AKA: White Mage, Priest, Seer
Overview
The Devout job allows the character to protect, enhance, and heal their allies, making the party itself survive a little better. It also has the ability to deal holy damage to enemies, and it can stand in the front row fairly confidently. This is the quintessential support and healing job, and exceeds many other jobs in raw healing potential.
Playing a Devout
#1: Watch those HP bars!
Your eyes should constantly be scanning the HP of the party, and you should be ready with a heal should they ever drop below half. You should try to stop your allies from getting in Crisis, in general, since an ally in Crisis is only a hit or two away from death. Unless someone is trying to build limit points, heal them early and often, keeping their HP high so that an unexpected blow (especially from an elite or a boss) doesn't utterly destroy them.
#2: Protect Yourself
While you are not as fragile as some of the more destructive mages, you are still a magician, and you still toe the back line. You are a tempting target for many enemies — once you drop, the rest of the party is likely to drop, too. Keep your own defenses high, and don't be afraid to buff yourself first.
#3: Smite the Enemy!
Don't be afraid to switch into aggressive mode against undead or other creatures that take high amounts of damage from Holy magic. Their weakness and your power will combine to obliterate these otherwise dangerous enemies quickly. Make sure that others have a way to heal themselves, and then let loose as a cannon — hit the enemy hard, and fast, and don't let them recover.
Devout Base Statistics
| Base Stats | |
|---|---|
| HP | 15 |
| MP | 25 |
| Weapon | 1d6 |
| Spell | 1d10 |
| +1 Willpower, +1 Stamina | |
| Proficiencies | |
| Weapon | Maces |
| Armor | Robes |
| Skill | Logic |
| Job Tree | Paladin or Psychic |
When picking a tribe or archetype, keep the following in mind:
- Vigor is moderately useful for you. You should mostly be in the back row, but since your attack spells are not always the most effective, melee attacks are a solid back-up option for you.
- Agility is kind of a wash for you. The Charge Time on your spells is not prohibitive, but can be large. Agility is useful, but since you tend to react to enemies more than act on your own, if it is low, it shouldn't hurt you too badly.
- Vitality is fairly useful for you. If you occasionally dabble in melee, it will help you to survive longer when you are there, and, even without that, you will be the target of
- Intelligence can be quite useful to you, as it will make your healing more potent. Your Spell Power is fairly big as it is, though, and you won't always need to heal everyone to full every time, so if it is lower, it shouldn't hurt you much.
- Mind is quite useful for you. It will help protect you from the pernicious magic cast your way, which will be frequent.
- Spirit is useful in helping to throw off ailments, and achieving the occasional crit. A healer who cannot act is no healer at all, and because your melee skills are not too shabby, Spirit can help them fill the "beat up the dudes" role.
Recommended Archetypes/Tribes:
Devout Combat Menu
| Attack | |
|---|---|
| Mace | Blessing |
| Defend | |
| Defend | Pray |
| Black Magick | |
| Black Magick | Pulse of Life |
| Items | |
| Use Item | Change Equipment |
| Move | |
| Change Row | Action Ability |
Devout Base Abilities
These are the abilities you have when Devout is set as your primary job.
White Magick
The job abilities of Devouts are called, in general, "White Magick." Characters taking Devout as a sub-job can choose one of the four White Magick skill sets to use.
| White Magick | |
|---|---|
| Cure | Heals allies and harms undead creatures. |
| Barrier | Use protective spells such as Protect and Shell. |
| Life | Use holy arts to preserve and restore life after a KO. |
| Banish | Deal holy damage. |
White Magick: Cure
Cure is a basic HP-restoring spell. Because it is considered Holy-elemental, it reverses against Undead, dealing damage instead of healing hit points.
| Cure | |||
|---|---|---|---|
| Level 1 | Cure | 5 MP, Charge 3, Holy | Heals Spell Power hit points. |
| Level 5 | Cura | 15 MP, Charge 3, Holy | Heals Double Spell Power hit points. |
| Level 9 | Curaga | 25 MP, Charge 3, Holy | Deals Triple Spell Power fire damage |
White Magick: Barrier
Barrier grants you two spells at each level that you increase it. Barrier helps your party members resist damage from weapons and spells. At the highest level, it removes ailments that have been bestowed, as well.
| Barrier | |||
|---|---|---|---|
| Level 2 | Protect/ Shell |
7 MP, Charge 4 | Bestows Protect or Shell status. |
| Level 6 | Protectra/ Shellra |
17 MP, Charge 4 | Bestows Protect or Shell status on the party. |
| Level 10 | Esuna | 27 MP, Charge 5 | Removes all ailments from the target. |
White Magick: Banish
The Banish suite blasts enemies with holy energy, purifying them forcefully.
| Banish | |||
|---|---|---|---|
| Level 3 | Banish | 11 MP, Charge 3 | Deals Spell Power Holy damage. |
| Level 7 | Banishga | 21 MP, Charge 3 | Deals Double Spell Power Holy damage. |
| Level 11 | Holy | 31 MP, Charge 3 | Deals Triple Spell Power Holy damage. |
White Magick: Life
The Life suite of spells is raw holy energy, welded to the physical flesh of the recipients, causing life to spring forth from within them.
| Life | |||
|---|---|---|---|
| Level 4 | Regen | 9 MP, Charge 2 | Bestows Regen status. |
| Level 8 | Raise | 19 MP, Charge 5 | Revives a target from KO to 1 hp. |
| Level 12 | Reraise | 29 MP, Charge 5 | Bestows Reraise status. |
Level Summary
| Level 1 | Cure |
| Level 2 | Protect/Shell |
| Level 3 | Banish |
| Level 4 | Regen |
| Level 5 | Cura |
| Level 6 | Protectra/Shellra |
| Level 7 | Banishga |
| Level 8 | Raise |
| Level 9 | Curaga |
| Level 10 | Esuna |
| Level 11 | Holy |
| Level 12 | Reraise |
Devout Elite Abilities
After level 12, you may gain the opportunity to take some Elite powers. You must have 12 levels of Devout, and have Devout as your base job to use these powers.
Full-Cure
This is the Elite Cure ability, restoring all the health of a party member.
| Full-Cure | Charge 5, 37 MP | Heals all HP for the target. |
|---|
Invincible/Reflect
This is the Elite Barrier ability, allowing you to bestow the most powerful defenses on your allies.
| Invincible/ Reflect |
Charge 5, 37 MP | Bestows Invincible or Reflect status. |
|---|
Holyja
This is the Elite Banish ability, dealing huge damage to all enemies.
| Holyja | Charge 5, 37 MP | Deals Triple Spell Power Holy damage to all enemies. |
|---|
Arise
This is the Elite Life ability, reviving a character to great health.
| Arise | Charge 5, 37 MP | Revives a character from KO to 50% of their maximum HP. |
|---|
Devout Feats
To gain any of these feats, you must have the prerequisite number of levels in Devout. Devout feats enhance or alter Devout abilities, and allow greater healing power, matching the theme of the Devout job.
Feat: Shadow Master
This feat trades extra shadow damage for taking a bit more damage when hit with Holy energy.
| Shadow Master | |
|---|---|
| Prerequisite: Wizard level 5 | Option |
| You gain +5 damage on your Shadow-elemental damage. You also gain Holy Vulnerability. | |
Feat: MP +10%
This feat increases your MP pool by a bit.
| MP +10% | |
|---|---|
| Prerequisite: Wizard level 1 | Boost |
| Your maximum MP increases by 10% of what it was before you took this feat. | |





