White Mage

White Mage (白魔道士 / 白魔道師 / 白魔導士 [shiro madoushi] is the usual title for the job in Japanese. However, in some games it is 白魔術師 [shiro majutsushi] or 白魔法使い [shiro mahou tsukai]. All mean 'white mage') is one of the series staples, present in the series since the very first game. They are White Magic specialists, and often very fragile and weak, depending on other party members to kill the monsters. Similar jobs would be the White Wizard and Devout, both evolved forms of the job, and Bishop, which is a mixture between White Mage and Monk. White Mage also shares some of their duties with more mixed up mage jobs, such as Sage or Red Mage.
White Mages usually wear white capes or cloaks with triangles in them. It has become one of the most recognizable costumes in the series. Examples of White Mages are Refia from FF3 (presented in the promotion material as a White Mage, although her job is changeable in the game), Rosa Farrel from FF4 (who has something of an Archer in her), Porom likewise from FF4, Aerith Gainsborough from FF7, Eiko Carol from FF9 and Penelo from the Ivalice games (who is also associated with Dancer).

Final Fantasy I

Coming soon

Final Fantasy III

Coming soon

Final Fantasy V

"Priests who use white magic to heal and protect allies"

White Mage is one of the most commonly used jobs, and it is for a reason. They are your most efficient healers and are practically required for most boss fights. They provide even further functionality by letting your other characters use high-level white magic as well, when leveled far enough.

Basics
Unlock: Wind Crystal
Command Ability: White Magic
Innate Abilities: -
AP to Master: 580
Bonuses on Mastering (for FRE/MIM): MAG, AGI

Stats

whitemage_ff5.jpg

Stat Modifiers
Strength: -7
Agility: +1
Stamina: +0
Magic: +25

Abilities

Level 1: White Magic 1 (10 AP)
Level 2: White Magic 2 (20 AP)
Level 3: White Magic 3 (30 AP)
Level 4: White Magic 4 (50 AP)
Level 5: White Magic 5 (70 AP)
Level 6: White Magic 6 (100 AP)
Level 7: MP+10% (300 AP)

Level Spells
White Magic 1 Cure, Libra, Poisona
White Magic 2 Silence, Protect, Mini
White Magic 3 Cura, Raise, Confuse
White Magic 4 Blink, Shell, Esuna
White Magic 5 Curaga, Reflect, Berserk
White Magic 6 Arise, Holy, Dispel

Equipment

Weapons: Staff
Shield: -
Head: Hats
Body: Robes
Special Accessories: Armlets

Final Fantasy X-2

Coming soon

Final Fantasy XI

White Mage in Final Fantasy XI is one of the six basic jobs. Every player can choose it from the very start.

White Mages, as expected, are the best healers in the game, though often Red Mages, Scholars, Dancers, and Summoners (with a White Mage support job) can do the job as well. But whereas those other jobs have a different niche they can sometimes fill, a White Mage's duties are healing and, to a slightly lesser extent, support.

What set White Mages apart from other healers are, of course, their spells, their abilities, and their equips. White Mages learn many healing and status removal spells before Red Mages and Scholars, and have access to more of them besides. They are also the only job to learn area of effect Protect, Shell, and Bar-element/status spells. Most of their abilities increase their healing prowess, such as doubling the effect of a Cure-type spell, or making a single-target status removal spell affect the whole party. They also get a lot of job-exclusive equipment, most of which boost their Mind stat or their curing potency.

Despite being a healer, however, White Mages are not completely helpless in battle. Though they would generally never be asked or allowed to do so in a party, at higher levels, they can fight decently, as they can wield a lot of powerful hammers, some of which are exclusive to this job. They also get the extremely powerful weaponskill Hexa Strike, which no other job can use. With a Ninja subjob, White Mages can solo fairly well.

Abilities

White Mage's 2-hour ability is Benediction. It restores a large amount of HP, usually healing everyone to full, for all party members in an area of effect, as well as remove most normal status effects, all at no MP cost. This ability is generally to be used only in desperate situations, however, as it is almost guaranteed to draw the undivided attention of every monster with any enmity on the party.

The rest of White Mage's abilities generally help with healing and status removal.

To see details of the job's abilities, see here.

Stats

White Mages are backline healers, and their stats help them to heal more, and… heal more. They are not designed for combat, at all. They have, of course, the highest Mind in the game, as Cures depend on Mind the most. Conversely, they have the lowest Dexterity. On the low side is also Agility and Intelligence. They do, however, have average Strength and Vitality, as well as Charisma. Compared to other mages, they sit in the middle for both HP and MP.

