overtake adds Movement after kills through the end of the next turn. The cost is losing white magic. Fabio cannot be recruited in Cai’s story, so this branch is better prepared in Part 3. Caladrius gives Magic growth +10 versus Ovate’s +20, but Defense growth changes from -10 to +10: less Magic development for mobility and physical survival. Do not divert this dark-magic path into
Blacksmith.
Druid preserves his strongest spells
At master tier, Druid loses white magic while
Wiseman loses dark magic. Fabio’s white magic is usable, but dark magic defines his damage. Druid’s Magic growth bonus is +30 versus Wiseman’s +20, so prioritize retaining dark spells and their uses.
For someone who mainly heals and occasionally attacks, give Wiseman a
Salamander for a portable firearm option. Fabio can do this, but loses the advantages of Death and Luna.
Valkyrium permits both types but offers fewer spell uses and less Magic growth than the dedicated damage plan. Before choosing a hybrid, decide whether the party actually needs that healing.
At endgame,
The Avatar offers triple black and white spell uses, Magic Hit +10, and Magic Heal +20. But that certification can go to
Sirocco or someone needing both schools more. Fabio already has a distinctive high-damage role as Druid. The level-61 Fabio shown has 64 Magic, 25 Defense, and 44 Resistance: this training run’s result, not a guaranteed stat line for everyone.

Extend Dark Calling to support critical hits
Dark Calling lowers adjacent enemies’ Dodge by 5. Dodge means critical avoidance, not ordinary Avoid. It helps Fabio and allies crit; it does not directly improve spell accuracy. Once
Dark Secrets+ expands it to three tiles, Fabio can support
Dietrich’s frontline sword attacks while casting from behind.
The displayed skills are Dark Secrets+,
DexBinding Curse,
Black Magic Lv. 5,
Anti-magic tactics, and
Sniper Evasion. Bind Dexterity lowers adjacent enemies’ Dexterity; swap for Bind Speed if follow-ups matter more. Black Magic Lv. 5 supports regular attacks, Counter Mages lowers magic enemies’ Hit and Avoid within two tiles, and Sniper Evasion helps engagements at three or more tiles. Their ranges differ. Standing three tiles away does not activate every adjacency effect.
Sacred Gem is optional. It heals one third of damage dealt on critical hits, pairing with Death’s high crit. It is not mandatory; without it, Fabio still deals dark-magic damage.
Save each dark spell for its proper target
Black Magic S opens up the full selection. Do not simply cast in descending might order.
| Spell | Key values and uses |
|---|---|
| Critical +20, weight 13; aims for powerful criticals but still needs accuracy help. | |
| Relatively light; check for a kill when heavier spells prevent follow-ups. | |
| Range 3; attacks large enemies from farther away to reduce counters. | |
| Weight 21 and low might; lowers enemy Speed by 3 on hit to help subsequent allies. | |
| Might 1, weight 20, Hit 50; ignores Resistance, valuable against high-Resistance targets but needs accuracy preparation. | |
| Might 20, weight 20, Hit 60; effective against cavalry, so check its kill threshold first against them. |
Luna’s damage comes from high Magic and ignoring Resistance, not its 1 might. Dark Spikes acts like an anti-cavalry magic weapon and is far better than an arbitrary normal spell against suitable targets. Swarm’s slowdown helps later attacks, but its weight means it is not automatically Fabio’s own follow-up tool.

Calculate three-tile range and critical chances separately
Find positions that exploit dark magic. Three-tile spells reach otherwise inaccessible targets while extended Dark Calling still covers the front line. Switch to Death for critical damage; do not assume every spell reaches three tiles.
In the displayed attack against a large dragon enemy,
Miasma Δ’s forecast Critical is 30% and Death’s is 50%. Death does crit and defeat it, demonstrating the burst potential. Those percentages belong to this engagement, not fixed spell critical values. Use accuracy-supported dark magic reliably in ordinary combat and compare critical payoff when you need a burst.
