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White Mage
Recommended races: Tarutaru and Hume
White Mages are the experts of White Magic and all other spells that are utilized for curing and healing. Their main strength lies in the ability to protect their companions (and themselves), both by healing / curing damage and other ailments (poison, blindness, etc.) and by casting defensive magic (protect, etc.) on them. White Mages are the Healer Job in Final Fantasy XI (Note: A Healer is the character who keeps the party alive by healing them both in and out of combat).
White Mages do not do much damage on their own - their offensive spells have a high MP cost compared to the damage they do, and their weapon skills are mediocre at best. White Mages do, however, have many spells that disable / reduce the effectiveness of the monster they are fighting. This being said, because of their low damage output, White Mages have a hard time soloing.
White Mage magic is primarily healing and protective magic, with some disabling spells as well. Note that all mages need to learn a spell before they can cast it. Learning a spell involves buying the spell scrolls (similar to how warriors must buy weapons) and then learning (using) it to put it into their spell book.
It is fair to say that every party wants at least one White Mage - where the Black Mage makes the fight end quicker, the White Mage makes sure that everyone survives to the end. White Mages rarely have trouble finding parties, and many white mage players get great satisfaction from knowing that they save people from death every day of their vana di`el lives.
White Mages have good defensive skills: they get both Shield (allowing them to block attacks with their shield) and Parry (allowing them to parry attacks with their weapon).
Many players have White Mage as their support job because of the useful healing and defensive magic.
White Mages are limited to clubs, staves and ranged weapons.
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White Mage Starting Ability Scores
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Hume
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Elvaan
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Tarutaru
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Galka
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Mithra
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HP
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27
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29
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23
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32
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27
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MP
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22
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20
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28
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16
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22
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STR
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6
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7
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5
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7
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6
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DEX
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5
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5
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5
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5
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7
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VIT
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6
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7
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6
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8
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6
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AGI
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6
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5
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7
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6
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7
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INT
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6
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5
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8
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6
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6
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MND
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8
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9
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8
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8
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8
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CHR
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7
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7
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7
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6
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6
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White Mages are a moderately difficult class to play through the low levels (you may wish to have played another spell casting job before you attempt to play a White Mage).
White Mage
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Name
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LV
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Dur
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DT
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Target
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Effect
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Benediction
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1
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120
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Party
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Restore large amounts of HP of all players in a certain area
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Devine Seal
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15
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10
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Self
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Increase the next healing magic
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Job Traits
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Magic Defense Up
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10
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Self
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Increase magic deffence
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Clear Mind
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20
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Self
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Restore MP faster
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Regeneration
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25
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Self
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HP restores itself gradually even when standing
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Magic Defense Up II
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30
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Self
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Increase magic defense
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Magic Defense Up III
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50
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Self
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Increase magic defense
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Dur = Duration; RU = Reuse Time (in minutes)
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White Mage combat skills: club, staff, throwing, evasion, shield, divine magic, healing magic, enhancement magic, and enfeeblement magic.
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