Difference between revisions of "White Mage"
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[[File:White Mage concept art.jpg|250px|right]] | [[File:White Mage concept art.jpg|250px|right]] {{MH2|Introduction}} {{Quotation|[https://na.finalfantasyxiv.com/jobguide/whitemage FinalFantasyXIV.com White Mage]|White magic, the arcane art of succor, was conceived eras past that the world might know comfort. Alas, man began perverting its powers for self-gain, and by his wickedness brought about the Sixth Umbral catastrophe. Although the art subsequently became forbidden, it is now in the midst of a revival at the hands of the Padjal, chosen of the elementals. Those who would walk the path of the white mage are healers without peer, possessed of the power to deliver comrades from the direst of afflictions—even the icy grip of death itself.}} | ||
{{MH2|Introduction}} | |||
{{Quotation|[https://na.finalfantasyxiv.com/jobguide/whitemage FinalFantasyXIV.com White Mage]| | |||
White magic, the arcane art of succor, was conceived eras past that the world might know comfort. Alas, man began perverting its powers for self-gain, and by his wickedness brought about the Sixth Umbral catastrophe. Although the art subsequently became forbidden, it is now in the midst of a revival at the hands of the Padjal, chosen of the elementals. | |||
Those who would walk the path of the white mage are healers without peer, possessed of the power to deliver comrades from the direst of afflictions—even the icy grip of death itself.}} | |||
[[White Mage]] | [[File:White Mage frame icon.png|link=|40px|left]] '''White Mage''' ('''WHM''') is a [[job]] unlockable at level 30 as an upgrade from the [[conjurer]] [[class]] and is one of four [[Healer]] jobs. It is considered a "pure" healer, along with [[astrologian]], specializing in strong burst healing and healing-over-time. | ||
{{TOC limit|3}} | |||
== General information == | |||
=== Guild === | === Guild === | ||
The [[ | The [[Conjurers' Guild]] is in [[Old Gridania]]. [[Conjurer]]s must specialize into white mage once they reach level 30, and complete the quests {{questlink|main|Sylph-management}} and {{questlink|feature|In Nature's Embrace}}. The job trainer is [[Raya-O-Senna]], who is usually found in [[South Shroud]] (18.6, 27.1). | ||
=== Equipment === | === Equipment === | ||
The conjurer is a disciple of magic and wears [[ | The conjurer is a [[disciple of magic]] and wears [[armor]] and [[accessories]] "of Healing." They use [[One-handed Conjurer's Arm|wands]] and [[Two-handed Conjurer's Arm|canes]] as weapons. | ||
{| {{STDT|sortable pve align-left}} | |||
!style="width:300px;"|Weapon | |||
!style="width:150px;"|Armor | |||
!style="width:150px;"|Accessories | |||
|- | |||
|[[One-handed Conjurer's Arm]]s (Lv. 50 and below)<br>[[Two-handed Conjurer's Arm]]s | |||
|[[:Category:White Mage headwear|Head]]<br>[[:Category:White Mage chestwear|Body]]<br>[[:Category:White Mage handwear|Hands]]<br>[[:Category:White Mage legwear|Legs]]<br>[[:Category:White Mage footwear|Feet]] | |||
|[[:Category:White Mage bracelets|Bracelets]]<br>[[:Category:White Mage earrings|Earrings]]<br>[[:Category:White Mage necklace|Necklace]]<br>[[:Category:White Mage ring|Ring]] | |||
|} | |||
== [[List of white mage quests|Quests]] == | == [[List of white mage quests|Quests]] == | ||
===White Mage Job Quests=== | |||
{{:List of white mage quests}} | {{:List of white mage quests}} | ||
===Healer Role Quests (Shadowbringers)=== | |||
{{#lsth:Healer Role Quests|Shadowbringers}} | |||
===Healer Role Quests (Endwalker)=== | |||
{{#lsth:Healer Role Quests|Endwalker}} | |||
===Healer Role Quests (Dawntrail)=== | |||
{{#lsth:Healer Role Quests|Dawntrail}} | |||
== [[List of white mage actions|Actions]] == | == [[List of white mage actions|Actions]] == | ||
{{:List of white mage actions}} | {{:List of white mage actions}} | ||
== [[List of white mage traits|Traits]] == | == [[List of white mage traits|Traits]] == | ||
Line 31: | Line 38: | ||
== Job mechanics == | == Job mechanics == | ||
{{:Healing Gauge}} | {{:Healing Gauge}} | ||
==Achievements== | |||
This job is associated with the following achievements: | |||
{| {{STDT| mech1 sortable align-left}} | |||
{{achievement table header}} | |||
{{achievement table row|I Got the Magic Stick IV}} | |||
{{achievement table row|I Got the Magic Stick V}} | |||
{{achievement table row|I Got the Magic Stick VI}} | |||
{{achievement table row|I Got the Magic Stick VII}} | |||
{{achievement table row|I Got the Magic Stick VIII}} | |||
{{achievement table row|I Got the Magic Stick IX}} | |||
{{achievement table row|I Got the Magic Stick X}} | |||
|} | |||
==Gallery== | ==Gallery== | ||
<gallery mode= | <gallery heights=200px mode=packed> | ||
File:White Mage1.jpg | File:White Mage1.jpg | ||
File:White Mage2.jpg | File:White Mage2.jpg | ||
File:White Mage A Realm Reborn.png|White Mage Artifact Armor in 2.0 A Realm Reborn. | |||
File:white mage heavensward.jpg|White Mage Artifact Armor in 3.0 Heavensward. | File:white mage heavensward.jpg|White Mage Artifact Armor in 3.0 Heavensward. | ||
File:White Mage3.jpg|White Mage Artifact Armor in 4.0 Stormblood. | File:White Mage3.jpg|White Mage Artifact Armor in 4.0 Stormblood. | ||
File:White Mage5.png| | File:White Mage5.png|White Mage Artifact Armor in 5.0 Shadowbringers. | ||
File:White Mage6.jpg|White Mage Artifact Armor in 6.0 Endwalker. | |||
