Fire Emblem: Fortune's WeaveAnna's Notebook
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Druid

Master classesドルイド · Druid
WeaponsBlack magic, gauntlets, sword
Movement5
TypeInfantry

Class requirements

Recommended levelLv45
ProficiencyBlack Magic A
Certification itemMaster License
UnlockUnlocked after clearing section 1 of the Promised One's story
ChapterUnlocked after clearing section 1 of the Promised One's story (Part III)

Growth rate modifiersTotal +80%

HP+10%
Str-5%
Mag+30%
Spd+10%
Dex+15%
Def-10%
Res+20%
Lck+10%
Cha+0%

Stats

HPStrMagSpdDexDefResLckCha
Bonus40747050-2

Class and mastery skills

CategorySkillsEffect
Class skillsBlack-Magic SeekerBlack magic uses ×2
Class skillsMagic Hit +7Hit +7 when magic is equipped
Mastery skillResBinding CurseAdjacent enemiesRes-3

Mastery skill: Learned by maxing out this class's experience. Retained after changing class.

Recommended characters for this class

Playing this class

Druid suits dedicated Black Magic damage: double Black Magic uses, Magic Hit +7, and Magic growth +30. Changing from Ovate loses White Magic, so hand healing and Warp to allies first.

Druid growth and proficiency screen: Magic growth rises from 45 to 75 and Defense drops from 35 to 25 on the right. White Magic is dimmed below; Black Magic remains available.
Druid growth and proficiency screen: Magic growth rises from 45 to 75 and Defense drops from 35 to 25 on the right. White Magic is dimmed below; Black Magic remains available.

Suitable characters

  • Fabio follows Diviner → Shaman → Ovate → Druid for Black Magic. Limited White Magic highlights mean a smaller loss. Use Black Magic on armor and Resistance-ignoring dark magic on high-Resistance targets.
  • Bonaventure also follows Diviner, Shaman, and Ovate. Dante uses Black Magic later while sharing personal-ability bonuses nearby.
  • Hong Hua can change for Black Magic. To retain Warp and Resquia, stay Ovate or choose The Avatar for White Magic access.

Training requirements

Unlocks after clearing Segment 1 of the Promised One's story. Recommended level 45 and Black Magic A. Uses Black Magic, swords, and gauntlets; cannot use White Magic.

Other growth modifiers are Dexterity +15, Speed +10, Resistance +20, Defense −10, and Strength −5. Continue Black Magic damage and avoid physical surrounds. Mastery Bind Resistance lowers only adjacent enemies' Resistance by 3. Distant spellcasting gains no benefit; do not move into melee just to trigger it.

When to stay in Druid

Stay if Black Magic is the main role and someone else handles White Magic. Do not farm melee just for mastery: Druid's strengths are Magic, Dexterity, and spell uses. Changing at level 45 leaves limited levels, so it may not catch up a unit whose Magic fell far behind earlier.

For both magic types and more spell uses, change to The Avatar. An offensive mage can master it for Magic +10, then return to Druid and free the divine-class slot for a support mage.