Carry extra Vulneraries, Concoctions, and Elixirs; allies can trade recovery items to him too. Prioritize his actions for dark-magic attacks and cover healing gaps with items and teammates instead of abandoning his offensive spells for occasional self-rescue.
More guides
Site guides

Focus on Black Magic for ranged dark spells and special effects in single hits. Advance into Druid when qualified, handing off healing duties before switching.
Black Magic C already offers three-tile attacks, with later spells adding options. Low Speed is not worth forcing into a doubling build. Dark Calling incidentally supports critical hits; do not move to the front just for the aura.

Class progression by stage
Train the proficiency needed for the exam and the spells you want, then change to the next class.
Train Black Magic C first in Part 1
- 1Prepare
Diviner at level 5 and Renown 1.The exam accepts Black or White Magic D; use Black Magic D here. Start attacking with Miasma Δ. Master Magic Basics for Magic and Resistance +1 each, then remember to equip it. - 2Take
Shaman at level 20, Renown 4, and Black Magic C.Mire B at Black Magic C supplies ranged attacks. Using that distance is more practical than changing through physical classes to chase doubles. Next, train Black Magic B for Death Γ's high-critical role. - 3Take
Ovate at level 35, Renown 8, and Black Magic B.Use Black Magic to qualify; Ovate still uses both black and white magic. If those requirements are not met in Part 1, continue Shaman instead of grinding to an assigned level just to follow the route. ::: If healing is lacking, briefly switch to Priest. Qualify for
Priest at level 20, Renown 4, and White Magic C. Master Piety for Luck +3, then return to the black-magic core. You can also take this detour for Luck, but it needs extra White Magic and class experience. If
Yang Jie already heals, prioritize Fabio's Black Magic.
Fabio's early Miasma Δ menu shows 5/10 uses and Range 1–2. Magic Attack, Hit, and Attack Speed are listed at the bottom right; check ranged positioning for the selected spell. Train Black Magic A in Part 2
Continue in Ovate and train Black Magic A for Luna Λ, which ignores enemy Resistance. Against high-Resistance targets, compare its damage with ordinary dark spells first. Death Γ offers critical opportunities; do not base key kills only on critical damage. Build around current spells. Ovate can use learned white magic in emergencies, but ordinary Heal cannot replace Physic. His white magic is unremarkable, so do not rebuild him as a main healer. Qualify before switching to Ovate and reserve separate training time for mastery.
Hand off white magic before Druid in Part 3
Take
Druid at level 45 and Black Magic A after clearing Part 3's first section. This naturally completes black-magic specialization, but Druid cannot use white magic. Tools such as Heal, Nosferatu, and Recover available in Ovate do not remain usable just because he learned them. Arrange team healing before changing instead of discovering mid-battle that the healing menu is gone. Continue Black Magic mainly for his native dark spells. Bind Resistance mastery is an extra benefit, not a reason to stand beside enemies for the debuff. Once you learn the Black Magic S anti-cavalry spell, check its effect and plan around it. The infantry core needs no mount training. Staves and rings have Weight too. When damage and Hit are sufficient, compare Attack Speed with and without them to avoid enemy follow-ups. Compare the existing routes in the simulator.Choose a ranged position before covering targets with Dark Calling
Stay behind the main force to attack armor and soften targets from range. Against fast enemies, check counters and follow-ups first. Choose a safe position and spell, then cover the target your teammate wants to attack with Dark Calling. Dark Calling reduces enemy Dodge by 5, making critical hits easier for allies such as
Dietrich. It lowers neither ordinary Avoid nor enemy critical rate. The level 35 upgrade covers three tiles around him. With the level 20 version, confirm that the target is actually in range. Fabio's low Speed usually makes safe range more valuable than moving one tile closer for the aura. Use it when enemies enter coverage; do not risk him for 5 Dodge.
