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Mages who wield healing and support magicks.

Final Fantasy XII: The Zodiac Age description

White Mage is a License Board in the Zodiac versions of Final Fantasy XII, represented by the zodiac sign of Aries. White Mage is a support job, focusing on buffing and healing.

The White Mage has access to 138 licenses, which require 7,806 LP to unlock, as well as up to 9 additional licenses through summon licenses costing 520 LP, and 5 additional licenses costing 260 LP through Quickening licenses.

Profile[]

White Mages are defensive mages, using White Magicks to heal and buff the party and damage undead enemies. Their main weapon is the rod and they use mystic armor to boost their magickal power. White Mages can equip a few greatswords and daggers. The role shines in taking out mobs of undead, which are common in some of the most difficult dungeons. They also have access to Green Magicks and can use Drain to damage living enemies.

White Mages cannot equip weapons with high attack values, have few augments for HP, and no augments to improve consumables.

In The Zodiac Age version, the player can choose two license boards for each party member. Coupling White Mage with Shikari or Foebreaker makes for solid tanks who can supply buffs and heals. Coupling White Mage with a Machinist makes for a durable, at range healer, as guns do not use the character's stats to do damage. Machinist also learns three Swiftness licenses and can get access to Hastega. This combination also allows one to equip the Dark Shot (dark-elemental ammo) with the Black Robes (boosts dark damage by 50%) to deal damage to enemies and heal allies who wear dark-absorbing gear. However, the player would need to configure their gambits carefully as not to heal enemies that absorb dark. Coupling White Mage with Time Battlemage would also let White Mage equip ranged weapons and use Haste and other such useful spells.

Though making a dedicated mage character may seem like a good idea, coupling White Mage with Black Mage commonly leaves the character short on gambit slots, as both jobs need multiple to be optimized. There are few boss battles that will not require a White Mage, and a few that will require a Black Mage as well; the WHM / BLM will find it harder to keep up with the actions of both. There is no benefit to the Magick Power of Black Mage from this combination, and White Mage only gains one point from Black Mage's additional Magick Lore, since the Magick Power points do not stack. If a player is challenging themselves by using all the jobs and no job twice, putting the two highest Magick Lore jobs together is a waste. Without access to higher +HP licenses, Heavy Armor or even Light Armor, the WHM / BLM would be less of an asset.

License Board[]

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1 Tch. Aug.
2 Smn Smn Qck.
3 Acc. Acc. Acc. Acc. Acc. Aug. Acc. Acc. Acc. Aug. Acc.
4 Aug. Smn Arm. Aug. Tch. Aug. Acc. Qck. Acc. Aug. Acc. Acc. Wp.2 Smn Aug.
5 Arm. Aug. Aug. Aug. Acc. Acc. Acc. Acc. Acc. Aug. Aug. Aug. Aug. Wp.1
6 Arm. Arm. Arm. Arm. Arm. Arm. Acc. Tch. Wp.2 Aug. Wp.2 Aug. Aug.
7 Aug. Aug. Aug. Arm. Acc. Aug. 2nd Aug. Aug. Aug. Smn
8 Smn Mgk Aug. Aug. Smn Arm. Acc. Wp.2 Smn Aug. Aug. Tch.
9 Wp.1 Smn Arm. Acc. Aug. Smn
10 Tch. Wp.3 Arm. Acc. Wp.2 Aug.
11 Arm. Esn. Gmb.
12 Gmb. Mgk Aug.
13 Aug. Qck. Gmb. Aug. Mgk Gmb. Aug.
14 Aug. Aug. Mgk Aug. Gmb.
15 Aug. Smn Aug. Gmb. Aug. Mgk Aug. Mgk Gmb.
16 Tch. Gmb. Gmb. Mgk Mgk Mgk Gmb. Aug. Smn
17 Mgk Mgk Mgk Mgk Mgk Mgk Mgk
18 Smn Qck.
19 Aug.
Legend
Aug. Augment
Qck. Quickening
Smn Summon
Acc. Accessory
Arm. Armor
Wp.1 Weapons 1
Wp.2 Weapons 2
Wp.3 Weapons 3
Tch. Technick
Gmb. Gambit
Mgk Magick
Esn. Essentials
2nd Second Board