White Mages have the best healing magic skill in the game, at A+, and high divine magic at A-. They can use enhancing and enfeebling magic, but they sit at C+ and C, respectively. For combat, they can use shields and are the only mage besides Red Mage with an actual shield skill, but they only have a D, and their evasion scores an even lower E.

Equips

White Mages can equip nearly every single club and staff in the game, the only exceptions being a few job-specific ones for Black Mage or Summoner. Their main weapon is club - they are the only job that can equip a lot of the game's strongest hammers - as they have a B+ rating in them; their staff skill is a much lower C+, though still useful. They have a throwing skill - at E - but the only things they can throw, aside from a few special-purpose items, are pebbles.

The job-specific equipment sets for White Mage sport the traditional white hoods with red triangles they are known by. Most of their equipment enhance a healing spell in one way or another.

Artifact Armor
Level 52 - Healer's Duckbills
Level 54 - Healer's Cap
Level 56 - Healer's Pantaloons
Level 58 - Healer's Briault
Level 60 - Healer's Mitts
Level 74 - Healer's Set +1

Relic Armor
Level 70 - Cleric's Belt
Level 71 - Cleric's Duckbills
Level 72 - Cleric's Cap
Level 73 - Cleric's Pantaloons
Level 74 - Cleric's Briault
Level 75 - Cleric's Mitts
Level 75 - Cleric's Set +1

Empyrean Armor
Level 80 - Orison Cape
Level 81 - Orison Duckbills / +1 / +2
Level 83 - Orison Pantaloons / +1 / +2
Level 84 - Orison Locket
Level 85 - Orison Cap / +1 / +2
Level 87 - Orison Mitts / +1 / +2
Level 89 - Orison Bliaud / +1 / +2
Level 90 - Orison Earring

Weapons
Level 41 (artifact) - Blessed Hammer
Level 75 (relic) - Mjollnir
Level 75 (mythic) - Yagrush
Level 80 (empyrean) - Gambanteinn

Lore

White Mage is a rather classic from Final Fantasy, and it makes its appearance in Final Fantasy XI as a very normal, basic job, with no story behind it. White Mages, however, are mainly found in Windurst, the magical Federation, and San d'Oria, the Kingdom most concerned with clerical matters.

The artifact armor set for White Mage is obtained through quests issued from San d'Oria's church.

Final Fantasy XIV

White Mage is a job in FF14. Please see here for an in-depth look at the job.

Final Fantasy Tactics

whitemage_fft.jpg

A warrior who taps into the powers of the divine, using White Magicks to cast spells of recovery and protection.

Basics
Unlock: Chemist lv2
Unlocks: lv3 - Mystic, lv5 (+others) - Arithmetician
Command Ability: White Magic
Innate Abilities: -
JP to Master: 7,070

Stats

Stat Modifications
HP D, MP A-
Phys Atk C-, Mag Atk C
SPD B
Phys EVA 5%, Mag EVA 0%
Move 3, Jump 3

Growth Rate for Stats
HP ★★★★, MP ★★★★
Phys Atk ★★★, Mag Atk ★
SPD ★

Abilities

White Magicks
Cure (50 JP), Cura (180 JP), Curaga (450 JP), Curaja (800 JP)
Raise (200 JP), Arise (600 JP), Reraise (1,000 JP)
Regen (350 JP)
Protect (70 JP), Protectja (600 JP)
Shell (70 JP), Shellja (600 JP)
Wall (400 JP)
Esuna (300 JP)
Holy (600 JP)

Reaction Abilities
Regenerate (400 JP)

Support Abilities
Arcane Defense (400 JP)

Equipment

Weapons: Staves
Shield: -
Head: Hats
Body: Clothes, Robes

Tactics Advance

Coming soon

Grimoire of the Rift

Coming soon

My Life as a King

Coming soon

4 Heroes of Light

Though anyone can use magic of any kind in 4 Heroes of Light, White Mages (白魔法使い [shiro mahou tsukai] in Japanese) excel at healing far more than any other Crown. Most of their abilities enable them to heal their allies better. Their passive ability lowers the AP cost for white magic by 1. They have very low Strength, decent Intellect, and high Spirit.
The White Mage crown is obtained early on, after defeating the Sand Devil in Quicksand Castle.

Equips

White Mages are not going to fight well, no matter what equipment you give them. They have a slightly better proficiency with Staves, which will help not at all with damage output.

