White Mage

The White Mage is the backbone of all parties and what most consider what they build a party around, that and a Red Mage. But a White Mage job is never done and always in need. As a holy mage of faith and selfless devotion to their call, the White Mage is blessed with a massive list of divine spells that serve to protect and aid their allies and other people. The White Mage's most important job is healing above all else, without HP the tank will fall and so will the party shortly after.

The White Mage is a careful job and a balancing act that must be watched and played carefully because monster hate to see their prey regaining their health and will see to it that it stops if it becomes too great annoyance to them. There are a lot of factors to keep in mind and tactics to use in parties as a White Mage.

Attribute Hume Elvaan Tarutaru Mithra Galka

HP

27

29

23

27

32

MP

22

20

228

22

16

Strength

6

7

5

6

7

Dexterity

5

5

5

7

5

Vitality

6

7

6

6

8

Agility

6

5

7

7

6

Intelligence

6

5

8

6

6

Mind

8

9

8

8

8

Charisma

7

7

7

6

6

 

Job Abilities

Ability Level Wait to Recast Duration Target Description

Benediction

1

2 hours

N/A

Party

Members get full HP Cure in AoE

Divine Seal

15

15 Min

N/A

Self

Next Cure Spell is Doubled

 

Job Traits

Trait Level Description

Magic Defense Bonus

10

Increases Magic Defense

Clear Mind

20

Increases MP recovered during Healing

Auto Regen

25

Gains Regen Affect (1 HP)

Magic Defense Bonus

30

Increases Magic Defense

Clear Mind

35

Increases MP recovered during Healing

Magic Defense Bonus

50

Increases Magic Defense

Clear Mind

50

Increases MP recovered during Healing

Clear Mind

65

Increases MP recovered during Healing

Magic Defense Bonus

70

Increases Magic Defense

 

Magic Spells

Spell Name Level Magic Skill MP Cast Time (sec) Wait to Recast (sec) Description

Cure

1

Healing

8

2

5

Restores ~30 HP

Dia

3

Enfeebling

7

1

5

Deals light damage, lowers defense and slowly takes HP

Paralyze

4

Enfeebling

6

3

10

Paralyzes target

Banish

5

Divine

18

4

20

Deals light damage to enemy

Barstona

5

Enhancing

12

.5

10

Strengthens party against earth

Poisona

6

Healing

8

1

5

Removes Poison

Protect

7

Enhancing

9

1

5

Increases Defense

Protectra

7

Enhancing

9

3

15

Protect cast on party

Barsleepra

7

Enhancing

14

5

10

Strengthens party against sleep

Paralyna

9

Healing

12

1

5

Removes Paralyze

Barwatera

9

Enhancing

12

.5

10

Strengthens party against water

Aquaveil

10

Enhancing

12

5

10

Reduces chances of spell interruption

Barpoisona

10

Enhancing

18

5

10

Strengthens party against poison

Cure II

11

Healing

24

2.25

5.5

Restores ~90 HP

Barparalyzra

12

Enhancing

22

 

10

Strengthens party against paralyze

Slow

13

Enfeebling

15

2

20

Slows attack speed of enemy

Baraera

13

Enhancing

12

.5

10

Strengthens party against wind

Blindna

14

Healing

16

3

10

Removes Blind

Banishga

15

Divine

115

5

30

Deals light damage to area

Silence

15

Enfeebling

16

3

10

Prevents enemy from casting

Deodorize

15

Enhancing

10

2

8

Enemys detecting from smell will not agro

Curaga

16

Healing

60

4.5

10

Restores HP of party

Shell

17

Enhancing

18

1

5

Increases Magic Defense

Shellra

17

Enhancing

18

3

15

Shell cast on party

Barfira

17

Enhancing

12

.5

10

Strengthens party against fire

Diaga

18

Enfeebling

12

1.5

6

Dia cast on area

Barblindra

18

Enhancing

26

5

10

Strengthens party against blind

Silena

19

Healing

24

1

5

Removes Silence

Blink

19

Enhancing

20

6

10

Creates shadows that take damage for you

Sneak

20

Enhancing

12

3

10

Enemies detecting by sound will not agro you

Cure III

21

Healing

46

2.5

6

Restores ~180 HP

Barblizzara

21

Enhancing

12

.5

10

Strengthens party against ice

Regen

21

Enhancing

15

4

12

Slowly regain HP (5 HP per)

