Potential Core Nodes
|
210 HP |
— |
|
Swiftness x2 |
— |
|
Channeling x3 |
— |
|
Battle Lore x4 |
— |
|
Magick Lore x15 |
— |
|
Ether Lore 1 |
— |
|
Ether Lore 2 |
— |
|
Headsman |
Recover MP when dealing fatal damage to a Foe in the amount of Foe level divided by 4. |
|
Inquisitor |
Restores MP when dealing Physical damage. (See Damage to MP chart) |
|
Martyr |
Restores MP upon being damaged. (See Damage to MP chart) |
|
Serenity |
Increases magick damage dealt by 1.2x and magick healing done by 1.5x when HP is full. Increases chance of landing status effects. |
|
Spellbound |
Beneficial statuses last 50% longer |
|
Spellbreaker |
Doubles magick damage, increases healing by 1.5x and increases chance of landing status effects when in Critical status |
|
Warmage |
Restores MP when dealing magick damage. (See Damage to MP chart) |
|
Rods 1 |
Rod, Serpent Rod |
|
Rods 2 |
Healing Rod, Gaia Rod |
|
Rods 3 |
Power Rod, Empyrean Rod |
|
Rods 4 |
Holy Rod |
|
Rod of Faith |
Rod of Faith |
|
Mystic Armor 1 |
Cotton Cap, Cotton Shirt, Magick Curch, Light Woven Shirt |
|
Mystic Armor 2 |
Pointy Hat, Silken Shirt, Topkapi Hat, Kilimweave Shirt |
|
Mystic Armor 3 |
Calot Hat, Shepherd’s Bolero, Wizard’s Hat, Wizard’s Robes |
|
Mystic Armor 4 |
Lambent Hat, Chanter’s Djellaba, Feathered Cap, Traveler’s Vestment |
|
Mystic Armor 5 |
Mage’s Hat, Mage’s Habit, Lamia’s Tiara, Enchanter’s Habit |
|
Mystic Armor 6 |
Sorcerer’s Hat, Sorcerer’s Habit, Black Cowl, Black Garb |
|
Mystic Armor 7 |
Astrakhan Hat, Carmagnole, Gaia Hat, Maduin Gear |
|
Mystic Armor 8 |
Hypnocrown, Jade Gown, Gold Hairpin, Gaia Gear |
|
Mystic Armor 9 |
Celebrant’s Miter, Cleric’s Robes |
|
Mystic Armor 10 |
Black Mask, Black Robes |
|
Mystic Armor 11 |
White Mask, White Robes |
|
Mystic Armor 12 |
Golden Skullcap, Glimmering Robes |
|
Mystic Armor 13 |
Circlet, Lordly Robes |
|
White Magick 1 |
Cure, Blindna |
|
White Magick 2 |
Vox, Poisona |
|
White Magick 3 |
Protect, Shell |
|
White Magick 4 |
Cura, Raise |
|
White Magick 5 |
Dispel, Stona |
|
White Magick 6 |
Curaga, Regen |
|
White Magick 7 |
Cleanse, Esuna |
|
White Magick 8 |
Confuse, Faith |
|
White Magick 9 |
Bravery, Curaja |
|
White Magick 10 |
Dispelga, Arise |
|
White Magick 11 |
Holy, Esunaga |
|
White Magick 12 |
Protectga, Shellga |
|
White Magick 13 |
Renew |
|
Green Magick 1 |
Decoy, Oil |
|
Green Magick 2 |
Drain, Reverse |
|
Green Magick 3 |
Bubble, Syphon |
|
Achilles |
Causes a foe to gain vulnerability to a random status. Most enemies are immune. |
|
Charge |
Restores some MP. Success rate scales with how much MP is missing. Reduces MP to 0 on a failure. When successful, also restores some Mist Charge. See also: Syphon |
|
Stamp |
Copies all of the user’s status ailments onto one Foe. |
missable Nodes
|
150 HP |
Locked |
Quickening |
— |
|
190 HP |
Locked |
Quickening |
— |
|
Battle Lore (50A) |
Locked |
Quickening |
— |
|
230 HP |
Locked |
Esper |
— |
|
270 HP |
Locked |
Esper |
— |
|
310 HP |
Locked |
Esper |
— |
|
Battle Lore (50B) |
Locked |
Esper |
— |
|
Battle Lore (50C) |
Locked |
Esper |
— |
|
Daggers 5 |
Locked |
Esper |
Orichalcum Dirk, Platinum Dagger |
|
Greatswords 1 |
Locked |
Esper |
Claymore |
|
Greatswords 2 |
Locked |
Esper |
Defender, Save the Queen |
|
Libra |
Locked |
Esper |
Puts Libra status on the user. Shows Fo's HP, statuses, and level as well as reveals traps. Generally very useful. |
|
Numerology |
Locked |
Esper |
Deals damage to enemies, doubles with each successive hit when used repeatedly. Deals area damage as well. |
|
Souleater |
Locked |
Esper |
Deals damage to one Foe, costs 20% of user’s Max HP. |
| Sign | Role | Weapon | Armor |
|---|---|---|---|
|
Aries |
Healing |
Rods |
Mystic |
Whatever the White Mage is combined with should require very little action. The character with the White Mage Job will already be busy with healing and supporting the team with spells like Curaga and Regen, and will have little time to take on a whole other school of magick. Something like Shikari, Bushi, or Uhlan actually makes a lot of sense to pair with. This gives the White Mage the means to do some damage and get back some MP without cutting into other priorities. Archer can also be a very solid choice, since it keeps the White Mage out of harm’s way and gives them that last Swiftness they’re missing. As long as you keep it simple, White Mage is a very easy Job to assign.
Strongly consider making Balthier your White Mage. His suite of stats fits this Job very well. He’s strong enough to do some melee damage, his Magick Power doesn’t matter because of the Mystic Armor and Magick Lores, and he’s poorly suited to most other Jobs. Anybody can make a good White Mage, but the more powerful stat profiles are probably best used elsewhere. Balthier hits just hard enough when needed and can keep the team healed.