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Guide: Blue Mage Guide
A place to look up abilities and get advice on how to use them.

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Blue Mage Guide

 
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07-19-14 06:38 PM
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sonikku
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The guide for your Blue Mage needs, whatever they may be.

This guide makes use of the Find system. Need to find something? Use Ctrl+F and
type in the code to where you want to go. Note that if you need to find an
ability, the codes for those are posted in the abilities section to avoid
cluttering the Table of Contents.


Table of Contents


1.0 - Introduction [INT]
2.0 - Disclaimer [LEG]
3.0 - The Blue Mage [BLU]
4.0 - Abilities [ABP]
5.0 - Combat Tips [BTL]
6.0 - Acknowledgements [THX]



Introduction [INT]


Hey guys, sonikku here bringing you his first guide for Vizzed. This one is all
about the Blue Mage; how to get his abilities, how to make use of his
abilities, and how to use him overall in combat. I will try to cover everything
I know about them, but I don't know everything, so some information may be
inaccurate.



Disclaimer [LEG]


This guide may be printed out or saved for personal use. It may not be
reproduced, claimed as your own, sold for profit, or otherwise used in a matter
not deemed for personal use. This guide may not be modified or altered (except
at the discrection of vizzed.com moderators to fit site guidelines) and may not
be reposted anywhere else. If this guide is found on any site other than
vizzed.com, send me a private message on Vizzed so that I may track them down
and beat them with a sack of oranges.



The Blue Mage [BLU]


The Blue Mage is a rather odd job class. Blue magic cannot be disabled by the
Silence status ailment, and Red Mages cannot !Dualcast their magic, but the
game still classifies it as magic. They also cannot learn spells by buying
them; they must learn them in the field by taking damage (or healing, or
whatever the skill does) from the skill and remaining alive at the end of the
battle. The skill can kill them, they just have to be alive when the battle
ends, otherwise it would be impossible to learn certain skills. These skills
vary in usefulness, from the completely useless, to the very weird, to the
can't live without.

This job also has something unique about them: They are the only class in the
game which can use level based magic. Level based magic is unique in that, as
long as the target's level is divisible by the level stated in the magic, it
will produce its effect on the target, bypassing magic evade, immunity, and the
Heavy flag (if applicable). These are possibly the most useful spells a Blue
Mage can have, especially when combined with other jobs and abilities. More on
that later, though.

When mastered, the Blue Mage will transfer its Agility to the Freelancer class,
provided another class isn't providing a better Agility stat, and will give
Freelancer the innate Blue Mage ability Learning. It is also capable of
wielding swords, shields, and knives (along with rods), but is best suited in
the back row where it can actually work its magic, so to speak.



Abilities [ABP]


0. Notes - Read First!
1. Goblin Punch [GBP]
2. Aero [ARO]
3. Vampire [VMP]
4. Pond's Chorus [FRG]
5. ???? [???]
6. Flash [FLS]
7. Self-Destruct [S-D]
8. Aera [ARA]
9. Death Claw [DCL]
10. Aqua Breath [AQB]
11. Transfusion [FUS]
12. Missile [MSL]
13. Level 5 Death [L5D]
14. Moon Flute [FLT]
15. Off-Guard [OFF]
16. Magic Hammer [HMR]
17. Dark Spark [DKS]
18. Flamethrower [FLM]
19. Level 2 Old [L2O]
20. White Wind [WND]
21. 1,000 Needles [1KN]
22. Level 4 Graviga [L4G]
23. Time Slip [TMS]
24. Aeroga [AGA]
25. Lilliputian Lyric [MIN]
26. Level 3 Flare [L3F]
27. Doom [DOM]
28. Mind Blast [MDB]
29. Roulette [RLT]
30. Mighty Guard [MTG]

This is a full list of every ability the Blue Mage can learn, in the order in
which you can find them. It will also list, by world, what enemies will give it
to them. If an enemy is marked with a *, you will typically have to use
a Beastmaster's !Control ability or find some way to confuse the target to get
them to cast it on you, though I will also detail out anything that requires
more clarification. If an enemy is marked with a #, it means the enemy
does not have the MP required to cast this spell and will need a... "generous"
donation of an ether to be able to use it on you.

Players doing a Four Job Fiesta run: Chances are high you probably don't have
access to !Control. Chances are also rather high you don't have access to a way
of confusing enemies. This means that a number of spells will not be accessible
to you until world 2 or later. You have two sources of confusion available to
you. The first is the Dancing Dagger, obtainable in a chest in Moogle Village
in world 2. This dagger, when you !Attack, has a 25% chance of instead using !
Dance, and !Dance has a 25% chance of casting Tempting Tango, which may confuse
the target. It's a 1/16 shot, so it will probably take a few tries, but it's
better than nothing. Option 2 is in the Fork Tower in world 3; one of the
treasure chests in the magic half of the tower is the Wonder Wand, a rod that
casts a "random" spell (it actually goes in order though the white magic, then
the black magic, and loops back to the white magic) every time you !Attack.
Luckily for you, you're able to equip rods, and Confuse is in this list. Once
you know what spell it is in the list, you should be able to use this wand to
your advantage to learn any healing/buff ability you may have missed. If you
screw up and use Confuse on the wrong enemy, or the enemy you targeted with
confuse either broke free from confusion too soon or refused to fall to the
confusion, it can be used as an item in battle to cast Return, restarting the
battle you're in and simultaneously resetting the Wonder Wand back to the state
it was in before the battle (though you won't remember any abilities you were
about to learn).


Goblin Punch [GBP]
MP Cost: 0
World 1 Enemies: Goblin (World Map - Outside of Pirate's Hideout), Black
Goblin (Wind Shrine)
World 2 Enemies: Gilgamesh (Big Bridge), Gobbledygook (Barrier Tower)
World 3 Enemies: Azulmagia (Interdimensional Rift - Jail Save guardian),
*Sahagin (Ship encounter near Phoenix Tower), *Nix (see Sahagin)
Effect: Deals damage to one target, based on your Attack power. If the
target's level equals the caster's, damage is multiplied by 8.
Advice: Easy enough to grab, and unless you need your weapon's effect to
proc, a perfect replacement for !Attack since it's more or less the same thing.
Except possibly better. Because that poopy Excalipoor actually does its listed
100 attack power when you cast this. It also does full damage from back row.
Other Notes: If you're that desperate to get Goblin Punch that you need
to fight Sahagin or Nix, click me. That very bright teal area? The one that
you can barely see anything of? That's the ONLY location where you can find
these two encounters (Nix is Armon; this map uses the SNES/PS1 translation).
You'll need !Control to learn it off them. You're better off trying to get it
off Azulmagia instead of those two, though you really should get this in world
1.

Aero [ARA]
MP Cost: 4
World 1 Enemies: Moldwynd (Wind Shrine), Gigas (Karnak Castle Monster-
in-a-Box), Magissa (Northern Mountain boss), *Defeater (Fire-Powered Ship)
World 2 Enemies: N/A
World 3 Enemies: Mykale (World Map - Moore and Crescent areas),
Azulmagia (Interdimensional Rift - Jail Save guardian), *Defeater (Fire-Powered
Ship)
Effect: Low Air damage. Can target all enemies for half damage.
Advice: A decent damaging spell for the very early game, when you don't
have much else to work with. Encounter to get it early's a bit rare, but you
should get it during those, since Aera is available the next time Aero is.
Other Notes: Defeater knows the spell, but will not cast it unless you
!Control him.


Vampire [VMP]
MP Cost: 2
World 1 Enemies: Steel Bat (Pirate's Hideout)
World 2 Enemies: Blood Slime (Underground River before Moogle Village),
Abductor (Bal Castle), Zombie Dragon (Drakenvale), Enkidu (Xezat's Fleet), Dark
Aspic (Ghido's Cave), #Dechirer (World Map - Moore, forests north of Surgate
Castle), *#Shadow (World Map - Forests near Fork Tower, Ghido's Cave)
World 3 Enemies: Zombie Dragon (Interdimensional Rift - Caves), Python
(World Map - Ghido's Cave area), Mercury Bat (Location Unknown, possibly Istory
Falls?), *#Achelon (Interdimensional Rift - Caves), *#Shadow (World Map - beach
north of sunken Walse Tower)
Effect: Deals damage to one enemy equal to caster's Max HP - caster's
current HP. Heals caster for damage dealt. If the target is undead, heals
target and hurts caster instead.
Advice: It cannot be stressed enough how bad of an idea it is to try and
use this spell on an Undead monster. Otherwise, this is the Blue Mage's best
source of healing. Damage and heal in one attack? Yes please. Especially when
it's a full heal.
Other Notes: If you don't get this from the Steel Bats, you're stuck
waiting until world 2, as nobody else in world 1 has the skill. Achelon and
Shadow will need an ether and need to be !Controlled to learn it off them,
while Dechirer may only need an ether. The Abductor variant that kidnaps you off
Tent Island and the Castle Exdeath trap encounters with them both do not know
Vampire. Hopefully you won't need to resort to the world 2 or world 3
encounters to learn this magic.


