The Unofficial Final Fantasy XI Blue Mage Guide
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The Unofficial Final Fantasy XI Blue Mage Guide
Table of Contents
Important
2
The short version . 2 The long version . 2
Introduction Prerequisites Of Becoming a Blue Mage
About Expansion Pack Jobs . 9 About Advanced Jobs . 10 Which Standard Job To Level first . 10 Quest To Unlock Blue Mage . 10
Blue Mage 13 Blue Magic . . 13
Learning Blue Magic . 14 Equipping Blue Magic . 15 Spell List . 15
Job Abilities . . 23 Azure Lore . 23 Burst Affinity . 23 Chain Affinity . 24 Convergence . 24 Diffusion . 25
Job Traits . . 25 Enchainment . 27 Assimilation . 27 Job Trait Advise . 27
Weapon and Magic Grades . 28 Weapon Skills . 28 Weapon Skill Named Monster (WSNM) . 29
Savage Blade . 30 Black Halo . 31 Expiacion . 31
Race
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The Unofficial Final Fantasy XI Blue Mage Guide
Tarutaru . . 32 Mithra . . 33 Hume . . 33 Galka . . 34 Elvaan . . 34
Sub Job 34 Black Mage . . 35 White Mage . . 35 Red Mage . . 36 Warrior . . 36 Monk . . 37 Thief . . 37 Bard . . 38 Dark Knight . . 38 Dragoon . . 39 Paladin . . 39 Ninja . . . . . . . . . . . . . . . . . . . . . . . . 39 Ranger . . 40 Summoner . . 40 Samurai . . 41 Corsair . 41 Dancer . . 42 Scholar . . 42 Puppetmaster . . 43
Equipment 43 Head . . 44 Body . . 44 Legs . . 45 Feet . . 45 Hands . . 45 Neck . . 46 Earring . . 46 Ring . . 47
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Back . . 47 Waist . . 48 Misc. . . 48 Weapons . . 49
Artifact Quests (AF) 50 Getting Help For AF . 50 AF 1 . . 51 AF 2 . . 52 AF 3 . . 53 AF 4 . . 53 AF 5 . . 54 AF 6 . . 54
Relic Armor (AF2) 55 Details About Dynamis . 55
Dynamis Bastok . 56 Dynamis Windurst . 56 Dynamis San d'Oria . . . . . . . . . . . . . 56 Dynamis Jeuno . 57 Dynamis Beaucedine Glacier . 57 Dynamis Xarcabard . 57
Statistics of Relic/AF2 . 57 Leveling 58
Lv1-9 . . 58 Lv10-19 . . 59 Lv20-29 . . 59 Lv30-39 . . 60 Lv40-49 . . 61 Lv50-59 . . 62 Lv60-69 . . 63 Lv70-Merits . . 64
Food 66 What Food Is On Offer For A Blue Mage? . 66
Squid Sushi . 67
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Sole Sushi . 67 Meat Mithkabob . 67 Meat Chiefkabob . 67 Dhalmel Pie . 68 Dhalmel Steak . 68 Bison Steak . 68 Yellow Curry . 68 Red Curry . 69 Acorn Cookie . 69 Rolanberry Pie . 69 Marron Glace . 69 Snoll Gelato . 69
What Food In What Situation? . 70 Partying 70
Creating The Ideal Party . 71 Getting Into Parties . 71 Playing As A Blue Mage In Parties . . . . . . . . 72
Soloing 72 Soloing Setup . . 73 Target Monsters . 74
Level Sync 75 Level Sync Basics . 75 Level Sync Rules . 76 Level Sync Equipment . 77
Defeating Raubahn 77 Blue Mage Testimony . 78 Know Your Enemy . 78 Strategies To Use . 79
Ballista 79 Obtaining A Ballista License . 80 The Rules of Ballista . 80
Gil Making 82 BCNM . . 82
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HNM . . 83 Farming . . 83
Merit Point System 84 Signing Up . . 85 Understanding The System . 85 Spending Merit Points . 86 Suggestions . . 88
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The Unofficial Final Fantasy XI Blue Mage Guide
Introduction
Welcome to this guide for those of you wanting to master the abilities of your enemies and to use them back against them by following the path of the intimidating Blue Mage.
We are masters with exotic blades, clubs and excel in customization through learning
Blue Magic. We are an incredibly versatile job that can fill any number of roles within the FFXI world of Vana'diel. Our place in battle can be anywhere from damage dealer to support to full on cure duty.
This guide will take you through step-by-step every aspect of playing as a Blue Mage,
beginning with the quickest way to earn the ability to become the job. Each Job Ability, Job Trait, and magic spell will be looked at and analyzed in turn, followed by detailed information on when they are best used in battle. Every race will add something different to the job and these variations will be looked at in turn - there is no reason to think that you cannot play this job because of the race you picked when you started the game! Every possible sub job combination will also be assessed with suggested steps on how and when to use each within soloing or experience point party situations.
Following on from that, this guide will take you through a list of the equipment best
suited to a Blue Mage to use from Lv1 all the way to Lv75. In relation to that, the quests to earn AF armor from Lv52 to Lv60 will be listed and include tips on how best to handle the battles involved. Details on how to gain Relic Armour (also known as AF2) will follow on from that.
Knowing your enemy is crucial to performing well as a Blue Mage, from what food to
use, what spells, what abilities, and what weaknesses they have. Sections with details spanning all these topics are found below.
The end of the guide will deal with a variety of activities for the Blue Mage nearing end
game or miscellaneous activities that we can do. First, details on how to defeat Raubuhn to raise your level limit to Lv75 will be given and then details on participating in the player versus player sport of Ballista and Merit Point advise
So sit back and get ready to learn everything about how to be the best Blue Mage.
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The Unofficial Final Fantasy XI Blue Mage Guide
Prerequisites Of Becoming a Blue
Mage
Now that you have chosen the path of the Blue Mage, you must set about earning the right to becoming one. There are a few things that you must do before you can be granted this job. Here we will look at each pre-requisite that must be
Speaking with Faursel in Neptune's Spire will give you the cut scene you are looking for. During the cut scene you need to make a choice, pick the third (hidden) option and then you will be asked to pick a path. The harder the path you chose the closer you will be to the city when you get across the sea.
If you are stinking rich you can chose to ignore the choice of a path to take and simply pay 500,000 Gil to be taken to Aht Urhgan.
completed and the best way to do each. Pick the Advanced option and you will
have to trade either any coffer key, any testimony or a Pso'xja chip.
About Expansion Pack Jobs
As you are no doubt aware, many expansion packs for FFXI added new jobs to unlock. Blue Mage was added with the Treasures of Aht Urhgan expansion pack. In order to unlock this job you must have purchased this expansion, activated it from inside your account and gained access to Aht Urhgan. How you gain access depends on your level but all roads lead from the Tenshodo. This means you must be a
Pick the Intermediate option to trade
over a Garrison related RARE/EX item.
Pick the Beginner option and you must collect all six items you need to get to unlock your first sub job (that is, two sets of three items).
Whatever method you use, completing this quest will put you in Aht Urhgan. I believe you also need to at least become a mercenary before you can become a Blue Mage but this is as simple as talking to Naja Salaheem in Whitegate and completing a simple task to move your mission journal on far enough.
member already via a different quest that is incredibly simple and starts in the same place.
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About Advanced Jobs
Which Standard Job To
Level first
When you begin the game you will find that you only have access to six jobs (Thief, Red Mage, White Mage, Black Mage, Warrior, and Monk). These are considered the Standard Jobs of the game. The rest of the jobs available in FFXI - including those added by expansions - are considered Advanced Jobs and must be earned. When you do gain access to an Advanced Job they are just like standard ones and will start at Lv1 regardless of what else you have leveled up. To earn our advanced job you must complete the following:
- Get at least one Standard Job to Lv30
- Gained access to Aht Urhgan (as
explained in the previous section)
- Finish the quest named An Empty Vessel
The versatility of our job creates a
problem when it comes to recommending what standard job to start out as. It is my opinion that Ninja makes the best general XP related sub job but that is an Advanced Job and must be unlocked as well. Of the basic jobs I would suggest Warrior as my first choice and possibly White Mage as my second.
You would get more early use out of Warrior as a sub you already took to at least Lv30 to be sure, but I did find use for White Mage later on in my leveling. If you are totally against the idea of White Mage then consider Red Mage as a substitute.
Quest To Unlock Blue Mage
The quest to become a Blue Mage (called An Empty Vessel) is deceptively simple. It is a question and answer session but to move onto the next step that will see you becoming this job you must answer questions with specific answers. These answers reflect the perceived personality of a Blue Mage within Aht Urhgan.
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The Unofficial Final Fantasy XI Blue Mage Guide
The Hume you need to hunt down is named Waoud at (J-10) of the second floor of Whitegate. If you speak to him he will ask you if you want to receive a divination, tell him that you do.
Please note at this point that if you do
not answer correctly that you will be charged 1000 Gil and must wait a day to try again. Below is all the questions and the answer in bold is the one that you should pick (even if you disagree with them!).
1. What is destiny?
beyond your reach?
* A chaotic life. * A tranquil life. * A mix of both.
6. You stand on the precipice between life and death. Would you choose to live life as a beast if it would save you from falling into the shadowy abyss of the underworld?
* If it keeps me from dying... * Fall, and keep my humanity. * Embrace life as a beast.
