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Conjurer
Table of Contents
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Lore
Conjury calls upon the elements of earth, wind, and water and concentrates them to a potency at which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb aether from their immediate surroundings. A wand or cane made from unworked wood is then utilized to focus the aether until it manifests as the desired spell.
Versed also in magicks that restore and strengthen, conjurers are regarded as accomplished healers.
Combat Role
Conjurers produce spells by calling on the elements of earth, wind, and water. They are able to use spells that heal or strengthen players.
During battle they will be in the back lines using their repertoire to help keep their party members alive. Being part of the Disciples of Magic causes them to have lower health than most other classes, so they must take care to avoid damage at all costs.
Don't count a Conjurer out of the fight! With their Cleric Stance ability, they can ease back on the healing and dish out the hurt! Though Conjurers rely on their Mind attribute, Cleric Stance switches their Mind with their Intelligence, allowing them to really pack a punch when the party has the upper hand.
Conjurer's Arms or Weapons include unique Wands, Crooks, Radicals, and Canes. A Conjurer's most important stat is mind, which increases their healing magic potency.
Once a Conjurer reaches level 30, he or she can become a White Mage. In addition, having a level 15 Arcanist is also required to unlock the White Mage Job.
Skills
The Conjurer is perhaps the most valuable ally a party can ever have. Their skills are designed to keep the party alive for as long as possible. They do come equipped with some damage spells, but primarily their skills will buff the party and heal them throughout battle.
Stone
| Deals earth damage with a potency of 140. | ||||||
*Name | *Level | *Cast | *Recast | ||||
Stone | 1 | 2.5 seconds | 2.5 seconds | ||||
*MP | *TP | *Range | *Radius | *Duration | |||
5 | 0 | 25 yalms | 0 yalms | 20 seconds | |||
*Classes | Cnj, Thm, Whm | ||||||
*Additional Effect | Heavy +40% on target for 20 seconds |
Cure
| Restores target's HP. | ||||||
*Name | *Level | *Cast | *Recast | ||||
Cure | 2 | 2 seconds | 2.5 seconds | ||||
*MP | *TP | *Range | *Radius | *Duration | |||
5 | 0 | 30 yalms | 0 yalms | None | |||
*Classes | Acn, Arc, Cnj, Gla, Lnc, Mrd, Pgl, Pld, Sch, Thm, Whm | ||||||
*Cure Potency | 300 |
Aero
| Deals wind damage with a potency of 50. | ||||||
*Name | *Level | *Cast | *Recast | ||||
Aero | 4 | 0 seconds | 2.5 seconds | ||||
*MP | *TP | *Range | *Radius | *Duration | |||
6 | 0 | 25 yalms | 0 yalms | 18 seconds | |||
*Classes | Acn, Cnj, Smn, Thm, Whm | ||||||
*Additional Effect | Wind damage over time, potency 25 |
Cleric Stance
| Swaps INT and MND attribute ratings, while increasing potency of attack spells by 10% and reducing potency of healing spells by 20%. | ||||||
*Name | *Level | *Cast | *Recast | ||||
Cleric Stance | 6 | seconds | 5 seconds | ||||
*MP | *TP | *Range | *Radius | *Duration | |||
0 | 0 | 0 yalms | 0 yalms | Ongoing | |||
*Classes | Cnj, Sch, Whm |
Protect
| Increases physical defense of all party members within range of target. | ||||||
*Name | *Level | *Cast | *Recast | ||||
Protect | 8 | 3 seconds | 2.5 seconds | ||||
*MP | *TP | *Range | *Radius | *Duration | |||
0 | 0 | 30 yalms | 15 yalms | 1800 seconds | |||
*Classes | Acn, Arc, Cnj, Gla, Lnc, Mrd, Pgl, Pld, Sch, Thm, Whm |
Medica
| Restores own HP and HP of nearby party members. | ||||||
*Name | *Level | *Cast | *Recast | ||||
Medica | 10 | 2.5 seconds | 2.5 seconds | ||||
*MP | *TP | *Range | *Radius | *Duration | |||
12 | 0 | 0 yalms | 15 yalms | None | |||
*Classes | Cnj, Whm | ||||||
*Cure Potency | 250 |
Raise
| Resurrects target to a weakened state. Cannot be used in combat | ||||||
*Name | *Level | *Cast | *Recast | ||||
Raise | 12 | 8 seconds | 2.5 seconds | ||||
*MP | *TP | *Range | *Radius | *Duration | |||
31 | 0 | 30 yalms | 0 yalms | None | |||
*Classes | Arc, Cnj, Gla, Lnc, Mrd, Pgl, Pld, Sch, Thm, Whm |
Fluid Aura
| Deals water damage with a potency of 150. | ||||||
*Name | *Level | *Cast | *Recast | ||||
Fluid Aura | 15 | 0 seconds | 30 seconds | ||||
*MP | *TP | *Range | *Radius | *Duration | |||
0 | 0 | 5 yalms | 0 yalms | 6 seconds | |||