Fabio's full Dark Secrets+ description: extends Dark Calling's range to 3 tiles. Recruitment details
He joins through the story in Chapter 1 of Dietrich's route. On Leda's route, first complete Dietrich's paralogue, then meet Renown, support, and negotiation requirements. Do not assume the early joining route's training window. See Fabio recruitment details.
Dark Calling helps criticals, not Hit
- 4Treating Ovate as black-magic-only.It still uses white magic. Druid is the stage that removes it, so hand healing duties over early.
- 5Trying to double with every spell.Low Speed limits his role. Prioritize range, enemy weaknesses, and single-hit damage; lucky Speed growth in one save is not guaranteed.
- 6Treating Dark Calling as a Hit aura.It supports allied critical hits, not guaranteed accuracy for a low-Hit spell.
- 7Mixing aura upgrade ranges.
Three tiles at level 35 can be used. The level 20 effect remains disputed, so do not apply the upgraded range early.
Comments
BreidablikMt 2 Hit 85 Wt 4
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Black Magic Lv. 1Hit +3 when black magic is equipped
Combat BasicsHit, Avoid +3
Dark CallingAdjacent enemies suffer critical avoid -5
Draw BackCost 0 Mt 0 Hit 0
Lend MagicCost 0 Mt 0 Hit 0
Cautious BlowCost 2 Mt 3 Hit 0
Light of BondsCost 5 Mt 2 Hit 0
Levin SwordMt 12 Hit 70 Wt 8
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Black Magic Lv. 1Hit +3 when black magic is equipped
White Magic Lv. 1Hit +3 when wielding white magic
Magic BasicsMag、Res+1
Combat BasicsHit, Avoid +3
Dark CallingAdjacent enemies suffer critical avoid -5
Levin SwordMt 12 Hit 70 Wt 8
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Black Magic Lv. 2Hit +5 when black magic is equipped
White Magic Lv. 2Hit +5 when wielding white magic
Dark SecretsExtends Dark Calling's area to 2 spaces around the unit.
DexBinding CurseAdjacent enemiesDex-3
Dark CallingAdjacent enemies suffer critical avoid -5
Draw BackCost 0 Mt 0 Hit 0
Lend MagicCost 0 Mt 0 Hit 0
Cautious BlowCost 2 Mt 3 Hit 0
Iron Bow
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Combat BasicsHit, Avoid +3
DexBinding CurseAdjacent enemiesDex-3
Dark SecretsExtends Dark Calling's area to 2 spaces around the unit.
Magic BasicsMag、Res+1
Dark CallingAdjacent enemies suffer critical avoid -5
Levin SwordMt 12 Hit 70 Wt 8
CrescendoHit +3 when defeating an enemy (up to +30) (lasts until the end of the battle)
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Black Magic Lv. 2Hit +5 when black magic is equipped
White Magic Lv. 2Hit +5 when wielding white magic
Dark SecretsExtends Dark Calling's area to 2 spaces around the unit.
Dark CallingAdjacent enemies suffer critical avoid -5
Draw BackCost 0 Mt 0 Hit 0
Lend MagicCost 0 Mt 0 Hit 0
Cautious BlowCost 2 Mt 3 Hit 0
Levin SwordMt 12 Hit 70 Wt 8
CrescendoHit +3 when defeating an enemy (up to +30) (lasts until the end of the battle)
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Black Magic Lv. 3Hit and Avo +5 with black magic equipped
White Magic Lv. 3Hit and Avo +5 when white magic is equipped
Dark Secrets+Dark Calling's range becomes 3 spaces
Dark CallingAdjacent enemies suffer critical avoid -5
Draw BackCost 0 Mt 0 Hit 0
Lend MagicCost 0 Mt 0 Hit 0
Cautious BlowCost 2 Mt 3 Hit 0
Levin SwordMt 12 Hit 70 Wt 8
CrescendoHit +3 when defeating an enemy (up to +30) (lasts until the end of the battle)
Dark Secrets+Dark Calling's range becomes 3 spaces
Black Magic Lv. 5Hit and Avo +10 with black magic equipped
SpdBinding CurseAdjacent enemiesSpd-3
Anti-magic tacticsEnemies wielding magic within 2 spaces suffer Hit and Avo -5.