7. A companion in battle turns against you, raising a weapon to attack.
* Is immutable * One forges for oneself * Is unknowable * Brace for the blow? * Try to reason
with him? * Cut him down? 2. Does the accomplishment of a goal
require sacrifice and hardship?
* Not if you think hard enough. * Occasionally. * Absolutely.
3. You hold in your hands a forbidden
scroll. Reading it will bring you untold
8. A loved one is afflicted with a terrible illness and has little time left to live. You are asked to end that life by your own hand.
* Seek a cure? * Leave the world together? * Grant the request?
wisdom, but cost all that you own. 9. You are in the midst of a fierce battle.
* Read the scroll? * Throw the scroll away? * Burn the scroll?
4. If the loss of one life would save ten
thousand, would you offer yourself
The enemy lying at your feet was once a friend. His breath is ragged and weak.
* Tend to his wounds? * End his pain? * Ignore your old friend?
without hesitation? 10. A superior to whom you owe a great
* Offer another... * I have no such courage. * Without hesitation.
5. Would you choose a tumultuous life
where fame or fortune were attainable, or
debt orders you to act in a way that violates your sense of justice.
* Try to remove him from power? * Carry out the order? * Follow your sense
a tranquil life where both were forever
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of justice?
Waoud should then speak about the five Serpent Generals and then will give you a cryptic description of an item that you must hunt for him.
"The treasure I would have you seek is
a precious stone. It is said to be as red as blood and found in a land of geysers" means he desires a Dangruf Stone.
"The treasure I would have you seek is
a pinch of golden sand. It is said to glow with the light of the sun and be found only on a certain beach" means he desires a Valkurm Sunsand.
"The treasure I would have you seek is
a jewel. It is said to glow with a bluish tint and be found near the bank of a certain river" means he desires a Siren's Tear.
All of these items are RARE/EX so
you must hunt them I'm afraid.
To get a Dangruf Stone, go to Dangruf Wadi during sunny weather and find a ??? to click at (I-5)/(J-5) and you will get the item.
To get a Valkurm Sunsand, click a ???
at (H-9) in Valkurm Dunes near a shipwreck during a sandstorm weather effect and you will obtain this item.
To get a Siren's Tear, click a random
placed ??? in North Gustaberg along the river at (J-8)/(J-9) WITHOUT A
WEAPON EQUIPPED. This is probably the most annoying, especially if you forget to unequip your weapon.
Return to Waoud with your item for a cut scene and your new instructions. You must take whichever item you had to get to Aydeewa Subterrane. You will require Sneak and Invisible for this trip.
Zone out of the city and into the Bhaflau Thickets and head to the zone at (H-7). Once inside the cave head along a linear trail to a large circular room and drop off the ledge you should see. You'll know you're in the right place if you end up in a room full of Diremites. From where you end up look left down a steep ramp and head down there into a much larger area filled with swamps, broken trees and leech type enemies. The thing you want is a pedestal type piece of architecture at (H-9) on this floor.
Stepping onto this pedestal in the middle of the pool will trigger a cut scene. During it you will be asked two questions and you must reply "Yes" to both of them. If this did not happen then you do not have the item you were told to obtain with you.
If everything so far has been done properly then you will find yourself back in Whitegate after your indoctrination and can now become a Blue Mage. If you answered no too many times during the final choice to accept the hand then your progress in the quest is erased and you
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The Unofficial Final Fantasy XI Blue Mage Guide
must start over.
Go back to Waoud for an additional cut scene and then go start having fun with your new job.
Blue Mage
Blue Magic
The unique thing about our abilities is that they all stem from the various monsters of Vana'diel. We learn Blue Magic but this term applies to both physical and magical abilities and also adds an extra task to our to-do list that
Congratulations
successfully other jobs don't need to worry about. Here
becoming a Blue Mage, this is where the fun begins! It's a long haul up to Lv75 and on the way you'll learn a lot of abilities, magic spells and weapon skills. This section is broken into every aspect of the job and will guide you through exactly what each thing does, when to use abilities, and what spell combinations are best used in what situation. It is important to know how to utilize every aspect of your job to become the best you can be at playing it.
is everything you'll need to know.
Also, here is an advanced warning about Blue Magic: it can fail. That is to say, no matter how high you level your Blue Magic skill there is still a chance that you will receive the message " has failed to take effect" and unfortunately you just need to deal with it. This means that the spell you were casting will do no damage to the enemy you tried to use it on but the MP to cast it will still be used up. Capping your magic skill and keeping it capped can help but against strong enemies you will still have this happen more than you would like.
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Learning Blue Magic
There are some rules to follow when you want to learn Blue Magic and the first is to make sure the enemy you are after actually uses the ability you are trying to learn. This should be obvious enough in most cases but even then there is more to think about.
- The enemy must use the spell that
you are after but it does not need to successfully hit you.
- Even if the enemy uses the ability
you are after there is not a 100% chance to learn the spell, often you will need to keep trying - the key is to be patient and persistent.
- The enemy can con Too Weak and
still be able to teach you a Blue Magic spell.
- You can team up with people far
higher level than you and still learn a spell but not if a Call For Help has been made or if you died during the fight.
- After Lv50 this gap falls to a maximum of 5 levels higher.
- Equipping the AF1 gloves piece slightly improves your chance to successfully learn a spell.
- Some enemies you need to fight to learn spells from are only found in various expansion pack areas up to and including Wings of the Goddess.
Keeping all the above in mind, when you go hunting for a spell your best tactic is to unequip your weapon and go on a punching spree. The key is to feed your enemy TP until it uses the ability you want to learn and then kill it and hope for the best. Remember that just from dealing damage to you that the enemy gains TP, it just speeds it up if you also feed it TP by dealing some damage to it.
When you can't just punch an enemy or feed it TP (in cases where the only enemies you can learn the spell from are very strong even to a Lv75 Blue Mage) your only option is to team up with friends or fellow Blue Mages.
- There is no cut off point where a low
level spell can no longer be learned but there are limits to how much higher a spell can be compared to your level.
- Prior to reaching Lv50 you can only
learn Blue Magic that is within 9 levels higher than you.
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Equipping Blue Spell List
Magic
Before going into a list of the various
Even if you learn over a dozen abilities you still might not be able to equip them all. Each and every Blue Magic has a point allocation and depending on your current level you have a certain number of points you can spend on spells to equip. This has a cap but can be increased slightly via Merits.
Point allocation isn't the only thing you
need to worry about though. To stop you equipping nothing but low point abilities there is also a cap to the number of spells you are allowed at any one time. This also raises as you increase your level and soon becomes far less of an issue compared to the points limit.
The caps for points and totals per level
are as follows:
- Lv1-10 = 10pts, 6 max spells
- Lv11-20 = 15pts, 7 max spells
- Lv21-30 = 20pts, 10 max spells
spells we can learn here is a quick run down of the information for each. When you learn a spell you must go into your magic menu and then Blue Magic to bring up your Blue Magic equip screen. Here you can check all your current learned abilities and the details of each.
The details will have: the name of the spell, it's affinity, whether it is magical or physical, the MP to cast, the points to equip and the minimum level you must be to equip it. There will also be stat enhances that are unique to the spell. These enhances can effect all statistics and can even sometimes be negative, so pay close attention.
The affinity of a spell works the same as if you were a Beastmaster taming a pet. So, for example, a beast type ability would do especially well against vermin monster type and so on. Some physical type Blue Magic can also have different properties of melee such as Blunt or Piercing.
- Lv31-40 = 25pts, 12 max spells What spells you equip directly decides
- Lv41-50 = 30pts, 14 max spells
- Lv51-60 = 35pts, 16 max spells
- Lv61-70 = 40pts, 18 max spells
- Lv71-75 = 45pts, 20 max spells
what Job Traits you have, see that section for more information.
In the details below BP means the number of Blue Magic Points needed to equip it.
Name
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Statistics
Details
The Unofficial Final Fantasy XI Blue Mage Guide
Deals an area
Additional
attack earth damage to enemies within range.
Lv8, Funguar, Physical, 20 MP, 2 BP,
Effect: Poison. Duration of effect varies
Lv1, Worm, Additional QUEASYSHROOMHP-5, MP+5 with TP.
SANDSPIN
Magical, 10 MP, 2 BP, VIT+1
Lv1, Bee, Magical, 8 MP, 1 BP,
effect: Accuracy Down.
Lv12, Orc, Physical, 12
Delivers an AOE attack. Additional EffectL DEX down. Duration of
CHR+1, BATTLE MP, 3 BP, effect varies POLLEN HP+5 Restores HP. DANCE DEX+2 with TP.
Deals critical damage.
Lv12, Quadav,
Damage varies with
Lv1, Rabbit, Physical, 5
Chance of critical hit
Physical, 12 MP, 3 BP,
TP. Additional
MP, 2 BP, varies with HEAD BUTT DEX+2 Effect: Stun. FOOT KICK AGL+1
Lv4, Beetle,
TP.
Deals critical damage. Chance of
Lv12, Yagudo, Physical, 12 MP, 3 BP,
Additional Effect: Poison. Chance of
Physical, 5 critical hit FEATHER CHR+2, effect varies POWER ATTACK
MP, 1 BP, MND+1
varies with TP.
STORM HP+5 Lv16, Bird,
with TP.