*Classes | Cnj, Whm | ||||||
*Additional Effect | 15-Yalm knockback and Bind |
Esuna
| Cures a single detrimental effect from target. | ||||||
*Name | *Level | *Cast | *Recast | ||||
Esuna | 18 | 1 second | 2.5 seconds | ||||
*MP | *TP | *Range | *Radius | *Duration | |||
7 | 0 | 0 yalms | 0 yalms | None | |||
*Classes | Cnj, Whm | ||||||
*Additional Effect | 20% chance next Esuna will cost no MP |
Stone II
| Deals earth damage with a potency of 170. | ||||||
*Name | *Level | *Cast | *Recast | ||||
Stone II | 22 | 2.5 seconds | 2.5 seconds | ||||
*MP | *TP | *Range | *Radius | *Duration | |||
7 | 0 | 25 yalms | 0 yalms | None | |||
*Classes | Cnj, Whm |
Repose
| Inflicts target with Sleep. | ||||||
*Name | *Level | *Cast | *Recast | ||||
Repose | 26 | 2.5 seconds | 2.5 seconds | ||||
*MP | *TP | *Range | *Radius | *Duration | |||
8 | 0 | 30 yalms | 0 yalms | 30 seconds | |||
*Classes | Cnj, Whm | ||||||
*Additional Note | Cancels auto-attack upon execution |
Cure II
| Restores target's HP. | ||||||
*Name | *Level | *Cast | *Recast | ||||
Cure II | 30 | 0 seconds | 2.5 seconds | ||||
*MP | *TP | *Range | *Radius | *Duration | |||
12 | 0 | 30 yalms | 0 yalms | None | |||
*Classes | Cnj, Whm | ||||||
*Additional Effect | 15% chance next Cure III will restore critical HP, chance lasts 15 seconds |
Stoneskin
| Creates a barrier around target that prevents physical damage totaling 10% of target's maximum HP. | ||||||
*Name | *Level | *Cast | *Recast | ||||
Stoneskin | 34 | 3 seconds | 2.5 seconds | ||||
*MP | *TP | *Range | *Radius | *Duration | |||
15 | 0 | 30 yalms | 0 yalms | 1800 seconds | |||
*Classes | Acn, Arc, Cnj, Gla, Lnc, Mrd, Pgl, Pld, Sch, Thm, Whm |
Shroud of Saints
| Reduces enmity by half. | ||||||
*Name | *Level | *Cast | *Recast | ||||
Shroud of Saints | 38 | 0 seconds | 180 seconds | ||||
*MP | *TP | *Range | *Radius | *Duration | |||
0 | 0 | 0 yalms | 0 yalms | 15 seconds | |||
*Classes | Cnj, Whm | ||||||
*Additional Effect | Refresh, potency of 80 |
Cure III
| Restores HP of all party members within range of target. | ||||||
*Name | *Level | *Cast | *Recast | ||||
Cure III | 42 | 2.5 seconds | 2.5 seconds | ||||
*MP | *TP | *Range | *Radius | *Duration | |||
15 | 0 | 30 yalms | 4 yalms | None | |||
*Classes | Cnj, Whm | ||||||
*Cure Potency | 550 |
Aero II
| Deals wind damage with a potency of 50. | ||||||
*Name | *Level | *Cast | *Recast | ||||
Aero II | 46 | 2.5 seconds | 2.5 seconds | ||||
*MP | *TP | *Range | *Radius | *Duration | |||
11 | 0 | 25 yalms | 0 yalms | 12 seconds | |||
*Classes | Cnj, Whm | ||||||
*Additional Effect | Wind damage with potency of 40 over 12 seconds |
Medica II
| Restores your own HP and HP of nearby party members. | ||||||
*Name | *Level | *Cast | *Recast | ||||
Medica II | 50 | 3.5 seconds | 3 seconds | ||||
*MP | *TP | *Range | *Radius | *Duration | |||
26 | 0 | 0 yalms | 20 yalms | 15 seconds | |||
*Classes | Cnj, Whm | ||||||
*Cure Potency | 200 | ||||||
*Additional Effect | Regen, potency 100 for 15 seconds |
Traits
Traits are unlocked as you level up and apply a passive bonus to your character and their abilities. The Gladiators traits focus on survivability, giving him increased health and extending the duration of his various skills.
Name | Level | |
| Enhanced Mind | 8 |
Increases mind by 2 points. | ||
| Enhanced Mind II | 14 |
Increases mind by 4 points. | ||
| Proshell | 16 |
Adds increased magic defence to Protect effect. | ||
| Maim and Mend | 20 |
Increases base action damage and HP restoration by 10%. | ||
| Enhanced Mind III | 24 |
Increases mind by 6 points. | ||
| Enhanced Raise | 28 |
Allows the casting of Raise while engaged in battle. | ||
| Freecure | 32 |
Grants a 15% chance that after casting Cure, the MP cost of your next Cure II will be 0. | ||
| Graniteskin | 36 |
Increases Stoneskin effectiveness to 18%. | ||
| Maim and Mend II | 40 |
Increases base action damage and HP restoration by 30%. | ||
| Overcure | 44 |
Grants a 15% chance that after casting Cure II, your next Cure III will restore critical HP. | ||
| Enhanced Shroud of Saints | 48 |
Increases Shroud of Saints refresh potency to 80. |
Hunting Log
Below is a list of the Hunting Logs available to the Conjurer. Click each one to see a detailed list of the enemies needed for each one.
- Conjurer Hunting Log Tier 1 - Reward 2,500
- Conjurer Hunting Log Tier 2 - Reward 10,000