Dark CallingAdjacent enemies suffer critical avoid -5
Draw BackCost 0 Mt 0 Hit 0
Lend MagicCost 0 Mt 0 Hit 0
Cautious BlowCost 2 Mt 3 Hit 0
Miasma ΔMt 5 Hit 80 Wt 5
Mire BMt 3 Hit 70 Wt 15
Death ΓMt 15 Hit 75 Wt 13
Luna ΛMt 1 Hit 50 Wt 20
Dark Spikes T
Swarm ZMt 4 Hit 65 Wt 21
Magic StaffWt 3
Shadow MagesGambit: Scattering Ice
Levin SwordMt 12 Hit 70 Wt 8
CrescendoHit +3 when defeating an enemy (up to +30) (lasts until the end of the battle)
Dark Secrets+Dark Calling's range becomes 3 spaces
Black Magic Lv. 5Hit and Avo +10 with black magic equipped
SpdBinding CurseAdjacent enemiesSpd-3
Anti-magic tacticsEnemies wielding magic within 2 spaces suffer Hit and Avo -5.
Dark CallingAdjacent enemies suffer critical avoid -5
All-Magic ZenithBlack and white magic uses ×3
Magic Hit +10Hit +10 when magic is equipped
Magic Heal +20Healing allies with magic restores +20 HP
Draw BackCost 0 Mt 0 Hit 0
Lend MagicCost 0 Mt 0 Hit 0
Cautious BlowCost 2 Mt 3 Hit 0
Miasma ΔMt 5 Hit 80 Wt 5
Mire BMt 3 Hit 70 Wt 15
Death ΓMt 15 Hit 75 Wt 13
Luna ΛMt 1 Hit 50 Wt 20
Dark Spikes T
Swarm ZMt 4 Hit 65 Wt 21
NosferatuMt 1 Hit 80 Wt 8
HealMt 10
RecoverMt 30
Magic StaffWt 3
Shadow MagesGambit: Scattering Ice
BreidablikMt 2 Hit 85 Wt 4
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Black Magic Lv. 1Hit +3 when black magic is equipped
Combat BasicsHit, Avoid +3
Dark CallingAdjacent enemies suffer critical avoid -5
Draw BackCost 0 Mt 0 Hit 0
Lend MagicCost 0 Mt 0 Hit 0
Cautious BlowCost 2 Mt 3 Hit 0
Light of BondsCost 5 Mt 2 Hit 0
Levin SwordMt 12 Hit 70 Wt 8
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Black Magic Lv. 1Hit +3 when black magic is equipped
White Magic Lv. 1Hit +3 when wielding white magic
Magic BasicsMag、Res+1
Combat BasicsHit, Avoid +3
Dark CallingAdjacent enemies suffer critical avoid -5
Levin SwordMt 12 Hit 70 Wt 8
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Black Magic Lv. 2Hit +5 when black magic is equipped
White Magic Lv. 2Hit +5 when wielding white magic
Dark SecretsExtends Dark Calling's area to 2 spaces around the unit.
