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White Mage

job · WHM

The White Mage is the party's healer and buffer: it keeps everyone alive with Cure and Curaga, brings the fallen back with Raise, strips ailments, and puts Haste, Protect and Shell on the whole team.

WHM · two-hour Benediction · 9 job abilities · 23 trait ranks · 234 spells · 24 weapon skills

What the job does:
White Mage is the job that makes every other job last longer. You stand behind the fight, watch the party list, and spend MP in three ways: healing (Cure, Curaga, Cura), support (Haste, Regen, Protectra, Shellra, Stoneskin, Reraise) and fixing things that go wrong (Paralyna, Silena, Stona, Cursna, Erase, Esuna, Raise, Arise). Between those you can still hurt things with light-element magic:
5 items: - the Banish line
- Flash
- Repose
- Holy
- Holy II

What it is good at: the biggest and cheapest heals in the game, the widest ailment removal, the best raises, and a set of one-button emergency tools (Benediction, Martyr, Devotion, Sacrosanctity, Asylum).

What it is bad at: killing things quickly and surviving on its own. Its light spells are slow and weak next to a Black Mage's nukes, and it has almost no escape. It needs someone else to hold the monster.

From the White Mage's seat a fight is a loop: buffs go up while the party gathers, you pick Afflatus Solace or Afflatus Misery, then you cure whoever has hate, watch for ailments, and spend any quiet seconds on Banish or a refill of Haste and Regen. Your MP is your clock: Clear Mind (levels 20, 35, 50, 65, 80 and 96) raises how much you recover while resting, and you rest the moment the monster is dead.

Role in a party:
Healer and support, always. A party expects three things from you: nobody dies, nobody stays slowed, silenced or cursed, and the melee have Haste. You are also the one who raises the KO'd.

What the White Mage brings that nothing else does:

- Cure and Curaga up to Cure VI (level 80) and Curaga V (level 91).
- Arise (level 99): the strongest raise, 300 MP and a 12 second cast. Raise III (level 70) and Raise II (level 56) come before it.
- Benediction: restores the whole party's HP and removes every ailment, once an hour.
- Sacrosanctity and Asylum: party-wide protection from the next magic hit and from enfeebling magic.
- Esuna (level 61): clears ailments from everyone around you in one cast. Under Afflatus Misery it removes many more kinds, including stat-downs, Slow, Bind, Dia and Bio.

Trusts do not replace you. Ygnas, Pieuje (UC), Yoran-Oran (UC), Cherukiki, Karaha-Baruha, Nashmeira II and Ingrid all heal on their own, and Joachim cures the tank at 75% HP, but very few of them raise a fallen player, and several skip the long ailments. If you play a solo-and-Trusts party as White Mage, you can leave routine healing to a Trust healer and bring damage Trusts instead; you stay for Raise, ailments and the emergency abilities.

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 |
Scholar | Almost always. | Light Arts and Addendum: White, Penury (half MP on your next white spell), Celerity (halves cast and recast), Sublimation (stores MP), Accession (recast tripled as a subjob) |
Red Mage | When MP is the limit. | Convert (swap HP and MP), Refresh (level 41), Fast Cast and Fast Cast II, Dispel, Haste at 48 |
Black Mage | When you must also fight or stun. | Stun (45), Sleep II (41), Stone line, Aspir, Elemental Seal |
Summoner | When you want a second source of cures. | Light Spirit casts Cure and Curaga on the party on its own, plus Carbuncle's Healing Ruby |

Start with Scholar. Light Arts makes your white magic stronger and Addendum: White opens up Cursna, Erase and Raise II.

How the abilities work together:
Know the durations. Base recasts are shown; job ability recasts on Vanadreams are 15% shorter.

Ability | Level | Lasts | Recast | What it does |
Benediction | 1 | instant | 1 hour | Full heal and ailment removal for the party in range |
Divine Seal | 15 | next spell, up to 60 s | 10 min | Doubles the next Cure |
Afflatus Solace | 40 | until changed | 1 min | Single-target Cure also grants Stoneskin |
Afflatus Misery | 40 | until changed | 1 min | Gains strength from the damage you take; boosts Cura and, with job points, Banish |
Devotion | 75 | instant | 10 min | Costs you a quarter of your HP; the target gets that much MP |
Martyr | 75 | instant | 10 min | Costs you a quarter of your HP; the target is healed twice that |
Divine Caress | 83 | 60 s | 1 min | Your next -na spell leaves its targets resistant to that ailment for 3 minutes |
Sacrosanctity | 95 | until the first magic hit, up to 60 s | 10 min | The party takes 75% less from the next magic hit (breath is not reduced) |
Asylum | 96 | 30 s | 1 hour | Strong resistance to enfeebling magic and Dispel for the party |

Solace and Misery. You are always in one or the other. Solace is the healing stance: every single-target Cure you cast also puts Stoneskin on the target, worth 25% of the cure up to 300 (merits and the Orison/Ebers bodies raise it), and your Bar spells are 5 stronger. Use it when you are healing the tank. Misery is the stance for fights where you are being hit or where you want to Banish: its strength builds as you take damage and it makes Cura stronger. With Auspice up, Misery also puts a light-damage effect on your melee swings. If you are not sure, Solace.

