Scholar
job · SCH
The Scholar is the job with two faces: in Light Arts it heals, buffs and revives; in Dark Arts it nukes and enfeebles, and in both it bends every spell with stratagems that double, halve or extend what comes next.
SCH · two-hour Tabula Rasa · 25 job abilities · 21 trait ranks · 233 spells · 25 weapon skills
What the job does:
Scholar is a mage that picks a book. Light Arts makes white magic stronger (healing, enhancing, divine, enfeebling) and weakens black magic. Dark Arts does the reverse (elemental, dark and enfeebling magic stronger, white weaker). A second button, Addendum: White or Addendum: Black, unlocks extra spells on top:
10 items: - Raise II
- III
- Cursna
- Erase
- the -na spells under white; tier IV
- V nukes
- Sleep
- Sleep II
- Dispel
- Break under black
Around that you have stratagems, short buffs on your next spell that the job spends charges on.
What it is good at: swapping between healer and nuker in a few seconds, cheap Regen upkeep, party-wide Cure, Regen, Protect and Shell through Accession, party-wide sleep through Manifestation, and a unique skillchain tool in Immanence.
What it is bad at: being the best at either side. A White Mage cures more and raises faster; a Black Mage nukes more and holds more MP. It also needs planning, because stratagem charges run out.
From the Scholar's seat a fight is: pick the book that fits, stack the stratagem, cast, and swap when the fight changes.
Role in a party:
Flexible support. A party expects a Scholar to cover the gap: a healer when there is none, a burster when there is a chain, a Regen and Protect source when there are neither.
What the Scholar brings that nothing else does:
- Accession (level 40) and Manifestation (level 40): turn one single-target spell into a party-wide or area one.
- Perpetuance (level 87): doubles the duration of the next white enhancing spell, which makes Regen, Protect or Shell last twice as long.
- Immanence (level 87): lets one elemental spell open or close a skillchain.
- Helix spells: damage over time that tick for a long time and always take day and weather into account.
- Sublimation (level 35): stores MP and returns it.
- Caper Emissarius (level 96, hourly): hands your hate to a party member of your choice.
- Tabula Rasa (level 1, hourly): both books and every stratagem at once for a short time.
Subjobs:
Your support job's abilities work at half your level, so at 99 you have a level 49 subjob.
Subjob | When to use it | What it gives at 49 |
Red Mage | The default. | Convert, Refresh (level 41), Haste (48), Fast Cast and Fast Cast II |
White Mage | Healer builds. | Haste (40), Curaga II, Raise, Erase, Divine Seal |
Black Mage | Nuker builds. | Stun (45), Sleep II (41), Aspir, Elemental Seal |
Start with Red Mage. Refresh and Convert fix your MP, Haste goes on the melee, and Fast Cast shortens every cast.
How the abilities work together:
Know the durations. Base recasts are shown; job ability recasts on Vanadreams are 15% shorter. Stratagems do not use these timers: they use charges.
Ability | Level | Lasts | Recast | What it does |
Tabula Rasa | 1 | a short while | 1 hour | Both books' spells and free stratagems |
Light Arts | 10 | until changed | 1 min | White magic stronger |
Dark Arts | 10 | until changed | 1 min | Black magic stronger |
Addendum: White | 10 | until changed | 1 s | Extra white spells (needs Light Arts) |
Addendum: Black | 30 | until changed | 1 s | Extra black spells (needs Dark Arts) |
Sublimation | 35 | until MP is stored | 30 s | Stores MP while draining HP |
Modus Veritas | 65 | instant | 3 min | Doubles a helix's power, halves its remaining time |
Libra | 76 | instant | 1 min | Shows who the monster is targeting |
Enlightenment | 75 | next spell | 5 min | Opens both addenda for your next spell |
Caper Emissarius | 96 | instant | 1 hour | Moves your hate to a party member |
Stratagem charges. Every stratagem costs one charge. You have 1 charge at level 10, 2 at 30, 3 at 50, 4 at 70 and 5 at 90. Each recharges alone, in 4:00, 2:00, 1:20, 1:00 and 0:48 at those levels. Accession and Manifestation recharge three times slower when Scholar is your support job.