DexBinding CurseAdjacent enemiesDex-3
Dark CallingAdjacent enemies suffer critical avoid -5
Draw BackCost 0 Mt 0 Hit 0
Lend MagicCost 0 Mt 0 Hit 0
Cautious BlowCost 2 Mt 3 Hit 0
Levin SwordMt 12 Hit 70 Wt 8
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Black Magic Lv. 3Hit and Avo +5 with black magic equipped
White Magic Lv. 3Hit and Avo +5 when white magic is equipped
Dark Secrets+Dark Calling's range becomes 3 spaces
SpdBinding CurseAdjacent enemiesSpd-3
Dark CallingAdjacent enemies suffer critical avoid -5
Draw BackCost 0 Mt 0 Hit 0
Lend MagicCost 0 Mt 0 Hit 0
Cautious BlowCost 2 Mt 3 Hit 0
Levin SwordMt 12 Hit 70 Wt 8
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Black Magic Lv. 4Hit and Avo +7 with black magic equipped
Magic BasicsMag、Res+1
Dark Secrets+Dark Calling's range becomes 3 spaces
ResBinding CurseAdjacent enemiesRes-3
Dark CallingAdjacent enemies suffer critical avoid -5
Draw BackCost 0 Mt 0 Hit 0
Lend MagicCost 0 Mt 0 Hit 0
Cautious BlowCost 2 Mt 3 Hit 0
Miasma ΔMt 5 Hit 80 Wt 5
Mire BMt 3 Hit 70 Wt 15
Death ΓMt 15 Hit 75 Wt 13
Luna ΛMt 1 Hit 50 Wt 20
Shadow MagesGambit: Scattering Ice
Levin SwordMt 12 Hit 70 Wt 8
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Black Magic Lv. 5Hit and Avo +10 with black magic equipped
Dark Secrets+Dark Calling's range becomes 3 spaces
ResBinding CurseAdjacent enemiesRes-3
Divine LawMag+10
Dark CallingAdjacent enemies suffer critical avoid -5
All-Magic ZenithBlack and white magic uses ×3
Magic Hit +10Hit +10 when magic is equipped
Magic Heal +20Healing allies with magic restores +20 HP
Draw BackCost 0 Mt 0 Hit 0
Lend MagicCost 0 Mt 0 Hit 0
Cautious BlowCost 2 Mt 3 Hit 0
BreidablikMt 2 Hit 85 Wt 4
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Black Magic Lv. 1Hit +3 when black magic is equipped
Combat BasicsHit, Avoid +3
Dark CallingAdjacent enemies suffer critical avoid -5
Draw BackCost 0 Mt 0 Hit 0
Lend MagicCost 0 Mt 0 Hit 0
Cautious BlowCost 2 Mt 3 Hit 0
Light of BondsCost 5 Mt 2 Hit 0
Levin SwordMt 12 Hit 70 Wt 8
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Black Magic Lv. 1Hit +3 when black magic is equipped
White Magic Lv. 1Hit +3 when wielding white magic
Magic BasicsMag、Res+1
Combat BasicsHit, Avoid +3
Dark CallingAdjacent enemies suffer critical avoid -5
Levin SwordMt 12 Hit 70 Wt 8
Steady Shot[Infantry] Hit +5 when a bow or magic is equipped
Black Magic Lv. 2Hit +5 when black magic is equipped
White Magic Lv. 2Hit +5 when wielding white magic
Dark SecretsExtends Dark Calling's area to 2 spaces around the unit.
DexBinding CurseAdjacent enemiesDex-3
Dark CallingAdjacent enemies suffer critical avoid -5
Draw BackCost 0 Mt 0 Hit 0
Lend MagicCost 0 Mt 0 Hit 0
Cautious BlowCost 2 Mt 3 Hit 0
Magic StaffWt 3
Dark Secrets+Dark Calling's range becomes 3 spaces
Black Magic Lv. 5Hit and Avo +10 with black magic equipped
DexBinding CurseAdjacent enemiesDex-3
Anti-magic tacticsEnemies wielding magic within 2 spaces suffer Hit and Avo -5.
Magic BasicsMag、Res+1
Dark CallingAdjacent enemies suffer critical avoid -5
Mount/DismountCan use “Mount” and “Dismount”
Black-Magic SeekerBlack magic uses ×2
Combat Arts +1Equippable combat arts +1
Magic StaffWt 3
Dark Secrets+Dark Calling's range becomes 3 spaces
Black Magic Lv. 5Hit and Avo +10 with black magic equipped
DexBinding CurseAdjacent enemiesDex-3
Anti-magic tacticsEnemies wielding magic within 2 spaces suffer Hit and Avo -5.