Additional Physical, 16 Lv4, Sapling, Physical, 6
Effect: Slow. Duration of
MP, 2 BP, CHR+1,
Damage varies with
SPROUT SMACK
MP, 2 BP, MND+1
effect varies with TP.
HELLDIVE HP+5
Lv16,
TP.
Lv4, Additional Dhalmel, Mandragora, Physical, 9
Effect: VIT Down.
Magical, 55 MP, 4 BP,
Restores HP for party
WILD OATS
METALLIC
MP, 3 BP, CHR+1, HP+10
Lv8, Crab, Magical, 19
Duration of effect varies with TP.
Grants minor Stoneskin
HEALING BREEZE
CHR+2, HP+10
Lv16, Sheep, Magical, 22 MP, 2 BP,
members within AOE.
BODY
COCOON
MP, 1 BP
Lv8, Crawler, Magical, 10 MP, 1 BP, VIT+3
effect to self. Enhances defense.
SHEEP SONG
CHR+1, HP+5
Lv18, Cardian, Physical (Blunt), 16
AOE (Light based) sleep.
Delivers a threefold (Blunt type) attack. ACC
MP, 2 BP, varies with BLUDGEON
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STR+1 TP.
The Unofficial Final Fantasy XI Blue Mage Guide
Lv18, Fly,
Lv30,
Magical, 36 Deals AOE (Snow) CURSED SPHERE
MP, 2 BP, MND+1
Lv18, Warmachine,
water damage.
WILD CARROT
Rabbit, Magical, 37 MP, 3 BP, HP+5
Restores HP for target party member.
Magical, 36 Lv32, MP, 2 BP, Deals AOE Cockatrice,
BLASTBOMB STR+1
Lv20, Giant
fire damage.
HP drain.
SOUND BLAST
Magical, 25 MP, 1BP
AOE INT down.
Bat, Magical, Ineffective Lv32, BLOOD 10 MP, 2BP, against Coeurl, DRAIN HP-5, MP+5 undead. Magical, 13 Silences an
CLAW
Lv20, Tiger, Physical, 24 MP, 2 BP,
Twofold AOE attack. Damage varies with
CHAOTIC EYE
MP, 2 BP, AGL+1
Lv34, Hecteyes,
enemy that is facing you.
CYCLONE VIT+1 TP. Magical, 49 Deals dark
Lv22, Hound, Magical, 22
Fan shaped AOE water damage. Additional
DEATH RAY
MP, 2 BP, HP-5, MP+5
Lv34, Weapon,
damage to an enemy.
POISON MP, 1 BP, Effect: Physical, 28 Damage BREATH MND+1
Lv24,
Poison. SMITE OF RAGE
MP, 3 BP, AGL+3
varies with TP.
Flytrap, Magical, 38 MP, 4 BP,
Lv36, Slime, Magical, 20 MP, 2BP,
HP drain. Ineffective against
SOPORIFIC HP-5, MP+5
Lv26, Pugil, Physical, 21 MP, 3 BP, VIT+1, CHR+1,
AOE sleep.
Deals critical damage. Chance of critical hit varies with
DIGEST PINECONE BOMB
HP-5, MP+5
Lv36, Treant, Physical, 48 MP, 2 BP, STR+1
undead.
Additional Effect: Sleep. Duration of effect varies with TP.
SCREWDRIVER HP+10
Lv28,
TP.
A bomb is thrown at the enemy and
Lv38, Bat Trio, Physical, 47 MP, 4 BP,
Delivers a threefold attack. ACC varies with
BOMB TOSS
Goblin, Magical, 42 MP, 3 BP, STR+2
Lv30, Gigas, Physical, 24
creates AOE fire damage around the target.
AOE attack. Damage
JET STREAM DEX+2
Lv38, Goobbue, Physical, 31 MP, 3 BP, STR+2,
TP. Damage varies with
GRAND MP, 2 BP, varies with UPPERCUT DEX+1 TP. SLAM INT+2 TP.
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Lv38,
Lv46, Eft,
Opo-opo, Dispel effect Magical, 35 BLANK GAZE
Magical, 25 MP, 2 BP
on enemy facing you.
MP, 3 BP, HP-5,
Lv40, Magic Pot, Magical,
AOE wind damage. Additional
GEIST WALL MP+10
Lv46, Bugard,
AOE Dispel.
MYSTERIOUS LIGHT
TERROR
73 MP, 4 BP, AGL+3 Lv40, Ghost, Physical, 62 MP, 3 BP, HP-5,
Effect: Gravity.
Additional Effect: Attack Down. ACC varies with
AWFUL EYE
Magical, 32 MP, 2 BP, MND+1
Lv48, Spider, Physical, 41 MP, 4 BP,
Fan shaped AOE STR down. Deals critical damage. Chance of
TOUCH MP+10
Lv42,
TP. SICKLE SLASH
HP-5, MP+15
critical varies with TP.
Uragnite, Lv48, Magical, 86 Skeleton, AOE drain.
VENOM MP, 3 BP, Magical, 25 Ineffective SHELL MND+2
Lv42, Leech,
AOE poison. BLOOD SABER
MP, 2 BP, HP-5, MP+5
against undead.
Magical, 20 Lv48, Bomb MP MP, 4 BP, Cluster, DRAINKISS MP+5 MP drain. Magical, 29
Lv44, Antlion, Physical, 38
MANDIBULAR MP, 2 BP,
Damage varies with
REFUELING
MP, 4 BP, AGL+2
Lv48, Hippogryph,
Haste (10%)
BITE INT+1 TP. Magical, 37
Lv44, Doll, Magical, 70 MP, 4 BP,
BLITZSTRAHL DEX+3
Lv44, Doomed
Deals Lightning damage. Additional Effect: Stun.
JETTATURA FRIGHTFUL ROAR
MP, 4 BP, MP+15
Lv50, Taurus, Magical, 32 MP, 3 BP, AGL+2
Fan shaped AOE Terror. AOE defense down.
Toad, Lv50, Magical, 37 Golem, AOE Ice
STINKING GAS
MP, 2 BP, AGL+1
AOE VIT down,
Fan shaped
ICE BREAK
Magical, 142 MP, 3 BP, INT+1
damage. Additional Effect: Bind.
Lv46, Antica, Magical, 86
AOE earth damage. Additional
MAGNETITE CLOUD
MP, 3 BP, VIT+2
Effect: Gravity.
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Sacrifices HP to deal
Lv58, Opo-opo,
AOE damage.
Magical, 72 MP, 3 BP,
Restores HP for target
Lv50, Single Bomb, Magical, 100 MP, 3 BP,
SELF-DESTRUCTSTR+2
Lv52, Diremite, Magical, 38
FILAMENTED MP, 3 BP,
HOLD VIT+1
Weakened status inflicted on player after use. Fan shaped AOE Slow.
MAGIC FRUIT DEATH SCISSORS
CHR+1, HP+5
Lv60, Scorpion, Physical, 51 MP, 5 BP, MND+2, CHR+2
Lv60, Shadow,
party member. Damage varies with TP.
AOE Ice damage.
Physical, 48 MP, 5 BP,
Lv52, Snoll, Magical, 37
Additional Effects: AGL
DEX+1, DIMENSIONAL CHR+1,
Damage varies with
COLD WAVE
MP, 1 BP, INT-1
Lv54, Demon, Magical, 116
down and HP/tick.
Fan shaped AOE Wind damage.
DEATH HP+5
Lv60, Ladybug, Physical, 39 MP, 3 BP,
TP. Additional
HECATOMB MP, 3 BP, Additional HP+1, Effect: ACC WAVE AGL+1 Effect: Blind. SPIRAL SPIN STR+1 down.
Lv54, Wyvern,
Fan shaped AOE Light
Delivers a threefold
Magical, 116 MP, 4 BP,
damage. Additional
Lv61, Rafflesia,
attack. Additional
RADIANT BREATH
CHR+1, HP+5
Lv56, Giant
Effects: Slow and Silence.
SEEDSPRAY
Physical, 61 MP, 2 BP, VIT+1
Effect: Defense down.
Bird, Lv61, FEATHER BARRIER
Magical, 29 MP, 2 BP
Increases Evasion.
Ahriman, Magical, 112
Lv58, Bugbear, Magical, 125
EYES ON ME
MP, 4 BP, HP-5, MP+15
Deals Dark damage to the enemy.
FLYING HIP PRESS
MP, 3 BP, AGL+1
AOE Wind damage.
Lv61, Sea Monk,
AOE Water damage.
Lv58, Tonberry, Magical, 53
Reduces enemy TP.
MAELSTROM
Magical, 162 MP, 5 BP, MND+2
Additional Effect: STR down.
MP, 5 BP, Additional LIGHT OF PENANCE
CHR+1, HP+15
Effect: Blind and Bind.
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Fan shaped
Additional
Lv61, AOE Earth Effect: Morbol, Magical, 212 MP, 5 BP,
damage. Additional Effect:
Lv63, Sahagin, Physical, 55
Enmity Down. Chance of
BAD BREATH
INT+2, MND+2
numerous status effects.
HYDRO SHOT
MP, 3 BP, MND+2
effect varies with TP.
Lv61, Dragon,
Lv64, Colibri,
Physical, 74 AOE attack. Magical, 48
BODY SLAM
MP, 4 BP, VIT+1, MP+5
Damage varies with TP.
FEATHER TICKLE
MP, 2 BP, AGL+1
Lv64,
Enemy TP down.