Pond's Chorus [FRG]
MP Cost: 5
World 1 Enemies: Elf Toad (Walse Tower), Archeotoad (Lonka Ruins)
World 2 Enemies: Kornago (World Map - Quelb), Gilgamesh (Castle Exdeath)
World 3 Enemies: Farfarello (Interdimensional Rift - Forest), Lemure
(Phoenix Tower), *Vilia (World Map - Southwest corner by ship)
Effect: Turns the target into a toad.
Advice: You'd be surprised what status ailments things are vulnerable
to. Notably, the charging form of Twintania can be Toaded to halt its Gigaflare
(though it'll revert after failing to fire), as does the Garula boss. If you're
struggling, don't be afraid to experiment. Who knows what you'll find.
Other Notes: The Elf Toad will only cast this spell if it is the last
one alive in the party. Refer to the map posted in the notes section of Goblin
Punch for where to find Vilia (Silvune in the map). Aside from postgame content
(GBA and iOS only), that little spot is the only place to encounter this enemy.


???? [???]
MP Cost: 3
World 1 Enemies: Wild Nakk (World Map - Forests around Karnak)
World 2 Enemies: Kuza Beast (World Map - Sealed Castle), Tyrannosaur
(Boss threatening a Moogle), *Traveler (Barrier Tower)
World 3 Enemies: Behemoth (FFV Advance bonus dungeon), Kuza Beast
(Phoenix Tower - incorrect switch fight), *Gel Fish (World Map - ocean), King
Behemoth (Interdimensional Rift - Inner Sanctum), *Mecha Head (Pyramid of Moore
- Wandering enemies), *#Numb Blade (Interdimensional Rift - Castle)
Effect: Deals damage to one target equal to caster's Max HP - caster's
current HP.
Advice: A more expensive, less useful version of Vampire. Only really
usable against undead; you're better off casting Vampire in every other
situation. Wild Nakks, a common early game enemy to grind money off of, use
this rather often, so as long as you're Learning, you should easily come across
this one. If you have to wait until world 2, Kuza Beasts will only ever cast
this spell. They don't even use a regular physical attack.
Other Notes: ???? is the actual in-game name of the spell, and when
used, does not display anything at the top of the screen. It has a short delay
between setup and attack animation, if you really need a way to tell when
someone's casting it. Most enemies that know this spell need a little coaxing
to get them to cast it. If you aim to get them from Gel Fish, refer to the map
I posted above for Goblin Punch.


Flash [FLS]
MP Cost: 7
World 1 Enemies: Crew Dust (Fire-Powered Ship), Ramuh (Forests near
Istory) #Headstone (North Mountain), *#Stone Mask (Lonka Ruins)
World 2 Enemies: Neon (Barrier Tower), Gilgamesh (Castle Exdeath)
World 3 Enemies: Crew Dust (Fire-Powered Ship), Ramuh (Interdimensional
Rift - Castle (only if not defeated in world 1)). Necrophobe (Interdimensional
Rift - Last Floor), Azulmagia (Interdimensional Rift - Castle), *#Orukat
(Interdimensional Rift - Caves), *Parthenope (Phoenix Tower)
Effect: Attempts to inflict Blind on all enemies.
Advice: Rather nice if you have a heavy physical enemy susceptible to
the ailment. Enemies with high magic evade might dodge this a lot, though.
Easiest to get this off Crew Dust, since they can be fought in worlds 1 and 3
(access the Fire-Powered Ship from the Catapult) and will cast it when they're
alone.
Other Notes: A number of the non-bosses that know this move need to be
coaxed into using it in some way, either by giving them MP or by !Controlling
them or both. Your best bet is to just get it from Crew Dust and be done with
it.


Self-Destruct [S-D]
MP Cost: 1
World 1 Enemies: *Motor Trap (Fire-Powered Ship), Bomb (World Map -
Jachol), Purobolos (Walse Meteorite), *Prototype (World Map - Islands southwest
of Crescent)
World 2 Enemies: N/A
World 3 Enemies: Grenade (Interdimensional Rift - Ruins), Prototype
(Sunken Walse Tower), Unknown (Bestiary entry 171) (Great Sea Trench)
Effect: Kills caster to deal damage to 1 enemy equal to caster's
remaining HP.
Advice: This move has exactly one use. You can make Azulmagia learn it,
and he'll promptly use it against you, killing himself in the process. Easiest
boss fight in the game.
Other Notes: Motor Traps won't use this if you Thunder Blade one.
They'll only blow up on you if you have a mage cast Thunder on them. Breaking a
rod on one is too powerful, so don't waste the 750 gil. Gilgamesh is capable of
casting this during the Necrophobe fight, but he does not target your party
with it, so it is not possible to learn it there.


Aera [ARA]
MP Cost: 10
World 1 Enemies: Gigas (Karnak Castle Monster-in-a-Box), Page 32
(Library of the Ancients), Enchanted Fan (Lonka Ruins)
World 2 Enemies: Gilgamesh (Big Bridge), Enkidu (Xezat's Fleet),
Abductor (Castle Exdeath), *Galajelly (Forest of Moore)
World 3 Enemies: Page 32 (Library of the Ancients), Azulmagia
(Interdimensional Rift - Castle)
Effect: Moderate Air damage. Can be cast on all enemies for 1/2 damage.
Advice: Not really that great, considering Flamethrower is the same
power, can be boosted by Flame Rod when you get it, and costs half the MP as
this spell.
Other Notes: If you try to go for every treasure in Karnak Castle, odds
are pretty high you'll get Aera from him. It's a relatively common casting.


Death Claw [DCL]
MP Cost: 21
World 1 Enemies: Iron Claw (Karnak Castle boss)
World 2 Enemies: Treant (World Map - Castle Exdeath region), Gilgamesh
(Xezat's Fleet), *Objet d'Art (Bal Castle basement), *Strapparer (World Map -
Castle Exdeath region)
World 3 Enemies: *Objet d'Art (Bal Castle basement), Death Claw
(Interdimensional Rift - Basement), Azulmagia (Interdimensional Rift - Castle),
Soul Eater (Postgame dungeon)
Effect: Reduces target HP to single digits. Inflicts Paralysis.
Advice: Not the most useful of moves since it cannot harm enemies with
the Heavy flag (most bosses), but it can pierce Reflect. Don't be afraid to
experiment, though.
Other Notes: You only get one shot at this in World 1, and it's on a
timer. If you need to get out, forego learning this until later on.


Aqua Breath [AQB]
MP Cost: 38
World 1 Enemies: Dhorme Chimera (World Map - Desert areas near the
Library of the Ancients), Manticore (Gohn Meteorite)
World 2 Enemies: Crystal (Guardian Tree)
World 3 Enemies: Leviathan (Istory Falls), Bahamut (North Mountain),
Azulmagia (Interdimensional Rift - Castle), Enuo (Postgame), Famed Mimc Gogo
(Sunken Walse Tower), Dhorme Chimera (Pyramid of Moore - Zephyrus summon)
Location Unknown: *Aquagel
Effect: Water damage to all enemies. Desert enemies suffer 8x damage.
Advice: This will one shot the Sandworm, and pretty much anything in the
Desert of Shifting Sands. That's about the extent of its use, as it deals the
same amount of damage as Aera otherwise. Dhorme Chimera casts this, but I
wouldn't suggest fighting him the instant you have access. Save it until just
before the sandworm battle, when you should be more prepared to fight him.
Other Notes: Costs the second most MP of any Blue Mage spell in the
game. The only water spell (excluding summons) you have access to. I don't know
where Aquagels are, but you can only get it through !Control from them.


Transfusion [FUS]
MP Cost: 13
World 1 Enemies: *Mythril Dragon (World Map - Library of the Ancients)
World 2 Enemies: *Devilfish (World Map - Castle Exdeath region),
*Biositris (World Map - Regole region)
World 3 Enemies: *Gargoyle (Tablet Dungeon entrances), *Unknown
(Bestiary entry 169) (Great Sea Trench), *Mover (Interdimensional Rift - Inner
Sanctum)
Effect: Removes caster from battle to fully restore one ally's HP and
MP.
Advice: Don't use it. It completely removes the caster from battle,
something you never want to do.
Other Notes: Can only be learned by confusing or !Controlling one of the
listed enemies, since this is a healing magic. This is one of two spells that
Azulmagia does not cast.


