Devout
250px-Priest.jpg

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 Spell Power
Proficiencies
Weapon Staves
Armor Robes
Skill Healing
Job Tree Bard or Paladin

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 physical attacks fairly often.
  • 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
Staves Blessing
Defend
Defend Pray
White Magick
White 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.

Base Abilities
Attack Blessing Attack Action Instead of attacking, you restore MP equal to 10% of your maximum MP for every party member.
Defense Pray Defend Action Heal your party for 10% of your maximum HP each.
Trait Turbo MP Option You can spend 2 extra MP to gain +1 Spell Power on any spell you cast.
Limit Pulse of Life 3 Limit Points Restore all HP and MP for the entire party.

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 Heals Triple Spell Power hit points

White Magick: Esuna

The Esuna spells remove status ailments.

Esuna
Level 2 Esuna 10 MP, Charge 4 Removes the most recent ailment applied to the target.
Level 6 Astra 20 MP, Charge 4 Negates the next ailment the target receives.
Level 10 Esunaga 30 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 10 MP, Charge 3 Deals Spell Power Holy damage.
Level 7 Banishga 20 MP, Charge 3 Deals Double Spell Power Holy damage.
Level 11 Holy 30 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 Raise 11 MP, Charge 5 Grants a KO'd target 1 hp, and revives them.
Level 8 Reraise 22 MP, Charge 5 Bestows Reraise status.
Level 12 Arise 33 MP, Charge 5 Revives a character at full HP.

Level Summary

Level 1 Cure
Level 2 Esuna
Level 3 Banish
Level 4 Raise
Level 5 Cura
Level 6 Astra
Level 7 Banishga
Level 8 Reraise
Level 9 Curaga
Level 10 Esunaga
Level 11 Holy
Level 12 Arise

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.

Esunaja

This is the Elite Esuna ability, erasing all ailments.

Esunaja Charge 5, 40 MP Removes all ailments from all party members.

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.

Raiseja

This is the Elite Life ability, reviving the entire party.

Raiseja 44 MP, Charge 5 Revives all KO'd party members and grants them each 1 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: Protect

This feat teaches you new White Magick abilities.

Protect
Prerequisite: Devout level 1 Ability
You gain the following White Magick abilities.
Protect
Level 2 Protect 11 MP, Delay 4 Grant the target Protect for one round.
Level 6 Protectra 22 MP, Delay 4 Grant the target Protect for the rest of combat.
Level 10 Protectja 33 MP, Delay 4 Grants the party Protect for the rest of combat.
Elite Invincible 44 MP, Delay 5 Grant the target Invincible for one round.

Feat: Shell

This feat teaches you new White Magick abilities.

Shell
Prerequisite: Devout level 2 Ability
You gain the following White Magick abilities.
Shell
Level 3 Shell 11 MP, Delay 4 Grant the target Shell for one round.
Level 7 Shellra 22 MP, Delay 4 Grant the target Shell for the rest of combat.
Level 11 Shellja 33 MP, Delay 4 Grants the party Shell for the rest of combat.
Elite Reflect 44 MP, Delay 5 Grant the target Reflect for one round.

Feat: Courage

This feat teaches you new White Magick abilities.

Courage
Prerequisite: Devout level 3 Ability
You gain the following White Magick abilities.
Courage
Level 2 Bravery 11 MP, Delay 4 Grant the target Bravery.
Level 6 Bravera 22 MP, Delay 4 Grant the target Bravery for the rest of combat.
Level 10 Braveja 33 MP, Delay 4 Grants the party Bravery for the rest of combat.
Elite Heroism 44 MP, Delay 5 Triples the damage on the next physical attack that the target makes.

Feat: Faith

This feat teaches you new White Magick abilities.

Faith
Prerequisite: Devout level 4 Ability
You gain the following White Magick abilities.
Faith
Level 3 Faith 11 MP, Delay 4 Grant the target Faith for one round.
Level 7 Faithra 22 MP, Delay 4 Grant the target Faith for the rest of combat.
Level 11 Faithja 33 MP, Delay 4 Grants the party Faith for the rest of combat.
Elite Devotion 44 MP, Delay 5 Triples the damage on the next magical attack that the target makes.

Feat: Hope

The Hope feat begs the spirits of life to intercede. They may not.

Hope
Prerequisite: Devout level 1 Ability
Roll 1d20. On a roll of 10 or better, your party heals Half Spell Power HP. On a failure, nothing happens for your action.

Feat: Intercession

An upgrade of Hope, Intercession attempts to heal characters more potently.

Interrcession
Prerequisite: Devout level 5, Hope Ability
Roll 1d20. On a roll of 10 or better, your party heals Spell Power HP. On a failure, your party heals Half Spell Power HP. On a roll of 20, your party heals Double Spell Power HP.

Feat: Pity

Devouts, being wielders of life magic, are sometimes hard for even hardened foes to fight. "Pity" exploits this perception, making enemies underestimate the devout and his friends.

Pity
Prerequisite: Devout level 1 Ability
Lower all enemies' Stamina by 1.
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