File:White Mage7.jpg|White Mage Artifact Armor in 7.0 Dawntrail. | |||
</gallery> | </gallery> | ||
==Lore== | |||
White magic, the arcane art of succor , was conceived eras past that the world might know comfort. Alas, man began perverting its powers for self - gain, and by his wickedness brought about the Sixth Umbral catastrophe. Although the art was subsequently forbidden, it is now in the midst of a revival at the hands of the Padjal, chosen of the elementals. | |||
===History=== | |||
The mages of Amdapor devised this arcane art during the Fifth Astral Era to counter the destructive black magic of Mhachi sorcerers. Focusing heavily upon spells of restoration and purification, the practice of white magic led to great advances in Amdapori society. Intoxicated by their newfound power, however, the magi surrendered prudence to ambition. They created ever more potent magicks to wield in their conflict with Mhach—the infamous War of the Magi—until the clash of eldritch energies upset the very balance of nature. The warped aether manifested as great floods, and the realm was drowned by what is now known as the Sixth Umbral Calamity. | |||
Both cities were lost, and the magicks that brought about the catastrophe thenceforth adjudged dangerous and forbidden. The ruins of Amdapor were swallowed by the forest—the fallen city and its secrets concealed by the elementals of the Twelveswood and it would be another thousand years before the art of white magic once more saw the light of day. | |||
Some five centuries past, the elementals relented, and did at last allow the legacy of the Amdapori magi to be wielded by a chosen few. The Padjal, revered leaders of Gridania, have since served as the stewards of white magic and oversee its careful instruction. | |||
===Equipment=== | |||
====Healer's Attire==== | |||
A raiment reserved for the rite of Quieting. Bestowed by the holy hands of Raya-O-Senna herself, this garb has been imbued with the blessings of A-Towa-Cant by means of a stately pilgrimage to three of his resting places. | |||
====Thyrus==== | |||
The great staff of House Can't, passed down through the family line for generations. Carved from a log of petrified wood, this mighty relic accompanied A-Towa-Cant on his final journey and was long thought lost along with its wielder. | |||
====Orison Attire==== | |||
Purchased from an antique store in Ul'dah, it is claimed that this healer’s ensemble was recovered from a stone coffin of indeterminate origin. An evaluation by a respected collector, however, later identified the attire as the same as that worn by high-ranking magi of the ancient Amdapori civilization. Estimated to be more than fifteen hundred years old, the material exhibits no sign of degradation, its pristine state attributed to the magically sealed sarcophagus within which it was stored. The cloth is extraordinarily light and smooth, but the method by which it was created is a mystery that confounds even the most accomplished weavers. | |||
====Seraph Cane==== | |||
Unearthed in the ruins of Amdapor, the head of this mage’s staff is adorned with the carving of a delicate winged figure. Historians of the Fifth Astral Era identify the carving as the depiction of a heavenly guardian of mortals, a motif ubiquitous amongst the statuary of the fallen city. Combined with this exquisite attention to detail, the cane’s exceptional properties as an aetheric conduit suggest that it served as an arcane tool for a white mage of the highest standing. | |||
===Tricks of the Trade=== | |||
*[[Pulse of Life]]: Drawing upon the aetherial reserves of every ally present, this potent incantation blossoms outwards from the white mage in a scintillating cloud of healing energies. The spell channels pure life force from the caster, reviving and restoring even those who have succumbed to fatal injury. | |||
*[[Benediction]]: The beneficiary of this spell is instantaneously cured of all wounds. Rather than exhaust the caster’s own mana, Benediction gathers ambient aether and releases it in a single, concentrated burst of healing. | |||
*[[Holy]]: This incandescent blast of purifying energies was devised by the white mages of Amdapor to combat the voidsent servants of Mhachi sorcerers. The battlefields of the War of the Magi were often illuminated by the spell's distinctive explosions. | |||
*[[Asylum]]: Drawing upon ambient aether, this spell weaves a shimmering dome of restorative power within which even the most grievous of injuries will knit and heal. It is said that A-Towa-Cant developed the technique during his pilgrimage to provide swift succor to large groups of wounded. | |||
===A-Towa-Cant=== | |||
*Race (Clan): [[Hyur]] ([[Midlander]])/[[Padjal]] | |||
*Gender: Male | |||
*Age: 198 (Deceased) | |||
*Epithet: The Wandering Padjal | |||
A-Towa-Cant’s Padjali nature manifested soon after birth, and his proud Gridanian family willingly entrusted his upbringing to the conjurers of Stillglade Fane. A-Towa grew to become an accomplished Hearer but soon grew dissatisfied with the role—he realized that to truly protect the Twelveswood he must also cleanse the source of impurities found beyond the confines of the forest. Accompanied by his devout companions, A-Towa traveled far and wide, employing his mastery of white magic to purge corrupted aether, heal the sick, and salve the suffering. Ever consumed by wanderlust, the restless Padjal never returned to Gridania and eventually met his end in the distant lands of La Noscea. | |||
