Be sure to read "Returning to Vana'diel" - our guide of changes to the game!
Already returned? Welcome back! Check out "Quickstart 1-119" - for a complete journey from level 1 to 119!
Areas • Missions • Quests • Coalitions • Assignments • Reive
Skirmish • Delve • Incursion • Vagary • Sinister Reign • Apex
Areas • Missions • Escha • Domain Invasion • Geas Fete • Omen
Ambuscade • Dynamis Divergence • Unity • A.M.A.N. Trove • High-Tier Mission Battlefields • Master Trials • Monstrosity
|Guides • Trust Magic • Mog Garden • Monster Rearing • Job Points • Crafting||November Update Items|
| Ultimate Weapons • Ultimate Augments|
Cure spells are the fundamental subset of Healing Magic spells. All cure spells are natively learned by White Mage and lower tier single target cure spells (Cure through Cure IV) are learned by Red Mage, Scholar, and Paladin.
The base recovery of cure spells depends on the caster's stats (MND, VIT, and Healing Magic skill) and is determined by the Cure Formula. Cure potency gear (see below) will further increase the HP recovery by the percentage listed on the gear, and cure spells can also be affected positively and negatively by light and dark weather and day bonuses, respectively. There are three types of cure spells: Cure, Curaga, and Cura.
The enmity associated with cure spells is determined by a formula directly proportional to the amount healed (- C -). Cure V and Cure VI are the only exceptions, with a flat enmity generation independent of the healed HP. The enmity associated with casting cure spells is partially reduced for some jobs by the job trait Tranquil Heart.
- 1 "Cure" Spells
- 2 "Curaga" Spells
- 3 "Cura" Spells
- 4 Enhancing Cure
- 5 References
"Cure" spells are single target spells which will heal the target by a certain amount. A cure spell can be cast on any target whether in the user's party or not. Afflatus Solace will uniquely modify "Cure" spells (not Curaga or Cura spells) to give a short duration Stoneskin effect (see Enhancing Cure below).
Although they are less MP efficient than the lower tiers, Cure V and Cure VI generate vastly lower enmity for the amount healed compared to Cure IV and below as their enmity generation is a flat low amount independent of the HP healed.
Cure spells can also be used offensively to deal damage with reduced effectiveness against any monsters of the Undead type. When used in this way, they defy normal potency equations, are unaffected by normal "Cure Potency" equipment, and are affected by Magic Attack Bonus. They act as if they were nukes with a typical M and D, as shown on their pages.
"Curaga" spells are AoE cure spells which will heal all party members in the area of effect by the same amount. Curaga spells can be cast only on party members. The potency of Curaga spells is comparable to that of Cure spells of the next tier (e.g. the potency of Curaga II is similar to Cure III cast on each member of the party) and is MP cost-effective when curing three or more party members.
"Cura" spells are AoE cure spells which will heal all party members in the area of effect, but can only be self-cast (not on other party members). The potency of "Cura" spells is further enhanced depending on the amount of the most recent damage taken with Afflatus Misery active. With sufficient damage taken on Afflatus Misery, Cura spells are the most MP efficient cure spells by far.
Once the base cure spell power has been determined, cure spells can be further enhanced in several ways:
- Equipment that has "cure potency +n%" will increase the amount cure spells heal by the percentage listed.
- This effect is additive, and caps at 50%.
- Equipment that has "Cure potency II +n%" will increase the amount cure spells heal without regard to the 50% "Cure potency" cap.
- "Cure potency II" is additive, and caps at 30%.
Cure Potency Received
- Equipment that has "increases potency of cure effect received", or the effect of Healer's Roll, will increase the amount cure spells received heal by the percentage listed.
- This effect is additive, and caps at 30%.
The "cure potency" and received potency are multiplicative, not additive.
- The maximum multiplier for cure potency is 2.34 (1.8 x 1.3).
Cure spells can receive a bonus to their final potency on Lightsday of +10%, or during Light weather of +10%, or +25% during double weather; and a penalty to their final potency on Darksday of -10%, or during Dark weather of -10%, or -25% during double weather.
- Cure casting time can be reduced by any equipment that has "cure spellcasting time -X%" (see Healing Magic) as a stat. This effect stacks with other associated forms of casting time reduction, including Light Arts, Fast Cast, and "Healing Magic casting time -X%" (a separate, more general statistic which also includes other spells such as Raise Spells and -na Spells).
- For White Mages, cure spellcasting time can additionally be reduced by up to 20% in 4% increments with upgrades in the tier 1 merit.
- Some unique pieces of gear exist for white mage only that can vastly reduce the net MP cost of cure spells by returning MP proportional to the actual HP healed (curing at full HP will not return any MP):
- Orison Pantaloons +1 return 2% of the HP healed by cure spells as MP.
- Orison Pantaloons +2 return 5% of the HP healed by cure spells as MP.
- Ebers Pantaloons return 5% of the HP healed by cure spells as MP.
- Ebers Pantaloons +1 return 6% of the HP healed by cure spells as MP.
- Sifahir Slacks return 4% of the HP healed by cure spells as MP.
- In some cases (e.g. for Curaga spells which cure the majority of the party for the full amount), this can reduce the effective MP cost to zero.
- Although the net MP cost will be reduced, the player must have enough MP remaining to cover the full MP cost to cast the spell.
While a White Mage has these active effects, all relevant cure spells will be augmented in the following ways:
- Single target "Cure" spells grant a Stoneskin effect to the target of the cure.
- The potency of the Stoneskin is equal to 25% of the full cure potency of the spell used. Even should a cure be used on a target with full HP, the potency of the Stoneskin granted will be 25% of the maximum amount what the cure would have healed for.
- This effect caps out at 300 "HP" for the Stoneskin effect.
- The Stoneskin potency can be enhanced by any gear that has "'Afflatus Solace'+n" on it.
- This increases the amount of "HP" the Stoneskin has by n% of the maximum cure potency. (e.g. with "Afflatus Solace"+7, a cure's Stoneskin would have 32% of the cure's maximum cure potency.)
- This exceeds the 300 "HP" cap for the Stoneskin effect.
- "Cura" spell potency is increased based on the amount of damage taken by the White Mage.
- Cura, Cura II, and Cura III, can be boosted to approximately the potencies of Curaga II, III, and IV, respectively, after sufficient damage is taken.
Cure Potency Gear
Received Cure Potency Gear
|Item||Level||Slot||Jobs||Received Cure Potency|
|Buremte Gloves||99||Hands||WAR RDM THF PLD DRK BST BRD RNG SAM NIN DRG BLU COR DNC RUN||13%|
|Corybant Pearl||96||Earrings||All jobs||Legion: 10%|
|Medicor Sword||99||Weapons||WAR PLD DRK RUN||10%|
|Sanus Ensis||99||Weapons||WAR RDM PLD DRK BLU COR RUN||10%|
|Shabti Armet +1||99||Head||WAR PLD DRK||8%|
|Shabti Armet +1||99||Head||WAR PLD DRK||7%|
|Oneiros Earring||88||Earrings||WAR THF PLD DRK BRD RNG SAM NIN DRG COR PUP||5%|
|Chuq'aba Belt||99||Waist||WAR RDM THF PLD DRK BST BRD RNG SAM NIN DRG BLU COR DNC RUN||5%|
|Kunaji Ring||99||Rings||All jobs||5%|
|Phalaina Locket||99||Neck||All jobs||4%|
|Asklepian Ring||96||Rings||All jobs||3%|
|Shedir Manteel||99||Body||WHM BLM RDM BRD SMN BLU SCH GEO||3%|