Conjurer (FF14)

Basics

Starting Out

Should you pick Conjurer as your starting class, you'll start out in the city of Gridania1. The following are what you get in your inventory if you create your character as a Conjurer. The other items and your stats will depend on what race and gender you pick.

2.0+ Starting Equipment
Weapon: Weathered Cane

1.x Starting Equipment
Weapon: Weathered Cane
Body: Weathered Dalmatica
Belt: Weathered Satchel Belt
Legs: Weathered Slops (Brown)
Feet: Weathered Duckbills

Jobs

Once you're level 30 Conjurer, you can unlock the job White Mage. Note that unlocking it also requires level 15 Arcanist2.

Quests

job_conjurer_ff14.jpg

These are Conjurer's class quests. They can be undertaken when you reach certain levels on your class.

Level 2.0+ Quest 1.x Quest
Level 0 Way of the Conjurer
Level 1 My First Cane
Level 5 Trial by Earth
Level 10 Trial by Wind
Level 15 Trial by Water
Level 20 Sylphie's Trials Dendrological Duties
Level 25 Like Mother, Like Daughter
Level 30 In Nature's Embrace Good Knight, Sweet Dreams
Level 36 The Call of Nature

Other

Upon unlocking Conjurer (or upon completing the level 1 quest if it is your starting class), you can unlock the hunting log. Killing targets in the log gains you extra experience points.

Learnables

Abilities

This section lists the abilities, spells and weaponskills you can learn as a conjurer.
Note that under the current 2.0+ localization system, the traditional FF spell system of -ra and -ga (etc) magic has been changed to a I, II (etc) system. The current system's numbers are not equivalent to the numbering system of older versions and other FF games. To preserve continuity with other FF games, the name of the affected spells used in other languages than English has been noted in (parenthesis) after its name in the current localization system, when applicable.

Level 2.0+ Abilities 1.20-1.23c Abilities 1.0-1.19 Abilities
Level 1 Stone Stone Fire
Blizzard
Thunder
Water
Aero
Stone
Spirit Dart
Level 2 Cure Cure Trance Chant
Level 4 Aero Aero Cure
Level 6 Cleric Stance Protect Stoneskin
Level 8 Protect Cleric Stance Repose
Shock Spikes
Level 10 Medica Profundity
Radiance
Level 12 Raise Burn
Frost
Shock
Drown
Choke
Rasp
Level 14 Blissful Mind Raise
Soughspeak
Level 15 Fluid Aura
Level 16 Protect
Shell
Curaga
Level 18 Esuna Raise Spiritbind
Level 20 Cure II
Elemental Shroud
Level 22 Stone II (Stonera) Stonera Purge
Level 24 Fire II
Blizzard II
Thunder II
Water II
Aero II
Stone II
Level 26 Repose Stoneskin Resonance
Level 28 Poisona
Paralyna
Silena
Level 30 Cure II (Cura) Cura Curaga II
Roaming Soul
Mana Bolt
Level 32 Sleep
Level 34 Stoneskin Sacred Prism Profundity II
Level 36 Burn II
Frost II
Shock II
Drown II
Choke II
Rasp II
Level 38 Shroud of Saints Shroud of Saints Raise II
Reraise
Level 40 Chainspell
Nature's Fury
Level 42 Cure III (Curaga) Aerora Shock Spikes
Stoneskin II
Tractor
Level 44 Flare
Freeze
Burst
Flood
Tornado
Quake
Level 46 Aero II (Aerora) Curaga Purge II
Level 48 Cure III
Protect II
Shell II
Level 50 Medica II (Medicara)
Stoneskin II (Stoneraskin)
Repose Soughspeak II
Rebirth
Mana Bolt II

Conjurer can also use the following Limit Break abilities.

Type Ability
Limit Break Lv 1 Healing Wind
Limit Break Lv 2 Breath of the Earth
Limit Break Lv 3 -
Adrenaline Rush Empyrean Rain

In addition to the above, as a conjurer you also gain the following abilities that can only be used in PVP areas.

PVP Abilities
Sacred Prism
Divine Breath
Focalization
Attunement
Equanimity
Mana Draw
Purify
Aetheric Burst

Traits

In this section you can find the various traits a Conjurer can learn.

Level 2.0+ Traits 1.20-1.23c Traits 1.0-1.19 Traits
Level 8 Enhanced Mind Greater Healing
Level 12 Greater Enhancing Magic
Level 14 Enhanced Mind II
Level 16 Enhanced Medica Enhanced Magic Accuracy
Level 20 Maim and Mend Auto-Refresh
Level 24 Enhanced Mind III Enhanced Protect
Level 28 Enhanced Raise Greater Healing
Level 30 Fastcast
Level 32 Freecure Enhanced Blissful Mind
Level 36 Quick Stoneskin Enhanced Stoneskin
Level 40 Maim and Mend II Swift Sacred Prism
Level 44 Overcure Swift Shroud of Saints
Level 48 Enhanced Shroud of Saints Enhanced Raise
Level 50 One With Nature

Conjurer can also use the following PVP traits.

PVP Traits
Enhanced Sacred Prism
Enhanced Divine Breath
Enhanced Focalization
Enhanced Attunement
Enhanced Equanimity
Enhanced Mana Draw
Enhanced Purify
Enhanced Aetheric Burst
Enhanced Intelligence
Enhanced Mind
Enhanced Piety
Enhanced Strength
Enhanced Vitality
Enhanced Dexterity

Combos

Combos are a way of chaining abilities/weaponskills for various extra effects. In version 2.0+ they can either be native to the ability/weaponskill used, or can come via a trait learned at a later level. In version 1.x they were always available as long as you knew the appropriate abilities/weaponskills.

2.0+ Combos
(Freecure lv32) Cure -> Cure II (Cura) (15% chance of activation, MP cost 0)
(Overcure lv44) Cure II (Cura) -> Cure III (Curaga) (15% chance of activation, MP cost half)

1.x Combos
Stone -> Stonera (enhanced damage and conversion to single target)

Aero -> Aerora (enhanced damage and conversion to single target)

Cross-class Abilities

The following is a list of the cross-class abilities Conjurer can use.

Disciples of Magic
Arcanist
Ruin
Physick
Virus
Eye for an Eye
Thaumaturge
Surecast
Blizzard II (Blizzara)
Swiftcast
Disciples of War
Archer
Raging Strikes
Hawk's Eye
Quelling Strikes
Pugilist
Featherfoot
Second Wind
Internal Release
Mantra
Lancer
Keen Flurry
Invigorate
Blood for Blood
Gladiator
Convalescence
Provoke
Awareness
Marauder
Foresight
Bloodbath
Mercy Stroke
Disciples of the Land
Botanist
Triangulate
Arbor Call
Arbor Call II
Truth of Forests
Miner
Prospect
Lay of the Land
Lay of the Land II
Truth of Mountains

Category: Jobs

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