Divine Seal into a big Cure. When the tank drops fast, use Divine Seal and then Cure VI or Cure V. The next cure heals double.

The ailment combo. Three pieces fit together:

- Divine Seal.
- Divine Caress.
- A -na spell (Paralyna, Silena, Stona, Viruna, Cursna and so on).

The trait Divine Veil (level 50) makes a -na spell cast after Divine Seal hit everyone in a small radius, and Divine Caress gives each person it cures a 3-minute resistance to that ailment (it blocks the ailment at least once more). It is the answer to a monster that keeps casting Paralyze, Silence, Petrify or Curse on the whole party. Erase, Esuna and Sacrifice do not trigger Divine Caress.

Emergency order. When it all goes wrong, in this order: Sacrosanctity before a known magic hit, Martyr on the one person who is about to die, Benediction when most of the [cut off]

Working with other jobs:
Tanks. A Paladin or a tank Trust (Curilla, Invincible Shield (UC), Halver, Valaineral) holds the monster and you hold the tank. Solace puts a Stoneskin under every Cure, so the tank's HP bar stays smooth. A good rule, and the one the healer Trusts follow: Cure whoever has hate at 75% and everyone else at 50%.

Melee. Haste, Regen, Protect and Shell. Haste stacks with Bard March songs and gear haste.

Bards and Corsairs. Their buffs stack with yours. Joachim and Ulmia each keep two songs going, so two bards give four. Qultada keeps rolls going.

Black Mages and Red Mages. They go through MP fast and you are the one who can top them up: Devotion gives a chosen member MP at the cost of a quarter of your HP, and Moonlight (club) refills the whole party's MP from your TP.

Magic bursts. Your element is light, so Holy, Holy II and Banish III burst on:

- Transfixion (light),
- Fusion (light and fire),
- Light (light, fire, wind and thunder).

Sample chains that give those results: Savage Blade then Tachi: Kasha makes Light; Chant du Cygne then Tachi: Kasha makes Fusion; Chant du Cygne then Upheaval makes Fusion. Cast Holy as the closing weapon skill lands. Skillchains give the burst a bonus that grows with each step; see Skillchains and magic bursts.

Enmity. Healing makes hate, and a monster that turns on the healer ends a fight. Tranquil Heart (level 21) and Divine Benison (level 50) cut it, and Divine Seal's job point effect cuts more; let the tank build a lead before you open with Curaga.

Levelling it:
Level | What you get |
1 | Benediction, Cure |
3 | Dia |
5 | Banish, Barstonra |
7 | Protect, Protectra |
11 | Cure II |
15 | Divine Seal, Banishga, Silence |
16 | Curaga |
21 | Cure III, Regen |
25 | Raise, Reraise |
40 | Afflatus Solace, Afflatus Misery, Haste, Cura |
41 | Cure IV |
50 | Holy, Divine Veil, Divine Benison, Clear Mind III |
56 | Raise II |
61 | Cure V, Esuna |
70 | Raise III, Reraise III |
75 | Devotion, Martyr, Protectra V, Shellra V |
80 | Cure VI |
83 | Divine Caress, Cura II |
95 | Sacrosanctity, Holy II |
96 | Asylum, Cura III |
99 | Arise, Dispelga |

- Levels 1 to 15. Fight with Trusts. A tank (Curilla or Invincible Shield (UC)) and one damage dealer is enough; do not bring a second healer or you will have nothing to do. Use Banish on weak things.
- Levels 15 to 40. Divine Seal and Curaga arrive. Do Records of Eminence for steady levels.
- Level 40. The big jump: Solace, Misery, Haste and Cura.
- To 99. Your level cap starts at 70. To open 99, finish Shattering Stars with Maat in Ru'Lude Gardens at level 66 or higher. As White Mage the fight can be won by surviving five minutes: keep Protect, Shell, Stoneskin and Regen up and cure through. 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; spells that drop or come from quests you still collect yourself.