Stratagem | Level | Does |
Penury / Parsimony | 10 | Halves the MP of your next white / black spell |
Celerity / Alacrity | 25 | Halves the cast time and recast of your next white / black spell |
Accession / Manifestation | 40 | Extends your next healing or enhancing white spell to the party / your next enfeebling black spell to nearby targets. MP and recast doubled |
Rapture / Ebullience | 55 | Strengthens your next white / black spell (Rapture makes a cure 1.5 times as strong; Ebullience makes a nuke 1.2 times as strong) |
Altruism / Focalization | 75 | More accuracy on your next white / black spell |
Tranquility / Equanimity | 75 | Less hate from your next white / black spell |
Perpetuance | 87 | Doubles the duration of your next white enhancing spell |
Immanence | 87 | Your next elemental spell can open or close a skillchain, but cannot burst |
The nuker routine. Dark Arts, then Addendum: Black. Stack the stratagems you have charges for: Ebullience (damage), Alacrity (half the cast time and recast), Parsimony (half the MP). Cast a tier V (levels 79, 83, 87, 91, 95, 99 for Stone, Water, Aero, Fire, Blizzard, Thunder) or a helix. Tier IV and V need Addendum: Black; tiers I to III work in either book. Alacrit [cut off]
Working with other jobs:
Which spell for which chain. The same burst table as the Black Mage applies to every elemental spell you have: Fire on Liquefaction and Fusion, Blizzard on Induration and Distortion, Aero on Detonation and Fragmentation, Stone on Scission and Gravitation, Thunder on Impaction and Fragmentation, Water on Reverberation and Distortion, Light and Darkness with any of three or four. Helix spells burst too. Your own Mag. Burst Bonus trait is at 79, 89 and 99, Argute Stole +2 adds burst damage, and the job points and merits add more. See Skillchains and magic bursts.
Making the chain with Immanence. A partner opens, you close with Immanence and a spell. Real examples built from the Skillchains page:
- A Liquefaction opener such as Burning Blade, then Immanence and a Thunder or Ionohelix (Impaction): Fusion. Burst Fire.
- An Induration opener such as Skullbreaker, then Immanence and a Water or Hydrohelix: Fragmentation. Burst Thunder or Aero.
- A Transfixion opener such as Evisceration, then Immanence and a Stone or Geohelix: Distortion. Burst Water or Blizzard.
- A Detonation opener such as Gust Slash, then Immanence and Noctohelix: Gravitation. Burst Stone.
Wait at least 3 seconds after the opener and close inside the 10 seconds. A chain closed that way opens a new window one second shorter, and the extra 2 seconds a helix adds helps.
Alone. Immanence and Noctohelix (Compression) open; a few seconds later Immanence and Anemohelix (Detonation) close for a Detonation chain of your own. Burst it with an Aero spell. It costs two Immanence charges and two helix casts (Alacrity halves them), so do it when you have charges to spare.
With a melee party. Regen, Protect and Shell for everyone in one cast each through Accession, with Perpetuance to double them; your Cure covers small gaps. With a Red Mage or White Mage subjob, Accession can carry Haste too. In Light Arts you can cover the healer's seat for a fight with a Trust tank, with Accession cures and Regen.
With a White Mage. The White Mage cures; you buff with Perpetuance and Accession, and take Sleep II and Dispel with Manifestation. With a Black Mage you burst alongside them.
With Trusts. Ayame opens, Gessho, Maat and the other closers close; you burst on their chains with a Dark Arts nuke, or close theirs with Immanence. Trusts that burst on their own (Robel-Akbel, Matsui-P, Iroha II, Teodor, Mumor II) share the same window.