Lv62, Corse, Magical, 46
Apkallu, Magical, 55
MEMENTO MP, 4 BP, Magic MP 3 BP, MORI INT+1
Lv62,
Attack Up.
AOE attack, 1000 damage split between
YAWN
CHR+1, HP+5
Lv64, Marid, Magical, 72
AOE (Light based) Sleep.
Steals one beneficial
Sabotender, Magical, 350
enemies caught. Has a
VORACIOUS TRUNK
MP, 4 BP, AGL+2
effect from the enemy.
1000 NEEDLES
MP, 5 BP, VIT+3, AGL+3 Lv63, Qutrub,
high chance of failing to take effect.
Lv65, Lizard, Magical, 42 MP, 4 BP,
INFRASONICS INT+1
Fan shaped AOE Evasion Down.
SPINAL CLEAVE
Physical, 61 MP, 4 BP, VIT+2, INT+1, MND+1
Accuracy varies with TP.
Delivers a threefold attack. Damage varies with TP. Imps
ZEPHYR MANTLE FROST BREATH
Lv65, Puk, Magical, 31 MP, 2 BP, AGL+2 Lv66, Raptor, Magical, 136 MP, 3 BP, INT-2
Blink effect (four shadows).
Fan shaped AOE Ice damage. Additional Effect: Paralysis
will only use Lv66, Lv63, Imp, Physical, 61
this attack once their
Qiqirn, Magical, 43
FRENETIC MP, 3 BP, horn has MP, 2 BP, Fan shaped RIP INT+1 been broken. SANDSPRAY VIT+1 AOE Blind.
AOE attack. Additional
Lv66, Slug, Magical, 55
Lv63, Effect: Stun. MP, 4 BP,
FRYPAN
Moblin, 65 MP, 3 BP, DEX+2
Accuracy varies with TP.
CORROSIVE OOZE
HP-10, MP+10
Defense and Attack down.
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AOE defense
Lv70, Flan,
and magic defense down. Can
Magical, 48 MP, 3 BP,
AMPLIFICATIONHP-5, MP+5
Magic attack and magic defense up.
Lv67, Troll, Magical, 48 MP, 5 BP,
ENERVATION HP-5, MP+5
only be learned from unarmored Trolls.
Lv70, Wamouracampa, Physical, 66 MP, 3 BP, Damage
AOE Stoneskin.
STR+1, CANNONBALL DEX+1
varies with TP.
Lv67, Troll, Magical, 99 MP, 3 BP,
DIAMONDHIDE VIT+1
Can only be learned from armored Trolls.
Lv70, Gnole, Physical, 81
Delivers a sixfold attack. Accuracy
Accuracy and Evasion
ASURAN CLAWS
MP, 2 BP, AGL+3
varies with TP.
WARM-UP
FIRESPIT
Lv68, Mamool Ja, Magical, 59 MP, 4 BP, VIT+1 Lv68, Mamool Ja, Magical, 121 MP, 5 BP, STR+3
up. Can only be learned from fighting type Mamool Ja.
Deals Fire damage. Can only be learned from mage type Mamool Ja.
LOWING HEAT BREATH
Lv71, Buffalo, Magical, 66 MP, 2 BP, HP-5
Lv71, Manticore, Magical, 169 MP, 4 BP, STR+3
AOE disease. Fan shaped Fire damage affected by your total HP.
Lv69, Lamia, Physical, 77 MP, 4 BP,
AOE attack. Additional Effect: Stun. Damage varies with
Lv71, Gargouilles, Magical, 36
TRIUMPHANT MP, 3 BP, ROAR STR+3
Attack up.
TAIL SLAP MND+2 TP. Delivers a
HYSTERIC BARRAGE
Lv69, Lamia, Physical, 61 MP, 5 BP, DEX+2, AGL+1
Lv69, Peiste,
Delivers a fivefold attack. Damage varies with TP. Lamia will only use this once their weapon has broken.
Lv72, Aern, Physical, 74 MP, 5 BP, MND-1,
DISSEVERMENTINT+1
fivefold attack. Additional Effect: Poison. Accuracy varies with TP. Can only be learned from dagger wielding Aren.
Magical, 69 MP, 1 BP, MP+3, INT+1,
REGURGITATIONMND+1
Deals Water damage. Additional Effect: Bind.
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Lv72, Xzomit, Magical, 66 MP, 3 BP,
Lv75, Phuabo, Magical, 24 MP, 5 BP,
VIT+2, PLASMA STR+3, Shock Spikes SALINE COAT
AGL+2, MP+10
Magic defense up.
CHARGE DEX+3
Lv75, Euvhi,
effect.
Lv72, Additional Physical, 86 Ruszors, Effect: MP, 3 BP, Damage
SUB-ZERO SMASH
Physical, 44 MP, 4 BP, VIT+3, HP+10
Paralysis. Damage varies with TP.
VERTICAL CLEAVE
VIT+1, HP-5, MP+5
Lv75, Wamoura,
varies with TP.
Lv73, Ram, Magical, 40 Physical, 79 Damage MP, 4 BP, Restores HP
RAM CHARGE
MP, 4 BP, HP+5
Lv73,
varies with TP.
EXUVIATION
HP+5, MP+5, CHR+1
and removes one negative status effect.
Hpemde, Magical, 48 You will appreciate that there are a lot
TEMPORAL
MP, 5 BP, HP+10,
of spells for us to collect but there is no
SHIFT
MIND BLAST
MP+15
Lv73, Soulflayer, Magical, 82 MP, 4 BP, MP+5, MND+1
Lv74, Ghrah, Magical, 24 MP, 4 BP,
AOE stun.
Deals Lightning damage. Additional Effect: Paralysis.
reward for collecting them all. Unless you are a completionist you do not need to drag yourself out into the world hunting down every last one.
If you are not patient and just want to get a move on then only go for the spells that you need for specific traits or that you
ACTINIC BURST
REACTOR COOL
MAGIC HAMMER
CHR+2, HP+20
Lv74, Zdei, Magical, 28 MP, 5 BP, INT+3, MND+3 Lv74, Poroggo, Magical, 40 MP, 4 BP, MP-5, MND+2
will get use out of in battle. AOE Flash,
Still, collecting every single Blue Magic is a very respectable achievement.
Defense up and Ice Spikes effect.
Steals MP based on damage dealt. Ineffective against undead.
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Job Abilities
You will learn three job abilities unique to Blue Mage (this excludes any abilities which pass over from your sub job) as you progress. Each has its best fitted situation and combinations to make for the best usage. New abilities can be
Lastly, there is an increased chance that additional effects of spells will process fully and if you use Chain Affinity while Azure Lore is still active the TP modified will be as if you had 300% TP, regardless of what you actually had.
Burst Affinity learned through merit points also.
Gained: Lv25 Duration: 30 seconds
Azure Lore
Gained: Lv1 Duration: 30 seconds Recast time: 2 hours Macro: /ja "Azure Lore" Description: Enhances the effect of Blue Magic spells
Our two hour ability is a little vague
about just what it does for our spells. What it does not do is affect our chance of learning new spells so don't waste it like that.
What it does do is reduce the chance of
a spell totally failing. It also increases the modifiers of all magical and physical abilities, essentially doubling the influence that they have. So for example if a spell is modified by STR and VIT (such as Cannonball) the maximum bonus gained from loading out on STR and VIT is increased.
Recast time: 2 minutes Macro: /ja "Burst Affinity" Description: Next magical Blue Magic spell cast can create a Magic Burst.
This is an extremely fun ability that lets us do a magic burst at the end of a skillchain. Eventually we can make our own skillchains and even then burst them as well.
Until you have Chain Affinity you can use Burst Affinity to create a magic burst effect on the back of a party member's skillchain close. Different magical spells will link to different skillchains based on what elements they have.
It is rumored (I stress: rumored) that while Burst Affinity is active your next magic based spell cast will have increased accuracy. I can't say I noticed a strong difference, but have caught myself using it just in case it does reduce the chance for a full or even part resist.
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Chain Affinity
Gained: Lv40 Duration: 30 seconds Recast time: 2 minutes Macro: /ja "Chain Affinity" Description: Next physical Blue Magic spell can be used to create a skillchain.
It is a great shame that you need to
wait until Lv40 to get your hands on this. Once you activate this ability you have two minutes to use a physical based Blue Magic spell. When you do all your current TP will be taken and used to boost the power of the spell. You can use this when you have 0 TP but it will not boost the power. For those of you looking for big numbers it might also be worth noting that this effect stacks with using SATA.
The key point of this ability (besides
being used to simply boost the power of one spell) is to make our own skillchain using numerous spells. This can then be combined with Burst Affinity so you then burst your own chain. What spells can be used to create what bursts can be seen at the link below:
http://images4.wikia.nocookie.net/f
fxi/images/a/a3/Blurenkei.jpg
So the process would go like this as an example:
Use Savage Blade - Use Chain Affinity - Use Cannonball - Use Burst Affinity - Use Bomb Toss.
In that example above you create a Light skillchain from your weaponskill and spell and then (if you're fast enough) get bonus burst damage on your fire element spell cast after using Burst Affinity.
It might sound complicated but honestly it isn't and it's fun to experiment around with. I would stress that if you are in a party that you should be very careful of your own chains interrupting party members as they should really be the priority.
This self-chaining method is also very nice for some of our roles in end game HNM positions so do take the time to learn and understand all this.
