Scholar (FFXI)  

  Redirected from (SCH).

Contents [hide]

Job Description

Hume Scholar
Hume Scholar
War is an act in which force is used to attain an objective. If you lose sight of that objective, the force you have mustered will waver. First, decide your objective. All of your strategies will develop from there.

From the preface to Theories of War by Gunther Schultz

During the Crystal War, these military tacticians often served as high-ranking officers in allied forces across Vana'diel. Extensive knowledge of ancient martial theory granted them the ability to wield dual schools of magic, between which they would alternate depending on the situation at hand.












Unlocking Scholar

  • Enter Eldieme from Battalia Downs at J-10 and talk to Erlene.
She will ask for a stack of Vellum. Vellum is on the auction house under Leathercraft. Bring her the Vellum and she will tell you to use an "arcane tap". Use either Azure Lore, Astral Flow, Chainspell, or Manafont, and talk to her again to unlock scholar.

Abilities

Job Abilities

Job Abilities are activated abilities unique to a specific job that enhance job performance in some way. This can include, but is not limited to, increasing armor or damage for a short time, initiating a special attack or triggering a party buff.

These are methods of improving the efficiency and effectiveness of magic. There are two types of arts, as expected, Light and Dark. Within the Dark Arts menu lies four job abilities and the same is true for the Light Arts.

Level Name Effect
10 Light Arts Switching to this Scholarly discipline enhances divine magic, enhancing magic and healing magic spells.
10 Dark Arts Switching to this Scholarly discipline enhances enfeebling, elemental and dark magic spells.
35 Sublimation Gradually creates a storage of MP while reducing your HP.
65 Modus Veritas Increases damage done by helix spells while lowering spell duration by 50%. (Can be used with both Light Art active or with Dark Art active)
75 Enlightenment MERIT: Optimizes both white and black magic capabilities and allows access to both addenda for your next spell.

Stratagems
Displays the abilities available to the Scholar depending on which grimoire the Scholar has activated at the time. Instead of operating on a recast timer, Stratagems instead consume charges as they are used. The number of charges available to the Scholar is level-dependent with one charge being available at level 10, with additional charges granted at levels 30, 50, and 70. After being used, a charge will regenerate after four minutes.

Level Name Effect
10 Stratagems Methods of improving the efficiency and effectiveness of magic. Displays grimoire abilities available when using Light Arts or Dark Arts.

White Grimoire

Level Name Effect
10 Penury Reduces the MP cost of your next White Magic spell by 50%.
10 Addendum: White Allows access to additional White Magic spells while using Light Arts.
25 Celerity Reduces the casting time and recast time of your next White Magic spell by 50%.
40 Accession Extends the effect of your next Healing or Enhancing White Magic spell to party members within range. MP Cost and recast time are doubled.
55 Rapture Enhances the potency of the next White Magic spell cast.
75 Altruism MERIT: Increases the accuracy of your next white magic spell.
75 Tranquility MERIT: Your next white magic spell will generate less enmity.

Black Grimoire

Level Name Effect
10 Parsimony Reduces the MP cost of your next Black Magic spell by 50%.
25 Alacrity Reduces the casting time and recast time of your next Black Magic spell by 50%.
30 Addendum: Black Allows access to additional Black Magic spells while using Dark Arts.
40 Manifestation Extends the effect of your next Enfeebling Black Magic spell to targets within range. MP cost and recast time are doubled.
55 Ebullience Enhances the potency of the next Black Magic spell cast.
75 Focalization MERIT: Increases the accuracy of your next black magic spell.
75 Equanimity MERIT: Your next black magic spell will generate less enmity.

Job Traits

Job Traits are passive abilities that are always active for your job. Job Traits often boost stats, increase mp regeneration, or add resistances to status effects.

Level Name Effect
10 Resist Silence I Increases resistance to silencing effects.
20 Clear Mind I Increases the amount of mana points recovered while healing (resting).
25 Conserve MP Occasionally reduces spells' MP cost.
30 Maximum MP Up I Maximum Mp Up increases magic points by 10MP per rank.
35 Clear Mind II Increases the amount of mana points recovered while healing (resting).
40 Resist Silence II Increases resistance to silencing effects.
50 Clear Mind III Increases the amount of mana points recovered while healing (resting).
65 Clear Mind IV Increases the amount of mana points recovered while healing (resting).
70 Resist Silence III Increases resistance to silencing effects.
75 Storm Surge MERIT: Storm-type spells grant a bonus to attributes associated with their element.