===Eschiva Keyes=== | |||
*Race (Clan): Hyur (Midlander) | |||
*Gender: Female | |||
*Age: 23 | |||
*Epithet: Eschiva the Aetherial | |||
Exhibiting heightened magical potential from a young age, Eschiva was encouraged to walk the path of conjury by friends and relatives. She quickly tired of her Padjal instructors’ stifling conservatism, however, and abandoned her arcane studies to become a lancer. Following in her beloved grandsire’s footsteps, Eschiva took to spears far more readily than spells and soon forged herself into one of the guild’s finest combatants. Eschiva’s grandfather had been a follower of A-Towa-Cant, and even after the Padjal’s passing, he continued to serve as a sentinel at one of the great mage’s places of rest. Once old age claimed her grandsire, Eschiva volunteered to shoulder his solemn duty. | |||
===The Elementals=== | |||
The ephemeral guardian spirits of the Twelveswood. With bodies comprised entirely of aether, these entities are nevertheless possessed of intelligence and intent that can be sensed by those blessed with preternatural awareness. The elementals perceive the aether-draining nature of white magic as a direct threat to their existence, and for centuries did they seek to prevent its secrets from reentering the world. | |||
===The Padjal=== | |||
The youthful and long-lived Padjal are not a race unto themselves, but rather are born rarely into certain Hyur families in the Twelveswood, the process of aging slowing to a crawl as they approach puberty. Naturally attuned to the whispers of the forest, these horned, childlike beings serve as a living link between man and elemental. The Padjal have a long history as the region’s healers and protectors, and as the chosen of the elementals are sanctioned in the use of white magic | |||
<ref>[[Encyclopaedia Eorzea: Volume I]], page 230-231</ref> | |||
===White Mage's Panoply=== | |||
====Seventh Heaven Circlet==== | |||
While Amdapori white mages most often wore full hoods, metal hair ornaments and circlets like this one were also prevalent. | |||
====Seventh Heaven Top==== | |||
Though this style retains the length of a traditional robe, such heavy use of mythril ornamentation is quite rare for white mage attire. Also unusual is the marked distinction between male and female versions. | |||
====Seventh Heaven Thighboots==== | |||
These sturdy and formfitting boots were made for the battlefield, enabling the white mage to rush unencumbered to wherever she is needed most. | |||
====Form & Function==== | |||
The tradition of wearing pure white robes accented with red originated with the white mages of Amdapor, making it nearly as old as white magic itself. Even then, white was a symbol of purity, whereas red, reminiscent of blood, was associated with the vitality of life. Together, the two colors were meant to represent a white mage’s duty: to cleanse and heal. The Amdapori took this seriously—only those who had endured intense training, been recognized by the Council of Magi for their ability, and been officially granted a soul crystal were permitted to wear the white and red. | |||
Those who venture to the Twelveswood today will find that several of the Padjal wear the white mages colors, having adopted them after the elementals brought the long-lost secrets of white magic to light once more. In fact, wandering Padjal A-Towa-Cant and Seedseer A-Ruhn-Senna, both healers of great repute, are widely known for their affinity for Amdapori mage garb. | |||
<ref>Encyclopaedia Eorzea: Volume II, page 237</ref> | |||
== See also == | == See also == | ||
* [[White Mage Macros]] | * [[White Mage Macros]] | ||
==External links== | ==External links== | ||
* [https://na.finalfantasyxiv.com/jobguide/whitemage FinalFantasyXIV.com White Mage] on the official website. | * [https://na.finalfantasyxiv.com/jobguide/whitemage FinalFantasyXIV.com White Mage] on the official website. | ||
* [https://www.thebalanceffxiv.com/jobs/healers/white-mage/ Comprehensive Job Guide] provided by The Balance. | |||
==References== | |||
<references /> | |||
{{Job navbar}} | {{Job navbar}} | ||
[[Category:Patch 2.0 Features]] |
Latest revision as of 01:03, 9 July 2024
Introduction
“White magic, the arcane art of succor, was conceived eras past that the world might know comfort. Alas, man began perverting its powers for self-gain, and by his wickedness brought about the Sixth Umbral catastrophe. Although the art subsequently became forbidden, it is now in the midst of a revival at the hands of the Padjal, chosen of the elementals. Those who would walk the path of the white mage are healers without peer, possessed of the power to deliver comrades from the direst of afflictions—even the icy grip of death itself.
White Mage (WHM) is a job unlockable at level 30 as an upgrade from the conjurer class and is one of four Healer jobs. It is considered a "pure" healer, along with astrologian, specializing in strong burst healing and healing-over-time.
General information
Guild
The Conjurers' Guild is in Old Gridania. Conjurers must specialize into white mage once they reach level 30, and complete the quests Sylph-management and In Nature's Embrace. The job trainer is Raya-O-Senna, who is usually found in South Shroud (18.6, 27.1).
Equipment
The conjurer is a disciple of magic and wears armor and accessories "of Healing." They use wands and canes as weapons.
