White Mage Guide by Valvette

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Revision as of 18:28, 29 August 2026 by Kigumantr (talk | contribs)

Foreword

This guide is meant to contain my lessons learned throughout playing White mage on horizon. I don't claim superior experience or expertise and you absolutely don't have to listen to me. Instead, treat this as the collection of notes it is. I'm aware the age of and degree of "solved" this game is and has, and the intention is to help those few who are still trying new things.

Valvette, August 29th, 2026

About the job

You've come here expecting to learn about healing. And learn about healing you shall. As a White mage, you'll heal. And heal. And heal some more. And you'll like it. But, the developers did give the White mage more tools than just restoring HP. Any White mage worth their salt will cast party-encompassing protective spells, enfeeble, deal substantial damage with divine spells and even, rarely but still notably, provide MP.

Breakdown

Here is what we have to work with on the magic front. See Skill caps for a per level breakdown. What this means is that we are as good as it's possible to be at healing. A+. Juicy. We're also the best at divine magic among all jobs, just not quite as good as we are at healing. At enhancing we are second to the Red mage and at enfeebling we are tied with the Dark knight at last place with a measly C. And this is important because enfeebling is arguably half your job in a party. The other half being healing.

Magic Skill Rank
Healing A+
Divine A-
Enhancing C+
Enfeebling C

Abridged version

Will be added once the main guide has enough meat to just copy over.

Important levels

Spells

Gear

Party play rotation

Race

This is the least impactful of all choices pertaining to your White mage. Can you play it as Galka and Elvaan, the two races with worst MP pool? Yes, is the answer. What about Hume and Mithra? The ones that get slightly more? Yes. Will a Tarutaru outshine you in the MP pool department before factoring in gear? Also yes, but not by much. The end result is: play whichever race you want.

If you want to optimize everything, get a Tarutaru, but don't assume you can slack off on any other aspect of your character just because of your race: It doesn't matter that much.

For what it's worth, Race Specific Equipment will make up for this. Find them here:

Hume RSE - Legs piece stands out as a +32MP piece.

Galka RSE - Every piece gives substantial MP with Body and Hands giving +32MP each. Crazy.

Elvaan RSE - Body and Hands pieces give +24MP, with Head +20MP.

Mithra RSE - Legs piece stands out as a +32MP piece, like for Hume.

Tarutaru RSE - Pfft. You thought you'd get more MP down here. No. You get +MND on the Legs piece and be happy.

A personal note: I can't stress enough how much I like my +32MP from Savage loincloth.

Let's have us a stat breakdown of all races as a level 1 White mage now that we know how we are going to beat each obstacle in our way.

Hume
HP: 27 MP: 22
STR DEX VIT AGI INT MND CHR
6 5 6 6 6 8 7
Mithra
HP: 27 MP: 22
STR DEX VIT AGI INT MND CHR
6 7 6 7 6 8 6
Elvaan
HP: 29 MP: 20
STR DEX VIT AGI INT MND CHR
7 5 7 5 5 9 7
Galka
HP: 32 MP: 16
STR DEX VIT AGI INT MND CHR
7 5 8 6 6 8 6
Tarutaru
HP: 23 MP: 28
STR DEX VIT AGI INT MND CHR
5 5 6 7 8 8 7

Very interesting stuff. What this tells us is that in the MP-race, the pecking order is as follows:

Tarutaru >> Hume = Mithra > Elvaan >> Galka

Poor galka.

Another important race is, and you'll see why later, the MND race. Which gives us:

Elvaan > Tarutaru = Mithra = Huma = Galka

Huh. Interesting. HP and MND are the two most important numbers, with the MND race being very even and MP cancelled out by gear acquired in the late 20s / early 30s. Okay. What about the other stats? Well, STR, DEX and CHR count for basically nothing. A quick secondary analysis of the other stats gives us:

HP - Useful. You will take hate and suffer damage. Galka > Elvaan > Hume = Mithra >> Tarutaru.

Tarutaru, get some RSE to fight this.

INT - Useful. There are enfeebles (looking at you, Blind) that use INT in their calculation. Tarutaru wins here.

AGI - Arguably useful. A monster might miss you when they otherwise should've hit. If you're evasion-capped. If you accidentally took hate. Might, if, if. Slim chances. Mithra along with Tarutaru win here.

Stats

MP

MND

INT

Cure Potency

Subjobs

Main line

We are talking mostly about the other mage jobs here. Why? Because the MP of the subjob adds to yours. MP being one of the most sought after stats for you as a White mage.

Black mage

Pros Large MP pool.
Conserve MP. Occasionally saves you MP when casting.
Sleep. One of the best disables. Elemental seal nearly guarantees a hit.
Clear mind. More MP when resting.
Warp, Escape and Tractor. Yum.
Good INT for that one enfeeble.
Dark magic Aspir. Requires a bit of skilling, but it's one more tool in the toolbox.
Elemental enfeebles. If you decide to use them.
Cons No obvious ones. No additional HP I guess? What, you want everything?

Red mage

Pros Large MP pool.
Fast Cast. You'll occasionally toss out a long casting Regen very quickly. Yay.
Sleep. But later than Black mage. No Elemental seal.
Clear mind. But later and worse than Black mage.
Cons Isn't black mage

Off-beat

Ninja

Summoner

Blue mage

What are you doing?

Thief

Warrior

Dark knight

Bard

Paladin

Addons

Spell acquisition

Abilities

Restore MP

Cure

Regen

Divine seal

Enfeebling

MND-based spells
INT-based spells

Protection

Protect
Shell
Bar-spells

MP restoring

Devotion

Leveling

1-10

10-20

20-25

25-30

30-40

40-50

50-60

60-70

70-75

Merit parties

Gear

General strategy

Important pieces by slot and level

Main hand

Off hand

Grip

Ammo

Head

Neck

Earrings

Rings

Body

Hands

Belt

Back

Legs

Feet

Merits

Maat fight

Melee

It's offbeat. I won't hold myself off for very long.

Notes on soloing

Other activities

Dynamis

BCNM