Barsilencera

23

Enhancing

30

5

10

Strengthens party against silence

Raise

25

Healing

150

15

60

Revives character and returns 25% of lost exp

Barthundra

25

Enhancing

12

.5

10

Strengthens party against lightning

Invisible

25

Enhancing

15

3

10

Enemies detecting by sight will not agro you

Protect II

27

Enhancing

28

1.25

5.25

Increases defense

Protectra II

27

Enhancing

28

3.75

16

Protect II on party members

Stoneskin

28

Enhancing

29

7

30

Reduces the damage taken

Cursna

29

Healing

30

3

10

Removes Curse

Banish II

30

Divine

74

4.25

21

Deals light damage

Curaga II

30

Healing

120

4.75

10.25

Restores 180 HP to party

Erase

31

Enhancing

18

2.5

15

Removes one status ailment

Reraise

32

Healing

150

8

60

Automatic Raise upon death

Viruna

33

Healing

48

1

5

Removes Virus

Dia II

34

Enfeebling

59

1.5

6

Deals light damage, weakens defense and slowly takes HP

Teleport-Holla

36

Enhancing

75

20

10

Takes party to the Crag of Holla

Teleport-Dem

36

Enhancing

75

20

10

Takes party to the Crag of Dem

Teleport-Mea

36

Enhancing

75

20

10

Takes party to the Crag of Mea

Shell II

37

Enhancing

37

1.25

5.25

Increases magic defense

Shellra II

37

Enhancing

37

3.75

16

Shell II on party members

Teleport-Yhoat

38

Enhancing

100

20

10

Takes party to Yhoat Telepoint

Teleport-Altep

38

Enhancing

100

20

10

Takes party to the Altep Telepoint

Stona

39

Enhancing

40

1

5

Removes Petrify

Barvira

39

Enhancing

50

5

10

Strengthens party against Virus

Banishga II

40

Divine

243

5.25

31

Banish II on area

Haste

40

Enhancing

40

3

20

Increases attack speed

Cure IV

41

Healing

88

2.5

8

Restores ~380-400 HP

Teleport-Vahzl

42

Enhancing

100

20

10

Takes party to Vahzl telepoint

Barpetra

43

Enhancing

40

5

10

Strengthens party against Petrification

Regen II

44

Enhancing

36

4.5

16

Slowly restores HP (10 HP per)

Flash

45

Divine

25

.5

45

Blinds and creates lots of enmity

Protect III

47

Enhancing

46

1.5

5.5

Increases defense

Protectra III

47

Enhancing

46

4.5

17

Protect III on party

Holy

50

Divine

100

.75

60

Deals light damage

Curaga III

51

Healing

180

5

10.5

Restores ~360 HP to party

Diaga II

52

Enfeebling

60

1.75

6.25

Dia II to area

Raise II

56

Healing

200

20

60

Revives character and returns 50% of lost exp

Shell III

57

Enhancing

56

1.5

5.5

Increases magic defense

Shellra III

57

Enhancing

56

4.5

17

Shell III on party

Reraise II

60

Healing

175

8

60

Automatic Raise II upon death

Cure V

61

Healing

135

2.5

10

Restores ~700 HP

Protect IV

63

Enhancing

65

1.75

5.75

Increases defense

Protectra IV

63

Enhancing

65

5.25

18

Protect IV on party

Regen III

66

Enhancing

64

5

20

Restores HP slowly

Shell IV

68

Enhancing

75

1.75

5.75

Increases magic defense

Shellra IV

68

Enhancing

75

5.25

18

Shell IV on party

Dia III

69

Enfeebling

112

2

7

Deals light damage, lowers defense and slowly takes HP

Raise III

70

Healing

250

20

60

Revives character and returns 99% of lost exp

Curaga IV

71

Healing

260

5.25

10.75

Restores a lot of HP to party

Reraise III

75

Healing

200

8

60

Automatic Raise III upon death


Life as a White Mage

White Mage is a job that is mostly a career and a sub job, since it is a mage job other jobs will look to use it as an addition to their own jobs. The amounts of MP and having healing ability are well sought for sub jobs. But as anyone knows in past FF games, a party needs a healer or you die. The case of no healer is brought out even stronger here where six people are required to do battle with monsters because they are so powerful. A white mages job has never been so demanding as it will be now. The life and career of a White Mage is not a simple task all the time, you are charged with keeping everyone alive and at best performance.

As a career white mage buying spells will give expensive and equipment even more pricey as you increase in levels. It is best to have a job like a thief or warrior that can farm to supplement your monetary needs of the white mage. It is a not a cheap job, though it is only an one time buy, you will often find yourself out of money if you do not farm. Also items that increase your mind and MP will be of great importance, some of these items can get very expensive.

With White Mage as a sub job, things are not too different, remember that if you are a Black Mage, intelligence is the stat that is important so your white mage equip will not be useful and your Black Mage equip will not be useful to your white mage will leveling.

When picking on a sub job for your white mage, most will be pick Black Mage, because either they are just starting and only have that available or just want the nuking power, and escaping ability that comes with a Black Mage. However, these are not tasks that should be handled by the White Mage, in my opinion. High level White Mages will be benefits of the Black Mage, with Escape, but that is the only real benefit. Subbing Summoner with the White Mage gives a huge boost to a White Mage's MP reserves, much more than a Black Mage, which is far more important to a White Mage when healing is on the line. Plus at the upper levels, you gain the MP Boost Traits, MP Regen Trait, which added to Refresh will be 4 MP per and even more important the avatars. The avatars, though diminished in power, will have some of their abilities, one of great importance is Garuda's Blinkga spell.

Things to remember as a White Mage is that healing creates enmity with the monster. They really hate seeing their prey restored to health, so large cures should be taken at ones own risk. Higher levels will not see this as much of a problem, unless you do a Cure V and then a Cure IV and a Cure III all in a row. Curaga will invoke even more hate than a regular Cure because you are curing 6 people, and Benediction the White Mage killer. This is full HP to all party members in the area, and unless your tank is do extremely well you will be seeing that monster soon. Advice on Curaga and Benediction are wait until absolutely needed, Curaga before Benediction, and if possible just Curaga after the battle is over. In my times with White Mages and I have been the tank, only once did I have so much hate that Benediction did not pull off the monster. Also, remember your Protects and Shells, have macros and cast it at regular intervals, tanks really hate to watch their defense drop by 40 points in the battle. Last thing is to learn the skills of the monsters and find out what status ailments are incurred from them, so that you can remove them. Otherwise you will probably get annoyed at your tank for constant reminders to remove their poison.