Weapon | Armor | Accessories |
---|---|---|
One-handed Conjurer's Arms (Lv. 50 and below) Two-handed Conjurer's Arms |
Head Body Hands Legs Feet |
Bracelets Earrings Necklace Ring |
Quests
White Mage Job Quests
Healer Role Quests (Shadowbringers)
Quest | Type | Level | Quest Giver | Unlocks | Rewards |
---|---|---|---|---|---|
Traditions and Travails | 70 | Giott | |||
Affronts and Allies | 72 | Giott | |||
The Scientific Method | 74 | Giott | |||
The Lost and the Found | 76 | Giott | |||
Never to Return | 78 | Giott | 1 Masala Chai | ||
The Soul of Temperance | 80 | Giott | Speaker for the Honorable Healer Role Quests (Shadowbringers) |
1 Piety Materia VII 1 Savage Aim Materia VII 1 Savage Might Materia VII |
Healer Role Quests (Endwalker)
Quest | Type | Level | Quest Giver | Unlocks | Rewards |
---|---|---|---|---|---|
Far from Free | 85 | Ala Mhigan Delegate | |||
The Butcher's Blade | 86 | Blasphemy Hunter | |||
A New Battleground | 87 | Blasphemy Hunter | |||
Laying the Past to Rest | 88 | Blasphemy Hunter | |||
Trail of Skulls | 89 | Blasphemy Hunter | 1 Salted Thavnairian Cod | ||
The Gift of Mercy | 90 | Blasphemy Hunter | More than Guilt Healer Role Quests (Endwalker) |
2 Piety Materia IX 2 Savage Aim Materia IX 2 Savage Might Materia IX |
Healer Role Quests (Dawntrail)
Quest | Type | Level | Quest Giver | Unlocks | Rewards |
---|---|---|---|---|---|
In the Sting of Things | 90 | Nyipine | |||
Causing Problems on Purpose | 92 | Loashkana | |||
Living among the Deadly | 94 | Loashkana | |||
Taste of a Toxin Paradise | 96 | Loashkana | |||
Downed by the River | 98 | Loashkana | 1 Mesquite Juice | ||
An Antidote for Anarchy | 100 | Loashkana | A Heartsting's a Heavy Burden Healer Role Quests (Dawntrail) |
2 Piety Materia XI 2 Savage Aim Materia XI 2 Savage Might Materia XI |
Actions
PvE actions
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description | |
---|---|---|---|---|---|---|---|---|---|
Stone | CNJ | 1 | Spell | 200 | 1.5s | 2.5s | 25y 0y |
Deals earth damage with a potency of 140. | |
Cure | CNJ | 2 | Spell | 400 | 1.5s | 2.5s | 30y 0y |
Restores target's HP. Cure Potency: 500 Additional Effect: 15% chance next Cure II will cost no MP Duration: 15s | |
Aero | CNJ | 4 | Spell | 200 | Instant | 2.5s | 25y 0y |
Deals wind damage with a potency of 50. Additional Effect: Wind damage over time Potency: 30 Duration: 30s | |
Medica | CNJ | 10 | Spell | 900 | 2s | 2.5s | 0y 15y |
Restores own HP and the HP of all nearby party members. Cure Potency: 400 | |
Raise | CNJ | 12 | Spell | 2,400 | 8s | 2.5s | 30y 0y |
Resurrects target to a weakened state. | |
Stone II | CNJ | 18 | Spell | 200 | 1.5s | 2.5s | 25y 0y |
Deals earth damage with a potency of 190. | |
Cure II | CNJ | 1 | 30 | Spell | 1,000 | 2s | 2.5s | 30y 0y |
Restores target's HP. Cure Potency: 800 |
Presence of Mind | WHM | 1 | 30 | Ability | Instant | 120s | 0y 0y |
Reduces spell cast time and recast time, and auto-attack delay by 20%. Duration: 15s Additional Effect: Grants 3 stacks of Sacred Sight Duration: 30s | |
Regen | WHM | 1 | 35 | Spell | 400 | Instant | 2.5s | 30y 0y |
Grants healing over time effect to target. Cure Potency: 250 Duration: 18s |
Cure III | WHM | 1 | 40 | Spell | 1,500 | 2s | 2.5s | 30y 10y |
Restores HP of target and all party members nearby target. Cure Potency: 600 |
Aetherial Shift | WHM | 40 | Ability | Instant | 60s | 0y 0y |
Quickly dash 15 yalms forward. Cannot be executed while bound. | ||
Holy | WHM | 1 | 45 | Spell | 400 | 1.5s | 2.5s | 0y 8y |
Deals unaspected damage with a potency of 140 to all nearby enemies. Additional Effect: Stun Duration: 4s |
Aero II | CNJ | 46 | Spell | 200 | Instant | 2.5s | 25y 0y |
Deals wind damage with a potency of 50. Additional Effect: Wind damage over time Potency: 50 Duration: 30s | |
Medica II | CNJ | 50 | Spell | 1,000 | 2s | 2.5s | 0y 20y |
Restores own HP and the HP of all nearby party members. Cure Potency: 250 Additional Effect: Regen Cure Potency: 150 Duration: 15s | |
Benediction | WHM | 1 | 50 | Ability | Instant | 180s | 30y 0y |
Restores all of a target's HP. | |
Afflatus Solace | WHM | 52 | Spell | 0 | Instant | 2.5s | 30y 0y |
Restores target's HP. Cure Potency: 800 Additional Effect: Nourishes the Blood Lily Healing Gauge Cost: 1 Lily | |
Asylum | WHM | 1 | 52 | Ability | Instant | 90s | 30y 15y |
Envelops a designated area in a veil of succor, granting healing over time to self and any party members who enter. Cure Potency: 100 Duration: 24s Additional Effect: Increases HP recovery via healing actions on party members in the designated area by 10% | |
Stone III | WHM | 1 | 54 | Spell | 300 | 1.5s | 2.5s | 25y 0y |
Deals earth damage with a potency of 220. |
Assize | WHM | 1 | 56 | Ability | Instant | 40s | 0y 15y |
Deals unaspected damage with a potency of 400 to all nearby enemies. Additional Effect: Restores own HP and the HP of nearby party members Cure Potency: 400 Additional Effect: Restores 5% of maximum MP | |
Thin Air | WHM | 58 | Ability | Instant | 60s | 0y 0y |
Next action is executed without MP cost. Duration: 12s Maximum Charges: 2 | ||
Tetragrammaton | WHM | 1 | 60 | Ability | Instant | 60s | 30y 0y |
Restores target's HP. Cure Potency: 700 Maximum Charges: 2 | |
