The White Mage is the classic healer and required if you plan on getting far in Bravely Default. It’s healing is great and has many helpful support skills. You can’t go all-out attack in this game, and sometimes having two White Mages will make things a lot easier. I will guide you through the wonders of healing so you don’t end up dead.
This guide will cover everything about White Mage including:
- Unlocking White Mage: How to unlock the job.
- Equipment guide: What they use, and the optimal equips.
- Ability List: What level they get them.
- Cross Job Tips: Which jobs fit well with White Mage.
- Special Moves: Which are best suited for White Mage.
- Combat Tips: Being most effective in battle.
Unlocking White Mage
You unlock White Mage in the Prologue of the game. You unlock it after the Barras and Holly fight, shortly after Agnes joins your party. Check my Prologue Guide for more details.
Equipment Guide
White Mages are not meant to attack, so don’t even worry about it. They have one job and that is keeping your party alive. They have S aptitude for Staves, B for Rod, and C for dagger.
Armor
- Equip armor and accessories that give you the highest Defense or Magic Defense.
- Anything that increases MP or Mind is also preferable.
Weapons
- Staves only. Not only do they have S aptitude for them, they have great healing special moves.
Ability List
White Mages have the Self-Healing Specialty.
- Self-Healing automatically recovers from Poison, Silence, and Blind at the end of battle.
Level 1
- White Magic Level 1 – Allows you to use Cure, Poisona, and Blindna
- Cure – Restores a small amount of HP to a single target. Can be cast on groups for a diminished effect. Damages undead enemies.
- Poisona – Cures Poison.
- Blindna – Cures Blind.
Level 2
- Magic Defense 10% Up – Support skill that raises Magic defense by 10%.
Level 3
- White Magic Level 2 – Allows you to use Protect, Shell, and Aero.
- Protect – Raises one target’s Physical Defense during battle.
- Shell – Raises one target’s Magic Defense during battle.
- Aero – Spell that does minor Wind damage. Can be group cast for a diminished effect.
Level 4
- Staff Lore – Support ability that raises aptitude for Staves to S.
Level 5
- Self-Healing – Support ability that lets you use Self-Healing on another class.
Level 6
- White Magic Level 3 – Allows you to use Cura, Raise, and Esuna.
- Cura – Restores a moderate amount of HP to a single target. Can be cast on groups for a diminished effect. Damages undead enemies.
- Raise – Revives a target from K.O and restores HP. It has a 70% chance to kill an undead target.
- Esuna – Cures poison, blind, silence, sleep, paralyze, dread, berserk, confuse, and charm.
Level 7
- Abate Water – Support ability that reduces damage taken from Water attacks.
Level 8
- Angelic Ward – Support ability that gives you a 50% chance to halve all damage done to you. Does not work on poison damage
Level 9
- White Magic Level 4 – Allows the use of Reflect, Dispel, and Aerora.
- Reflect – Puts a barrier around one target that reflects White, Black, and Time magic.
- Dispel – Cancels the support effects of regen, stop, reflect, reraise, those that nullify status ailments, raise/lower stats, abate/nullify elements or make targets weaker to them, absorb damage, or those using sword magic.
- Aerora – Spell that does moderate Wind damage. Can be group cast for a diminished effect.
Level 10
- Magic Defense 30% Up – Support ability that raises Magic Defense by 30%.
Level 11
- White Magic level 5 – Allows the use of Esunaga, Curada, and Aeroga.
- Esunaga – Casts Esuna on party.
- Curada – Restores a large amount of HP to a single target. Can be cast on groups for a diminished effect. Damages undead enemies.
- Aeroga – Spell that does major Wind damage. Can be group cast for a diminished effect.
Level 12
- Epic Group-Cast – Support ability that makes damage and healing from from group-casting spells have same effect as when cast on a single target. In other words, you don’t lose and damage or healing when group casting.
Level 13
- White Magiv Level 6 – Allows the use of Curage, Arise, and Holy.
- Arise – Revives a target from K.O and restores all HP. It has a 70% chance to kill an undead target.
- Curaga – Restores a huge amount of HP to a single target. Can be cast on groups for a diminished effect. Damages undead enemies.
- Holy – Spell that does Light damage to one target.
Level 14
- Conservation of Life – Revives all allies from K.O and restores their HP when you suffer a K.O. If multiple characters have this ability, it occurs once per battle for each character. It will still occur if everyone suffers a K.O at the same time.
Cross Job Tips
- Spiritmaster is great for White Mage. They can negate all damage for two turns to allow you to recover, they have a support ability that lowers the MP cost fo White magic spells, they can nullify elemental damage for the party, and have buffs for other magic users. Use this as soon as you get it.
Special Moves
Staff
- Level 1 – Heal 10 times.
- Rejuvenation: Heals all allies and raises healing for all allies.
- Level 2 – Heal 20 times.
- Lux: Buff allies. Raises Speed of all allies.
- Level 3 – Heal 30 times.
- Divine Light: Attack one (slay undead). Raises Magic Attack for all allies.
Combat Tips
As a White Mage you will only want to heal. The exception is if you need to dispel something, or using Spiritmaster skills.
- Keep your White Mage alive at all costs. It is sometimes good to have more than one if your only healer dies.
- Keep party at full health. Many enemies and bosses can hit your allies pretty hard. If you stay near full health, this isn’t as a big an issue.
- Stock up on MP recovery items. This is important especially if you use only one White Mage. You will burn through MP.
That wraps up the White Mage. Be sure to leave a comment if you have any questions or suggestions. For other guides, refer to my Master Guide List.
Published: Feb 10, 2014 03:30 pm