Missile [MSL]
MP Cost: 7
World 1 Enemies: *Motor Trap (Fire-Powered Ship), Rocket Launcher (Lonka
Ruins), Prototype (World Map - Islands southwest of Crescent), Soul Cannon
(Lonka Ruins)
World 2 Enemies: Enkidu (Xezat's Fleet), Gilgamesh (Xezat's Fleet)
World 3 Enemies: *Motor Trap (Fire-Powered Ship), Soul Cannon (Phoenix
Tower), Azulmagia (Interdimensional Rift - Castle), Mecha Head (Pyramid of
Moore)
Effect: Reduce target to 1/4 of target's current HP. 75% hit rate.
Advice: A nice way of quickly reducing an enemy's HP if they're not
Heavy. Beyond the early game, doesn't really see much use though.
Other Notes: Motor Trap will only use Missile if !Controlled.


Level 5 Death [L5D]
MP Cost: 22
World 1 Enemies: Page 64 (Library of the Ancients), *Level Tricker
(Lonka Ruins)
World 2 Enemies: *Level Tricker (Barrier Tower)
World 3 Enemies: Page 64 (Library of the Ancients), Executor (Island
Shrine), Level Checker (Interdimensional Rift - Ruins, Sunken Walse Tower,
Postgame dungeon), Azulmagia (Interdimensional Rift - Castle), Enuo (Postgame
dungeon)
Effect: Anything with a level divisible by 5 dies. Ignores immunity and
Heavy. Fully restores undead (with a level divisible by 5) to full HP.
Reflectable.
Advice: The most powerful spell in the game. No, seriously. If it's not
undead, and you have the means to manipulate levels (both up and down), you can
Level 5 Death everything in the game that doesn't have auto-Reflect and isn't
Undead, since the level cap is 255 for enemies. In other words, get this as
soon as humanly possible. Need proof? Click me.
Other Notes: If you're too lazy to look for Page 64 in Library of the
Ancients (it's not exactly hard to find), Level Trickers can give it out if you
put Reflect on them and !Control them.


Moon Flute [FLT]
MP Cost: 3
World 1 Enemies: Page 256 (Library of the Ancients), Jackanapes (Walse
Castle)
World 2 Enemies: N/A
World 3 Enemies: Page 256 (Library of the Ancients), Mykale (World Map -
Moore region, Crescent region)
Effect: Berserks your team.
Advice: Need to auto attack and win? This is your spell. Note that
Berserking a Berserker does nothing.
Other Notes: One of few spells that can be learned from every enemy that
casts it without needing !Control or some form of confusion. One of two spells
that Azulmagia does not cast even if you (somehow) teach it to him.


Off-Guard [OFF]
MP Cost: 19
World 1 Enemies: *Page 256 (Library of the Ancients)
World 2 Enemies: Magic Dragon (Castle Exdeath), Ziggurat Gigas (Barrier
Tower's upper floors), *#Shadow (World Map - Forests around Fork Tower, Ghido's
Cave)
World 3 Enemies: Magic Dragon (Sunken Walse Tower, Interdimensional Rift
- Castle), Ziggurat Gigas (Pyramid of Moore - Zephyrus summon), Ushabti
(Pyramid of Moore), *Page 256 (Library of the Ancients), *#Shadow (World Map -
beaches north of Sunken Walse Tower), *#The Damned (Pyramid of Moore, Island
Shrine)
Effect: Halves target's Defense.
Advice: Rather surprising what this can do. Damage numbers can jump up
pretty high if you hit someone with a lot of Defense with this. Might have some
problems getting through Magic Evade, though.
Other Notes: Page 256 is the only way to learn this in World 1, and you
need !Control to learn it.


Magic Hammer [HMR]
MP Cost: 3
World 1 Enemies: Byblos (Library of the Ancients)
World 2 Enemies: Drippy (Drakenvale)
World 3 Enemies: Apanda (Interdimensional Rift - Library), Azulmagia
(Interdimensional Rift - Castle), *Oiseaurare (Island Shrine)
Effect: Halves target's MP.
Advice: You'd be surprised what use this move could have. If you're
fighting something that tends to spam physicals, but casts really powerful
magic when it's nearly dead, you can drain it of magic to the point where it's
unable to cast their spells if you can hit them with it enough. Just keep in
mind Magic Evade will make this harder to hit, so it might take a while
depending on the enemy.
Other Notes: Byblos is your only source for this in world 1, though he's
a very difficult boss. If you can't get it here, you'll have to wait until
Drakenvale in world 2. The only non-boss way to get it in world 3 is by
!Controlling an Oiseaurare.


Dark Spark [DKS]
MP Cost: 27
World 1 Enemies: Black Flame (World Map - Crescent and Istory)
World 2 Enemies: Strapparer (World Map - Castle Exdeath region),
*#Shadow (World Map - Forests around Fork Tower, Ghido's Cave)
World 3 Enemies: Ushabti (Pyramid of Moore), Azulmagia (Interdimensional
Rift - Castle), *#Shadow (World Map - beaches north of Sunken Walse Tower),
Hades (Postgame dungeon)
Effect: Halves target's level.
Advice: Rather useful if you're trying to get a level based spell (such
as Level 5 Death or Level 2 Old) to work. Also helps deal with magic evasion,
since levels have an affect on whether or not your spells like Off-Guard can
hit. In some cases, it's faster to get an enemy's level to a multiple of 5 by
using this instead of trying to !Mix their level to 255.
Other Notes: Shadows can cast this if you !Control them after giving
them an ether.


Flamethrower [FLM]
MP Cost: 5
World 1 Enemies: Prototype (World Map - Islands southwest of Crescent),
Flame Thrower (Lonka Ruins)
World 2 Enemies: N/A
World 3 Enemies: Prototype (Sunken Walse Tower), Mecha Head (Pyramid of
Moore), Triton (Great Sea Trench), Great Dragon (Interdimensional Rift -
Caves), Claret Dragon (Postgame dungeon), Omega (Interdimensional Rift -
Caves), Omega Mk. II (Postgame dungeon), *Mindflayer (Interdimensional Rift -
Inner Sanctum), Azulmagia (Interdimensional Rift - Castle)
Effect: Moderate Fire damage to one enemy.
Advice: The most damaging Blue Mage spell for World 1. This can be
amplified by the Flame Rod (750 gil in Karnak) to make it better than Aera, and
it's half the cost. Only downside is not being able to all-target, but I
haven't found a need to do that.
Other Notes: Of the three Blue Magic spells Prototype knows,
Flamethrower is the only one it will willingly use on you.


Level 2 Old [L2O]
MP Cost: 11
World 1 Enemies: *Level Tricker (Lonka Ruins)
World 2 Enemies: Magic Dragon (Castle Exdeath - 2F-4F), *Level Tricker
(Barrier Tower)
World 3 Enemies: Executor (Island Shrine), Level Checker
(Interdimensional Rift - Ruins), Azulmagia (Interdimensional Rift - Castle),
Shinryu (Interdimensional Rift - Inner Sanctum)
Effect: Inflicts Old on any enemy with a level divisible by 2.
Advice: Practically any enemy in the game can be hit by this even if you
don't have access to !Mix with enough Dark Sparks. Could take more than one,
though. Old drains the affected's stats while under the influence of it, does
not get cured over time, and if cured, the stats do NOT recover. If your
characters are ever hit by this, the status goes away and the stats recover
after ending the battle, so don't worry about it being permanent.
Other Notes: This is only obtainable in world 1 by !Controlling a Level
Tricker and bouncing it off a Reflect you placed on them. You have to wait
until near the end of world 2 to grab this if you can't do either for some
reason.


White Wind [WND]
MP Cost: 28
World 1 Enemies: *Enchanted Fan (Lonka Ruins)
World 2 Enemies: *Enkidu (Xezat's Fleet) *Hellraiser (Castle Exdeath -
2F-4F)
World 3 Enemies: *Dark Elemental (Postgame dungeon), White Flame
(Interdimensional Rift - Forest)
Effect: Heals party for an amount equal to caster's remaining HP. Will
cure someone wearing Bone Mail.
Advice: The most useful healing spell a Blue Mage has. At full HP, he
can cure your allies for his max HP. Unless you're fighting the undead, it's
best not to use this to cure your Blue Mage, though. Works really well with
Bone Mail strats, since this is one of VERY FEW things that can heal someone
wearing that.
Other Notes: Because this is a healing spell, you'll need to find some
way to confuse or !Control your target to learn it. Sadly, very few enemies in
the game will ever use this. Enkidu also uses this the instant he spawns in the
battle, but I don't think you have enough time to confuse him in order to learn
it.


