White Mage
White Mage is a job in Final Fantasy V, unlocked upon receiving the wind crystal shards at the Wind Shrine. True to its roots dating back to the original Final Fantasy, it specializes in healing and support magic.
Availability
After defeating Wing Raptor and reaching the top of the Wind Shrine, the party acquires the White Mage job from the broken wind crystal. Knight, Monk, Thief, Black Mage, and Blue Mage are also made available at this time, making them the first fully featured jobs the player has access to.
Stats
List | Base stat | Modifier |
---|---|---|
Strength | 17 | -7 |
Agility | 25 | +1 |
Stamina | 24 | +0 |
Magic | 49 | +25 |
Equipment
White Mage may only use staves as weapons, making it, Monk, and Oracle the only jobs that can't equip knives. Beyond equipment available to all jobs, White Mage's armor selection includes light headgear, light body armor, and light accessories.
Abilities
White Mage innately has White Magic LV6 as a command and no support abilities.
Ability | Job Level | ABP required | Stat modifiers | Type | Description |
---|---|---|---|---|---|
White Magic LV1 | 1 | 10 | Magic +15 | Command | Allows the user to cast Cure, Poisona, and Libra, provided the spell has been purchased or found. |
White Magic LV2 | 2 | 20 | Magic +17 | Command | Allows the user to cast Silence, Protect, and Mini, provided the spell has been purchased or found. Each level of White Magic stacks on top of and replaces previous ones. |
White Magic LV3 | 3 | 30 | Magic +19 | Command | Allows the user to cast Cura, Raise, and Confuse, provided the spell has been purchased or found. Each level of White Magic stacks on top of and replaces previous ones. |
White Magic LV4 | 4 | 50 | Magic +21 | Command | Allows the user to cast Blink, Shell, and Esuna, provided the spell has been purchased or found. Each level of White Magic stacks on top of and replaces previous ones. |
White Magic LV5 | 5 | 70 | Magic +23 | Command | Allows the user to cast Curaga, Reflect, and Berserk, provided the spell has been purchased or found. Each level of White Magic stacks on top of and replaces previous ones. |
White Magic LV6 | 6 | 100 | Magic +25 | Command | Allows the user to cast Arise, Holy, and Dispel, provided the spell has been purchased or found. Each level of White Magic stacks on top of and replaces previous ones. White Mage has this ability innately. |
MP +10% | 7 | 300 | - | Support | Multiplies the user's max MP by 1.1, rounded down to the nearest whole number. Freelancer and Mime may equip this ability, along with MP +30%, in multiple slots, in which case the MP bonuses are applied top to bottom, truncating decimals at each step. |
In the Fiesta
White Mage boasts a practical array of healing and support moves, and can do things other jobs cannot easily replicate such as healing the whole party or granting elusive buffs like shell. This and its status as the only dedicated healer job in the game draws players to it, especially newer ones who would like a healer as a safety net. In a Fiesta setting, however, White Mage's dearth of offensive options for most of the game severely impacts its viability. Up until the acquisition of a Morning Star in the Great Forest of Moore and eventually Holy in Fork Tower, White Mage must rely on the Flail to deal damage. This can be combatted by equipping abilities from other jobs, but White Mage is held back by low stats outside of Magic as well as poor equipment options, with the inability to equip knives or rods meaning the only elements it can boost are earth (Gaia Gear) and holy (Sage's Staff).
Notable strategies
- White Mage's premier grinding spots are the Ship Graveyard, Drakenvale, and Great Sea Trench due to the many Undead enemies that are harmed by healing and revival spells.
- White Mage can silence some bosses, including Magissa and Omniscient. On SNES/PS, bridge Gilgamesh can be silenced as well.
- White Mage can confuse some bosses, including Liquid Flame and Melusine. This is especially important for Liquid Flame, as it will not counter if attacked while confused.
- White Mage can boost earth by wearing Gaia Gear, allowing effective use of Titan from Summon and Earthquake from Gaia. And since it can't boost wind for Syldra, it gets more use out of the non-elemental Odin and Bahamut, as well as Flare from Black Mage.