Enmity. Scholar's cures and nukes make hate. Equanimity and Tranquility cut it. [cut off]
Levelling it:
Level | What you get |
1 | Tabula Rasa |
4 | Stone |
5 | Cure, Embrava, Kaustra |
10 | Light Arts, Dark Arts, Addendum: White, Stratagems, Penury, Parsimony, Protect |
18 | Regen, Geohelix |
20 | Hydrohelix, Shell, Blizzard |
22 | Anemohelix |
25 | Celerity, Alacrity |
30 | Addendum:4 items: - Black
- Cure III
- Sleep
- Noctohelix
|
35 | Sublimation, Raise, Reraise |
40 | Accession, Manifestation |
41 to 48 | The storms (Klimaform at 46) |
55 | Rapture, Ebullience, Cure IV |
65 | Modus Veritas, Sleep II |
70 | Stone IV, Raise II |
75 | Altruism, Focalization, Tranquility, Equanimity, Enlightenment, Stormsurge, Thunder IV |
76 | Libra |
79 | Stone V, Regen IV, Mag. Burst Bonus |
87 | Immanence, Perpetuance, Aero V |
91 | Fire V, Raise III |
95 | Blizzard V |
96 | Caper Emissarius |
99 | Thunder V, Regen V, Helix II spells |
- Levels 1 to 10. Fight with Trusts: Stone and Cure are all you have. At 10 you pick a book.
- Levels 10 to 30. Stay in Dark Arts for Stone, Water, Aero and the helixes, with Penury and Parsimony for MP.
- Level 30. Addendum: Black opens the higher tiers; Sleep keeps you safe.
- To 99. Your level cap starts at 70. To open 99, finish Survival of the Wisest, the Scholar's own limit-break fight. You level on standard experience rates with Records of Eminence and Trusts; capacity points are 10x. Classic mode holds you at 75, then 90, until you finish its lists. In Moogle Mode you learn every spell a vendor sells as you reach its level.
Good Trusts for a levelling Scholar: Curilla or Invincible Shield (UC) to tank, Ygnas to heal while you nuke, or no healer at all if you stay in Light Arts yourself. Use !trustengage to choose how they join the fight.
At 99 and endgame:
Merits. Two groups.
- Group 1: Grimoire recast (shorter Light and Dark Arts timers), Modus Veritas duration (+5% a level), Helix magic accuracy and attack (+1 a level), Max Sublimation (+10 MP a level).
- Group 2: Altruism and Focalization accuracy (+5 a level), Tranquility and Equanimity (hate down 10 a level), Enlightenment, Stormsurge (+1 a level).
Job points. Master the job at 2,100 job points. Gifts worth reaching first:
- 5: Magic Defense +3. 10: Magic Attack +5. 30: Magic Accuracy +6.
- 45, 320, 845, 1,620: Dark Magic Skill. 60, 360, 910, 1,710: Enhancing Magic Skill. 80, 405, 980, 1,805: Elemental Magic Skill. 125, 450, 1,050, 1,900: Healing Magic Skill.
- 150, 500, 1,125 and 2,000: Magic Burst Damage Bonus (+3, +3, +3, +4).
- 550: stratagems recharge faster.
- 2,100: all hourly abilities come back 15 minutes sooner.
Spend category points on Stratagem Effect III (+2 damage a rank to Rapture and Ebullience spells), Stratagem Effect I (magic accuracy with Penury and Parsimony), Dark Arts Effect (longer helixes and enfeebles), Light Arts Effect, Tabula Rasa Effect and Caper Emissarius Effect.
Master levels. Maat or the Nomad Moogle in Ru'Lude Gardens hands out Job Breaker at 99 and Master Breaker on a mastered level 99 job. Mastering the job opens Superior Level gear for it.
Where it shines. Anywhere one mage must do two jobs: Omen, Odyssey, Ambuscade, Vagary, Dynamis - Divergence, Limbus and Walk of Echoes. Trusts are allowed in most of them, so a Scholar with a Trust tank and two damage Trusts can heal and burst. Sortie, Nyzul Isle, Einherjar, Salvage and Assault do not allow Trusts, so bring players there; a Scholar is welcome in all of them for Regen, Protect and Sleep.