Stone IV | WHM | 64 | Spell | 400 | 1.5s | 2.5s | 25y 0y |
Deals earth damage with a potency of 260. | |
Divine Benison | WHM | 66 | Ability | Instant | 30s | 30y 0y |
Creates a barrier around self or target party member that absorbs damage equivalent to a heal of 500 potency. Duration: 15s Maximum Charges: 2 | ||
Plenary Indulgence | WHM | 1 | 70 | Ability | Instant | 60s | 0y 20y |
Grants Confession to self and nearby party members. Upon receiving HP recovery via Medica, Medica III, Cure III, or Afflatus Rapture cast by self, Confession triggers an additional healing effect. Cure Potency: 200 Duration: 10s | |
Dia | WHM | 72 | Spell | 400 | Instant | 2.5s | 25y 0y |
Deals unaspected damage with a potency of 75. Additional Effect: Unaspected damage over time Potency: 75 Duration: 30s | |
Glare | WHM | 72 | Spell | 400 | 1.5s | 2.5s | 25y 0y |
Deals unaspected damage with a potency of 290. | |
Afflatus Misery | WHM | 74 | Spell | Instant | 2.5s | 25y 5y |
Deals unaspected damage to target and all enemies nearby it with a potency of 1,360 for the first enemy, and 50% less for all remaining enemies. Can only be executed when the Blood Lily is in full bloom. | ||
Afflatus Rapture | WHM | 76 | Spell | Instant | 2.5s | 0y 20y |
Restores own HP and the HP of all nearby party members. Cure Potency: 400 Additional Effect: Nourishes the Blood Lily Healing gauge cost: 1 Lily | ||
Temperance | WHM | 80 | Ability | Instant | 120s | 0y 50y |
Increases healing magic potency by 20%, while reducing damage taken by self and all party members within a radius of 50 yalms by 10%. Duration: 20s Effect is now applied immediately after execution. Additional Effect: Grants Divine Grace Duration: 30s | ||
Glare III | WHM | 82 | Spell | 400 | 1.5s | 2.5s | 25y 0y |
Deals unaspected damage with a potency of 340. | |
Holy III | WHM | 82 | Spell | 400 | 1.5s | 2.5s | 0y 8y |
Deals unaspected damage with a potency of 150 to all nearby enemies. Additional Effect: Stun Duration: 4s | |
Aquaveil | WHM | 86 | Ability | Instant | 60s | 30y 0y |
Reduces damage taken by a party member or self by 15%. Duration: 8s | ||
Liturgy of the Bell | WHM | 90 | Ability | Instant | 180s | 30y 0y |
Places a healing blossom at the designated location and grants 5 stacks of Liturgy of the Bell to self. Duration: 20s Taking damage will expend 1 stack of Liturgy of the Bell to heal self and all party members within a radius of 20 yalms. Cure Potency: 400 The effect of this action can only be triggered once per second. Any remaining stacks of Liturgy of the Bell will trigger an additional healing effect when time expires or upon executing this action a second time. Cure Potency: 200 for every remaining stack of Liturgy of the Bell This action does not share a recast timer with any other actions. | ||
Glare IV | WHM | 92 | Spell | Instant | 2.5s | 25y 5y |
Deals unaspected damage to target and all enemies nearby it with a potency of 640 for the first enemy, and 40% less for all remaining enemies. Can only be executed while Sacred Sight is active. | ||
Medica III | WHM | 96 | Spell | 1,000 | 2s | 2.5s | 0y 20y |
Restores own HP and the HP of all nearby party members. Cure Potency: 250 Additional Effect: Regen Cure Potency: 175 Duration: 15s | |
Divine Caress | WHM | 100 | Ability | Instant | 1s | 0y 30y |
Creates a barrier around self and all party members near you that absorbs damage equivalent to a heal of 400 potency. Duration: 10s Grants Divine Aura after the barrier's effect fades. Divine Aura Effect: Healing over time Cure Potency: 200 Duration: 15s Can only be executed while Divine Grace is active. |
Limit Breaks (PvE)
- See also: Limit Break
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description |
---|---|---|---|---|---|---|---|---|
Healing Wind | Healer | 1 | Limit Break Level 1 | 2s | Instant | 0y 30y |
Restores 25% of HP of all nearby party members. | |
Breath of the Earth | Healer | 1 | Limit Break Level 2 | 2s | Instant | 0y 30y |
Restores 60% of HP of all nearby party members. | |
Pulse of Life | CNJ | 1 | Limit Break Level 3 | 2s | Instant | 0y 50y |
Restores 100% of HP of all nearby party members, even if they are currently dead. If resurrected this way, party members also revive with 100% MP and are not given Weakness or Brink of Death debuffs. |
Healer role actions (PvE)
- See also: Role actions
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description |
---|---|---|---|---|---|---|---|---|
Repose | Healer | 8 | Spell | 600 | 2.5s | 2.5s | 30y 0y |
Inflicts target with Sleep. Duration: 30s Cancels auto-attack upon execution. |
Esuna | Healer | 10 | Spell | 400 | Instant | 2.5s | 30y 0y |
Removes a single detrimental effect from target. |
Lucid Dreaming | Magical Ranged DPS Healer |
14 | Ability | Instant | 60s | 0y 0y |
Gradually restores own MP. Potency: 55 Duration: 21s | |
Swiftcast | Magical Ranged DPS Healer |
18 | Ability | Instant | 40s | 0y 0y |
Next spell is cast immediately. Duration: 10s | |
Surecast | Magical Ranged DPS Healer |
44 | Ability | Instant | 120s | 0y 0y |
Spells can be cast without interruption. Additional Effect: Nullifies most knockback and draw-in effects Duration: 6s | |
Rescue | Healer | 48 | Ability | Instant | 120s | 30y 0y |