Convergence
Gained: Lv75 Duration: 60 seconds Recast time: 10 minutes Macro: /ja "Convergence" Description: Increases power of next magical Blue Magic spell cast and limits AOE to a single target.
This is the first of two abilities that can only be obtained by spending Merit Points once you are Lv75.
There is limited use for Convergence but I still like it. The power increase it gives
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your next spell starts at about 5% but putting further levels into it improves this upgrade to a max of 25%.
The limiting of AOE down to a single
target is also very interesting. You can safely use breath attacks (such as Heat Breath and so on) without fear of hitting something else and get a boost to damage for your trouble.
Diffusion
any party members and not just anyone around you.
Job Traits
As I already mentioned, Blue Mage Job Traits are unique as they are based on the spells chosen to be equipped. Any and all sub-job traits will carry over to you as normal but any others are entirely dependent on equipping certain
Gained: Lv75 Duration: 1 minute
Recast time: 20 minutes Macro: /ja "Diffusion" Description: Next support spell cast becomes AOE.
This is the second of two abilities that
can only be obtained by spending Merit Points once you are Lv75.
Diffusion only works with support
related spells but is still one of my favorite abilities. Putting further Merits into it improves the recast time down to a minimum of 2 minutes 30 seconds which makes it very handy.
I tend to use this with the likes of
Refueling or Cocoon but the situation and what you're doing can dictate other options (such as Saline Coat if magic attacks from the enemy is an issue).
It is also worth pointing out that this
combinations of spells.
There are two types of combination. The first is a trait that can only be achieved by combining two specific spells (such as Fast Cast). The second is a general trait which can be activated by mixing at least two out of a list of similar spells (such as Clear Mind).
This second type can also be enhanced by equipping more from the same list of spells that would create it. So, using the Clear Mind example, any two from it's list of creation spells would give you the trait and if you added more then you would gain additional levels of Clear Mind (I, II, III, IV, etc). You cannot go higher than any trait possible by another job though (so no Clear Mind V) and there are exceptions to this rule which will be stated in the formulas below.
AOE effect still only applies to you and
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Here are the Job Trait formulas for our Blue Magic, starting with traits which can only be made from one possible combination:
- Auto-Regen: Healing Breeze + Sheep
Song
- Magic Defense Bonus: Ice Break + Magnetite Cloud
- Evasion Bonus: Screwdriver +
Hysteric Barrage
- Resist Gravity: Regurgitation + Feather Barrier
- Store TP: Sickle Slash + Tail Slap
- Counter: Enervation + Asuran Claws
- Clear Mind: Soporific + Venom Shell + Poison Breath + Awful Eye + Maelstrom + Filamented Hold + Feather Tickle + *Sandspray + Warm-Up + Corrosive Ooze + Lowing + Mind Blast
- Conserve MP: Firespit + Frost Breath + Zephyr Mantle + Chaotic Eye
- Defense Bonus: Grand Slam + Terror Touch + Saline Coat + Vertical Cleave
- Beast Killer: Wild Oats + Sprout Smack + Seedspray + 1000 Needles
- Lizard Killer: Claw Cyclone + Foot Kick + Ram Charge
- Undead Killer: Bludgeon + Smite of Rage
- Fast Cast: Sub-Zero Smash + Bad Breath - Plantoid Killer: Mandibular Bite +
Spiral Spin + Power Attack The next set of formulas need only two
out of the list to gain the trait and, where applicable, adding more from the list will provide a higher tier of the trait:
- Magic Attack Bonus: Sound Blast + Cursed Sphere + Eyes On Me + Memnto Mori + Heat Breath + Magic Hammer + Reactor Cool
- Accuracy Bonus: Frenetic Rip + Disserverment + Dimensional Death - Max HP Up: Frypan + Body Slam +
Flying Hip Press - Attack Bonus: Uppercut + Battle
Dance + Spinal Cleave + Temporal Shift + Death Scissors
- Auto-Refresh (for this trait you must
get a total of BP that equals 8 or more): Stinking Gas + Frightful Roar + *Self-Destruct + Cold Wave + Light of Penance + Voracious Trunk + Actinic Burst + Plasma Charge
- Max MP Up: Hecatomb Wave + Metallic Body + Mysterious Light
- Rapid Shot: Feather Storm + Jet Stream + Hydro Shot
- Resist Sleep: Pollen + Magic Fruit + Wild Carrot + Yawn + Exuviation
There are two more exceptions to the formula rules and these are two Job Traits
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which are gained by Merits only.
Enchainment
This tier 2 Merit Job Trait adds a TP bonus when you use Chain Affinity. Putting further levels into this Merit trait increases the TP bonus by 10 each time.
Assimilation
This tier 2 Merit Job Trait increases your available BP total by 1 meaning you have more points to play with when you are equipping spells. Each further level put into this Merit adds another point up to a maximum of 5 extra BP.
Job Trait Advise
While I would highly recommend playing around with numerous different equipped spell combinations in order to find a play style that suits you, I can suggest a few of my personal favorites.
I'd also like to point out that, while
good Job Traits are important, what is more important is that the spells that you have equipped fit your position or role
soloing, healing and so on). Your current level and BP limit would also dictate what you decide you can afford to equip and what spells you think aren't worth the BP cost.
I am a big fan of Auto-Regen since you can get it fairly early on and not for a large BP cost. I'd also factor in at least Clear Mind I or II and then fill the rest of the space with either spells which do decent damage or spells which raise STR.
Later on and at much higher levels I love having Conserve MP from the Chaotic Eye and Firespit combination and the Accuracy Boost from Frenetic Rip and Disseverment. Fast Cast does have its place but I would put that in with a healing set up when you can do away with all attack based spells and just concentrate on magic.
As I stressed earlier, traits are great but the stat enhances on spells I feel are more important. So say I pick Conserve MP and Accuracy Boost as my main traits, I might then use the rest of my BP on a single healing spell (Magic Fruit usually) and the fire element spells which almost all have at least STR+2 on them. BLU does not have a large STR base stat but DEX is pretty decent (race dependent) so I feel that the best results come from the concentration on STR if you want to see high damage.
depending on your current task (partying,
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Level
The Unofficial Final Fantasy XI Blue Mage Guide
Weapon and Magic Grades
Sword Club
Evasion
Parrying
Blue Magic
269 240
220
210
276
A- B+
C-
D
A+ In FFXI our ability and potency with
weapons and magic are graded (think of it like the classic exam style with F being the worst, A+ being the best). We have quite a limited variety of skills which allow us to gain access to two WSNM battles (see section below for details about that). Our ability to block with a shield, parry attacks, and dodge attacks also depend on a stat which levels up as the action is preformed and caps at different amounts based on job. The maximum any stat of this type can be is
Weapon Skills
Here are the weapon skills that we Blue Mages can use with the weapons that we have some skill in. Please note that the reason we do not get access to some weapon skills despite having a high cap above its required level, is because they are job specific.
276, which would be an A+ grade rating. To make level three skill chains
The grade effects what level our skill caps at per level. A higher stat means magic will be resisted less and does more damage. A high skill with a weapon type makes it more accurate and does more damage. Regardless of character level, if you were to equip a weapon which you have little to no skill with you will miss almost always and on the odd occasion you do hit it would be for severely reduced damage against equal level monsters.
Here is the list of skill caps for a Blue
Mage of Lv75:
Skill Cap
(darkness and light) you require either your skill level 225+ weapon skill or the one after it. The weapon skill after your first Lv3 chain skill is a special quested weapon skill.
Here is a link to a reasonably good picture of how to create certain chains. Use this to match up the weapons of the people in the party to find a chain that will work best against whatever monster type you are fighting:
http://ffxi.killvoid.com/images/ren kei/renkei.jpg
SWORD Weapon/Ability/Magic Grading
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10
40
70
The Unofficial Final Fantasy XI Blue Mage Guide
WEAPON SKILL Fast Blade
Burning Blade
Flat Blade
Shining Blade
Seraph Blade
Circle Blade
Spirits Within
Vorpal Blade
Savage Blade
SKILL LEVEL GAINED
10
30
75
100
125
150
175
200
240
Weapon Skill Named Monster (WSNM)
To earn a weapons 240+ weapon skill involves a tough quest which varies in tasks depending on the weapon type. They all begin with a trial and end with some sort of battle against a NM which requires a few Lv75 players to kill (the more the
CLUB
SKILL LEVEL
better, to be safe).
We Blue Mages get access to two of WEAPON SKILL
Shining Strike
Seraph Strike
Brainshaker
Starlight
Moonlight
Skullbreaker
True Strike
Judgment
Black Halo
GAINED 100 125
150
175
200
240
these Weapon Skill Named Monster (WSNM) quests. The weapons which we can earn the quested weapon skills for are as follows; Scythe, Great Sword, Great Axe, Axe, and Sword.
WARNING: You can only have one active WSNM quest at a time. You cannot complete any more until you have finished the one you have activated! Plan ahead; do not go for a WSNM you might have
While we do have skill using Clubs it
is highly recommended that you only stick with swords. Later on you can certainly go back and level your skill with Clubs for completionist sakes but your party members will be expecting you to dish out as much damage as possible and that means the use of blades.
trouble finding help for if another you can gain is easier and/or more useful.