Gear to aim for:
Band | Weapons | Armor and accessories |
1 to 50 | Elm Staff, Oak Staff | Scholar's Torque (30) |
51 to 69 | Mahogany Staff, Mahogany Pole | Scholar's M.board, Scholar's Gown, Scholar's Bracers, Scholar's Pants, Scholar's Loafers |
70 to 79 | Mage's Staff | Scholar's Gown +1, Scholar's Pants +1, Argute Belt, Pedant Cape |
80 to 98 | Mage's Staff | Argute M.board +2, Argute Gown +2, Argute Bracers +2, Argute Pants +2, Argute Loafers +2 |
99 | Tupsimati, Coeus, Khatvanga, Pedagogy Staff, Argute Staff, Mpaca's Staff, Bunzi's Rod | Arbatel Bonnet +3, Arbatel Gown +3, Arbatel Bracers +3, Arbatel Pants +3, Arbatel Loafers +3 |
- Artifact: the Scholar's set; Academic's Gown and Academic's Pants at the top.
- Relic: the Argute set, which becomes the Pedagogy set (Peda. M.Board +3, Peda. Gown +3, Peda. Bracers +3, Peda. Pants +3, Peda. Loafers +3).
- Empyrean: the Savant's set, which becomes the Arbatel set above.
- Burst and damage gear: Argute Stole +2 (magic accuracy and magic burst damage), Mujin Band, Ea Hat +1, Ea Houppe. +1, Ea Cuffs +1, Ea Slops +1 and Ea Pigaches +1, Amalric Coif +1, Amalric Doublet +1, Amalric Gages +1, Amalric Slops +1, Amalric Nails +1, Mallquis Chapeau, Mallquis Saio, Mallquis Clogs, Seidr Cotehardie.
- Weapons: Tupsimati (mythic staff, "Omniscience"), Khatvanga (Aeonic staff, "Shattersoul"), Coeus (made by Oboro in Port Jeuno).
- Set help: vanagear builds nuke, burst, cure and idle sets for you.
Common mistakes:
- Wrong book. Light Arts weakens black magic and Dark Arts weakens white. Swap when the fight changes.
- Tier IV or V without Addendum: Black. They will not cast. Use the Addendum button, or Enlightenment for one spell.
- Using Accession on a single-target need. It doubles MP and recast. Save it for a party-wide Regen, Protect or Cure.
- Spending charges at the start. You have one to five. Count them before a pull.
- Immanence on a spell you wanted to burst. Immanence turns the spell into a chain step; it cannot also burst.
- Modus Veritas on a notorious monster. It does not work on them.
- Sublimation under Refresh. It replaces a Refresh on you. Choose one.
- Nuking at the start. The tank has not got hate. Start with Regen, Protect and a Sleep.
Job abilities: Tabula Rasa (SP, recast 1h): Optimizes both white and black magic capabilities, while allowing charge-free stratagem use. | Addendum: White (Lv 10, recast 1s): Allows access to additional White Magic spells while using Light Arts. | Dark Arts (Lv 10, recast 1 min): Optimizes black magic capability, while lowering white magic proficiency. Grants a bonus to enfeebling, elemental, and dark magic. | Light Arts (Lv 10, recast 1 min): Optimizes white magic capability, while lowering black magic proficiency. Grants a bonus to divine, healing, enhancing, and enfeebling magic. | Parsimony (Lv 10, recast 1s): Reduces the MP cost of your next black magic spell by half. | Penury (Lv 10, recast 1s): Reduces the MP cost of your next white magic spell by half. | Stratagems (Lv 10): Methods of improving the efficiency and effectiveness of magic. | Alacrity (Lv 25, recast 1s): Reduces the casting time and recast time of your next black magic spell by half. | Celerity (Lv 25, recast 1s): Reduces the casting