Instantly draw target party member to your side. Cannot be used outside of combat or when target is suffering from certain enfeeblements. |
PvP actions
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description | |
---|---|---|---|---|---|---|---|---|---|
Glare III (PvP) | WHM | 30 | Spell | 1.44s | 2.4s | 25y 0y |
Deals unaspected damage with a potency of 6,000. | ||
Cure II (PvP) | WHM | 30 | Spell | 1.44s | 12s | 30y 0y |
Restores target's HP. Cure Potency: 12,000 Maximum Charges: 2 This action does not share a recast timer with any other actions. ※Action changes to Cure III when under the effect of Cure III Ready. | ||
Afflatus Misery (PvP) | WHM | 30 | Spell | Instant | 16s | 25y 5y |
Deals unaspected damage with a potency of 12,000 to target and all enemies nearby it. This action does not share a recast timer with any other actions. | ||
Aquaveil (PvP) | WHM | 30 | Ability | Instant | 20s | 30y 0y |
Creates a barrier around self or target party member that absorbs damage equivalent to a heal of 8,000 potency. Duration: 10s Additional Effect: Nullifies one status affliction that can be removed by Purify Barrier potency is doubled when successfully nullifying a status affliction. | ||
Miracle of Nature (PvP) | WHM | 30 | Ability | Instant | 24s | 10y 0y |
Forcibly transforms target into a diminutive creature, preventing them from using actions other than Purify. Duration: 2s Has no effect on players under an effect that nullifies status afflictions that can be removed by Purify, Relentless Rush, Honing Dance, players riding machina, or non-player combatants. Additional Effect: Reduces MP by 2,500 | ||
Seraph Strike (PvP) | WHM | 30 | Ability | Instant | 20s | 20y 10y |
Delivers a jumping attack that deals unaspected damage to target and all enemies nearby it with a potency of 6,000. Additional Effect: Grants Protect to self and nearby party members. Protect Effect: Reduces damage taken by 10%. Duration: 10s Additional Effect: Grants 3 stacks of Sacred Sight Duration: 20s Additional Effect: Grants Cure III Ready. Duration: 20s Cannot be executed while bound. ※Action changes to Glare IV upon execution. ※Cure II changes to Cure III while under the effect of Cure III Ready. | ||
Glare IV (PvP) | WHM | 30 | Spell | Instant | 2.4s | 25y 5y |
Deals unaspected damage with a potency of 8,000 to target and all enemies nearby it. Can only be executed while under the effect of Sacred Sight ※This action cannot be assigned to a hotbar. | ||
Cure III (PvP) | WHM | 30 | Spell | Instant | 2.4s | 30y 10y |
Restores HP of self or target with a cure potency of 16,000 and all other nearby party members with a cure potency of 12,000. Can only be executed while under the effect of Cure III Ready. ※This action cannot be assigned to a hotbar. |
Limit Break (PvP)
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description |
---|---|---|---|---|---|---|---|---|
Afflatus Purgation (PvP) | WHM | 30 | Limit Break | Instant | 10s | 40y 40y |
Deals unaspected damage with a potency of 20,000 to all enemies in a straight line before you. Additional Effect: Stun Duration: 2s Additional Effect: Grants Temperance Temperance Effect: Grants Regen to self and nearby party members within 30 yalms Cure Potency: 6,000 Duration: 15s Can only be executed when the limit gauge is full. Gauge Charge Time: 60s |
Common actions (PvP)
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description |
---|---|---|---|---|---|---|---|---|
Standard-issue Elixir (PvP) | ANY | 30 | Ability | 4.5s | 5s | 0y 0y |
Restores your HP and MP to maximum. Casting will be interrupted when damage is taken. | |
Recuperate (PvP) | ANY | 30 | Ability | 2,500 | Instant | 1s | 0y 0y |
Restores own HP. Cure Potency: 15,000 |
Purify (PvP) | ANY | 30 | Ability | Instant | 24s | 0y 0y |
Removes Stun, Heavy, Bind, Silence, Deep Freeze, and Miracle of Nature. Additional Effect: Grants Resilience Resilience Effect: Nullifies status afflictions that can be removed by Purify, as well as knockback and draw-in effects Duration: 3s Can be used even when under the effect of certain status afflictions. | |
Guard (PvP) | ANY | 30 | Ability | Instant | 30s | 0y 0y |
Reduces damage taken by 90% and grants immunity to Stun, Heavy, Bind, Silence, Half-asleep, Sleep, Deep Freeze, and knockback and draw-in effects. Duration: 5s Movement speed is reduced by 50% for the duration of this effect. Effect ends upon reuse, using another action, or when the effect duration expires. | |
Sprint (PvP) | ANY | 30 | Ability | Instant | 1.5s | 0y 0y |
Increases movement speed. Effect ends upon reuse or execution of another action. |
Traits
PvE traits
Trait | Acquired | Level | Effect | |
---|---|---|---|---|
Stone Mastery | CNJ | 18 | Upgrades Stone to Stone II. | |
Maim and Mend | CNJ ACN RDM SGE AST THM PCT |
20 | Increases base action damage and HP restoration by 10%. Arcanist: Also increases base damage and HP restoration of your pet by 10% | |
Freecure | CNJ | 32 | Grants a 15% chance that after casting Cure, the MP cost for your next Cure II will be 0. Duration: 15s | |
Maim and Mend II | CNJ ACN RDM SGE AST THM PCT |
40 | Increases base action damage and HP restoration by 30%. Arcanist: Also increases base damage and HP restoration of your pet by 30% | |