Weapon Proficiency

Short Sword: C
Sword: C
Bow: C
Staff: B
Spear: C
Axe: C
Book: C
Harp: C

Stats

White Mages are good at magic. Despite being the masters of white magic, they are actually decent with black magic as well, though not as good as Black Mages. Though frail, they can at least avoid magic attacks fairly well.

Stat Modifiers
HP: 1.0x
Strength: 0.7x
Intellect: 1.3x
Spirit: 1.6x

Magic Proficiency
Offensive: B
Defensive: A

Evasion
Physical: C
Magical: A

Abilities

Different abilities are learnt by evolving the Crown. The list below has all the abilities as well as the jewels required to evolve the Crown to that stage.

Lv 0 - Healthgiver
Lv 1 - Lifegiver (5 Lapis Lazuli, 5 Aquamarines)
Lv 2 - Hide (2 Topaz, 6 Sapphires, 6 Lapis Lazuli, 1 Amethyst)
Lv 3 - Miracle (3 Rubies, 7 Emeralds, 7 Lapis Lazuli, 2 Amethysts, 1 Diamond)

Explorers

whitemage_ffex.jpg

Basics
Role: Healer
Unlock: clear Ability Mutation Exam
Condition to Master: clear 10 quests with White Mage
Master: clear White Mage's Master Trial

Note that this job is 白魔道士 [shiromadoushi] in Japanese.

Stats

Note that as jobs don't level up in Explorers, your only two ways to get more are to equip better equipment, and to master your job. White Mage's basic stats are listed in the below table.

HP AP Load
Default 3,050 2,380 150
Master 3,650 2,830 150
STR ACC MAG MND CNC P.DEF M.DEF P.EVA M.EVA MOV LCK
37 41 62 55 66 20 72 29 40 112 38

Abilities

Unique Ability: Beseech
Default Abilities (default): Charity, Equip Staves, Equip Tomes
Default Abilities (Master): Equip Rods, Equip Daggers, Dual Wield
Proficiency: White Magic

Equipment

Weapons (default): Staves, Tomes
Weapons (Master): Rods, Daggers

Mobius

whitemage_ffm.png

Basics
Unlock: Card Summon
Type: Mage
Elements: Fire, Water, Earth
Limit Break: Holy Prayer
Advanced Jobs: White Master
Superior Jobs: White Wizard

Stats

Note that in addition to the basic stats below, the various Skill Panel modifications and various abilities from the weapon and ability cards set for this job affect its stats.

Critical:
Speed: ★★★★
Defense: ★★

Level HP ATK BRK MAG
0 540 28 25 0%
50 1,080 58 52 15
100 1,620 88 79 30
150 2,160 118 106 45

For comparison, below are the stats of the White Mage job with all of the Skill Panel modifications added in. Note that this still means the stats from weapon and ability cards need to be added for the complete stats.

Critical:
Speed: ★★★★
Defense: ★★

Level HP ATK BRK MAG
0 1,890 403 165 380%
50 2,430 428 192 395%
100 2,970 463 219 410%
150 3,510 493 246 425%

Skill Panels

Total Seeds Required
Skill Panel 1st: 245,675 Water Seed, 75,885 Earth Seed, 19,125 Fire Seed, 3,000 Wind Seed, 6,605 Dark Seed, 3,605 Light Seed, 10 Crystal
Skill Panel 2nd: 462,150 Water Seed, 186,060 Earth Seed, 143,465 Fire Seed, 2,000 Wind Seed, 13,500 Dark Seed, 9,500 Light Seed, 14 Crystal
All: 707,825 Water Seed, 261,945 Earth Seed, 162,590 Fire Seed, 5,000 Wind Seed, 20,105 Dark Seed, 13,105 Light Seed, 24 Crystal

Weapons Gained
Skill Panel 1st: Holy Staff
Skill Panel 2nd: Yggdrasil Staff

Total Skills Gained
Skill Panel 1st: HP +650, ATK +140, BRK +60, MAG +170%, Element Starter +8, Break Turns +2, Strengthen Job Limit Break Lv5, Strengthen Water +20%, Resist Water +20%, Resist Bio +20%, Resist MAG Down +20%, Critical Faith, Critical Veil
Skill Panel 2nd: HP +700, ATK +235, BRK +80, MAG +210%, Element Starter +8, Break Turns +2, Strengthen Job Limit Break Lv4, Strengthen Fire +150%, Resist Water +25%, Resist Bio +30%, Resist MAG Down +30%, Weak Point Damage Up +20%, Critical Regen
All: HP +1,350, ATK +375, BRK +140, MAG +380%, Element Starter +16, Break Turns +4, Strengthen Job Limit Break Lv9, Strengthen Water +20%, Strengthen Fire +150%, Resist Water +45%, Resist Bio +50%, Resist MAG Down +50%, Weak Point Damage Up +20%, Critical Faith, Critical Veil, Critical Regen