License list[]

Equipment[]

Name Description LP cost
Rods (1) Allows character to equip Rod and Serpent Rod. 20
Rods (2) Allows character to equip Healing Rod and Gaia Rod. 30
Rods (3) Allows character to equip Power Rod and Empyrean Rod. 40
Rods (4) Allows character to equip Holy Rod. 50
Rod of Faith Allows character to equip Rod of Faith. 130
Daggers (5) Allows character to equip Orichalcum Dirk and Platinum Dagger. 60
Greatswords (1) Allows character to equip Claymore. 50
Greatswords (2) Allows character to equip Defender and Save the Queen. 70
Mystic Armor (1) Allows character to equip Cotton Cap, Magick Curch, Cotton Shirt, and Light Woven Shirt. 10
Mystic Armor (2) Allows character to equip Pointy Hat, Topkapi Hat, Silken Shirt, Kilimweave Shirt. 15
Mystic Armor (3) Allows character to equip Calot Hat, Wizard's Hat, Shepherd's Bolero, and Wizard's Robes. 20
Mystic Armor (4) Allows character to equip Lambent Hat, Feathered Cap, Chanter's Djellaba, and Traveler's Vestment. 25
Mystic Armor (5) Allows character to equip Mage's Hat, Mage's Habit, Lamia's Tiara, and Enchanter's Habit. 30
Mystic Armor (6) Allows character to equip Black Cowl, Sorcerer's Hat, Sorcerer's Habit, and Black Garb. 40
Mystic Armor (7) Allows character to equip Astrakhan Hat, Gaia Hat, Carmagnole, and Maduin Gear. 50
Mystic Armor (8) Allows character to equip Hypnocrown, Gold Hairpin, Jade Gown, and Gaia Gear. 60
Mystic Armor (9) Allows character to equip Celebrant's Miter and Cleric's Robes. 70
Mystic Armor (10) Allows character to equip Black Mask and Black Robes. 75
Mystic Armor (11) Allows character to equip White Mask and White Robes. 80
Mystic Armor (12) Allows character to equip Golden Skullcap and Glimmering Robes. 90
Mystic Armor (13) Allows character to equip Circlet and Lordly Robes. 110
Accessories (1) Allows character to equip Orrachea Armlet. 5
Accessories (2) Allows character to equip Bangle and Firefly. 20
Accessories (3) Allows character to equip Diamond Armlet and Argyle Armlet. 25
Accessories (4) Allows character to equip Battle Harness and Steel Gorget. 35
Accessories (5) Allows character to equip Tourmaline Ring and Embroidered Tippet. 35
Accessories (6) Allows character to equip Golden Amulet and Leather Gorget. 35
Accessories (7) Allows character to equip Rose Corsage and Turtleshell Choker. 40
Accessories (8) Allows character to equip Thief's Cuffs and Gauntlets. 45
Accessories (9) Allows character to equip Amber Armlet and Black Belt. 30
Accessories (10) Allows character to equip Jade Collar and Nishijin Belt. 40
Accessories (11) Allows character to equip Pheasant Netsuke and Blazer Gloves. 45
Accessories (12) Allows character to equip Gillie Boots and Steel Poleyns. 60
Accessories (13) Allows character to equip Berserker Bracers and Magick Gloves. 60
Accessories (14) Allows character to equip Sage's Ring and Agate Ring. 70
Accessories (15) Allows character to equip Ruby Ring and Bowline Sash. 70
Accessories (16) Allows character to equip Cameo Belt and Cat-ear Hood. 70
Accessories (17) Allows character to equip Bubble Belt and Fuzzy Miter. 80
Accessories (18) Allows character to equip Sash and Power Armlet. 80
Accessories (19) Allows character to equip Indigo Pendant and Winged Boots. 100
Accessories (20) Allows character to equip Opal Ring and Hermes Sandals. 115
Accessories (21) Allows character to equip Quasimodo Boots and Nihopalaoa. 130
Accessories (22) Allows character to equip Germinas Boots and Ring of Renewal. 160
Ribbon Allows character to equip Ribbon. 215