Aero Mastery | CNJ | 46 | Upgrades Aero to Aero II. | |
Secret of the Lily | WHM | 1 | 52 | Adds a Lily to your Healing Gauge for every 20 seconds you are engaged in combat, up to a maximum of 3. |
Stone Mastery II | WHM | 1 | 54 | Upgrades Stone II to Stone III. |
Stone Mastery III | WHM | 64 | Upgrades Stone III to Stone IV. | |
Aero Mastery II | WHM | 72 | Upgrades Aero II to Dia. | |
Stone Mastery IV | WHM | 72 | Upgrades Stone IV to Glare. | |
Transcendent Afflatus | WHM | 74 | Adds Blood Lilly to the Healing Gauge that blooms after three uses of Afflatus Solace or Afflatus Rapture. | |
Enhanced Asylum | WHM | 78 | Adds an additional effect to Asylum that increases HP recovery via healing actions by 10%. | |
Glare Mastery | WHM | 82 | Upgrades Glare to Glare III. | |
Holy Mastery | WHM | 82 | Upgrades Holy to Holy III. | |
Enhanced Healing Magic | WHM | 85 | Increases the healing potency of Cure to 500, Medica to 400, Cure II to 800, Regen to 250, Cure III to 600, Medica II to 250, Medica II's Regen effect to 150, Afflatus Solace to 800, and Afflatus Rapture to 400. | |
Enhanced Divine Benison | WHM | 88 | Allows the accumulation of charges for consecutive uses of Divine Benison. Maximum Charges: 2 | |
Enhanced Presence of Mind | WHM | 92 | Presence of Mind grants 3 stacks of Sacred Sight upon execution. Duration: 30s | |
Enhanced Swiftcast | Healer Magical Ranged DPS |
94 | Reduces Swiftcast recast time to 40 seconds. | |
White Magic Mastery | WHM | 94 | Increases the potency of Dia and its damage over time to 75, Afflatus Misery to 1,360, and Glare III to 340. | |
Medica Mastery | WHM | 96 | Upgrades Medica II to Medica III. | |
Enhanced Tetragrammaton | WHM | 98 | Allows the accumulation of charges for consecutive uses of Tetragrammaton. Maximum Charges: 2 | |
Enhanced Temperance | WHM | 100 | Temperance grants Divine Grace upon execution. Duration: 30s |
Job mechanics
Official Lodestone Job Guide (Always up-to-date)
Healing Gauge is White Mage's Job Gauge.
Healing Gauge
Upon learning the trait Secret of the Lily, a healing gauge will be displayed, indicating the number of Lilies you have stored. Lilies are accumulated one every 20 seconds while engaged in combat. They may be consumed to execute the actions Afflatus Solace and Afflatus Rapture.
Upon learning the trait Transcendent Afflatus, consumption of Lilies will nourish the Blood Lily. The Blood Lily will bloom after consuming three Lilies, allowing the execution of Afflatus Misery.
Simple Mode
Achievements
This job is associated with the following achievements:
Name | Points | Task | Reward | Patch |
---|---|---|---|---|
I Got the Magic Stick IV | 5 | Achieve conjurer level 40. | - | 2.0 |
I Got the Magic Stick V | 5 | Achieve conjurer level 50. | - | 2.0 |
I Got the Magic Stick VI | 5 | Achieve conjurer level 60. | - | 3.0 |
I Got the Magic Stick VII | 5 | Achieve conjurer level 70. | - | 4.0 |
I Got the Magic Stick VIII | 5 | Achieve conjurer level 80. | - | 5.0 |
I Got the Magic Stick IX | 5 | Achieve conjurer level 90. | - | 6.0 |
I Got the Magic Stick X | 5 | Achieve conjurer level 100. | - | 7.0 |
Gallery
Lore
White magic, the arcane art of succor , was conceived eras past that the world might know comfort. Alas, man began perverting its powers for self - gain, and by his wickedness brought about the Sixth Umbral catastrophe. Although the art was subsequently forbidden, it is now in the midst of a revival at the hands of the Padjal, chosen of the elementals.
History
The mages of Amdapor devised this arcane art during the Fifth Astral Era to counter the destructive black magic of Mhachi sorcerers. Focusing heavily upon spells of restoration and purification, the practice of white magic led to great advances in Amdapori society. Intoxicated by their newfound power, however, the magi surrendered prudence to ambition. They created ever more potent magicks to wield in their conflict with Mhach—the infamous War of the Magi—until the clash of eldritch energies upset the very balance of nature. The warped aether manifested as great floods, and the realm was drowned by what is now known as the Sixth Umbral Calamity.
Both cities were lost, and the magicks that brought about the catastrophe thenceforth adjudged dangerous and forbidden. The ruins of Amdapor were swallowed by the forest—the fallen city and its secrets concealed by the elementals of the Twelveswood and it would be another thousand years before the art of white magic once more saw the light of day.
Some five centuries past, the elementals relented, and did at last allow the legacy of the Amdapori magi to be wielded by a chosen few. The Padjal, revered leaders of Gridania, have since served as the stewards of white magic and oversee its careful instruction.
Equipment
Healer's Attire
A raiment reserved for the rite of Quieting. Bestowed by the holy hands of Raya-O-Senna herself, this garb has been imbued with the blessings of A-Towa-Cant by means of a stately pilgrimage to three of his resting places.
Thyrus
The great staff of House Can't, passed down through the family line for generations. Carved from a log of petrified wood, this mighty relic accompanied A-Towa-Cant on his final journey and was long thought lost along with its wielder.