Magic BasicsMag、Res+1
Dark CallingAdjacent enemies suffer critical avoid -5
Mount/DismountCan use “Mount” and “Dismount”
Magic Heal +10Healing allies with magic restores +10 HP
Magic Hit +5Hit +5 when magic is equippedBuild approach and suitable stages
Archer detour, then Druid into The Avatar: Diviner Lv5; Archer detour, then Druid into The Avatar: Shaman Lv20; Archer detour, then Druid into The Avatar: Archer; Archer detour, then Druid into The Avatar: Ovate Lv35; Archer detour, then Druid into The Avatar: Druid Lv45; Archer detour, then Druid into The Avatar: The Avatar
Briefly use Archer to learn Crescendo, then return to magic classes; Ovate develops Mag and Druid retain powerful black magic. The video allows a final switch to The Avatar but prefers giving the qualification to other mages; this path can stop at Druid, extending to The Avatar only when triple black/white magic uses are needed and a slot remains.
Five Black Magic tiers into The Avatar: Commoner Lv1; Five Black Magic tiers into The Avatar: Diviner Lv5; Five Black Magic tiers into The Avatar: Shaman Lv20; Five Black Magic tiers into The Avatar: Ovate Lv35; Five Black Magic tiers into The Avatar: Druid Lv45; Five Black Magic tiers into The Avatar: The Avatar
Train Black Magic continuously from D → C → B → A → S; the divine-class stage restores white magic support access.
Mobile Caladrius into Valkyrium: Diviner Lv5; Mobile Caladrius into Valkyrium: Shaman Lv20; Mobile Caladrius into Valkyrium: Caladrius Lv35; Mobile Caladrius into Valkyrium: Valkyrium Lv45
The video's mobility alternative: Caladrius doubles black magic uses, sacrificing white magic access and some Mag growth for movement and physical survivability; in Part 3, switch to Valkyrium for both black and white magic. The two stages combine the video's alternatives into one mobile option, rather than claiming a level-by-level build used by the author; use Caladrius only after its Part 3 requirements are unlocked, and stay in Ovate until then.
DexWidely recommendedDexVery strongDexUseful for specific strategies
Fabio: joins through Dietrich's story; recruitable in Leda's story (Renown 9).
Cai's storyCannot recruitIn Part I, joins through the story only on Dietrich's route, or can be recruited on Leda's route after completing Dietrich's paralogue; unavailable for recruitment on this route
Dietrich's storyJoins through the storyEasiest optionJoins through the story in Part I, Chapter 1
Theodora's storyCannot recruitIn Part I, joins through the story only on Dietrich's route, or can be recruited on Leda's route after completing Dietrich's paralogue; unavailable for recruitment on this route
Leda's storyRecruitable
9
3From Chapter 4Give a weaponDietrich's Paralogue: Sealed-Off PastSteps
Recruitable. Formal recruitment must wait until Dietrich's team is eliminated after 11/4. Give one gift in Dagsion to unlock recruitment, then reach Renown Lv9 and Bond Lv3 with Leda. Complete Dietrich's paralogue, wait for his team's elimination after 11/4, then give him a weapon he likes;
Da Mina GauntletsSuccessful recruitment is recorded. Finish before this route's Chapter 12 main battle; normal recruitment cannot be completed after entering the War Arc. Gift options include
Volcano Ghosh, available for 150G from the gift merchant at the tavern in lower Dagsion.
- NegotiateAfter Dietrich loses in Chapter 11, give him a weapon he likes (
Da Mina Gauntletscan succeed) - PrerequisiteFirst clear Dietrich's Paralogue: Sealed-Off Past
Renown level
Bond Level with this route's protagonist. For all characters across the four routes, see Recruitment; see recruitment steps at How to recruit。
Most effective giftsAll are favorite gifts and sold in shops. Fabio mostly favors coffee-related gifts. Favorites show double arrows in game and grant the most affinity.