For each of these quests you must speak to its starting NPC and then you will be given a of Trials. This will have a latent effect on it which you must dispel by doing weapon skills using the weapon. You can use this in an experience point party as its stats are usually reasonably good, but it is better to find some friends to do this. There are rules you must follow
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when doing this section of the task;
- You must gain 300 ‘points' to remove the latent effect of your trial weapon
- You must fight against monsters
which con as Easy Pray or above
- Closing a Lv1 chain lets you gain 2
with above, or use the trial weapon in an experience point party.
Savage Blade
points Quest Starter: Curilla (Chateau d'Oraguille) Skill Level Required: Sword
- Closing a Lv2 chain lets you gain 3 points
- Closing a Lv3 chain lets you gain 5
points
- Soloing a weapon skill lets you gain 1 point
- You will know you have unlocked
the latent effect by watching your total HP or elemental defense. To be sure, remove the weapon and put it back on to check.
- You have one real life day to return
the weapon to the Quest starter once its latent effect has been removed or you must do the Quest again
Lv240+ Description: After unlocking the Sapara of Trials you must go in search of Girtablulu and slay it
The NM for this Quest can be found deep inside Quicksand Caves. Touch a ‘???' at I-6. Taking someone who has the map or knows the way is crucial. You will need to clear the room first, because the enemies in there will aggro to a Lv75. Please be very careful of its attacks. It is a Scorpion type and it can hurt. It can one shot someone even if they have well over 1000 HP because of its move, Death Scissors. A Ninja tank is a must for this NM, with another as back up. Along with them any other jobs Lv73+ will do.
- When you hand in the unlocked weapon you will receive a map to your trials NM and an Key Item
Only after following these rules and
keeping careful count can you go find the NM you must defeat to gain your new weapon skill. It can be very slow if you opt to do this alone and dangerous since the monster must give you XP. That is why I suggested finding friends to do this
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Black Halo
Once it is dead, click the ??? again and return to Kuroido-Moido for your new skill to become active.
Quest Starter: Kuroido-Moido (Port Windurst E-7 Skill Level Required: Club Lv240+ Description: After unlocking the Expiacion Club of Trials you must go in search of Girtablulu and slay it
Unlike normal WSNM, Expiacion is a The NM you must slay after unlocking
the latent effects of the Club of Trials can be found at (M-8) in Ro'Maeve. It is extremely easy to get to, but the zone is troublesome as everything in it will aggro magic use. When you get to the spot I recommend taking the time to clear the surrounding area of anything that might link or be attracted by the casting of magic during the fight. The other alternative is to try and drag the monster back to the start where it is relatively safe to fight.
Clicking the ??? at the location will
spawn Eldhrimnir which is a Magic Pot enemy type and will most likely open with a tier 4 or Ancient Magic spell as soon as it appears.
Whittle down the pots HP will doing
your best to stun spells or silence it (it is highly resistant to silence but it can land). It also has an En-Drain affect that occasionally processes and hits quite hard for a pot type. A dedicated healer and support is needed to take it on safely as well as a decent tank.
Mythic Weaponskill and can only be gained by completing the Blue Mage version of the quest Unlocking a Myth.
The hardest part of getting this weaponskill is acquiring a Wightslayer. This is dropped randomly from taking part in Nyzul Isle Assaults which require parties to do. If you don't have a dedicated group to try and gain this and other mythic weaponskill items try hanging around in Whitegate for people looking for space fillers.
Once you have Wightslayer take it to Zalsuhm in the Goblin Shop of Lower Jeuno. Be polite to Zalsuhm (if you aren't, zone out and in to reset) to obtain the quest.
Like the WSNM you must now use Wightslayer to gain weaponskill points to unlock the latent powers. However, the amount of points you need to clear are directly affected by how many floors are stored on your Nyzul Isle runic disk. Honestly, you should at least try for Floor 50 otherwise you will have thousands of
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points to clear. You can check your progress with Zalsuhm.
Tarutaru
Race
Each race has different base stats based on the characteristics of their people. Usually these stats befit particular jobs, but that does not mean that any one race should not be a Blue Mage. Given the numerous roles we can play, Blue Mage is actually one of the few jobs which
BASE STATS: HP: 24
MP: 26
STR: 5
DEX: 6
VIT: 6
AGL: 7
INT: 8
MND: 6
CHR: 6
Lv75/0 STATS: HP: 745
MP: 637
STR: 43
DEX: 59
VIT: 46
AGL: 52
INT: 58
MND: 46
CHR: 49
easily adapts to each race and their strengths and weaknesses.
Here we will look at each in turn and
look at what parts of playing as this job they enhance. The base stats listed in each are the starting statistics if they are an Lv1 Blue Mage with no sub job.
Tarutaru is one of the most talked about races in FFXI and not just because they look cute. Tarutaru sport decent starting MP and magic related stats but have low HP and attack related stats. For a Blue Mage this is not so much of a problem due to the customization of our equipped spells. To make up for the difference in STR you can equip plenty of spells with +STR on them. The other obvious advantage is having a higher base MP meaning you can cast more spells and potentially dish out more damage.
You might have a little bit of a tough
time if you are a brand new character and use Warrior as your starting Standard Job but keep in mind you could also go the White Mage route. More information about the pros and cons of any given sub job can be found in a later section.
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Mithra
Hume
BASE STATS: HP: 28
MP: 20
STR: 6
DEX: 8
VIT: 6
AGL: 7
INT: 6
MND: 6
CHR: 5
Lv75/0 STATS: HP: 976
MP: 494
STR: 50
DEX: 60
VIT: 50
AGL: 58
INT: 53
MND: 50
CHR: 47
BASE STATS: HP: 28
MP: 20
STR: 6
DEX: 6
VIT: 6
AGL: 6
INT: 6
MND: 6
CHR: 6
Lv75/0 STATS: HP: 976
MP: 494
STR: 53
DEX: 53
VIT: 53
AGL: 53
INT: 53
MND: 53
CHR: 53
Mithra offer a lot to our job. They have
naturally high DEX, which helps with accuracy and physical spell modifiers and reasonably high VIT and AGL. Their STR is about moderate to low and their magic skills are average also.
A Mithra Blue Mage will find they
have an easier time in the lower levels than some of the other races when there is a lack of equipment which offers increased accuracy improvement. If you are a Mithra, try concentrating on raising your STR in the beginning and moderately your DEX, eventually.
Hume begins with roughly the same
amount of STR, HP, and MP as a Mithra so that puts you on even footing. In terms of magic use you are also about even. Hume does start with 2 less DEX though, and you might miss a bit more often because of it.
As you level up try to create a balance between raising your STR steadily and your DEX as well. Hume's excel at being average at everything and weak at nothing, so you can create a well balanced Blue Mage with leanings towards whatever aspect of the job you prefer.
Basically physical spells are your friends so try to limit how many magical ones you equip. Mithra can adapt around numerous sub jobs so see that section for some advise on what each offers.
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Galka
Elvaan
BASE STATS: HP: 33
MP: 14
STR: 7
DEX: 6
VIT: 8
AGL: 6
INT: 6
MND: 6
CHR: 5
Lv75/0 STATS: HP: 1188
MP: 295
STR: 56
DEX: 53
VIT: 60
AGL: 50
INT: 50
MND: 53
CHR: 47
BASE STATS: HP: 30
MP: 18
STR: 7
DEX: 6
VIT: 7
AGL: 5
INT: 5
MND: 7
CHR: 6
Lv75/0 STATS: HP: 1067
MP: 418
STR: 58
DEX: 50
VIT: 56
AGL: 47
INT: 47
MND: 58
CHR: 53
As a Galka you have a naturally high
STR, HP, and VIT. Your DEX is average, but not bad. Your MP pool would be a lot lower than other races so you would need to limit what you cast in battle somewhat. This is especially tough as a Blue Mage so it takes some real balancing and planning. That is not to say it is impossible or that you have a major disadvantage with no up side. Galka Blue Mages can expect to dish out a lot more damage with physical based Blue Magic as standard, so equipment slots other races might need to use for STR+ can instead be used to raise MP. If you are a dedicated Blue Mage Galka then seriously consider getting max MP+
Starting with HP and STR similar to a
Galka makes Elvaan very appealing as a choice for Blue Mage. I'd compare it to a happy middle ground between a Galka and a Hume. VIT is also slightly above average, but this is countered by an overly low AGL stat. Elvaan do suffer from naturally average DEX and low MP but not so much that can't be corrected by equipping suitable spells.
In the early days you might find yourself being out hit by other races, so try and compensate by increasing your DEX and then your STR as well rather than concentrating on magical based Blue Magic spells so that you deal more damage with physical.
Merits when the time comes (see relevant section for more details).
Sub Job
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We have lots of sub job options open to us as Blue Mage, depending on the situation at hand. Different jobs will do as experience point party subs, while others will only fit certain situations such as BCNM or other end game activities. Deciding which is best will help you perform the best that you can while playing with other people. The max level you need to get a sub job to is Lv37 to get its full range of benefits at Lv75 (extra stats, abilities, and traits). Below are the pros and cons of each and a short overview of where it might be useful (if at all!).
In the later section regarding each
leveling stage of the game I will make mention to the sub jobs that best fit the zones monsters.
Black Mage
PROS:
- Limited magical benefit to Blue Magic
- Does nothing to boost melee abilities
The only use I would have for a Black Mage sub is getting around using Warp, anything other than that would not help us enough in either solo or party play. The benefits to our magic related stats can be found on other jobs that have more benefits.
