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White Mage (Bravely Default)

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BD

BDFF White Mage
These healers use White Magic to support the party and keep the battle going.
—Official site's description.
Aids allies with healing and support magic!
—D's Journal job description.
WhiteMage-bd-icon

The White Mage (白魔道士, Shiro Madōshi?) is a job in Bravely Default. It is obtained after defeating Barras Lehr and Holly Whyte at the western lake near Caldisla.

The White Mage's primary strength is the ability to cast White Magic, which is primarily focused on healing and buffing spells, and some offensive Wind spells. The White Mage's stats are geared towards magic power, magic defense, and MP. A character able to cast White Magic is critical in virtually any party to keep the party members alive—while some other jobs have healing abilities, the White Mage is the most effective at it.

AppearanceEdit

The White Mage mostly takes the appearance of traditional Final Fantasy White Mages, with some changes. The female version of the outfit is more revealing than usual, consisting of thigh-high red boots or stockings with white trim, a large-brimmed white hat with red lining, and a white robe and cape with red gloves. Agnès's variant of the outfit has no sleeves and elbow-length red gloves, while Edea's has white sleeves. Tiz and Ringabel forsake the hat for a small white and red cap, similar to a Jewish yarmulke, and wear long white cloaks over their robes.

ProficienciesEdit

StatsEdit

HP MP STR INT DEX VIT MND AGI
C A D B D E A C

EquipmentEdit

Swords Axes Spears Rods Staves Daggers Bows Katanas Knuckles Shields Helms Armor
E E E B S C E E E E E E

AbilitiesEdit

Specialty Description
Self-Healing Recover from poison, blind, and silence at the end of battle.

The White Mage's job command is White Magic, which lets the White Mage cast spells in that school of magic. They also learn numerous abilities to increase their durability in battle.

Ability Level Cost Description
White Magic Lv. 1 1 MP cost varies by spell Enables the use of level 1 White Magic: Cure, Poisona, and Blindna.
Note that these cannot be used without the appropriate scrolls.
M.Defense 10% Up 2 1 slot Raise Magic Defense by 10%.
White Magic Lv. 2 3 MP cost varies by spell Enables the use of level 2 White Magic: Protect, Shell, and Aero.
Note that these cannot be used without the appropriate scrolls.
Staff Lore 4 1 slot Raise arms aptitude for staves to S.
Self-Healing 5 1 slot Automatically heals the White Mage of Poison, Blind and Silence at the end of a battle.
White Magic Lv. 3 6 MP cost varies by spell Enables the use of level 3 White Magic: Cura, Raise, and Esuna.
Note that these cannot be used without the appropriate scrolls.
Abate Water 7 1 slot Reduce damage taken from water attacks. Does not stack with items or abilities with the same effect. Water nullification effects take precedence over reduction effects.
Angelic Ward 8 1 slot Has a 50% chance to halve the damage received, regardless of whether it is a single-target or multiple-target attacks. Does not affect damage from Poison.
White Magic Lv. 4 9 MP cost varies by spell Enables the use of level 4 White Magic: Reflect, Dispel, and Aerora.
Note that these cannot be used without the appropriate scrolls.
M.Defense 30% Up 10 3 slots Raise Magic Defense by 30%.
White Magic Lv. 5 11 MP cost varies by spell Enables the use of level 5 White Magic: Esunaga, Curada, and Aeroga.
Note that these cannot be used without the appropriate scrolls.
Epic Group-Cast 12 3 slots The damage dealt and the amount of recovery do not decline when group-casting magic. Also applies to spells cast from the menu.
White Magic Lv. 6 13 MP cost varies by spell Enables the use of level 6 White Magic: Curaga, Arise, and Holy.
Note that these cannot be used without the appropriate scrolls.
Conservation of Life 14 3 slots When K.O.'d, revive all allies and fully restore HP.

GalleryEdit

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