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FFTA2-HumeWhiteMageSprite
FFTA2-NuMouWhiteMageSprite
FFTA2-VieraWhiteMageSprite

White mages use curing magicks to mend allies' wounds and restore them to health

Description

The White Mage is a job appearing in Final Fantasy Tactics A2: Grimoire of the Rift. The job is a master of curative magic. The job is available to Humes, Nu Mou and Viera right from the beginning. White mages are quite useful with abilities such as "Cure," that heals your party members and damages undead, and "Raise," that revives a KO'd unit or damages undead. A drawback of these healers is their low HP, so a good way to combat this is to acquire their skills while alternating with another job, such as Beastmaster although that would lower the magic stat, a better idea would be using the white magic skillset as a secondary A-Abbility and changing your job class with another since the White mages magic growth is average, Humes shoul be choose the seer for decent magic and high resistance also average hp, The Summoner's magic growth is superb and her moveset is far supperior,for Nu Mou's the Alchemist is recomended for nearly perfect magic stats and decent hp .

The White Mage's reviving spells Raise and Arise, may be used to move a KO'ed unit to a tile that is otherwise unreachable. This is useful for example in maps where treasure is on a ledge and no units have a sufficient jump stat to reach it.

The White Mage's Turbo MP ability is less useful than in the first game, because now all units start with zero MP. Without any external source of MP restoration, Turbo MP effectively doubles the amount of time a unit has to wait before they can cast their spells. Unless you use an ether or use the Cannoneer's Ether Shot ability.

White Mages that stand out in the game are, Cyda, Mack Ocktor, White King Blanch of clan Cinquleur, and the hume to whom you donate gil to who is a member of Carm Mercantile (secretly known as Khamja's front). Interestingly these are the the 3 races the White Mages belongs to.

Stats

Weapon Head Body Equip Shields?
Staves Hats Robes, Light Armor No


Move Jump Evasion Unarmed
Attack Raise
Resilience
3 2 0 10 60


Abilities

WHITE MAGES work these magicks to heal and restore their allies

White Magick

Skill Weapon Learned From Loot Needed & Rank Effect Range AP To Master MP Use
Cure White Staff N/A Recovers a decent amount of HP in an area 4 100 8
Cura Healing Staff Holy Stone

Waltwood
Healing Water [D]

Recovers a great amount of HP in an area 4 200 14
Curaga Spring Staff Water Sigil

Moon Ring
Healing Water [C]

Recovers a very large amount of HP in an area 4 300 18
Esuna Cleansing Staff Holy Stone

Waltwood
Crusader Tonic [D]

Cure physical status ailments such as Blind and Poison in an area 4 200 12
Raise Staff of Blessings Soul Ceffyl

Platinum
Divariwood [C]

Revive a KO'd ally with minimal health 4 200 10
Arise Nirvana Lightwing Crystal

Mahbeny
Crusader Tonic [A]

Revive a KO'd ally with all of their HP 4 400 20
Reraise Cheer Staff Four-leaf Clover

Gurnat
Hero Tonic [A]

Bestows Auto-Life 4 400 28
Refresh Staff of the Magi High Arcana

Gold Chalice
Godwood [B]

Cures all status ailments on a target 4 400 14

Support

Skill Armor Learned From Effect AP To Master
Turbo MP White Robe Double MP use to increase damage and accuracy of skills requiring it. 300


Gallery





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