White Mage class series
The White Mage class series is a class series available to the Jupiter Adepts and the Mercury Adepts. The Jupiter Adepts require large numbers of Mercury and Venus Djinn in order to attain this class, while the Mercury Adepts require large numbers of Jupiter and Venus Djinn. There are only two classes in this series due to the large numbers of Djinn required.
This class is similar in Djinn cadence structure to the Samurai class series.
The class series, when at its highest stage of Pure Mage and compared to the other series at their highest respective stages, has excellent PP (tying with the Dark Mage, Wizard, Diabolist, Radiant Miko, and Necromage for the highest PP rating), good Agility, and average HP and Attack, but lower Defense. The series ties with the Angel and Paladin for having the highest Luck rating. Noteworthy Psynergy from an endgame perspective includes Revive, Pure Wish, Ward/Resist, and Cure Poison, and the heaviest area-of-effect Psynergy it has are Freeze Prism and Spark Plasma. Average stats from an endgame perspective are 155% (160% if you don't factor in Luck).
In all games, an Adept in this class series is no more likely to be affected by any particular status condition or secondary effect.
Statistical Influence
White Mage class series | ||||||||
Class Name | Djinn | HP | PP | ATK | DEF | AGI | LCK | |
Jupiter Adepts | Mercury Adepts | |||||||
White Mage | 4 , 3 | 4 , 3 | 150% | 180% | 130% | 130% | 150% | 130% |
Pure Mage | 5 , 4 | 5 , 4 | 170% | 190% | 140% | 140% | 160% | 130% |
Notes on Class Names
- Hover your cursor over class names for alt-text of series' Japanese names.
Psynergy Setup
Psynergy | ||||
Lvl | Psynergy | PP | Range | Power |
1 | Cure Poison | 2 | — | |
6 | Prism | 7 | 40 | |
8 | Plasma | 8 | 45 | |
9 | Ward | 3 | — | |
11 | Dull | 6 | — | |
12 | Wish | 9 | — | |
13 | Restore | 3 | — | |
17 | Revive | 15 | — | |
22 | Hail Prism | 16 | 90 | |
24 | Wish Well | 13 | — | |
26 | Shine Plasma | 18 | 100 | |
31 | Resist | 5 | — | |
37 | Blunt | 11 | — | |
46 | Spark Plasma | 37 | 180 | |
46 | Pure Wish | 20 | — | |
52 | Freeze Prism | 32 | 190 |
Analysis
The White Mage class series has fairly rounded statistics overall, with the exception of the PP pool which ties for the highest PP multiplier in the game. It is arguably one of the best healing-oriented classes in the series, and is extremely useful for boss fights. The White Mage is also an end-game class, requiring a whopping 7 Djinn to get White Mage and 9 Djinn to access the Pure Mage stage. Access to both the Wish Psynergy series and Revive grants excellent healing versatility, preventing the player from wasting a turn making a warrior-oriented Adept Revive rather than attack. Combined with Restore and Cure Poison, the White Mage can reverse nearly any ailment.
The White Mage also has decent supportive abilities. Ward allows the White Mage to increase their party's Resistance against elemental offenses. In addition, the White Mage is the only class series to learn Dull and Blunt. which lower the opposing targets' Attack. Unlike other Tri-elemental classes, the White Mage only has two Elements worth of damaging Psynergies. Luckily, the two are the powerful Prism and Plasma series, allowing the White Mage to soften up larger enemy parties. However, the long droughts between damage dealing Psynergy can often leave a player sweating as the Psynergies lose their potency against tougher enemies.
Most Jupiter and Mercury Adepts can make excellent White Mages. The main exceptions would be Piers and Sveta, who are naturally more combat oriented, and would generally be better off attacking. When choosing between the White Mage class and the Hermit class (which has a nearly identical lineup), the player should consider the role they want to fulfill. While the White Mage is more oriented towards defensive support, thanks to the Ward and Dull Psynergies, the Hermit is slightly more oriented towards offensive support, due to the Impact Psynergy, which can raise party Attack. It is possible to have one of each, which is an excellent option for late-game boss battles.
If unleashing Djinn while a Pure Mage, unleash a Venus Djinn first, then a Jupiter or Mercury Djinn to keep the character in the class series, otherwise you will end up pushing the character into the Medium class series.
Class series in the Golden Sun series | |
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Mono-Elemental (GS/TLA): | Flame User • Guard • Mariner • Squire • Water Seer • Wind Seer |
Mono-Elemental (DD): | Aqua Squire • Beastling • Guard • Miko • Pirate • Squire • Water Seer • Wind Seer |
Dual-Elemental: | Apprentice • Brute • Curse Mage • Hermit • Page • Pilgrim (Jupiter) • Pilgrim (Mercury) • Scrapper • Seer (Jupiter) • Seer (Mercury) • Swordsman (Mars) • Swordsman (Venus)/Crusader |
Tri-Elemental: | Dragoon • Medium • Ninja • Ranger • Samurai • White Mage |
Item-Dependent: | Dark Mage • Pierrot • Tamer |
Psynergy-Dependent: | Wild Animal |