Skill Panel 1st
1-1
New job: White Mage
(default)
ATK +3
(50 water)
HP +50
(5 earth)
Resist Water +5%
(50 water)
Break +3
(10 water)
Element Starter +1
(100 earth)
Strengthen Water +5%
(50 water)
ATK +5
(25 water)
MAG +10%
(10 water)
Element Starter +1
(100 water)
Resist Bio +20%
(40 earth)
Break +3
(40 water)
Strengthen Job Limit Break
(200 water)
MAG +10%
(40 earth)
ATK +10
(50 water)
Holy Staff
(1 Crystal)
1-2
Resist Water +5%
(240 water)
ATK +3
(100 water, 40 fire)
HP +100
(100 earth)
Critical: Faith
(600 water, 40 light)
Break +3
(200 water)
Element Starter +1
(600 earth, 40 dark)
Strengthen Water +5%
(300 water)
ATK +5
(100 water, 40 fire)
MAG +15%
(200 water)
Element Starter +1
(600 water, 40 light)
Break Turns +1
(800 earth, 40 dark)
Break +3
(200 water, 100 fire)
Strengthen Job Limit Break
(800 water)
MAG +10%
(200 earth)
ATK +10
(200 water, 100 fire)
Holy Staff+
(2 Crystal)
1-3
Resist Water +5%
(3,7500 water)
ATK +9
(1,000 water, 420 fire)
HP +200
(1,000 earth)
Critical: Veil
(3,000 water, 3,000 wind)
Break +9
(1,500 water)
Element Starter +1
(6,000 earth, 525 dark)
Strengthen Water +5%
(4,500 water)
ATK +10
(1,000 water, 525 fire)
MAG +25%
(2,100 water)
Element Starter +1
(6,000 water, 525 light)
Resist MAG Down +20%
(3,000 earth)
Break +9
(2,100 water, 1,000 fire)
Strengthen Job Limit Break
(6,000 water)
MAG +20%
(1,000 earth)
ATK +20
(2,100 water, 1,000 fire)
Holy Staff +2
(3 Crystal)
1-4
True Holy Staff
(60,000 water)
ATK +15
(6,000 water, 2,400 fire)
HP +300
(6,000 earth)
Resist Water +5%
(9,000 water)
Break +15
(9,000 water)
Element Starter +1
(27,000 earth, 3,000 dark)
Strengthen Water +5%
(36,000 water)
ATK +20
(4,500 water)
MAG +50%
(9,000 water)
Element Starter +1
(27,000 water, 3,000 light)
Break Turns +1
(30,000 earth, 3,000 dark)
Break +15
(12,000 water, 4,500 fire)
Strengthen Job Limit Break
(24,000 water)
MAG +30%
(6,000 earth)
ATK +30
(12,000 water, 6,000 fire)
New job: White Master
(4 Crystal)
Skill Panel 2nd
2-1
Resist Water +5%
(15 water)
ATK +10
(15 water)
HP +100
(15 earth)
Resist Water +5%
(15 water)
Break +5
(15 water)
Element Starter +1
(15 earth)
Strengthen Fire +30%
(15 fire)
ATK +10
(15 water)
MAG +15%
(15 water)
Element Starter +1
(15 water)
Resist Bio +30%
(15 earth)
Break +5
(15 water)
Strengthen Job Limit Break
(15 water)
MAG +15%
(15 earth)
ATK +15
(15 water)
Yggdrasil Staff
(2 Crystal)
2-2
Resist Water +5%
(25,000 water)
ATK +10
(3,000 water, 1,000 fire)
HP +100
(2,500 earth)
Critical: Regen
(5,000 water, 1,500 light)
Break +5
(2,500 water)
Element Starter +1
(15,000 earth, 1,500 dark)
Strengthen Fire +40%
(12,000 fire)
ATK +10
(2,000 water, 250 fire)
MAG +15%
(2,000 water, 2,000 fire)
Element Starter +1
(15,000 water, 1,500 light)
Break Turns +1
(13,000 earth, 1,000 dark)
Break +5
(5,000 water, 2,000 fire)
Strengthen Job Limit Break
(13,500 water)
MAG +15%
(2,500 earth)
ATK +15
(5,000 water, 2,000 fire)
Yggdrasil Staff+
(3 Crystal)
2-3
Resist Water +5%
(40,000 water)
ATK +20
(4,000 water, 2,000 fire)
HP +200
(5,000 earth)
Weak Point Damage Up +20%
(8,000 water, 2,000 wind)
Break +10
(5,000 water)
Element Starter +1
(20,000 earth, 2,000 dark)
Strengthen Fire +40%
(30,000 fire)
ATK +20
(4,000 water, 700 fire)
MAG +30%
(4,000 water, 4,000 fire)
Element Starter +1
(20,000 water, 2,000 light)
Resist MAG Down +30%
(20,000 earth)
Break +10
(10,000 water, 4,000 fire)
Strengthen Job Limit Break
(20,000 water)
MAG +25%
(5,000 earth, 5,000 water)
ATK +25
(10,000 water, 4,000 fire)
Yggdrasil Staff +2
(4 Crystal)
2-4
True Yggdrasil Staff
(90,000 water)
ATK +30
(9,000 water, 3,600 fire)
HP +300
(9,000 earth)
Resist Water +5%
(13,500 water)
Break +20
(9,000 water)
Element Starter +1
(40,000 earth, 4,500 dark)
Strengthen Fire +40%
(54,000 fire)
ATK +30
(7,000 water, 900 fire)
MAG +55%
(7,000 water, 7,000 fire)
Element Starter +1
(40,000 water, 4,500 light)
Break Turns +1
(45,000 earth, 4,500 dark)
Break +20
(18,000 water, 7,000 fire)
Strengthen Job Limit Break
(36,000 water)
MAG +40%
(9,000 earth, 6,500 water)
ATK +40
(18,000 water, 7,000 fire)
New job: White Wizard
(5 Crystal)