time and recast time of your next white magic spell by half. | Addendum: Black (Lv 30, recast 1s): Allows access to additional Black Magic spells while using Dark Arts. | Sublimation (Lv 35, recast 30s): Stores MP while reducing HP. The effect ends once the MP limit is reached, or HP is too low. Stored MP is gained when the ability is reactivated. | Accession (Lv 40, recast 1s): Extends the effect of your next healing or enhancing white magic spell to party members within range. MP cost and recast time are doubled. Support job: Recast time is tripled. | Manifestation (Lv 40, recast 1s): Extends the effect of your next enfeebling black magic spell to targets within range. MP cost and recast time are doubled. Support job: Recast time is tripled. | Ebullience (Lv 55, recast 1s): Enhances the potency of your next black magic spell. | Rapture (Lv 55, recast 1s): Enhances the potency of your next white magic spell. | Modus Veritas (Lv 65, recast 3 min): Increases damage done by helix spells while lowering spell duration by 50%. | Altruism (Lv 75, recast 1s): Increases the accuracy of your next white magic spell. | Enlightenment (Lv 75, recast 5 min): Allows access to both addenda for your next spell, regardless of whether you are under the effect of Light Arts or Dark Arts. | Equanimity (Lv 75, recast 1s): Your next black magic spell will generate less enmity. | Focalization (Lv 75, recast 1s): Increases the accuracy of your next black magic spell. | Tranquility (Lv 75, recast 1s): Your next white magic spell will generate less enmity. | Libra (Lv 76, recast 1 min): Examines the target's enmity level. | Immanence (Lv 87, recast 1s): Makes it possible for your next elemental magic spell to be used in a skillchain, but not a magic burst. | Perpetuance (Lv 87, recast 1s): Increases the enhancement effect duration of your next white magic spell. | Caper Emissarius (Lv 96, recast 1h): Transfers enmity to a party member of your choice.
Traits: Resist Silence (Lv 10), Clear Mind (Lv 20), Conserve MP (Lv 25), Max MP Boost (Lv 30), Tranquil Heart (Lv 30), Clear Mind II (Lv 35), Resist Silence II (Lv 40), Clear Mind III (Lv 50), Clear Mind IV (Lv 65), Resist Silence III (Lv 70), Stormsurge (Lv 75), Clear Mind V (Lv 76), Occult Acumen (Lv 78), Mag. Burst Bonus (Lv 79), Resist Silence IV (Lv 81), Max MP Boost II (Lv 88), Occult Acumen II (Lv 88), Mag. Burst Bonus II (Lv 89), Clear Mind VI (Lv 91), Occult Acumen III (Lv 98), Mag. Burst Bonus III (Lv 99)
Spells by level: Shantotto 1, Naji 1, Kupipi 1, Excenmille 1, Ayame 1, Nanaa Mihgo 1, Curilla 1, Volker 1, Ajido-Marujido 1, Trion 1, Zeid 1, Lion 1, Tenzen 1, Mihli Aliapoh 1, Valaineral 1, Joachim 1, Naja Salaheem 1, Prishe 1, Ulmia 1, Shikaree Z 1, Cherukiki 1, Iron Eater 1, Gessho 1, Gadalar 1, Rainemard 1, Ingrid 1, Lehko Habhoka 1, Nashmeira 1, Zazarg 1, Ovjang 1, Mnejing 1, Sakura 1, Luzaf 1, Najelith 1, Aldo 1, Moogle 1, Fablinix 1, Maat 1, D. Shantotto 1, Star Sibyl 1, Karaha-Baruha 1, Cid 1, Gilgamesh 1, Areuhat 1, Semih Lafihna 1, Elivira 1, Noillurie 1, Lhu Mhakaracca 1, Ferreous Coffin 1, Lilisette 1, Mumor 1, Uka Totlihn 1, Klara 1, Romaa Mihgo 1, Kuyin Hathdenna 1, Rahal 1, Koru-Moru 1, Pieuje (UC) 1, I. Shield (UC) 1, Apururu (UC) 1, Jakoh (UC) 1, Flaviria (UC) 1, Babban 1, Abenzio 1, Rughadjeen 1, Kukki-Chebukki 1, Margret 1, Chacharoon 1, Lhe Lhangavo 1, Arciela 1, Mayakov 1, Qultada 1, Adelheid 1, Amchuchu 1, Brygid 1, Mildaurion 1, Halver 1, Rongelouts 1, Leonoyne 1, Maximilian 1, Kayeel-Payeel 1, Robel-Akbel 1, Kupofried 1, Selh'teus 1, Yoran-Oran (UC) 1, Sylvie (UC) 1, Abquhbah 1, Balamor 1, August 1, Rosulatia 1, Teodor 1, Ullegore 1, Makki-Chebukki 1, King of Hearts 1, Morimar 1, Darrcuiln 1, AAHM 1, AAEV 1, AAMR 1, AATT 1, AAGK 1, Iroha 1, Ygnas 1, Monberaux 1, Cornelia 1, Matsui-P 1, Excenmille [S] 1, Ayame (UC) 1, Maat (UC) 1, Aldo (UC) 1, Naja (UC) 1, Lion II 1, Zeid II 1, Prishe II 1, Nashmeira II 1, Lilisette II 1, Tenzen II 1, Mumor II 1, Ingrid II 1, Arciela II 1, Iroha II 1, Shantotto II 1, Stone 4, Cure 5, Embrava 5, Kaustra 5, Water 8, Poisona 10, Protect 10, Paralyna 12, Aero 12, Aquaveil 13, Deodorize 15, Fire 16, Cure II 17, Blindna 17, Regen 18, Geohelix 18, Shell 20, Sneak 20, Blizzard 20, Hydrohelix 20, Drain 21, Silena 22, Anemohelix 22, Thunder 24, Pyrohelix 24, Invisible 25, Cryohelix 26, Ionohelix 28, Blink 29, Cure III 30, Protect II 30, Stone II 30, Blaze Spikes 30, Sleep 30, Noctohelix 30, Cursna 32, Dispel 32, Luminohelix 32, Water II 34, Raise 35, Reraise 35, Aspir 36, Regen II 37, Aero II 38, Erase 39, Shell II 40, Sandstorm 41, Rainstorm 42, Fire II 42, Windstorm 43, Stoneskin 44, Firestorm 44, Hailstorm 45, Viruna 46, Thunderstorm 46, Blizzard II 46, Klimaform 46, Voidstorm 47, Aurorastorm 48, Stona 50, Protect III 50, Ice Spikes 50, Thunder II 51, Stone III 54, Cure IV 55, Water III 57, Regen III 59, Shell III 60, Aero III 60, Fire III 63, Sleep II 65, Protect IV 66, Blizzard III 66, Thunder III 69, Raise II 70, Reraise II 70, Stone IV 70, Shock Spikes 70, Shell IV 71, Water IV 71, Aero IV 72, Fire IV 73, Blizzard IV 74, Thunder IV 75, Stone V 79, Regen IV 79, Protect V 80, Water V 83, Animus Augeo 85, Animus Minuo 85, Aero V 87, Adloquium 88, Shell V 90, Break 90, Impact 90, Raise III 91, Reraise III 91, Fire V 91, Blizzard V 95, Aspir II 97, Thunder V 99, Dispelga 99, Regen V 99, Geohelix II 99, Hydrohelix II 99, Anemohelix II 99, Pyrohelix II 99, Cryohelix II 99, Ionohelix II 99, Noctohelix II 99, Luminohelix II 99
Weapon skills: Wasp Sting (Dagger 5; Scission), Shadowstitch (Dagger 70; Reverberation), Gust Slash (Dagger 40; Detonation), Energy Steal (Dagger 150; ), Shining Strike (Club 5; Impaction), Brainshaker (Club 70; Reverberation), Starlight (Club 100; ), Moonlight (Club 125; ), Skullbreaker (Club 150; Induration/Reverberation), True Strike (Club 175; Impaction/Detonation), Judgment (Club 200; Impaction), Black Halo (Club 230; Fragmentation/Compression), Realmrazer (Club 357; Fusion/Impaction), Heavy Swing (Staff 5; Impaction), Rock Crusher (Staff 40; Impaction), Earth Crusher (Staff 70; Detonation/Impaction), Starburst (Staff 100; Compression/Reverberation), Sunburst (Staff 150; Compression/Reverberation), Shell Crusher (Staff 175; Detonation), Full Swing (Staff 200; Liquefaction/Impaction), Spirit Taker (Staff 215; ), Retribution (Staff 230; Gravitation/Reverberation), Omniscience (Staff; Gravitation/Transfixion), Myrkr (Staff; ), Shattersoul (Staff 357; Gravitation/Induration)