Good Trusts for a levelling White Mage: Curilla for the tank, Shantotto or Kayeel-Payeel for damage, Ulmia or Joachim for songs. Use !trustengage to choose how they join the fight.

At 99 and endgame:
Merits. Two groups.

- Group 1: Divine Seal recast (20 seconds shorter a level), Cure casting time, Bar spell effect, Banish effect, Regen effect.
- Group 2: Martyr and Devotion (5% more per level), Animus Solace (raises Solace's Stoneskin cap by 5 a level) and Animus Misery.

Job points. Master the job at 2,100 job points. Gifts worth reaching first:

- 5: Magic Defense +7. 10: Magic Attack +3. 20: Magic Evasion +7.
- 60: Healing Magic Skill +5. 125: Cure Potency +5%. 150: faster healing magic casting (and again at 500, 1,125 and 2,000).
- 450 and again at 1,050: more Cure Potency (+5%, +6%). 550: Regen +5.
- 50, 100, 500, 1,200 and 2,100: Superior gifts.
- 2,100: all hourly abilities come back 15 minutes sooner.

Spend category points on Afflatus Solace Effect (+2 to every Cure under Solace per rank), Benediction Effect (also restores MP, 1% of max per rank), Asylum Effect (+4 magic evasion per rank), Divine Seal Effect (less enmity), Afflatus Misery Effect (Banish +2 per rank) and Divine Caress Duration.

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. Any party fight where the monster casts something: Omen, Odyssey, Ambuscade, Vagary, Dynamis - Divergence, Limbus and Walk of Echoes. Trusts are allowed in most of them, so you can run the healer seat with a Trust tank and two damage Trusts. Sortie, Nyzul Isle, Einherjar, Salvage and Assault do not allow Trusts, and a White Mage is expected there.

Gear to aim for:
Band | Weapons | Armor and accessories |
1 to 50 | Bronze Rod, Pilgrim's Wand, Yew Wand, Solid Wand, Oak Staff | Whatever your nation's shops sell; Pilgrim's Wand restores MP while you rest |
51 to 69 | Healing Staff, Light Staff, Apollo's Staff, Pluto's Staff | Healer's Cap, Healer's Bliaut, Healer's Mitts, Healer's Pantaln., Healer's Duckbills |
70 to 79 | Healing Staff | Cleric's Cap, Cleric's Bliaut, Cleric's Mitts, Cleric's Pantaln., Cleric's Duckbills, Cleric's Belt |
80 to 98 | Healing Staff | Orison Cap +2, Orison Bliaut +2, Orison Mitts +2, Orison Pantaloons, Orison Duckbills, Orison Cape, Orison Earring, Orison Locket |
99 | Yagrush, Gambanteinn, Daybreak, Mjollnir, Tishtrya | Ebers Cap +3, Ebers Bliaut +3, Ebers Mitts +3, Ebers Pant. +3, Ebers Duckbills +3 |

- Artifact: the Healer's set; Theophany Cap +3 and Theophany Mitts +3 at the top.
- Relic: the Cleric's set, which becomes Piety Cap +3, Piety Bliaut +3, Piety Mitts +3 and Piety Duckbills +3.
- Empyrean: the Orison set, which becomes the Ebers set above. Orison Bliaut +1 and Orison Bliaut +2 add to Afflatus Solace.
- Weapons: Mjollnir (relic club), Yagrush (mythic club, "Mystic Boon", improves Divine Veil and Divine Benison), Gambanteinn (empyrean club, "Dagan"), Tishtrya (Aeonic club, "Realmrazer"), Sindri (made by Oboro in Port Jeuno), Cleric's Wand and Piety Wand.
- Accessories: Alaunus's Cape (Afflatus Solace and Cursna), Mending Cape (Cursna and Divine Caress), Gishdubar Sash (cure potency received).
- Set help: vanagear builds cure, enhancing and idle sets for you.

Common mistakes:
- Curing at the wrong moment. Cure whoever has hate at 75% and everyone else at 50%; curing a nearly full bar makes enmity for nothing.
- Two casters on Haste. Haste and Haste II share a slot. If another caster is casting Haste II, a Haste from you can block it.
- Forgetting Afflatus. Solace and Misery are free, last until changed, and Solace's Stoneskin is half the reason to be White Mage.
- Using Divine Caress without a -na spell. It is spent by the first -na you cast and does nothing for Esuna or Erase.
- Curing from outside range. Cure range is short. Move; do not stand and wait for the spell to fail.
- Casting Raise in the middle of a fight. Raise and Arise cost 150 and 300 MP. Do it when the monster is on someone else or the fight is over.
- Taking hate with Curagas. Curaga hits every hurt member; the monster sees all of it. Divine Benison and Tranquil Heart lower the cost, but keep a tank on the monster.
- No rest. Clear Mind only works when you rest. Sit down the moment the monster is gone.