Orison Attire
Purchased from an antique store in Ul'dah, it is claimed that this healer’s ensemble was recovered from a stone coffin of indeterminate origin. An evaluation by a respected collector, however, later identified the attire as the same as that worn by high-ranking magi of the ancient Amdapori civilization. Estimated to be more than fifteen hundred years old, the material exhibits no sign of degradation, its pristine state attributed to the magically sealed sarcophagus within which it was stored. The cloth is extraordinarily light and smooth, but the method by which it was created is a mystery that confounds even the most accomplished weavers.
Seraph Cane
Unearthed in the ruins of Amdapor, the head of this mage’s staff is adorned with the carving of a delicate winged figure. Historians of the Fifth Astral Era identify the carving as the depiction of a heavenly guardian of mortals, a motif ubiquitous amongst the statuary of the fallen city. Combined with this exquisite attention to detail, the cane’s exceptional properties as an aetheric conduit suggest that it served as an arcane tool for a white mage of the highest standing.
Tricks of the Trade
- Pulse of Life: Drawing upon the aetherial reserves of every ally present, this potent incantation blossoms outwards from the white mage in a scintillating cloud of healing energies. The spell channels pure life force from the caster, reviving and restoring even those who have succumbed to fatal injury.
- Benediction: The beneficiary of this spell is instantaneously cured of all wounds. Rather than exhaust the caster’s own mana, Benediction gathers ambient aether and releases it in a single, concentrated burst of healing.
- Holy: This incandescent blast of purifying energies was devised by the white mages of Amdapor to combat the voidsent servants of Mhachi sorcerers. The battlefields of the War of the Magi were often illuminated by the spell's distinctive explosions.
- Asylum: Drawing upon ambient aether, this spell weaves a shimmering dome of restorative power within which even the most grievous of injuries will knit and heal. It is said that A-Towa-Cant developed the technique during his pilgrimage to provide swift succor to large groups of wounded.
A-Towa-Cant
A-Towa-Cant’s Padjali nature manifested soon after birth, and his proud Gridanian family willingly entrusted his upbringing to the conjurers of Stillglade Fane. A-Towa grew to become an accomplished Hearer but soon grew dissatisfied with the role—he realized that to truly protect the Twelveswood he must also cleanse the source of impurities found beyond the confines of the forest. Accompanied by his devout companions, A-Towa traveled far and wide, employing his mastery of white magic to purge corrupted aether, heal the sick, and salve the suffering. Ever consumed by wanderlust, the restless Padjal never returned to Gridania and eventually met his end in the distant lands of La Noscea.
Eschiva Keyes
- Race (Clan): Hyur (Midlander)
- Gender: Female
- Age: 23
- Epithet: Eschiva the Aetherial
Exhibiting heightened magical potential from a young age, Eschiva was encouraged to walk the path of conjury by friends and relatives. She quickly tired of her Padjal instructors’ stifling conservatism, however, and abandoned her arcane studies to become a lancer. Following in her beloved grandsire’s footsteps, Eschiva took to spears far more readily than spells and soon forged herself into one of the guild’s finest combatants. Eschiva’s grandfather had been a follower of A-Towa-Cant, and even after the Padjal’s passing, he continued to serve as a sentinel at one of the great mage’s places of rest. Once old age claimed her grandsire, Eschiva volunteered to shoulder his solemn duty.
The Elementals
The ephemeral guardian spirits of the Twelveswood. With bodies comprised entirely of aether, these entities are nevertheless possessed of intelligence and intent that can be sensed by those blessed with preternatural awareness. The elementals perceive the aether-draining nature of white magic as a direct threat to their existence, and for centuries did they seek to prevent its secrets from reentering the world.
The Padjal
The youthful and long-lived Padjal are not a race unto themselves, but rather are born rarely into certain Hyur families in the Twelveswood, the process of aging slowing to a crawl as they approach puberty. Naturally attuned to the whispers of the forest, these horned, childlike beings serve as a living link between man and elemental. The Padjal have a long history as the region’s healers and protectors, and as the chosen of the elementals are sanctioned in the use of white magic [1]
White Mage's Panoply
Seventh Heaven Circlet
While Amdapori white mages most often wore full hoods, metal hair ornaments and circlets like this one were also prevalent.
Seventh Heaven Top
Though this style retains the length of a traditional robe, such heavy use of mythril ornamentation is quite rare for white mage attire. Also unusual is the marked distinction between male and female versions.
Seventh Heaven Thighboots
These sturdy and formfitting boots were made for the battlefield, enabling the white mage to rush unencumbered to wherever she is needed most.
Form & Function
The tradition of wearing pure white robes accented with red originated with the white mages of Amdapor, making it nearly as old as white magic itself. Even then, white was a symbol of purity, whereas red, reminiscent of blood, was associated with the vitality of life. Together, the two colors were meant to represent a white mage’s duty: to cleanse and heal. The Amdapori took this seriously—only those who had endured intense training, been recognized by the Council of Magi for their ability, and been officially granted a soul crystal were permitted to wear the white and red.
Those who venture to the Twelveswood today will find that several of the Padjal wear the white mages colors, having adopted them after the elementals brought the long-lost secrets of white magic to light once more. In fact, wandering Padjal A-Towa-Cant and Seedseer A-Ruhn-Senna, both healers of great repute, are widely known for their affinity for Amdapori mage garb. [2]
See also
External links
- FinalFantasyXIV.com White Mage on the official website.
- Comprehensive Job Guide provided by The Balance.
References
- ↑ Encyclopaedia Eorzea: Volume I, page 230-231
- ↑ Encyclopaedia Eorzea: Volume II, page 237