1,000 Needles [1KN]
MP Cost: 25
World 1 Enemies: *Lamia (Lonka Ruins)
World 2 Enemies: *#Hedgehog (World Map - Forests around Fork Tower),
*Cactus (World Map - Moogle Village)
World 3 Enemies: Lamia Queen (Pyramid of Moore) *#Hedgehog (World Map -
Karnak Region), Lemure (Phoenix Tower), Mykale (World Map - Moore, Crescent
regions), Azulmagia (Interdimensional Rift - Castle)
Effect: 1,000 damage to one enemy. Damage cannot be lowered.
Advice: Really nice attack when you're out of options. If you can get
this early game, you're pretty much set to take on anything in world 1. Shame
nobody's willing to use it on you until world 3, though to be fair, it would
kinda one shot you that early...
Other Notes: Most things won't use this on you, so unless you want to
(or have to) wait until world 3 to learn it, you'll have to !Control someone to
learn this.


Level 4 Graviga [L4G]
MP Cost: 9
World 1 Enemies: Ghidra (Lonka Ruins), Level Tricker (Lonka Ruins)
World 2 Enemies: Level Tricker (Barrier Tower)
World 3 Enemies: Executor (Island Shrine), Level Checker
(Interdimensional Rift - Ruins), Azulmagia (Interdimensional Rift - Castle)
Effect: If an enemy's level is divisible by 4, cuts an enemy's current
HP to 1/4 of it. Deals 0 damage to Heavy enemies.
Advice: This can expedite a fight rather quickly and is more accurate
than Missile, though it's level dependent. Honestly one of the more useless
spells; if it can be hit by this, you're better off just using Level 2 Old. At
least learning it won't kill you.
Other Notes: The only level based spell that doesn't have a monster that
will only cast it if !Controlled.


Time Slip [TMS]
MP Cost: 9
World 1 Enemies: N/A
World 2 Enemies: Traveler (Barrier Tower), Gilgamesh (Castle Exdeath)
World 3 Enemies: *Cherie (Phoenix Tower), Azulmagia (Interdimensional
Rift - Castle)
Effect: Inflicts Old and Sleep on a single target.
Advice: Rather nice if you can find an enemy not immune to both. Enemy
can't do squat while their stats weaken indefinitely. You could go idle and
come back and they'd be so weak it's hilarious.
Other Notes: The first spell you can learn that's not available in world
1.


Aeroga [AGA]
MP Cost: 24
World 1 Enemies: N/A
World 2 Enemies: Metamorph (Ifrit variant) (Ghido's Cave), Magic Dragon
(Castle Exdeath), Crystal (Guardian Tree)
World 3 Enemies: Baldanders (Interdimensional Rift - Ruins), Azulmagia
(Interdimensional Rift - Castle), Neo Exdeath (Final Boss), Dark Elemental
(Postgame dungeon), Enuo (Postgame dungeon), *Cherie (Phoenix Tower), *Ziggurat
Gigas (Zephyrus summon only) (Pyramid of Moore), Elm Gigas (Library of the
Ancients)
Effect: High Wind damage. Can target all enemies for half damage.
Advice: The Air Knife, which boosts wind element attacks and spells, is
available right around when you can get this spell. Combine the two, and you
have the Blue Mage's best source of reliable damage. I've seen this hit for
over 6k under the right conditions.
Other Notes: The Metamorph that lets you get this spell needs to
transform into an Enchanted Fan. Only the variant that turns into Ifrit is
capable of doing so.


Lilliputian Lyric [MIN]
MP Cost: 5
World 1 Enemies: N/A
World 2 Enemies: Mini Magician (Forest of Moore), Gilgamesh (Castle
Exdeath)
World 3 Enemies: Cherie (Phoenix Tower), Farfarello (Interdimensional
Rift - Forest), Azulmagia (Interdimensional Rift - Castle), *Villa (World Map -
Southwest corner of the seas, Postgame dungeon), *Mykale (World Map - Moore and
Crescent regions)
Effect: Inflicts Mini on a single target.
Advice: Not exactly the most helpful of spells, but like I've said
before, experiment. You never know what you'll find out about enemy weaknesses.
Shame you can't get this earlier, though.
Other Notes: Does not cure Mini status if cast on a target that's
already Mini.


Level 3 Flare [L3F]
MP Cost: 18
World 1 Enemies: N/A
World 2 Enemies: *Red Dragon (Barrier Tower, Castle Exdeath), Exdeath
(Castle Exdeath)
World 3 Enemies: *Archeosaur (Pyramid of Moore), Executor (Island
Shrine), Azulmagia (Interdimensional Rift - Castle), Shinryu (Interdimensional
Rift - Inner Sanctum), Level Checker (Interdimensional Rift - Ruins)
Effect: Casts Flare on enemies whose level is divisible by 3.
Advice: The most use I got out of this spell was for getting rid of the
gargoyles guarding the tablet dungeons. Sure, it's an early Flare, but it's not
like there are a lot of enemies who happen to have a level divisible by 3.
Other Notes: Azulmagia can be taught this spell. He'll then promptly use
it on your party, to no effect if you planned your levels properly.


Doom [DOM]
MP Cost: 10
World 1 Enemies: N/A
World 2 Enemies: Exdeath (Castle Exdeath)
World 3 Enemies: *#The Damned (Pyramid of Moore, Island Shrine), Unknown
(Bestiary entry 172) (Great Sea Trench), Azulmagia (Interdimensional Rift -
Castle), Hades (Postgame dungeon)
Effect: Target dies 30 seconds after this connects.
Advice: If it's weak to Death and its level is not divisible by 5, this
is a good way to inflict it if you have the patience. Usually faster to just
kill things normally, though.
Other Notes: Exdeath is the first enemy that can cast it, and 90% of the
time, he'll open the battle with it. If he doesn't, and you really want this
spell early, he can still cast it as long as he's not in jerk boss mode, it's
just very unlikely.


Mind Blast [MDB]
MP Cost: 6
World 1 Enemies: N/A
World 2 Enemies: N/A
World 3 Enemies: Wendigo (Island Shrine), Twintania (Interdimensional
Rift - Castle), Azulmagia (Interdimensional Rift - Castle), Mindflayer
(Interdimensional Rift - Inner Sanctum)
Effect: Deals non-elemental damage to one target and inflicts Sap and
Paralysis.
Advice: If an enemy's vulnerable to Sap, combine this with the Time Mage
spell Quick and go afk until the enemy dies from it.
Other Notes: A nasty spell to be hit by, and only the nastiest of
creatures use it unfortunately. At least one of them is a random encounter.


Roulette [RLT]
MP Cost: 1
World 1 Enemies: N/A
World 2 Enemies: N/A
World 3 Enemies: Parthenope (Phoenix Tower), Azulmagia (Interdimensional
Rift - Castle), Death Dealer (Interdimensional Rift - Ruins), Shinryu
(Interdimensional Rift - Inner Sanctum), Hades (Postgame dungeon)
Effect: One random battle participant dies.
Advice: Don't use this. This spell is literally starting a game of
Russian Roulette, and most of the time the odds are NOT in your favor. On the
bright side, Bone Mail wearers are immune to this.
Other Notes: It's a wonder more enemies don't have this spell, it's a
good way to invoke fear into the player, wondering if they'll get lucky or have
to start frantically reviving and healing before the next attack wave.


Mighty Guard [MTG]
MP Cost: 72 (!)
World 1 Enemies: N/A
World 2 Enemies: N/A
World 3 Enemies: *Stingray (World Map - Waters around the Sunken Walse
Temple, Postgame dungeon), *Ironclad (Postgame dungeon)
Effect: Casts Protect, Shell, and Float on the party.
Advice: The most expensive, most difficult, most useful Blue Mage spell
to learn. Half damage from both physical and magical attacks, plus ground and
tile damage immunity. Too bad it costs far too much (as far as I've seen, its
cost is only outmatched by the Time Mage spell Quick), though a Gold Hairpin
will mitigate that a little.
Other Notes: Refer to the map posted in the Goblin Punch section for
details on where to find this guy. It's advised you use Quicksave strats while
in that small encounter section to get him on second encounter, as this guy is
rather rare to find normally. Stingray is the only enemy in the game before
postgame that knows this spell, and from my experience, he does not want to
cast it, ever. If you want to go the !Control route, you'll need to put Reflect
on him since you apparently can't target your party with it. If you need to
confuse him (he will for some reason use Mighty Guard on you while confused),
!Sing doesn't seem to work on him, so you'll need to try to pull off Tempting
Tango to confuse him. Once you have it, killing him so you can actually KEEP
the spell is a task in its own right. He can be Level 3 Flared, so take
advantage of that, and for the love of all that is holy, don't leave him
confused. He tends to use Tidal Wave on himself a lot, healing himself for
around 6k a pop. While difficult, it's better than the alternative...


