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Job Abilities are activated abilities unique to a specific job that enhance job performance in some way. This can include, but is not limited to, increasing armor or damage for a short time, initiating a special attack or triggering a party buff.
Name | Level | Duration | Recast | Description |
---|---|---|---|---|
Benediction | 1 | Instant | 2 hours | Fully heals all party members in close radius to the white mage. |
Divine Seal | 15 | 1 minute | 10 minutes | Doubles the potency of next cure spell; new options open with Divine Veil. |
Devotion | 75 (merit) | Instant | 20 minutes | Sacrifices HP to grant another party member MP. |
Martyr | 75 (merit) | Instant | 20 minutes | Sacrifices HP to heal another party member double that amount. |
Job Traits are passive abilities that are always active for your job. Job Traits often boost stats, increase mp regeneration, or add resistances to status effects.
Name | Level | Description |
---|---|---|
Magic Defense Up I | 10 | Slightly increases magical defense. |
Clear Mind I | 20 | Increases Hmp while resting. |
Auto-Regen | 25 | Regenerate 1 HP per tick. |
Magic Defense Up II | 30 | Further increases magical defense. |
Clear Mind II | 35 | Further increases Hmp while resting. |
Clear Mind III | 50 | Further increases Hmp while resting. |
Divine Veil | 50 | Allows AoE status cures to be casted when used with Divine Seal. |
Magic Defense Up III | 50 | Further increases magical defense. |
Clear Mind IV | 65 | Further increases Hmp while resting. |
Magic Defense Up IV | 70 | Further increases magical defense. |
Two-Hour Abilities are job-specific active abilities with a cool down timer of two hours. These are often incredibly powerful abilities, but often have adverse effects as well such as depleting an MP pool or dealing physical damage to the player.
Name | Level | Duration | Recast | Description |
---|---|---|---|---|
Benediction | 1 | Instant | 2 hours | Fully heals all party members in close radius to the white mage. |
Spells are magical effects cast by the player at the cost of MP or reagents with a multitude of results. Beneficial spells can be cast on party members to boost stats or restore health and damage dealing spells can be cast on mobs with devastating results.
Name | Level |
---|---|
Cure | 1 |
Poisona | 6 |
Paralyna | 9 |
Cure II | 11 |
Blindna | 14 |
Curaga | 16 |
Silena | 19 |
Cure III | 21 |
Raise | 25 |
Cursna | 29 |
Curaga II | 31 |
Reraise | 33 |
Viruna | 34 |
Stona | 39 |
Cure IV | 41 |
Curaga III | 51 |
Raise II | 56 |
Reraise II | 60 |
Cure V | 61 |
Raise III | 70 |
Curaga IV | 71 |
Reraise III | 75 |
Magic Skill | Skill Rating | Level 37 | Level 60 | Level 75 |
---|---|---|---|---|
Healing Magic | A+ | 114 | 203 | 276 |
Divine Magic | A- | 114 | 203 | 269 |
Enhancing Magic | C+ | 105 | 190 | 230 |
Enfeebling Magic | C | 105 | 190 | 225 |
Weapon skills are abilities that become available when a player has gained 100+ TP while damaging a mob with their weapon. All weapons, with the exception of Thrown and Instruments have their own set of weaponskills. Weaponskill availability is dependent on a players skill level with the weapon as well as the weapon itself.
Combat Skill | Skill Rating | Level 37 | Level 60 | Level 75 |
---|---|---|---|---|
Club | B+ | 109 | 196 | 256 |
Staff | C+ | 105 | 190 | 230 |
Shield | D | 101 | 183 | 210 |
Evasion | E | 94 | 171 | 200 |
Throwing | E | 94 | 171 | 200 |
The most frequently seen subjobs for a White Mage are Black Mage, Summoner, and Red Mage in most parties, with Warrior and Ninja being more commonly used during soloing and in certain merit-point camps.