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The White Mage is a job in Bravely Default II. Serving as one of the first jobs available to players, it specializes in restorative and protective magic falling under the category of White Magic. Their arsenal of magic includes healing, reviving, status-curing, and defensive buffing spells, though without any offensive magical options except against undead enemies.

The Asterisk holder for this job is the mercenary Selene, who is fought alongside Dag during the prologue in the game's first Asterisk boss battle.

Profile[]

As White Mages, all party members will don white caped mink fur coats and hats. The outfit that female characters wear is similar in appearance to Selene's White Mage garbs.

Job overview[]

White Mages support others with restorative magic, making them invaluable additions to any party.

In-game description.

The White Mage's stats are geared towards restorative power and MP, with decent magical attack to take on a magical sub job. It is one of only two jobs in the game (the other being Spiritmaster) with abilities that scale based on the restorative power stat, namely Cure, Raise, Cura, Curaga, and its special move.

Unlike other jobs obtained during the game, the White Mage does not have access to any normal offensive spells or abilities, solely focusing on supporting the party. Abilities such as the Cure and Raise-line of spells often makes the job an absolute necessity to have among player's party composition. In addition, they have access to buffing abilities to increase the target's defenses, while also having access to the Benediction ability to increase their own healing potency for several turns. Late-game abilities such as Raise All and Esuna allow the White Mage to serve a greater supportive role, being able to revive all KO'd party members with full HP and heal all status ailments.

Their Sacred Light Special is great support move throughout the entirety of the game, being able to restore the HP of all party members, while also providing the party with increased physical and magical defenses for a short period of time.

The Above and Beyond ability is an excellent late-game passive to have equipped to a White Mage, allowing them to temporarily increase a target's max HP if they are healed beyond their current max HP. When used on a character with the Monk's Maximise HP passive equipped, it can allow the healed target to temporarily have HP that goes beyond the standard cap of 9999.

Should a player wish to make a White Mage reach its fullest potential, the best sub job to pair with it would be its later game counterpart, the Spiritmaster, which allows the character as a White Mage to have access to regenerative spells and offensive light-elemental magics, With Spiritmaster as the primary job, its slightly improved restorative power stat and superior Staff proficiency can increase the overall healing amount given to the party by the White Mage secondary job command, while with White Mage as the primary job, the Spirit Magic restorative spells are improved by the second White Mage specialty Holistic Medicine. When equipped with the Spiritmaster's Sub-Job Specialty 1 passive, the White Mage can have access to the job's Spirited Defence, which makes the user immune to a variety of status ailments and have the ability to survive often fatal attacks with 1 HP, provided they have a spirit ability active.

Though not as good an option as Spiritmaster, Red Mage is also a good complement, with Red Magic providing two different elements for offensive magical coverage as well as its own set of healing spells, which become extremely potent with Holistic Medicine, allowing Healaga to restore 3000 HP to every party member at once for less MP than Curaga. Alternatively, if Red Mage is the primary job, or later on the secondary job with Sub-Job Specialty 2, its Chainspell specialty can significantly improve the potency of the White Magic healing spells by causing them to trigger twice.

Stats[]

Stat Rank Stat Rank
HP D MP A
Physical Attack D Magical Attack B
Physical Defence C Magical Defence B
Restorative Power S Speed C
Weight D Chance of Being Targeted E
Aim E Evasion C
Critical Chance E

Equipment[]

Daggers Swords Axes Spears Bows Staves Shield
D D E B B A B

Abilities[]

Specialties[]

Name Level Description
Angelic Ward 1 Roughly 30% chance of any damage received being halved.
Holistic Medicine 12 All healing spells benefit all party members.

Abilities[]

The White Mage's fixed commands are White Magic.

Name Level Type Cost Effect
Cure 1 Command 8 MP Restore a little of a target's/multiple targets' HP.
Protect 2 Command 11 MP Increase a target's physical defence by 15% for three turns. Stats cannot be increased beyond 200% of their base value.
Shell 3 Command 13 MP Increase a target's magical defence by 15% for three turns. Stats cannot be increased beyond 200% of thier base value.
Raise 4 Command 25 MP Revive a knocked-out target and restore a few HP.
Solar-Powered 5 Passive 1 Slot During the daytime, restorative power, aim and luck are increased, and 4% of MP is restored each turn.
Cura 6 Command 28 MP Restore some of a target's/multiple targets' HP.
Benediction 7 Command 15% HP Increase the user's restorative power by 30% for three turns. Stats cannot be increased beyond 200% of their base value
Basuna 8 Command 22 MP Cure a target of poison, blindness, silence, sleep, paralysis, contagion, freezing and daubing.
Drain Attack 9 Passive 1 Slot Restores an amount of HP based on damage inflicted with the 'Attack' command.
Arise 10 Command 95 MP Revive a knocked-out target with full HP.
Better then Ever 11 Passive 1 Slot When the user is healed beyond max. HP, their max. HP is temporarily increased by the remainder.
Curaga 12 Command 60 MP Restore a lot of a target's/multiple targets' HP.
Esuna 13 Command 45 MP Cure most of a target's status ailments (works on all ailments cured by Basuna plus dread, berserk, confusion, charm, slow, stop, doom and resistance reductions).
Above and Beyond 14 Passive 2 slots When a target is healed beyond max. HP, their max. HP is temporarily increased by the remainder.
Raise All 15 Command 110 MP Revive multiple knocked-out targets with full HP.

Special[]

Sacred Light from BDII

Gloria performing Sacred Light.

The White Mage's Special is Sacred Light (セイクリッドライト, Seikuriddo Raito?), a supportive ability that restores all allies' HP, and has the extra effect of applying a 15% boost to both the physical and magical defences for all allies. In order to perform the move, players must have the character as a White Mage use their White Magic abilities 12 times in battles.

Behind the scenes[]

Gloria White Mage Concept Art from BDII

Concept art of Gloria wearing glasses.

When designing the party as White Mages, the group was initially going to wear glasses similarly to Selene as a White Mage. However, this design element was dropped when transferred to the game models.[1]

Gallery[]

Etymology[]

The White Mage job originates from the Final Fantasy series of games. Like its Bravely series counterpart, it is often one of the first jobs obtained in entries featuring the job system. Introduced in the original Final Fantasy, it has become a staple to the series, being the dedicated healing and support job, while also having access to light and wind-elemental magics. Certain entries have also featured upgraded forms of the White Mage, such as the Devout.

References[]

  1. Bravely Default II Design Works The Art of Bravely 201X - 2021, p. 62.
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