Wikia

Final Fantasy Wiki

White Mage (Final Fantasy XI)

Talk0
16,218 pages on
this wiki

XI White Mage Artwork
By using recovery spells, white mages can ensure a party's survival.
—Official Description
See also: White Mage

White Mage is a basic job in Final Fantasy XI. As such, all starting characters can immediately choose to level as a White Mage. White Mages specialize in curative magic, the removal of just about all status ailments, and defensive magic.

White Magic offers limited access to offensive magic including status ailments, such as Slow, and damaging magic, such as Holy. In normal situations, they would often be called upon to use status ailments but it is rare for a White Mage in a party to attempt to do damage with spells and they are almost never seen on the front-line dealing melee damage. The job of White Mage is thus limited to almost exclusively healing duties.

In addition to White Magic, White Mages possess a number of abilities including Benediction, Divine Seal, Martyr, Devotion to further their abilities in curing and supporting the party.

The five races of Vana'diel can all make a competent White Mage. Elvaan have the highest Mind, thus are able to cure with the highest potency. Tarutaru excel due to their high MP pool, but low HP and Vitality means they are less survivable while low Mind weakens their cures. Hume and Mithra are relatively balanced, offering few strengths and weaknesses although Mithra suffer from slightly lower Mind. Galka have low MP, giving them less to cast magic with, but high HP and Vitality help them be more survivable.

Becoming a White MageEdit

Since White Mage is a basic job in Final Fantasy XI, characters can choose to become a White Mage at any time. Characters who wish to start the game as a White Mage will be given a scroll of Cure and an Onion Rod in addition to their adventurer certificate and nation ring (If applicable.).

White Mage AbilitiesEdit

Job Ability Level Recast Duration Description
Benediction 1 1:00:00 Restores a large amount of hit points and removes all status ailments for party members within area of effect.
Divine Seal 15 0:10:00 0:01:00 Enhances the potency of your next healing spell.
Afflatus Solace 40 0:01:00 2:00:00 Inspires you to draw strength from the healing spells you cast.
Afflatus Misery 40 0:01:00 2:00:00 Inspires you to draw strength from the damage you take.
Martyr 75Only unlocked with Merit Points 0:10:00 Sacrifices HP to heal a party member double the amount.
Devotion 75Only unlocked with Merit Points 0:10:00 Sacrifices HP to grant a party member the same amount in MP.
Divine Caress 83 0:01:00 0:01:00 If the next spell you cast cures a status ailment, your target will gain enhanced resistance to that ailment.
Sacrosanctity 95 0:10:00 0:01:00 Enhances magic defense for party members within area of effect.
Asylum 96 1:00:00 0:00:30 Grants party members a powerful resistance to enfeebling magic and Dispel effects.


Job Trait Levels Tier Description
Magic Defense Bonus 10 / 30 / 50 / 70 / 81 / 91 VI Improves defense against magic spells.
Clear Mind 20 / 35 / 50 / 65 / 80 / 96 VI Raises amount of MP recovered while resting.
Tranquil Heart 21 I Reduces enmity gain when casting healing magic.
Auto Regen 25 / 76 II Gradually restores HP.
Divine Veil 50 I When cast with Divine Seal in effect, an ailment-removing spell's area effect will be increased from single target to small radius.
Divine Benison 50 / 60 / 70 / 80 / 90 V Quickens spellcasting for status ailment recovery magic. Grants a bonus to enmity reduction.
Shield Def. Bonus 85 / 95 II Reduces damage taken when blocking an attack with a shield.

Spell ListEdit

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


Skill RatingsEdit

Combat Skill Rank Caps by Level
49 99
Club B+ 144 404
Staff C+ 139 378
Throwing E 124 300
Evasion E 124 300
Shield D 133 334
Magic Skill Rank Caps by Level
49 99
Divine A- 150 417
Healing A+ 150 424
Enhancing C+ 139 378
Enfeebling C 139 373

White Mages in Final Fantasy XIEdit

White Mage FFXI Ikeda Art

White Mages are the preeminent users of curative and protective magic in Final Fantasy XI. As a class with a lot of spells aligned with the Light element, they also have the capacity of dealing significant damage to creatures weak to this element, particularly Undead.

StrengthsEdit

  • White Mages (other than Scholars under the effect of Light Arts) are the only job that can remove negative status ailments from others.
  • White Mages have the best healing and protective magics in the game.
  • Through gear and Hexa-Strike, White Mages can do significant melee damage.

WeaknessesEdit

  • Most White Mages will be virtually helpless without a party.
  • Lack of Refresh sometimes makes them less desirable than Red Mage.


Support JobsEdit

Black MageEdit

Black Mage offers White Mage some utility as a support job. Not only can it give the White Mage access to spells like Sleep, it also provides them with a decent MP boost and increases MP efficiency with Conserve MP. In more rare situations, Magic Attack Bonus will increase damage from Banish or Holy. Black Mage also offers White Mage the Warp spell.

SummonerEdit

Summoner becomes a popular subjob for White Mage after level 50. At this point, Summoner offers White Mages Auto Refresh, which will slowly increase MP over time. Additionally, with their high MP and MP Boosts, White Mage with a summoner subjob has the highest MP totals of almost any job other than summoner itself. Avatars can be useful for some mid-level job abilities, such as Aerial Armor from Garuda.

Red MageEdit

Red Mage is not commonly used for White Mage, since it is not as MP efficient, nor does a White Mage have quite as much MP in this configuration, but it is worth noting that some White Mages will want the benefits of Fast Cast or red mage specific spells, specifically Phalanx, for certain situations. With the increased level cap White Mage will be able to access Convert and Refresh, breathing new life into this subjob.

NinjaEdit

Ninja is not a common job choice for most White Mages; However, it is worth mentioning that a White Mage with Reverend Mail, access to the Weapon Skill Hexa-Strike with a Club and plenty of Haste and Strength gear can be a surprising powerhouse of melee damage.

ScholarEdit

Scholar has been another popular subjob for White Mage with the job ability Light Arts. Light Arts reduces the cost of their spells, spell casting time, and spell recharge time, along with boosting the White Mage's Enhancement and Enfeebling skill to a B+ rank, while Dark Arts allows them to access some Black Magic including Dispel, and most notably, Aspir, along with reducing the cost, cast time, and spell recharge time of the relevant spells while boosting the White Mage's elemental, dark, and enfeebling skills to a B+ rank. They also get access to Sublimation, Scholar's version of Refresh, as well as several useful strategies.

Penury, gained at level twenty, halves the cost of the next white magic spell used. Celerity halves the casting and recast time of the next white magic spell used. Both are compatible with all of the White Mage's native spells. At level eighty the White Mage gains Accession, which turns certain single-target white magic spells into area-of-effect spells at the cost of double MP and tripled casting time. While using Accession with Cure, Protect, or Shell is redundant, the ability to multi-target Regen, Blink, Stoneskin, and status recovery spells is extremely helpful. Stoneskin especially can only be cast on other party members with the help of Accession.

Other AppearancesEdit

Final Fantasy Trading Card GameEdit

Final Fantasy XI's White Mage appears in the Japanese Final Fantasy trading card game.

GalleryEdit

Around Wikia's network

Random Wiki