Pictlogica

whitemage_ffp.png

Memoria Type: Normal, Number: 009, 010
Equip: Staff, Rarities: ♦ - ♦♦♦
Stats (grade I): HP 15-39, STR 5-8, DEF 0, SPD 5-7, INT 6-15, LCK 5-7
Stats (grade II): HP 32-?, STR 7-?, DEF 0, SPD 6-?, INT 12-?, LCK 6-?
Stats (grade III): HP ?-148, STR ?-24, DEF 0, SPD ?-17, INT ?-53, LCK ?-17
Job Skill: Benediction
Affinities: Physical x0.7, White magic x1.7, Black magic x1.0, xSummoning 1.0, Against Flying x1.0

Fusion Items: White Drop, White Mage Knowledge
Job Change: White Mage I -> Sage II
Pictlogica Prize: 100 gil (male), 20 White Element (female)
Obtain: Explore Yourself, Giant's Cave drop

Record Keeper

Stats

Job: White Mage
Obtain: during the tutorial
Obtain Memory Crystal: clear Hein's Castle
Obtain Memory Crystal II: clear Cactuar Island (Elite)

whitemage_ffrk.png
Stat Level 1 Level 50 Level 65 Level 80 Level 99 SBs Dive
HP 96 2,048 2,645 3,243
ATK 5 50 63 77
DEF 5 40 53 66
MAG 6 62 79 96
MDEF 9 95 118 139
MND 8 88 109 129
ACC 20 22 23 23
EVA 20 22 23 24
SPD 69 91 99 107

Abilities

Abilities
White Magic (Rarity 4)

Soul Breaks
Level 1 - Pray
Equip Staff of Light (III) - Divine Seal
Equip Rune Staff - Light of Prayer

Native Record Materia
Limit Break - Mental Discipline
Level 2 - Mental Discipline II
Level 3 - White Mage's Prayer

Equipment

Weapons
Daggers
Staves

Armor
Hats
Robes
Armlets

Accessory
Can equip

FF-TCG

White Mages have appeared quite a few times in the FF-TCG series. They mostly come under the Water or Wind varieties, although some are Ice or Earth element.

tcg_1132.jpg tcg_2039.jpg tcg_3091.jpg tcg_4092.jpg
1-132C White Mage 2-039C White Mage 3-091C White Mage 4-092C White Mage
tcg_5061.jpg tcg_7109.jpg tcg_9043.jpg tcg_9066.jpg
5-061C White Mage 7-109C White Mage 9-043C White Mage 9-066C White Mage
tcg_9067.jpg tcg_9141.jpg tcg_10071.jpg
9-067C White Mage 9-141C White Mage 10-071C White Mage

Category: Jobs

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