Find where to buy these on the map→ Where to buy all 7 favorite gifts→

Favorite7 items
Likes19 items
Young Ghosh50G · Fermented drinks
Mature Ghosh100G · Fermented drinks
Rustic Ghosh100G · Fermented drinks
Jade Ghosh150G · Fermented drinks
Mature Shosh150G · Fermented drinks
Southern Ghosh150G · Fermented drinks
Sun Ghosh150G · Fermented drinks
Aromatic Shosh500G · Fermented drinks
Secret Ghosh500G · Fermented drinks
Light Shosh100G · Fermented drinks
Blue Shosh150G · Fermented drinks
Huge Fish Eyeball400G · Fish
Brined Fish Guts100G · Fish
Eastern Black Silk3000G · Fashion
Meaty Delicacy100G · Meat
Pack of Pastels300G · Art
Potted Vegetables200G · Vegetables
Eastern Tea Leaves2000G · Drinks
Dagda Beard Grass200G · HorsesLikesPain, half-forgotten feelings, dissecting beautiful thingsInterestsPainting, talking to thoughtful people
Bond partners8 characters · 5 can reach A · 1 have confirmed paired endings
Letters indicate the highest available support conversation (C = support Lv2, B = support Lv3, A = support Lv4);
A paired ending is confirmed,For the rules, seeBonds。
An enigmatic missionary of the Church of Seiros from distant Fódlan. Rational but condescending, he habitually calls others “beasts.” He and Dietrich come from the same place, though they did not know each other before.
Details
| Title | A missionary from Fódlan |
|---|---|
| Affiliation | Laminu Family |
| Origin | Fódlan |
| Height | 200 cm |
| Birthday | 7/30 |
| Likes | Pain, half-forgotten feelings, dissecting beautiful things |
| Interests | Painting, talking to thoughtful people |
| Japanese voice | Kei YamaguchiHaikyo official website |
| English voice actor | Jimmie YamaguchiVoice actor database |
Relationships
In the story
Part I: Guiding travelers to the Games
After Dietrich is shipwrecked in Dagda, Fabio tells him about the local Heroic Games. The tournament offers strong opponents, giving their journey a clear direction.
Part I: Duty and companionsSpoilers
In Chapter Ten, Dietrich saves Fabio and says it would be inconvenient without him. Fabio begins to realize that traveling with Dietrich makes him feel secure, and these feelings increasingly conflict with his mission. Facing Dietrich's duel with the powerful Mars, he openly says he does not want to lose his companion and seeks a solution.
After Part III: Individual endingSpoilers
Fabio sent extensive reports on Dagda to his organization, but contact ceased after the war. He never returned to Agartha, and his formal name was erased from its records; his solo ending does not reveal whether losing contact was his choice.
Trivia
- Fabio and Dietrich share a Bloodmark but are not related.

Silver-Shield Guard(B)







Black-Magic Mastery
Lend Magic +
Gambit Master
Swords Lv. 1
Swords Lv. 2
Swords Lv. 3
Swords Lv. 4
Swords Lv. 5
Swordfaire
Tempest Spear
Spears Lv. 1
Spears Lv. 2
Spears Lv. 3
Frozen Spear Throw
Spears Lv. 4
Spears Lv. 5
Spearfaire
Spike
Axes Lv. 1
Axes Lv. 2
Arcane Gale Flurry
Axes Lv. 3
Axes Lv. 4
Axes Lv. 5
Axefaire
Fists Lv. 1
Fists Lv. 2
Mind's-Eye Blow
Fists Lv. 3
Fists Lv. 4
Fists Lv. 5
Fistfaire
White Magic Lv. 4
White Magic Lv. 5
White-Magic Mastery
Steady Shot+
Infantry Move
Infantry Move+
Timely Guard
Resistant Armor
Bld
Build +
Curved Shot
Bows Lv. 1
Bows Lv. 2
Bows Lv. 3
Bows Lv. 4
Bows Lv. 5
Bowfaire
A
A
A
A
A
B
B
B