Combat Tips [BTL]


- If you're looking to learn an ability, your best bet is to have your entire
party equipped with Learning. They don't have to be a Blue Mage unless they
don't have the skill. This way you don't have to rely on enemies targeting the
right ally or hope a Reflect bounces spells back at a Blue Mage.

- Blue Mage and Chemist go together like two peas in a pod, as long as you have
the items. !Mix can set an enemy up to be the highest level possible, Blue Mage
knocks 'em down with Level 5 Death. Many, many enemies in the game can be taken
out with this combo.

- Bards are a Blue Mage's best friend. The Bard can level up your party in
battle with Hero's Rime to a maximum of 255, which affects spell accuracy. So
if you're having trouble landing those Dark Sparks or Magic Hammers or whatever
you're trying to land on them, consider this. They can also use Mana's Paean to
boost the magic stat, allowing for more potent Aerogas.

- Bone Mail is very powerful armor, granting the most defense of any armor in
the main game, but it also puts on them the Undead quality, making it
impossible to heal them. Except the Blue Mage can heal them with White Wind
because for whatever reason it bypasses that undead thing.

- Blue Mages love a good Beastmaster. Their ability to control enemies and make
them specifically target Blue Mages with skills they can learn is invaluable to
getting some of the more handy spells earlier than normal.

- Out of mana? No problem. Grab an Excalipoor or something else with high
attack power and use Goblin Punch from the back row. You get the full 100
attack power from the Excalipoor, you get full damage from back row, and you
have a method of getting around the Chicken Knife's !Flee effect if you don't
have anyone else who can.

- Mighty Guard can be used as a (greatly) more expensive variant of Float. If
you have a reason to go through the Great Sea Trench, pick up this ability
before you head for there. It can't be stressed enough how nice it is to ignore
tile damage.

- If you can drain things of mana so they can't cast spells, and you can make
their levels even so you can stick Old on them, you can cripple almost anything
in the game with a little patience and a lot of mana recovery items. Works
surprisingly well on the Crystals in the Guardian Tree, long as you keep in
mind Earth Shaker doesn't cost mana. (Though with a Time Mage, Float can get
around that.)

- Blue Mages can use the Wonder Wand. The Wonder Wand, on its 14th attack,
casts Berserk. If you have a good melee attacker with you, or you have a
Knight, you can use this to your advantage against Shinryu. They can also use
it as an item to restart a battle if things are going horribly wrong.

- Unless you need some other weapon equipped, you're pretty much going to be
using the Air Knife or Magus Rod for most of the game for that boost to Aeroga.

- Consider giving the Blue Mage a Gold Hairpin. They tend to run out of MP
pretty easily with a somewhat low mana pool and high costing spells. It's not
like they have a ton of defense in armor anyway.

- Out of ways to deal damage? Nothing seems to work? 1,000 Needles will always
deal 1,000 damage, regardless of defenses.


Acknowledgements [THX]


Credit where credit is due. Thanks be to:

- The Final Fantasy Wiki for the list of every enemy who can cast each Blue
magic spell. (Only factual information was used from the wiki.)

- The Four Job Fiesta rolling me a Blue Mage, for giving me a reason to write
this guide.
The guide for your Blue Mage needs, whatever they may be.

This guide makes use of the Find system. Need to find something? Use Ctrl+F and
type in the code to where you want to go. Note that if you need to find an
ability, the codes for those are posted in the abilities section to avoid
cluttering the Table of Contents.


Table of Contents


1.0 - Introduction [INT]
2.0 - Disclaimer [LEG]
3.0 - The Blue Mage [BLU]
4.0 - Abilities [ABP]
5.0 - Combat Tips [BTL]
6.0 - Acknowledgements [THX]



Introduction [INT]


Hey guys, sonikku here bringing you his first guide for Vizzed. This one is all
about the Blue Mage; how to get his abilities, how to make use of his
abilities, and how to use him overall in combat. I will try to cover everything
I know about them, but I don't know everything, so some information may be
inaccurate.



Disclaimer [LEG]


This guide may be printed out or saved for personal use. It may not be
reproduced, claimed as your own, sold for profit, or otherwise used in a matter
not deemed for personal use. This guide may not be modified or altered (except
at the discrection of vizzed.com moderators to fit site guidelines) and may not
be reposted anywhere else. If this guide is found on any site other than
vizzed.com, send me a private message on Vizzed so that I may track them down
and beat them with a sack of oranges.



The Blue Mage [BLU]


The Blue Mage is a rather odd job class. Blue magic cannot be disabled by the
Silence status ailment, and Red Mages cannot !Dualcast their magic, but the
game still classifies it as magic. They also cannot learn spells by buying
them; they must learn them in the field by taking damage (or healing, or
whatever the skill does) from the skill and remaining alive at the end of the
battle. The skill can kill them, they just have to be alive when the battle
ends, otherwise it would be impossible to learn certain skills. These skills
vary in usefulness, from the completely useless, to the very weird, to the
can't live without.

This job also has something unique about them: They are the only class in the
game which can use level based magic. Level based magic is unique in that, as
long as the target's level is divisible by the level stated in the magic, it
will produce its effect on the target, bypassing magic evade, immunity, and the
Heavy flag (if applicable). These are possibly the most useful spells a Blue
Mage can have, especially when combined with other jobs and abilities. More on
that later, though.

When mastered, the Blue Mage will transfer its Agility to the Freelancer class,
provided another class isn't providing a better Agility stat, and will give
Freelancer the innate Blue Mage ability Learning. It is also capable of
wielding swords, shields, and knives (along with rods), but is best suited in
the back row where it can actually work its magic, so to speak.



Abilities [ABP]


0. Notes - Read First!
1. Goblin Punch [GBP]
2. Aero [ARO]
3. Vampire [VMP]
4. Pond's Chorus [FRG]
5. ???? [???]
6. Flash [FLS]
7. Self-Destruct [S-D]
8. Aera [ARA]
9. Death Claw [DCL]
10. Aqua Breath [AQB]
11. Transfusion [FUS]
12. Missile [MSL]
13. Level 5 Death [L5D]
14. Moon Flute [FLT]
15. Off-Guard [OFF]
16. Magic Hammer [HMR]
17. Dark Spark [DKS]
18. Flamethrower [FLM]
19. Level 2 Old [L2O]
20. White Wind [WND]
21. 1,000 Needles [1KN]
22. Level 4 Graviga [L4G]
23. Time Slip [TMS]
24. Aeroga [AGA]
25. Lilliputian Lyric [MIN]
26. Level 3 Flare [L3F]
27. Doom [DOM]
28. Mind Blast [MDB]
29. Roulette [RLT]
30. Mighty Guard [MTG]

This is a full list of every ability the Blue Mage can learn, in the order in
which you can find them. It will also list, by world, what enemies will give it
to them. If an enemy is marked with a *, you will typically have to use
a Beastmaster's !Control ability or find some way to confuse the target to get
them to cast it on you, though I will also detail out anything that requires
more clarification. If an enemy is marked with a #, it means the enemy
does not have the MP required to cast this spell and will need a... "generous"
donation of an ether to be able to use it on you.

Players doing a Four Job Fiesta run: Chances are high you probably don't have
access to !Control. Chances are also rather high you don't have access to a way
of confusing enemies. This means that a number of spells will not be accessible
to you until world 2 or later. You have two sources of confusion available to
you. The first is the Dancing Dagger, obtainable in a chest in Moogle Village
in world 2. This dagger, when you !Attack, has a 25% chance of instead using !
Dance, and !Dance has a 25% chance of casting Tempting Tango, which may confuse
the target. It's a 1/16 shot, so it will probably take a few tries, but it's
better than nothing. Option 2 is in the Fork Tower in world 3; one of the
treasure chests in the magic half of the tower is the Wonder Wand, a rod that
casts a "random" spell (it actually goes in order though the white magic, then
the black magic, and loops back to the white magic) every time you !Attack.
Luckily for you, you're able to equip rods, and Confuse is in this list. Once
you know what spell it is in the list, you should be able to use this wand to
your advantage to learn any healing/buff ability you may have missed. If you
screw up and use Confuse on the wrong enemy, or the enemy you targeted with
confuse either broke free from confusion too soon or refused to fall to the
confusion, it can be used as an item in battle to cast Return, restarting the
battle you're in and simultaneously resetting the Wonder Wand back to the state
it was in before the battle (though you won't remember any abilities you were
about to learn).