Job abilities: Benediction (SP, recast 1h): Restores a large amount of HP and removes all status ailments for party members within area of effect. | Divine Seal (Lv 15, recast 10 min): Enhances the potency of your next healing spell. | Afflatus Misery (Lv 40, recast 1 min): Inspires you to draw strength from the damage you take. | Afflatus Solace (Lv 40, recast 1 min): Inspires you to draw strength from the healing spells you cast. | Devotion (Lv 75, recast 10 min): Sacrifices HP to grant a party member the same amount in MP. | Martyr (Lv 75, recast 10 min): Sacrifices HP to heal a party member double the amount. | Divine Caress (Lv 83, recast 1 min): If the next spell you cast cures a status ailment, your target will gain enhanced resistance to that ailment. | Sacrosanctity (Lv 95, recast 10 min): Enhances magic defense for party members within area of effect. | Asylum (Lv 96, recast 1h): Grants party members a powerful resistance to enfeebling magic and Dispel effects.

Traits: Magic Def. Bonus (Lv 10), Clear Mind (Lv 20), Tranquil Heart (Lv 21), Auto Regen (Lv 25), Magic Def. Bonus II (Lv 30), Clear Mind II (Lv 35), Clear Mind III (Lv 50), Divine Benison (Lv 50), Divine Veil (Lv 50), Magic Def. Bonus III (Lv 50), Divine Benison II (Lv 60), Clear Mind IV (Lv 65), Divine Benison III (Lv 70), Magic Def. Bonus IV (Lv 70), Auto Regen II (Lv 76), Clear Mind V (Lv 80), Divine Benison IV (Lv 80), Magic Def. Bonus V (Lv 81), Shield Def. Bonus (Lv 85), Divine Benison V (Lv 90), Magic Def. Bonus VI (Lv 91), Shield Def. Bonus II (Lv 95), Clear Mind VI (Lv 96)

Spells by level: Cure 1, 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, Dia 3, Paralyze 4, Banish 5, Barstonra 5, Poisona 6, Protect 7, Barsleepra 7, Protectra 7, Paralyna 9, Barwatera 9, Aquaveil 10, Barpoisonra 10, Cure II 11, Barparalyzra 12, Slow 13, Baraera 13, Blindna 14, Banishga 15, Silence 15, Deodorize 15, Curaga 16, Shell 17, Barfira 17, Shellra 17, Diaga 18, Diaga II 18, Barblindra 18, Silena 19, Blink 19, Sneak 20, Cure III 21, Barblizzara 21, Regen 21, Barsilencera 23, Raise 25, Barthundra 25, Reraise 25, Invisible 25, Protect II 27, Protectra II 27, Stoneskin 28, Cursna 29, Banish II 30, Curaga II 31, Erase 32, Viruna 34, Dia II 36, Teleport-Holla 36, Teleport-Dem 36, Teleport-Mea 36, Shell II 37, Shellra II 37, Teleport-Yhoat 38, Teleport-Altep 38, Stona 39, Barvira 39, Banishga II 40, Haste 40, Cura 40, Cure IV 41, Teleport-Vahzl 42, Barpetra 43, Regen II 44, Flash 45, Protect III 47, Protectra III 47, Repose 48, Holy 50, Curaga III 51, Recall-Jugner 53, Recall-Pashh 53, Recall-Meriph 53, Auspice 55, Raise II 56, Reraise II 56, Shell III 57, Shellra III 57, Cure V 61, Esuna 61, Protect IV 63, Protectra IV 63, Banish III 65, Sacrifice 65, Regen III 66, Shell IV 68, Shellra IV 68, Raise III 70, Reraise III 70, Curaga IV 71, Protectra V 75, Shellra V 75, Protect V 76, Shell V 76, Baramnesra 78, Cure VI 80, Boost-VIT 81, Cura II 83, Boost-MND 84, Regen IV 86, Boost-CHR 87, Boost-AGI 90, Impact 90, Curaga V 91, Addle 93, Boost-STR 93, Holy II 95, Cura III 96, Boost-INT 96, Dispelga 99, Boost-DEX 99, Arise 99

Weapon skills: Shining Strike (Club 5; Impaction), Seraph Strike (Club 40; 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), Hexa Strike (Club 220; Fusion), Black Halo (Club 230; Fragmentation/Compression), Mystic Boon (Club; ), Flash Nova (Club 290; Induration/Reverberation), Dagan (Club; ), 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), Shattersoul (Staff 357; Gravitation/Induration)