Uses white magic to heal and aid allies.

Description

The White Mage job in Final Fantasy Tactics Advance to humes, viera, and nu mou. The White Mage learns the general White Magic abilities, such as Cure and Life. They wield staves. The White Magic they use to aid allies is also effective in dealing damage to Zombies and Vampires. The best race to use the White Mage is the nu mou due to their superior magic growth. Viera should only use the White Mage when necessary (i.e. to unlock more powerful jobs). White Mages, as always, provide fantastic support.

Growth[edit | edit source]

Hume[edit | edit source]

Hume White Mages are mediocre when compared to both other White Mage types and other hume magic classes. Their Speed, Defense, HP and MP are slightly higher than the hume Black Mage, but the Black Mage has higher Magic Power and Resistance growths. Compared to the other White Mages, there is nothing a hume White Mage can do that a different race cannot do better. It is best to avoid leveling up as a hume White Mage, since there are better stat growths available elsewhere.

HP MP Atk Def Mag Pwr Mag Res Spd
6.1 D+ 4.8 B 6.2 D- 7.3 C- 8.4 B 8.2 B- 1.2 D+

Viera[edit | edit source]

Viera White Mages are slightly faster and have higher HP than nu mou White Mages, as well as tied in Magic Power, but they have lower Defense, Resistance, and MP. They are the ideal starting class for a viera specializing in magic.

HP MP Atk Def Mag Pwr Mag Res Spd
6.2 D+ 4.8 B 6.2 D- 7.2 C- 8.8 B+ 7.6 C 1.2 D+

Nu mou[edit | edit source]

Nu mou White Mages have the highest Resistance and MP of the three White Mages, as well as tied with the viera in Magic Power. Compared to the nu mou Black Mage, they have slightly higher HP, MP, Defense and Speed, but the Black Mage has higher Attack, Magic Power and Resistance.

HP MP Atk Def Mag Pwr Mag Res Spd
5.8 D 5.6 A- 5.7 E 7.3 C- 8.8 B+ 8.4 B 1.1 D

Abilities[edit | edit source]

White Magic[edit | edit source]

White mage command. Help allies with healing magic.

Description

Skill Equipment AP MP Power Range
Cure White Staff 100 6 40 4
Eases pain and heals HP. Deals damage to zombies.
Element: Holy
Cura Cure Staff 200 10 60 4
Heals a lot of HP. Deals damage to zombies.
Element: Holy
Curaga Spring Staff 300 16 80 4
Heals a great deal of HP. Deals damage to zombies.
Element: Holy
Esuna Pure Staff 200 18 4
Purifying light. Remedies status ailments.
Life Bless Staff 200 10 90 4
Revives KO'd unit. Deals damage to zombies.
Element: Holy
Full-Life Nirvana Staff 300 20 100 4
Revives KO'd unit, and heals HP to max. Deals damage to zombies.
Element: Holy
Auto-Life Cheer Staff 200 18 4
Auto-raises KO'd unit.
Element: Holy
Shell Judge Staff 100 6 4
Envelops target in holy veil. Raises magic res.
Protect Guard Staff 100 6 4
Enveloping white cloud. Raises weapon defense.

Support[edit | edit source]

Skill Equipment Effect AP
Turbo MP White Robe Doubles MP use for better damage and hit rate. 300

Combo[edit | edit source]

Skill Equipment Effect AP
White Combo Mythril Staff Ranged combo ability for white mages. 100

Overview[edit | edit source]

Life.

White Mage provides healing and support for allies. Accessible from the start, it is an ideal class for units who specialize in support rather than combat. White Mage can heal groups of allies from a distance and has access to Life, Full Life, and Auto Life, which help to prevent potential disasters in areas like the Jagds. Life, in particular, is one of the earliest reviving abilities obtainable. Shell and Protect bestow allies higher survivability, while Esuna cleanses the most common status effects. With decently high Magic Resistance and the right robes, White Mages can resist enemy magic. Since their healing abilities are holy-elemental, they can damage the scarce undead enemies in the game. Even after a character can move on from the class, White Mage abilities are great for any would-be healer to have.

However, the White Mage's stat growth is unremarkable, bar decently high Magic Resistance. The more advanced mage classes offer superior stat growth in all areas. The stat growths between the three variations are not significantly different, but the hume White Mage has the lowest Magic Attack, while the nu mou White Mage is the slowest. This class is incapable of physical combat, and no staff has particularly high attack power. Becoming a White Mage is outside the realm of possibility for units like Fighters.

Overall, the White Mage is a capable healer throughout the entire game. Its stats are easily outclassed, but its abilities are worthy to have on any mage.

Enemy White Mages are easily defeated by physical combat. Offensive units can outspeed and take out White Mages before they get to move. Silence disables them for a while. Any enemy units near a White Mage will likely survive longer than usual, so it is better to attack the White Mage than potentially waste damage on another unit. Physical ranged units, like Hunters and Gunners, can heavily damage White Mages while staying away from danger.

Other appearances[edit | edit source]

Final Fantasy Trading Card Game[edit | edit source]

All three races capable of being a White Mage appear. Each card is of a different element: the nu mou White Mage is Wind-elemental, the hume is Earth-elemental, and the viera is Aqua-elemental.

Gallery[edit | edit source]

Relm-ffvi-snes-battle.pngThis gallery is incomplete and requires White Combo added. You can help the Final Fantasy Wiki by uploading images.
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