Goblin Punch [GBP]
MP Cost: 0
World 1 Enemies: Goblin (World Map - Outside of Pirate's Hideout), Black
Goblin (Wind Shrine)
World 2 Enemies: Gilgamesh (Big Bridge), Gobbledygook (Barrier Tower)
World 3 Enemies: Azulmagia (Interdimensional Rift - Jail Save guardian),
*Sahagin (Ship encounter near Phoenix Tower), *Nix (see Sahagin)
Effect: Deals damage to one target, based on your Attack power. If the
target's level equals the caster's, damage is multiplied by 8.
Advice: Easy enough to grab, and unless you need your weapon's effect to
proc, a perfect replacement for !Attack since it's more or less the same thing.
Except possibly better. Because that poopy Excalipoor actually does its listed
100 attack power when you cast this. It also does full damage from back row.
Other Notes: If you're that desperate to get Goblin Punch that you need
to fight Sahagin or Nix, click me. That very bright teal area? The one that
you can barely see anything of? That's the ONLY location where you can find
these two encounters (Nix is Armon; this map uses the SNES/PS1 translation).
You'll need !Control to learn it off them. You're better off trying to get it
off Azulmagia instead of those two, though you really should get this in world
1.

Aero [ARA]
MP Cost: 4
World 1 Enemies: Moldwynd (Wind Shrine), Gigas (Karnak Castle Monster-
in-a-Box), Magissa (Northern Mountain boss), *Defeater (Fire-Powered Ship)
World 2 Enemies: N/A
World 3 Enemies: Mykale (World Map - Moore and Crescent areas),
Azulmagia (Interdimensional Rift - Jail Save guardian), *Defeater (Fire-Powered
Ship)
Effect: Low Air damage. Can target all enemies for half damage.
Advice: A decent damaging spell for the very early game, when you don't
have much else to work with. Encounter to get it early's a bit rare, but you
should get it during those, since Aera is available the next time Aero is.
Other Notes: Defeater knows the spell, but will not cast it unless you
!Control him.


Vampire [VMP]
MP Cost: 2
World 1 Enemies: Steel Bat (Pirate's Hideout)
World 2 Enemies: Blood Slime (Underground River before Moogle Village),
Abductor (Bal Castle), Zombie Dragon (Drakenvale), Enkidu (Xezat's Fleet), Dark
Aspic (Ghido's Cave), #Dechirer (World Map - Moore, forests north of Surgate
Castle), *#Shadow (World Map - Forests near Fork Tower, Ghido's Cave)
World 3 Enemies: Zombie Dragon (Interdimensional Rift - Caves), Python
(World Map - Ghido's Cave area), Mercury Bat (Location Unknown, possibly Istory
Falls?), *#Achelon (Interdimensional Rift - Caves), *#Shadow (World Map - beach
north of sunken Walse Tower)
Effect: Deals damage to one enemy equal to caster's Max HP - caster's
current HP. Heals caster for damage dealt. If the target is undead, heals
target and hurts caster instead.
Advice: It cannot be stressed enough how bad of an idea it is to try and
use this spell on an Undead monster. Otherwise, this is the Blue Mage's best
source of healing. Damage and heal in one attack? Yes please. Especially when
it's a full heal.
Other Notes: If you don't get this from the Steel Bats, you're stuck
waiting until world 2, as nobody else in world 1 has the skill. Achelon and
Shadow will need an ether and need to be !Controlled to learn it off them,
while Dechirer may only need an ether. The Abductor variant that kidnaps you off
Tent Island and the Castle Exdeath trap encounters with them both do not know
Vampire. Hopefully you won't need to resort to the world 2 or world 3
encounters to learn this magic.


Pond's Chorus [FRG]
MP Cost: 5
World 1 Enemies: Elf Toad (Walse Tower), Archeotoad (Lonka Ruins)
World 2 Enemies: Kornago (World Map - Quelb), Gilgamesh (Castle Exdeath)
World 3 Enemies: Farfarello (Interdimensional Rift - Forest), Lemure
(Phoenix Tower), *Vilia (World Map - Southwest corner by ship)
Effect: Turns the target into a toad.
Advice: You'd be surprised what status ailments things are vulnerable
to. Notably, the charging form of Twintania can be Toaded to halt its Gigaflare
(though it'll revert after failing to fire), as does the Garula boss. If you're
struggling, don't be afraid to experiment. Who knows what you'll find.
Other Notes: The Elf Toad will only cast this spell if it is the last
one alive in the party. Refer to the map posted in the notes section of Goblin
Punch for where to find Vilia (Silvune in the map). Aside from postgame content
(GBA and iOS only), that little spot is the only place to encounter this enemy.


???? [???]
MP Cost: 3
World 1 Enemies: Wild Nakk (World Map - Forests around Karnak)
World 2 Enemies: Kuza Beast (World Map - Sealed Castle), Tyrannosaur
(Boss threatening a Moogle), *Traveler (Barrier Tower)
World 3 Enemies: Behemoth (FFV Advance bonus dungeon), Kuza Beast
(Phoenix Tower - incorrect switch fight), *Gel Fish (World Map - ocean), King
Behemoth (Interdimensional Rift - Inner Sanctum), *Mecha Head (Pyramid of Moore
- Wandering enemies), *#Numb Blade (Interdimensional Rift - Castle)
Effect: Deals damage to one target equal to caster's Max HP - caster's
current HP.
Advice: A more expensive, less useful version of Vampire. Only really
usable against undead; you're better off casting Vampire in every other
situation. Wild Nakks, a common early game enemy to grind money off of, use
this rather often, so as long as you're Learning, you should easily come across
this one. If you have to wait until world 2, Kuza Beasts will only ever cast
this spell. They don't even use a regular physical attack.
Other Notes: ???? is the actual in-game name of the spell, and when
used, does not display anything at the top of the screen. It has a short delay
between setup and attack animation, if you really need a way to tell when
someone's casting it. Most enemies that know this spell need a little coaxing
to get them to cast it. If you aim to get them from Gel Fish, refer to the map
I posted above for Goblin Punch.


Flash [FLS]
MP Cost: 7
World 1 Enemies: Crew Dust (Fire-Powered Ship), Ramuh (Forests near
Istory) #Headstone (North Mountain), *#Stone Mask (Lonka Ruins)
World 2 Enemies: Neon (Barrier Tower), Gilgamesh (Castle Exdeath)
World 3 Enemies: Crew Dust (Fire-Powered Ship), Ramuh (Interdimensional
Rift - Castle (only if not defeated in world 1)). Necrophobe (Interdimensional
Rift - Last Floor), Azulmagia (Interdimensional Rift - Castle), *#Orukat
(Interdimensional Rift - Caves), *Parthenope (Phoenix Tower)
Effect: Attempts to inflict Blind on all enemies.
Advice: Rather nice if you have a heavy physical enemy susceptible to
the ailment. Enemies with high magic evade might dodge this a lot, though.
Easiest to get this off Crew Dust, since they can be fought in worlds 1 and 3
(access the Fire-Powered Ship from the Catapult) and will cast it when they're
alone.
Other Notes: A number of the non-bosses that know this move need to be
coaxed into using it in some way, either by giving them MP or by !Controlling
them or both. Your best bet is to just get it from Crew Dust and be done with
it.


Self-Destruct [S-D]
MP Cost: 1
World 1 Enemies: *Motor Trap (Fire-Powered Ship), Bomb (World Map -
Jachol), Purobolos (Walse Meteorite), *Prototype (World Map - Islands southwest
of Crescent)
World 2 Enemies: N/A
World 3 Enemies: Grenade (Interdimensional Rift - Ruins), Prototype
(Sunken Walse Tower), Unknown (Bestiary entry 171) (Great Sea Trench)
Effect: Kills caster to deal damage to 1 enemy equal to caster's
remaining HP.
Advice: This move has exactly one use. You can make Azulmagia learn it,
and he'll promptly use it against you, killing himself in the process. Easiest
boss fight in the game.
Other Notes: Motor Traps won't use this if you Thunder Blade one.
They'll only blow up on you if you have a mage cast Thunder on them. Breaking a
rod on one is too powerful, so don't waste the 750 gil. Gilgamesh is capable of
casting this during the Necrophobe fight, but he does not target your party
with it, so it is not possible to learn it there.