White Mage
PROS:
- Enhanced MP, INT and MND
- Enhanced healing capabilities
- Re-raise
- Status curing spells
- Teleport spells
CONS:
- Does little to improve our offensive capabilities
- More MP, INT and MND I quite like using WHM as a sub when
- Access to Warp for getting home faster
CONS:
- Limited range of Black Magic
available offers little benefit to us
soloing or doing miscellaneous things. Re-raise is a safety net for if things go wrong and the teleport spells make getting around very easy.
On the few occasions I had to main heal for a party this was also my sub of choice.
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The boosted MP and additional curing spells made life a lot easier (with correct
Warrior
equipment and spells equipped naturally).
The natural downside of this sub is
lack of offensive ability, so it should not be used when playing a proper damage dealing role in whatever you are doing.
Red Mage
PROS:
- More MP
- Fast Cast trait
- Some helpful spells
CONS:
- Very little offensive support
Much like WHM and BLM, the pros and cons of RDM are improved magic based stats at the cost of little to no melee enhancements. En-spells aren't useful to us and nor is Dispel or the other unique RDM spells as long as we have
PROS:
- Enhanced melee damage
- Double Attack and other helpful traits
- Attack increases abilities
CONS:
- Does nothing to improve or magical
abilities
- Gives little in the offer of protection, even counting Defender
This, in my opinion, is your best early choice for sub job (especially if you have a totally new character without access to other Advanced Jobs). In fact you can use it a long way if really need be, but I would suggest a couple of alternatives for higher levels. Also keep in mind that the naturally higher STR and DEX and ATT+ jobs abilities will directly boost the damage of physical Blue Magic.
Consider THF and NIN as other alternatives, but this will let you dish out some very decent punishment.
our relevant Blue Magic learned.
If being a full mage like WHM puts you off then this is a good alternative. I can't claim it's a great choice over WHM as I find that has far more helpful pluses but it can get the job done.
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Monk
PROS:
- Increased HP
- Some useful Job Traits
- Outside of SATA, makes no difference to physical ability
Post Lv60 this is the sub job of choice for quite a few Blue Mages. The main reason for this is using SATA with Chain Affinity to get the ultimate strength boost on physical Blue Magic.
CONS:
To
clarify
some
common
- No significant difference to physical
or magical Blue Magic
Having a lot of HP only has one major bonus for us and that is boosting the damage output of Heat Breath. Don't consider this a total waste as using this to deal damage on enemies that are resistant to all other forms of damage can be good. There are other ways to raise HP without sacrificing so much however.
Thief
PROS:
- SATA (Sneak Attack - Trick Attack)
- Treasure Hunter and Gil Finder Job
misconceptions though: SATA does not make our magical skills stronger. It also only empowers the first hit of multi hit skills. SATA does mean that your first hit of the physical spell will always be a hit though and never miss (assuming you are facing the enemies back) so for those low on accuracy improving gear or those who want to see very large numbers, it makes thief sub job more appealing. Your DOT (damage over time) will suffer slightly with thief sub, but your hate generation will be lower and therefore safer.
This is the perfect sub when farming because you get Treasure Hunter and Gil Finder (at the cost of no fast travel via Warp or teleports). Flee is always nice to get around quickly as well. I found this to be the better sub job for Ballista as well.
Traits
- Increased DEX
CONS:
- No magical related enhancements
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Bard
PROS:
- Allows you to use song buffs
- Resist Silence Job Trait
CONS:
- Does not improve magical or physical abilities
- Offers no Job Abilities
- As a sub, only allows one song buff
to be active
Being able to only have one song active instead of two instantly takes away the option of using this as sub inside an XP party. At later levels you might find having the MP regeneration song active helpful while farming, but you would only have access to the 1MP/tick song. Being able to resist silence is nice, but
Dark Knight
PROS:
- Adds some offensive magic
- Increases physical attack
- Some useful Job Abilities
CONS:
- No defensive options
Although Dark Knight offers fairly useful traits and abilities which will allow us to unleash quite a bit more physical related damage, the Black Magic we would be given access to is far from helpful to us and there is no defensive options to cover our backs. Given that Dark Knight is also an Advanced Job I would still say start with Warrior as it offers a far more balanced set of enhancements.
not that useful. This offers absolutely nothing else and should be avoided in most instances.
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Dragoon
PROS:
- Allows us to use the Jump abilities
- ACC+ Job Traits
CONS:
- Does not offer increases to magic capabilities
- Does not offer any useful abilities
- Does not strengthen our place in XP
parties
The only remotely useful advantage to the DRG sub is the jumps and accuracy traits, but neither particularly benefit us
As I said above, the options of having PLD as a sub are basically zero as there is no decent bonuses available. This is yet another choice you should stay clear of altogether.
Ninja
PROS:
- Dual Wield
- Utsusemi (Ichi and Ni)
CONS:
- Does not improve our physical spell capabilities
in any great way. There are far better options for us, so avoid this.
- Does not
capabilities
improve
our
magic
NIN as a sub is my personal preference
Paladin
PROS:
- Improves defensive abilities
- Offers some healing spells
CONS:
- Does not improve melee attack or magic attack damage
- Limited use in any situation
as I feel the damage over time and TP gain from having two swords equipped (with added stats on each) out weight spike damage from subbing THF and gives you some breathing room that you would not have with WAR.
That is not to say that I would use it in every situation, but I did find it most useful for parties. If I were main healing I would pick a mage sub and if I were doing end game activities it would depend on the specifics whether WAR or THF would be better.
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If you do also decide to concentrate on using NIN as your main sub do not start using it until Lv24 when you have access to Dual Wield. Prior to that you really must use something else, plus Ninja is an Advanced Job so it would take a little more work for a new player to go level this as well. There is nothing wrong with WAR if you do just want to stick with a Standard Job.
Ranger
PROS:
- Access to Wide Scan
- Accuracy Job Trait
Still, if you do want to try your hand at adding ranged damage into the mix subbing Ranger would see you boosting your ranged abilities to the best they could possibly be. This would not be suitable for pretty much all situations outside of just experimenting solo.
Summoner
PROS:
- Allows you to summon an avatar
- Gives you the Auto-Refresh Job Trait
- Gives you Max MP up Job Trait
CONS:
- Precaution Job Trait - Does not improve our melee capabilities
CONS: - Summoned avatars would only be at
- Does not improve our magic
- Does not improve our melee damage
If you have already read the Job Trait section, you might notice that we are able to give ourselves the Rapid Shot trait which improves the speed at which we could fire ranged weapons. However, we lack any other bonuses that make this a viable option to add to our general damage output. I honestly don't know why that trait is there at all.
half usual strength
- Cannot gain access to higher level avatar attacks
It might be nice to run around with an avatar at your side as a Blue Mage, but it does not offer any options other than farming. The Auto-Refresh and MP improvement is very nice for that. In XP parties there is really no place for this as it does not improve the things that we require. The fact that the avatar would
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only be half strength (because it is in relation to your sub job level and not main) limits what abilities you have access to and by end game would still only be able to get the very basic buffs.
Using this will TP gain faster, but completely removes the ability to use spells well, thanks to double recast times and as such I cannot recommend it at all. Look at other melee jobs for a decent sub which can improve physical damage output.
Samurai
Corsair
PROS:
- Store TP Job Trait PROS:
- Meditate Job Ability - Access to Corsair Rolls
- Seigan CONS:
CONS: - Limited benefits
- Does not increase our magical abilities - No use for ranged related traits or
abilities - Seigan doubles spell recast times
while in effect
Samurai might seem like quite an appealing sub job and it does have its plus points, but only after you reach Lv60. Prior to that it does not offer enough for any possible thing you could be doing, so avoid it. After Lv60 it lets you gain access to Meditate, which you can use to give you an advantage in TP. Later you gain Seigan which improves Third Eye and potentially can offer
Corsair is a lot like Bard in many ways. The thing in common which applies to us is that only one Corsair Roll can be active at a time instead of two that fully fledged pirates get.
Rolls are limited and luck based and personally I do not like the randomness involved let alone how bad it could turn while soloing. There is a lack of useful rolls as well and this would not work in a party.
protection until you lose hate but Hasso is useless to us as it only works with two handed weapons.
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Dancer
PROS:
- Drain Sambas
- Status dances
- Evasion trait
- Curing Waltzes
CONS:
- TP dependent
- No magical based enhancements
Dancer is the new in thing for the solo sub for a lot of jobs at Lv75. We can make more use of it than most thanks to how we fight in battle. Though dances are for parties they are no less effective if used just on us. In an XP party situation it would not be needed, though is a nice change. If someone else in a party is
Scholar
PROS:
- Access to some White and Black Magic
- MP, MND and INT+
CONS:
- Limited MP
- Limited spell range
Scholar might work well for solely mage job but for us there is nothing on offer that can't be better boosted by a Standard Job. This cannot even be recommended as an alternative to Red Mage or White Mage as it learns spells far later and the range is not as good. It does not learn teleports, Re-Raise, or even Stoneskin and Blink for soloing. This is also a definite no for (standard) parties.
already subbing it then you would not need to.
All dances of varying types do not
have an MP cost and instead have a TP cost, which is built up by attacking the enemy. You should still be able to use Weapon Skills as long as your accuracy is up to scratch.
By Lv37 you have access to Drain
Samba 2 which is a nice ability which is like En-Drain. You can also do cures that use up TP which amount to Curaga 2.