Magick[]

Name Description LP cost
White Magick 1 Allows character to cast Cure and Blindna. 15
White Magick 2 Allows character to cast Vox and Poisona. 20
White Magick 3 Allows character to cast Protect and Shell. 25
White Magick 4 Allows character to cast Cura and Raise. 30
White Magick 5 Allows character to cast Dispel and Stona. 40
White Magick 6 Allows character to cast Curaga and Regen. 50
White Magick 7 Allows character to cast Cleanse and Esuna. 60
White Magick 8 Allows character to cast Confuse and Faith. 70
White Magick 9 Allows character to cast Bravery and Curaja. 80
White Magick 10 Allows character to cast Dispelga and Arise. 90
White Magick 11 Allows character to cast Holy and Esunaga. 100
White Magick 12 Allows character to cast Protectga and Shellga. 110
White Magick 13 Allows character to cast Renew. 155
Green Magick 1 Allows character to cast Decoy and Oil. 40
Green Magick 2 Allows character to cast Drain and Reverse. 50
Green Magick 3 Allows character to cast Bubble and Syphon. 90

Technicks[]

Name Description LP cost
Achilles Render one foe vulnerable to an additional element. 40
Charge Restores user's MP and Mist Charges. If the technick fails, MP is reduced to 0. 30
Souleater Consume HP to deal damage to one foe. 35
Libra Reveal more detailed target information. 25
Numerology Deal damage that increases with successive hits. 40
Stamp Inflict one foe with any harmful status effects on the user. 40

Augments[]

Name Description Amount LP cost
+30/70/110/
150/190/230/
270/310 HP
Increases HP by 30/70/110/150/190/230/270/310. 8 20/30/40/
50/60/70/
80/90
Ether Lore 1-2 Ethers restore 10%/15% more MP. 2 20/35
Battle Lore Increases physical attack damage. Str+1 7 30/30/30/
>50/50/50
Magick Lore Increases magick potency. Mag+1 15 30/30/30/
30/50/50/
50/50/70/
70/70/100/
100/100
Channeling Reduces magick MP cost by 10%. 3 30/50/80
Swiftness Reduces action time by 10%. 2 30/50
Headsman Gain MP after defeating a foe.[note 1] 1 30
Martyr Gain MP after taking damage.[note 2] 1 30
Spellbreaker Increases magick when HP Critical. 1 65
Serenity Increases magick power when HP is full. 1 70
Inquisitor Gain MP after dealing physical damage.[note 2] 1 30
Warmage Gain MP after dealing magick damage.[note 2] 1 30
Spellbound Increases duration of status effects. 1 30
Gambit Slot Adds an additional gambit slot to the character. 10 15/20/25/
30/35/40/
45/50/70/
100

Espers and Quickenings[]

Name Licenses unlocked LP cost
Quickening +150 HP 50
Quickening +190 HP 75
Quickening Battle Lore 100
Quickening None 125
Belias None 20
Mateus None 30
Zalera None 30
Adrammelech Battle Lore and Souleater 35
Shemhazai +230 HP 50
Hashmal None 50
Cúchulainn Libra 50
Zeromus +270 HP 65
Exodus Battle Lore 65
Famfrit Daggers (5) and Numerology 100
Chaos +310 HP and Greatswords (2) 100
Ultima None 115
Zodiark Greatswords (1) 200

Notes[]

  1. MP recovery = Enemy's level / 4
  2. 2.0 2.1 2.2 Damage 1–499=1 MP
    Damage 500–1499=2 MP
    Damage 1500–2599=3 MP
    Damage 3000–4999=4 MP
    Damage 5000–5999=5 MP
    Damage 6000–6999=7 MP
    Damage 7000-7999=10 MP
    Damage 8000–8999=15 MP
    Damage 9000–9998=20 MP
    Damage 9999+ =30 MP
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