Two-Hour Ability

Two-Hour Abilities are job-specific active abilities with a cool down timer of two hours. These are often incredibly powerful abilities, but often have adverse effects as well such as depleting an MP pool or dealing physical damage to the player.

Level Name Effect
1 Tabula Rasa Enables both White and Dark arts to gain a bonus while giving unlimited Stratagems charges.

Spells

It has been confirmed that Scholar has access to powerful DoT spells known as Helix spells and also spells to give individual players specific weather effects known as Storm spells.

Exclusive Scholar Spells

White Magic

Level Name Effect
41 Sandstorm Changes the weather around target party member to "dusty."
43 Rainstorm Changes the weather around target party member to "rainy."
45 Windstorm Changes the weather around target party member to "windy."
47 Firestorm Changes the weather around target party member to "hot."
49 Hailstorm Changes the weather around target party member to "snowy."
51 Thunderstorm Changes the weather around target party member to "thundery."
53 Voidstorm Changes the weather around target party member to "gloomy."
55 Aurorastorm Changes the weather around target party member to "auroras."

Black Magic

Level Name Effect
18 Geohelix Deals earth damage that gradually reduces a target's HP. Damage dealt is greatly affected by the weather.
20 Hydrohelix Deals water damage that gradually reduces a target's HP. Damage dealt is greatly affected by the weather.
22 Anemohelix Deals wind damage that gradually reduces a target's HP. Damage dealt is greatly affected by the weather.
24 Pyrohelix Deals fire damage that gradually reduces a target's HP. Damage dealt is greatly affected by the weather.
26 Cryohelix Deals ice damage that gradually reduces a target's HP. Damage dealt is greatly affected by the weather.
28 Ionohelix Deals lightning damage that gradually reduces a target's HP. Damage dealt is greatly affected by the weather.
30 Noctohelix Deals darkness damage that gradually reduces a target's HP. Damage dealt is greatly affected by the weather.
32 Luminohelix Deals light damage that gradually reduces a target's HP. Damage dealt is greatly affected by the weather.
Full list of Scholar spells.

Weaponskills

Weapon skills are abilities that become available when a player has gained 100+ TP while damaging a mob with their weapon. All weapons, with the exception of Thrown and Instruments have their own set of weaponskills. Weaponskill availability is dependent on a players skill level with the weapon as well as the weapon itself.

Combat Skill Skill Rating Level 37 Level 60 Level 75
Club C (??) 105 190 225
Staff C (??) 105 190 225
Dagger D 101 183 210
Throwing D 101 183 210

Magic Skills

Because of the way Scholar works, having skill caps for white and black magic change depending on whether the Scholar is using their Dark Arts or Light Arts abilities. That being said, the Scholar's base skill caps are lower when neither ability is engaged. Base caps are as follows:

Magic Skill Skill Rating Level 37 Level 60 Level 75
Dark D 101 183 210
Divine D 101 183 210
Elemental D 101 183 210
Enhancement D 101 183 210
Enfeebling D 101 183 210
Healing D 101 183 210

With Light Arts activated the Scholar's Divine, Enhancing and Healing magic caps are raised as followed:

Magic Skill Skill Rating Level 37 Level 60 Level 75
Divine B+ 109 196 256
Enhancement B+ 109 196 256
Healing B+ 109 196 256

Likewise, the skill caps are raised for black magic when the Scholar activates Dark Arts:

Magic Skill Skill Rating Level 37 Level 60 Level 75
Dark B+ 109 196 256
Elemental B+ 109 196 256
Enfeebling B+ 109 196 256

Sub-job Combinations

White Mage
Black Mage
Red Mage
General consensus seems to be that mage subjobs are where it's at for Scholar, especially with their ability to make spells AOE in later levels. For a more in-depth discussion of the various pros and cons of the above listed subjobs, check out the SCH Potential Sub Jobs thread on the Scholar forums.

Artifact and Relic sets

Artifact Artifact +1 Relic Relic +1
Scholar's Mortarboard Scholar's Mortarboard +1 Argute Mortarboard Argute Mortarboard +1
Scholar's Gown Scholar's Gown +1 Argute Gown Argute Gown +1
Scholar's Bracers Scholar's Bracers +1 Argute Bracers Argute Bracers +1
Scholar's Pants Scholar's Pants +1 Argute Pants Argute Pants +1
Scholar's Loafers Scholar's Loafers +1 Argute Loafers Argute Loafers +1
Klimaform (spell) Argute Belt

Other Info

This page last modified 2012-09-20 11:33:20.