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Puppetmaster
PROS:
- Access to a Puppet
CONS:
- No magical boosts
- No physical boosts
- No useful Job Abilities
For the same reasons as Dragoon and Summoner, this cannot work. A Puppet limited by being only a sub is far too weak to solo anything. Totally avoid.
Equipment
Here we have a list of only what I think you should consider changing into as you level up. This will not be every
as what equipment we are wearing as well! AF pieces will not be factored in below so look at each when you earn them and decide whether you think they are better or worse (however, at the very least keep your AF hand piece with you at all times since that bonus to learning Blue Magic is great to switch into when you're fighting something you can learn from).
RSE will also not be listed since each race has a different RSE. Almost everything in these lists is purchasable at the Auction House, anything that has special conditions will be mentioned in the notes. Specialist obtained through quests, player events such as Limbus, and Assault won't be listed. You can check these out via talking to NPCs related to the events in order to decide whether the equipment is better or worse than the buy able items listed here. I'd recommend seeking out FFXI community sites with in depth information on SKY, SEA, LIMBUS, and ASSAULT.
possible piece of equipment you can equip, as there are hundreds, just the ones that are most useful to you.
The primary focus of this will be for
party play, since that is what we mostly do. There will still be mention of pieces which are better suited to other activities (such as shields) but generally speaking it is anything with accuracy of strength. Always remember that what spells we have equipped is almost just as important
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11
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Head
Lv75, HP +30, MP
Obtained by handing in 10,000 imperial pieces to the
Name Statistics Notes Walahra +30, Haste defense NPC
Bronze Cap
Leather Bandana
Lv1, DEF 1 Lv7. DEF 3
Turban +5% in Al Zahbi
Face Guard
Bone Mask
Lv10, DEF 5
Lv16, DEF 7
The ~ means that the stats scale up as
Body
you level up, Name Statistics Notes
Lv20, DEF: 10, HP+14~,
but not to a huge degree so do
Bronze Harness
Lv1, DEF 4
Trump Crown
MP+14~, CHR+2
eventually replace it.
Leather Vest Lv7, DEF 7 Lv10, DEF
Lv24, DEX Scale Mail
Emperor's Hairpin
Mercenary Captain's Headgear
+ 3, AGL + 3, HP -15, EVA +10
Lv30, DEF: 10, STR+1, DEX+1
Lizard Jerkin
Lv17, DEF 15
Note that prior to this there are mage related
You can also get the Walkure
Mercenary Captain's Doublet
Lv30, DEF: 20, DEX+1, AGL+1
options that you might consider.
Valkyrie's Mask
Optical Hat
Lv43, DEF 16, MP +10, ATT +7 Lv70, ACC +10, R.ACC +10, EVA +10
Mask which has less ATT and HP+ instead of MP+
Quite possibly the best we can get, if you still need more ACC.
Brigandine Armor Jaridah Peti
Lv45, DEF: 32, HP +10, DEX+2, VIT+2
Lv55, DEF: 42, HP-25, ACC+5, ATT+5, R.ACC+5
Lv57, DEF: 40, HP+15, Ice-20, Water+15, Dark+15,
Scorpion Harness
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ACC+10, EVA+10
Expensive, but nice.
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If you don't like AF1 or AF2 body pieces, try
Feet
Lv67, DEF: and get this 42, HP-1%, via killing the Name Statistics Notes ACC+3, NM known as
Assault Jerkin ATT+18 Ose. Bronze Leggings
Lv1, DEF 1
Leather High
Legs Boots Lv7, DEF 2
This is an extremely expensive alternative
Lv7, DEF 3, that will last Leaping DEX +3, you a long
Name Statistics Notes Boots AGL +3 time Bronze Lv72, DEF: Subligar LV1, DEF 3 23, HP+25, Leather Trousers
Scale Cuirass
Lv7, DEF 5 Lv10, DEF 7
Dusk Ledelsens
ATT+4, Haste+2%
Bone Subligar Lv16, DEF 9
Lv25, DEF 12, ATT +3,
A more
Hands Bastokan Subligar
R.ATT +3, VIT +1
expensive option
This is the Name Statistics
Notes
HQ version, get the NQ if Bronze you can't afford this or simply carry on using your AF leg
Mittens Leather Gloves
Lv1, DEF 1 Lv7, DEF 2
There is a
Lv71, DEF: 40, HP+30, MP+30,
piece (which is what you've been
Royal Footman alternative.
Prince's Slops
MND+3, ACC+4
using for a while now!)
Legionaries Mittens
Lv10, DEF 3, ATT +3
These can last you a while if you ignore DEF
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Buy these and you don't need to worry
Earring
Lv14, DEF: 4, ACC+3,
about upgrading for
Battle Gloves EVA+3 a long time. Name Statistics Notes Lizard Gloves Lv17, DEF 5 Lv16, ATT
Lv55, DEF: 15, HP-9, ACC+4,
Bone Earring
Beetle Earring
+1, EVA -1
Lv21, ATT +2, EVA -2
Akinji Bazubands
R.ACC+3, EVA+3 Lv50, HP+15,
MP+15, Lv72, DEF: 24, HP+20, ATT+5, Haste+3%, Decreases Movement
Insomnia Earring
Enhances Resist Sleep
Lv50, MP+15, Enhances
Dusk Gloves Speed Antivenom Earring
Resist Poison, HMP+1
HQ version known as
Lv55, Spike Earring
Neck Fang Earring
ATT+4, EVA-4
can also be used
Grants roughly 4-5% double attack
Name Justice Collar
Statistics Lv7, DEF: 1, MND+3
Notes This is the HQ version, but it is not
Lv75, Store TP +1, Enhances
bonus even if you are not subbing Warrior, gained as a Limbus (Ancient
expensive Brutal Double Beastcoin)
Spike Necklace
Lv21, STR +3, DEX +3, MND -6
and you use it for a while so get it
Earring Attack effect reward.
Lv60, DEF 4, STR +3,
Chivalrous Chain
ACC +5, Store TP +1
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Ring
Back
Name
Statistics
Notes
Name
Statistics
Notes
There is a Rabbit lower end version, but get this one
Mantle
Lizard Mantle
Lv4, DEF 1
Lv17, DEF 2
Courage Lv14, STR as it will last Lv24, DEF: Ring
Venerer Ring
Sniper Ring
+2, Fire +4
Lv34, ACC+3
Lv40, DEF -10, Dark - 20, R.ACC +5, ACC +5
you ages For all these STR+ rings
Nomad's Mantle Aurora Mantle Jaguar Mantle
2, AGL+1, EVA+3
Lv44, DEF: 5, MP+10, Ice+7, Wind+7
Lv47, ATT+3, EVA+1
there is a Lv52, DEF: DEX+ alternative if
Bellicose Mantle
3, HP-10, ATT+6
Victory Ring
Flame Ring
Lv54, STR +3, Fire +7
Lv74, DEF 3, STR +5, INT +2, MND -2
you desire more accuracy.
Amemit Mantle
Forager's Mantle
Lv61, DEF 7, STR +1, R.ATT +10, ATT +10
Lv71, STR +3, ATT +15
If you are very rich, get the +1
Lv73, DEF: 8, STR+3,
Commander's Cape
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DEX+3, AGL+3
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Waist
Misc.
Name
Statistics
Notes
Name
Statistics
Notes
Usually it is Lv55, DMG An early Lv15, DEF worth 35, Delay choice to fill
Warrior's Belt
1, HP +3, VIT +2
investing in the +1
Lightning Bow
360, DEX+2, Lightning+6
that ranged slot.
I'd get the +1 Lv60, VIT+4, if you want to keep using
Water+3, Enhances
An ammo slot filler (can't be
mage related equipment as
Bibiki Seashell
Aquan Killer Effect
combined with a bow).
Mohbwa Sash
Mercenary Captain's Belt
Sword Belt
Lv20, DEF: 2, MP+10, HMP+1
Lv30, DEF 3, DEX +1, VIT +1, AGL +1, INT +1, MND +1, CHR +1 Lv43, DEF 4, ATT +10
it will do you good for a long time.
Earth Staff
Lv51, DMG 30, Delay 366, VIT+4, Lightning+15, Physical Damage Taken-20%, Additional Effect: Earth Damage
The first shield option
Life Belt Lv48, ACC +10
When you don't need accuracy,
Lv68, AGL+3, INT+3, Wind-5, Earth+5,
for when you start getting into events that may require you to use
Lv71, DEF: 6, STR+5,
this is the piece you
Lightning+5, Converts 25
something other than the
Warwolf Belt
DEX+5, VIT+5, Enmity+3
will most likely be wearing.
Astral Aspis HP to MP party subs.
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A fun shield
An upgrade
gained from Lv40, DMG: on the last,
Lv74, DEF: 24, Fire-10, Earth+10, Physical
SKY, so you will require a Sky Linkshell, specifically this drops from Genbu. A fun shield that can help Cannonball builds or just to reduce damage when you solo or
Combat Caster's Scimitar Musketeer Commander's Falchion
26, Delay: 229, ACC+3, ATT+5
Lv55, DMG: 36, Delay: 236, ACC+3, ATT+6
again get two if you are using /NIN. This is one of the options as a reward for beating the Ifrit Prime,
Genbu's Shield
Damage Taken-10%
take part in Campaign.
Lv65, DMG: 36, Delay:
I've included it bcause I
236, STR+3, ATT+10