Conjurer
Conjurer is a Disciples of Magic class that specializes in earth, wind and healing magic. Utilizing wands and staves, conjurers can damage their foes or heal their allies. Conjurer is the main healing class of A Realm Reborn. The most important stat for the conjurer is mind, which increases healing magic potency.
At level 30, Conjurer can acquire the job White Mage.
- Additionally, level 15 gladiator is required to unlock white mage.
Conjurer's Guild is in the forested city of Gridania. If you choose conjurer as your first class, you will start off in the city of Gridania.
Actions
- Main article: Conjurer Actions
Action | Icon | Level | MP Cost* | Cast Time | Cooldown | Range | Radius | Description |
---|---|---|---|---|---|---|---|---|
Stone | 1 | 5 | 2.5s | 2.5s | 25y | 0 | Deals earth damage with a potency of 140. Additional Effect: Heavy +40% for 20s | |
Cure | 2 | 5 | 2s | 2.5s | 30y | 0 | Restores target's HP. Cure Potency: 400 | |
Aero | 4 | 6 | Instant | 2.5s | 25y | 0 | Deals wind damage with a potency of 50. Additional Effect: Wind damage over time with potency of 25 for 18s. | |
Cleric Stance | 6 | 0 | Instant | 5s | 0 | 0 | Swaps current INT and MD attribute ratings, while increasing potency of attack spells by 10% and reducing potency of healing spells by 20%. Effect ends upon reuse. | |
Protect | 8 | 10 | 3s | 2.5s | 30y | 15y | Increases the physical defense of all party members within range of target for 30mins | |
Medica | 10 | 12 | 2.5s | 2.5s | 0 | 15y | Restores own HP and HP of all nearby party members. Cure potency: 300 | |
Raise | 12 | 31 | 8s | 2.5s | 30y | 0 | Resurrects target to a weakened state. Cannot be used when in combat. | |
Fluid Aura | 15 | ?? | Instant | 30s | 5y | 0 | Deals water damage with a potency of 150. Additional Effect: 15y knockback and Bind for 6s. | |
Esuna | 18 | 7 | 2.5s | 2.5s | 30y | 0 | Removes a single detrimental effect from target. Additional Effect: 20% chance next Esuna will cost no MP | |
Stone II | 22 | 7 | 2.5s | 2.5s | 25y | 0 | Deals earth damage with a potency of 170. | |
Repose | 26 | 8 | 2.5s | 2.5s | 30y | 0 | Inflicts target with sleep for 30s. Cancels auto-attack upon execution. | |
Cure II | 30 | ?? | 2s | 2.5s | 30y | 0 | Restores target's HP with Cure Potency of 650. Additional Effect: 15% chance next Cure III will restore critical HP for 15s. | |
Stoneskin | 34 | 15 | 3s | 2.5s | 30y | 0 | Creates a barrier around target that prevents physical damage totaling 10% of target's maximum HP for 30mins. | |
Shroud of Saints | 38 | 0 | Instant | 180s | 0 | 0 | Reduces enmity by half. Additional Effect: Refresh with potency of 80 for 15s | |
Cure III | 42 | 15 | 2.5s | 2.5s | 30y | 4y | Restores HP of all party members within range of target. Cure potency: 550 | |
Aero II | 46 | 11 | 2.5s | 2.5s | 25y | 0 | Deals wind damage with potency of 50. Additional Effect: Wind damage over time with a potency of 40 for 12s | |
Medica II | 50 | 26 | 3.5s | 3s | 0 | 25y | Restores own HP and the HP of all nearby party members. Cure potency: 200 Additional Effect: Regen for 15s, Cure potency: 100 |
- MP Cost is based on a level 1 character. As you level up, MP Cost of spells will increase.
Traits
- Main article: Conjurer Traits
Trait | Icon | Level | Description |
---|---|---|---|
Enhanced Mind | 8 | Increases Mind by 2. | |
Enhanced Mind II | 14 | Increases Mind by 4. | |
Proshell | 16 | Adds increased magic defense to Protect effect. | |
Increased Action Damage | 20 | Increases base action damage by 10%. | |
Enhanced Mind III | 24 | Increases Mind by 6. | |
Enhanced Raise | 28 | Allows the casting and Raise while engaged in battle. | |
Freecure | 32 | Grants a 15% chance that after casting Cure, the MP cost for your next Cure II will be 0. Buff duration: 15 seconds. | |
Graniteskin | 36 | Increases Stoneskin effectiveness to 18%. | |
Increased Action Damage II | 40 | Increases base action damage by 30%. | |
Overcure | 44 | Grants a 15% chance that after casting Cure II, your next Cure III will restore critical HP. Buff duration: 15 seconds. | |
Enhanced Shroud of Saints | 48 | Increases Shroud of Saints refresh potency to 80. |
Hunting Log
- Main article: Conjurer Hunting Log
Play Style
Solo
Party
Quests
Lore
Conjury calls upon the elements of earth, wind, and water and concentrates them to a potency at which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb aether from their immediate surroundings. A wand or cane made from unworked wood is then utilized to focus the aether until it manifests as the desired spell. Versed also in magicks that restore and strengthen, conjurers are regarded as accomplished healers.[1]