Aera [ARA]
MP Cost: 10
World 1 Enemies: Gigas (Karnak Castle Monster-in-a-Box), Page 32
(Library of the Ancients), Enchanted Fan (Lonka Ruins)
World 2 Enemies: Gilgamesh (Big Bridge), Enkidu (Xezat's Fleet),
Abductor (Castle Exdeath), *Galajelly (Forest of Moore)
World 3 Enemies: Page 32 (Library of the Ancients), Azulmagia
(Interdimensional Rift - Castle)
Effect: Moderate Air damage. Can be cast on all enemies for 1/2 damage.
Advice: Not really that great, considering Flamethrower is the same
power, can be boosted by Flame Rod when you get it, and costs half the MP as
this spell.
Other Notes: If you try to go for every treasure in Karnak Castle, odds
are pretty high you'll get Aera from him. It's a relatively common casting.


Death Claw [DCL]
MP Cost: 21
World 1 Enemies: Iron Claw (Karnak Castle boss)
World 2 Enemies: Treant (World Map - Castle Exdeath region), Gilgamesh
(Xezat's Fleet), *Objet d'Art (Bal Castle basement), *Strapparer (World Map -
Castle Exdeath region)
World 3 Enemies: *Objet d'Art (Bal Castle basement), Death Claw
(Interdimensional Rift - Basement), Azulmagia (Interdimensional Rift - Castle),
Soul Eater (Postgame dungeon)
Effect: Reduces target HP to single digits. Inflicts Paralysis.
Advice: Not the most useful of moves since it cannot harm enemies with
the Heavy flag (most bosses), but it can pierce Reflect. Don't be afraid to
experiment, though.
Other Notes: You only get one shot at this in World 1, and it's on a
timer. If you need to get out, forego learning this until later on.


Aqua Breath [AQB]
MP Cost: 38
World 1 Enemies: Dhorme Chimera (World Map - Desert areas near the
Library of the Ancients), Manticore (Gohn Meteorite)
World 2 Enemies: Crystal (Guardian Tree)
World 3 Enemies: Leviathan (Istory Falls), Bahamut (North Mountain),
Azulmagia (Interdimensional Rift - Castle), Enuo (Postgame), Famed Mimc Gogo
(Sunken Walse Tower), Dhorme Chimera (Pyramid of Moore - Zephyrus summon)
Location Unknown: *Aquagel
Effect: Water damage to all enemies. Desert enemies suffer 8x damage.
Advice: This will one shot the Sandworm, and pretty much anything in the
Desert of Shifting Sands. That's about the extent of its use, as it deals the
same amount of damage as Aera otherwise. Dhorme Chimera casts this, but I
wouldn't suggest fighting him the instant you have access. Save it until just
before the sandworm battle, when you should be more prepared to fight him.
Other Notes: Costs the second most MP of any Blue Mage spell in the
game. The only water spell (excluding summons) you have access to. I don't know
where Aquagels are, but you can only get it through !Control from them.


Transfusion [FUS]
MP Cost: 13
World 1 Enemies: *Mythril Dragon (World Map - Library of the Ancients)
World 2 Enemies: *Devilfish (World Map - Castle Exdeath region),
*Biositris (World Map - Regole region)
World 3 Enemies: *Gargoyle (Tablet Dungeon entrances), *Unknown
(Bestiary entry 169) (Great Sea Trench), *Mover (Interdimensional Rift - Inner
Sanctum)
Effect: Removes caster from battle to fully restore one ally's HP and
MP.
Advice: Don't use it. It completely removes the caster from battle,
something you never want to do.
Other Notes: Can only be learned by confusing or !Controlling one of the
listed enemies, since this is a healing magic. This is one of two spells that
Azulmagia does not cast.


Missile [MSL]
MP Cost: 7
World 1 Enemies: *Motor Trap (Fire-Powered Ship), Rocket Launcher (Lonka
Ruins), Prototype (World Map - Islands southwest of Crescent), Soul Cannon
(Lonka Ruins)
World 2 Enemies: Enkidu (Xezat's Fleet), Gilgamesh (Xezat's Fleet)
World 3 Enemies: *Motor Trap (Fire-Powered Ship), Soul Cannon (Phoenix
Tower), Azulmagia (Interdimensional Rift - Castle), Mecha Head (Pyramid of
Moore)
Effect: Reduce target to 1/4 of target's current HP. 75% hit rate.
Advice: A nice way of quickly reducing an enemy's HP if they're not
Heavy. Beyond the early game, doesn't really see much use though.
Other Notes: Motor Trap will only use Missile if !Controlled.


Level 5 Death [L5D]
MP Cost: 22
World 1 Enemies: Page 64 (Library of the Ancients), *Level Tricker
(Lonka Ruins)
World 2 Enemies: *Level Tricker (Barrier Tower)
World 3 Enemies: Page 64 (Library of the Ancients), Executor (Island
Shrine), Level Checker (Interdimensional Rift - Ruins, Sunken Walse Tower,
Postgame dungeon), Azulmagia (Interdimensional Rift - Castle), Enuo (Postgame
dungeon)
Effect: Anything with a level divisible by 5 dies. Ignores immunity and
Heavy. Fully restores undead (with a level divisible by 5) to full HP.
Reflectable.
Advice: The most powerful spell in the game. No, seriously. If it's not
undead, and you have the means to manipulate levels (both up and down), you can
Level 5 Death everything in the game that doesn't have auto-Reflect and isn't
Undead, since the level cap is 255 for enemies. In other words, get this as
soon as humanly possible. Need proof? Click me.
Other Notes: If you're too lazy to look for Page 64 in Library of the
Ancients (it's not exactly hard to find), Level Trickers can give it out if you
put Reflect on them and !Control them.


Moon Flute [FLT]
MP Cost: 3
World 1 Enemies: Page 256 (Library of the Ancients), Jackanapes (Walse
Castle)
World 2 Enemies: N/A
World 3 Enemies: Page 256 (Library of the Ancients), Mykale (World Map -
Moore region, Crescent region)
Effect: Berserks your team.
Advice: Need to auto attack and win? This is your spell. Note that
Berserking a Berserker does nothing.
Other Notes: One of few spells that can be learned from every enemy that
casts it without needing !Control or some form of confusion. One of two spells
that Azulmagia does not cast even if you (somehow) teach it to him.


Off-Guard [OFF]
MP Cost: 19
World 1 Enemies: *Page 256 (Library of the Ancients)
World 2 Enemies: Magic Dragon (Castle Exdeath), Ziggurat Gigas (Barrier
Tower's upper floors), *#Shadow (World Map - Forests around Fork Tower, Ghido's
Cave)
World 3 Enemies: Magic Dragon (Sunken Walse Tower, Interdimensional Rift
- Castle), Ziggurat Gigas (Pyramid of Moore - Zephyrus summon), Ushabti
(Pyramid of Moore), *Page 256 (Library of the Ancients), *#Shadow (World Map -
beaches north of Sunken Walse Tower), *#The Damned (Pyramid of Moore, Island
Shrine)
Effect: Halves target's Defense.
Advice: Rather surprising what this can do. Damage numbers can jump up
pretty high if you hit someone with a lot of Defense with this. Might have some
problems getting through Magic Evade, though.
Other Notes: Page 256 is the only way to learn this in World 1, and you
need !Control to learn it.


Magic Hammer [HMR]
MP Cost: 3
World 1 Enemies: Byblos (Library of the Ancients)
World 2 Enemies: Drippy (Drakenvale)
World 3 Enemies: Apanda (Interdimensional Rift - Library), Azulmagia
(Interdimensional Rift - Castle), *Oiseaurare (Island Shrine)
Effect: Halves target's MP.
Advice: You'd be surprised what use this move could have. If you're
fighting something that tends to spam physicals, but casts really powerful
magic when it's nearly dead, you can drain it of magic to the point where it's
unable to cast their spells if you can hit them with it enough. Just keep in
mind Magic Evade will make this harder to hit, so it might take a while
depending on the enemy.
Other Notes: Byblos is your only source for this in world 1, though he's
a very difficult boss. If you can't get it here, you'll have to wait until
Drakenvale in world 2. The only non-boss way to get it in world 3 is by
!Controlling an Oiseaurare.


Dark Spark [DKS]
MP Cost: 27
World 1 Enemies: Black Flame (World Map - Crescent and Istory)
World 2 Enemies: Strapparer (World Map - Castle Exdeath region),
*#Shadow (World Map - Forests around Fork Tower, Ghido's Cave)
World 3 Enemies: Ushabti (Pyramid of Moore), Azulmagia (Interdimensional
Rift - Castle), *#Shadow (World Map - beaches north of Sunken Walse Tower),
Hades (Postgame dungeon)
Effect: Halves target's level.
Advice: Rather useful if you're trying to get a level based spell (such
as Level 5 Death or Level 2 Old) to work. Also helps deal with magic evasion,
since levels have an affect on whether or not your spells like Off-Guard can
hit. In some cases, it's faster to get an enemy's level to a multiple of 5 by
using this instead of trying to !Mix their level to 255.
Other Notes: Shadows can cast this if you !Control them after giving
them an ether.


