This is a guide to the Spiritmaster job in Bravely Default Flying Fairy HD Remaster. Learn the Spiritmaster's best abilities and unlock condition for Bravely Default on the Switch 2.
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How to Obtain |
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Defeat Victoria F. Stein at the Eternian Central Command in Chapter 4 | |
Job Command | |
Spiritism | |
Specialty | |
Save WM MP Lower the MP cost of white magic by 25%. |
Swords | Axes | Spears | Rods |
---|---|---|---|
E | E | E | C |
Staves | Daggers | Bows | Katanas |
S | E | E | E |
Knuckles | Shields | Helms | Armor |
E | E | E | A |
Note: S results in most damage increase; E results in least damage increase.
HP | MP | STR | VIT |
---|---|---|---|
C | S | E | E |
INT | MND | DEX | AGI |
A | S | C | B |
Ability (Learning Level) |
Reason for Recommendation |
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Adaptation (Lv 7) |
An ability that recovers your HP by absorbing elemental attacks used by enemies, such as Firaga. When used in conjunction with a powerful enemy's area-of-effect magic, you can quickly recover. |
Fairy's Aid (Lv 4) |
For 5 turns, damage from attacks with attributes (whether physical or magical, including magic sword attacks) aimed at a single ally will be increased by 1.5 times. |
Moderation (Lv 12) |
This ability increases the BP of all allies and enemies by 1 when any ally or enemy is in a negative BP state. If used skillfully, it can allow your entire party to frequently use Brave every turn, letting you chain attacks and heals to gain an advantage in battle. |
Holy One (Lv 9) |
Physical attack power is reduced by 25%, but the HP recovery from healing magic is increased by 2.5 times. |
Many of the Spiritmaster's barrier abilities last for 5 turns, making it essential to reapply them on the 4th turn to maintain continuous party protection. For example, consistently maintaining Greater Spirit Ward and Fairy Ward can almost completely nullify elemental attacks and status ailments.
By adapting your barrier usage to the enemy's attack patterns, you can drastically cut down on damage taken.
The Spiritmaster is a job specializing in protecting allies, learning many barrier abilities that defend against elemental attacks and status ailments. With high Mind and MP, they can even surpass a White Mage's healing capabilities when combining the two.
This makes them especially valuable against powerful endgame foes that use strong attacks involving elemental damage and status ailments, as mastering the Spiritmaster's barrier abilities can significantly reduce your party's incoming damage.
The Spiritmaster's Fairy's Aid can increases a single ally's elemental attack damage by 1.5 times for 5 turns. When combined with Spell Fencer or Summoning magic to exploit enemy weaknesses, this can boost damage dealt massively, making them a strong presence on both offense and defense.
The Spiritmaster is a crucial job that leverages high MP and Mind stat to offer excellent healing power and protect allies through elemental nullification and status ailment countermeasures.
Their technical BP management with abilities like Stillness and Temperance allows them to turn the tide from a desperate situation to a full offensive. By anticipating enemy attacks and refreshing barriers at the right moment, they can significantly boost your party's survival rate.
For instance, an effective strategy involves accumulating BP and then using Stillness to nullify all incoming damage from enemies before immediately launching a concentrated assault. You'll want to time your Brave-fueled rush to coincide with the moment Stillness wears off.
Lv | Ability | Type and Effect |
---|---|---|
1 | Spirit Ward | Type: Command Has a 75% chance to place one target in the doom state. |
2 | Auto-Shell | Type: Support Raise the MP cost of black magic by 1.5 times, and raise its damage by 1.25 times. This can be set at the same time as Max Black Magic. |
3 | M.Defense 20% Up | Type: Support Deal a tremendous amount of dark damage to all allies and enemies who are in the poison state. |
4 | Fairy's Aid | Type: Command Recover HP equal to 25% of the damage taken from a magic attack. This effect is not triggered by damage from poison, nor by damage that results in a K.O. |
5 | Convert BP | Type: Command Instantly slay all allies and enemies who are in the sleep state. Note that this will not work on certain enemies, such as bosses. |
6 | Save WM MP | Type: Support Lower the MP cost of black magic by 25%. |
7 | Adaptation | Type: Command Sacrifice 25% of your maximum HP to raise your magic attack by 50% for three turns. The upper limit for M.Atk is 150%. |
8 | Stillness | Type: Command Raise the damage of magic attacks to 1.5 times normal when the last digit of your current MP is 0. |
9 | Holy One | Type: Support Increase the damage of magic that can only be group-cast to 1.5 times normal by narrowing its focus to a single target. |
10 | Greater Spirit Ward | Type: Command Unleash a dark-based magic attack on all allies and enemies with -1 BP or less. Note that the lower the target's BP, the more damage will be dealt. |
11 | Fairy Ward | Type: Command Raise the chances of imparting a status ailment. |
12 | Moderation | Type: Command Unleash a dark-based magic attack on all allies and enemies with 1 BP or more. Note that the higher the target's BP, the more damage will be dealt. |
13 | Enigma | Type: Command The MP cost of black magic doubles, but it also does 1.5 times more damage. This can be set at the same time as Black Magic Amp. |
14 | Maximize HP | Type: Support Dark damage to all enemies. |
List of All Jobs | ||
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