Spiritmasters control elemental forces to support allies. Aside from providing potent support magic, spiritmasters can make the most out of white magic. They favor staves.
Specialty: Save WM MP |
Lower the MP cost of white magic by 25% |
Job Command: Spiritism |
To know what each stat stand for, kindly consult the Job Stat Values guide.
HP | MP | STR | VIT | INT | MND | DEX | AGI |
C | S | E | E | A | S | C | B |
Swords | Axes | Spears | Rods | Staves | Daggers | Bows | Katana | Knuckles |
E | E | E | C | S | E | E | E | E |
Shields | Helms | Armor | |
E | E | E | E |
Legend
Red Abilities = These are activated after selecting them in the Abilities menu during a battle
Blue Abilities = These are support abilities that will only take effect after assigning them to a character. If you change to a job whose specialty is the same as the support ability you equipped, it will be removed automatically.
Ability | Level | Effect |
Spirit Ward | 1 | All elemental damage to the selected ally is nullified for 4 turns. |
Auto-Shell | 2 | Invoke Shell on yourself automatically at the start of battle for 10 turns. |
M.Defense 20% Up | 3 | Raise magic defense by 20% |
Fairy's Aid | 4 | Boost the target's elemental attacks to deal 1.5 times normal damage for 5 turns. |
Convert BP | 5 | Sacrifice 25% of maximum MP to increase BP by two. |
Save WM MP | 6 | Lower the MP cost of white magic by 25% |
Adaptation | 7 | The selected ally absorbs all elemental damage for 4 turns. |
Stillness | 8 | Damage to all enemies and allies are nullified for two turns. |
Holy One | 9 | Lower physical attack by 25% but boost recovery magic effectiveness by 2.5 times. |
Greater Spirit Ward | 10 | All elemental damage to all allies is halved for 4 turns |
Fairy Ward | 11 | Render all allies immune to poison, blind, silence, sleep, paralyze, dread, berserk, confuse, charm, doom, death and stop for 5 turns. |
Moderation | 12 | For all allies and enemies with 1 BP or more, reduce BP by 1. For those with -1 BP or less, raise BP by 1. |
Enigma | 13 | Nullify all elemental damage taken by all allies for 4 turns |
Maximize HP | 14 | Max HP doubled during battles. |
I use dark knights as my main job and spirit masters as my sub class. i have read a lot about people using dark knights with a spirit master in the party, but i have 4 dark knights with
spirit master sub, allowin for another whole attack. it seems people think of spirit master as a good support, but i use them as more of a mainstay