Flamethrower [FLM]
MP Cost: 5
World 1 Enemies: Prototype (World Map - Islands southwest of Crescent),
Flame Thrower (Lonka Ruins)
World 2 Enemies: N/A
World 3 Enemies: Prototype (Sunken Walse Tower), Mecha Head (Pyramid of
Moore), Triton (Great Sea Trench), Great Dragon (Interdimensional Rift -
Caves), Claret Dragon (Postgame dungeon), Omega (Interdimensional Rift -
Caves), Omega Mk. II (Postgame dungeon), *Mindflayer (Interdimensional Rift -
Inner Sanctum), Azulmagia (Interdimensional Rift - Castle)
Effect: Moderate Fire damage to one enemy.
Advice: The most damaging Blue Mage spell for World 1. This can be
amplified by the Flame Rod (750 gil in Karnak) to make it better than Aera, and
it's half the cost. Only downside is not being able to all-target, but I
haven't found a need to do that.
Other Notes: Of the three Blue Magic spells Prototype knows,
Flamethrower is the only one it will willingly use on you.


Level 2 Old [L2O]
MP Cost: 11
World 1 Enemies: *Level Tricker (Lonka Ruins)
World 2 Enemies: Magic Dragon (Castle Exdeath - 2F-4F), *Level Tricker
(Barrier Tower)
World 3 Enemies: Executor (Island Shrine), Level Checker
(Interdimensional Rift - Ruins), Azulmagia (Interdimensional Rift - Castle),
Shinryu (Interdimensional Rift - Inner Sanctum)
Effect: Inflicts Old on any enemy with a level divisible by 2.
Advice: Practically any enemy in the game can be hit by this even if you
don't have access to !Mix with enough Dark Sparks. Could take more than one,
though. Old drains the affected's stats while under the influence of it, does
not get cured over time, and if cured, the stats do NOT recover. If your
characters are ever hit by this, the status goes away and the stats recover
after ending the battle, so don't worry about it being permanent.
Other Notes: This is only obtainable in world 1 by !Controlling a Level
Tricker and bouncing it off a Reflect you placed on them. You have to wait
until near the end of world 2 to grab this if you can't do either for some
reason.


White Wind [WND]
MP Cost: 28
World 1 Enemies: *Enchanted Fan (Lonka Ruins)
World 2 Enemies: *Enkidu (Xezat's Fleet) *Hellraiser (Castle Exdeath -
2F-4F)
World 3 Enemies: *Dark Elemental (Postgame dungeon), White Flame
(Interdimensional Rift - Forest)
Effect: Heals party for an amount equal to caster's remaining HP. Will
cure someone wearing Bone Mail.
Advice: The most useful healing spell a Blue Mage has. At full HP, he
can cure your allies for his max HP. Unless you're fighting the undead, it's
best not to use this to cure your Blue Mage, though. Works really well with
Bone Mail strats, since this is one of VERY FEW things that can heal someone
wearing that.
Other Notes: Because this is a healing spell, you'll need to find some
way to confuse or !Control your target to learn it. Sadly, very few enemies in
the game will ever use this. Enkidu also uses this the instant he spawns in the
battle, but I don't think you have enough time to confuse him in order to learn
it.


1,000 Needles [1KN]
MP Cost: 25
World 1 Enemies: *Lamia (Lonka Ruins)
World 2 Enemies: *#Hedgehog (World Map - Forests around Fork Tower),
*Cactus (World Map - Moogle Village)
World 3 Enemies: Lamia Queen (Pyramid of Moore) *#Hedgehog (World Map -
Karnak Region), Lemure (Phoenix Tower), Mykale (World Map - Moore, Crescent
regions), Azulmagia (Interdimensional Rift - Castle)
Effect: 1,000 damage to one enemy. Damage cannot be lowered.
Advice: Really nice attack when you're out of options. If you can get
this early game, you're pretty much set to take on anything in world 1. Shame
nobody's willing to use it on you until world 3, though to be fair, it would
kinda one shot you that early...
Other Notes: Most things won't use this on you, so unless you want to
(or have to) wait until world 3 to learn it, you'll have to !Control someone to
learn this.


Level 4 Graviga [L4G]
MP Cost: 9
World 1 Enemies: Ghidra (Lonka Ruins), Level Tricker (Lonka Ruins)
World 2 Enemies: Level Tricker (Barrier Tower)
World 3 Enemies: Executor (Island Shrine), Level Checker
(Interdimensional Rift - Ruins), Azulmagia (Interdimensional Rift - Castle)
Effect: If an enemy's level is divisible by 4, cuts an enemy's current
HP to 1/4 of it. Deals 0 damage to Heavy enemies.
Advice: This can expedite a fight rather quickly and is more accurate
than Missile, though it's level dependent. Honestly one of the more useless
spells; if it can be hit by this, you're better off just using Level 2 Old. At
least learning it won't kill you.
Other Notes: The only level based spell that doesn't have a monster that
will only cast it if !Controlled.


Time Slip [TMS]
MP Cost: 9
World 1 Enemies: N/A
World 2 Enemies: Traveler (Barrier Tower), Gilgamesh (Castle Exdeath)
World 3 Enemies: *Cherie (Phoenix Tower), Azulmagia (Interdimensional
Rift - Castle)
Effect: Inflicts Old and Sleep on a single target.
Advice: Rather nice if you can find an enemy not immune to both. Enemy
can't do squat while their stats weaken indefinitely. You could go idle and
come back and they'd be so weak it's hilarious.
Other Notes: The first spell you can learn that's not available in world
1.


Aeroga [AGA]
MP Cost: 24
World 1 Enemies: N/A
World 2 Enemies: Metamorph (Ifrit variant) (Ghido's Cave), Magic Dragon
(Castle Exdeath), Crystal (Guardian Tree)
World 3 Enemies: Baldanders (Interdimensional Rift - Ruins), Azulmagia
(Interdimensional Rift - Castle), Neo Exdeath (Final Boss), Dark Elemental
(Postgame dungeon), Enuo (Postgame dungeon), *Cherie (Phoenix Tower), *Ziggurat
Gigas (Zephyrus summon only) (Pyramid of Moore), Elm Gigas (Library of the
Ancients)
Effect: High Wind damage. Can target all enemies for half damage.
Advice: The Air Knife, which boosts wind element attacks and spells, is
available right around when you can get this spell. Combine the two, and you
have the Blue Mage's best source of reliable damage. I've seen this hit for
over 6k under the right conditions.
Other Notes: The Metamorph that lets you get this spell needs to
transform into an Enchanted Fan. Only the variant that turns into Ifrit is
capable of doing so.


Lilliputian Lyric [MIN]
MP Cost: 5
World 1 Enemies: N/A
World 2 Enemies: Mini Magician (Forest of Moore), Gilgamesh (Castle
Exdeath)
World 3 Enemies: Cherie (Phoenix Tower), Farfarello (Interdimensional
Rift - Forest), Azulmagia (Interdimensional Rift - Castle), *Villa (World Map -
Southwest corner of the seas, Postgame dungeon), *Mykale (World Map - Moore and
Crescent regions)
Effect: Inflicts Mini on a single target.
Advice: Not exactly the most helpful of spells, but like I've said
before, experiment. You never know what you'll find out about enemy weaknesses.
Shame you can't get this earlier, though.
Other Notes: Does not cure Mini status if cast on a target that's
already Mini.


Level 3 Flare [L3F]
MP Cost: 18
World 1 Enemies: N/A
World 2 Enemies: *Red Dragon (Barrier Tower, Castle Exdeath), Exdeath
(Castle Exdeath)
World 3 Enemies: *Archeosaur (Pyramid of Moore), Executor (Island
Shrine), Azulmagia (Interdimensional Rift - Castle), Shinryu (Interdimensional
Rift - Inner Sanctum), Level Checker (Interdimensional Rift - Ruins)
Effect: Casts Flare on enemies whose level is divisible by 3.
Advice: The most use I got out of this spell was for getting rid of the
gargoyles guarding the tablet dungeons. Sure, it's an early Flare, but it's not
like there are a lot of enemies who happen to have a level divisible by 3.
Other Notes: Azulmagia can be taught this spell. He'll then promptly use
it on your party, to no effect if you planned your levels properly.


Doom [DOM]
MP Cost: 10
World 1 Enemies: N/A
World 2 Enemies: Exdeath (Castle Exdeath)
World 3 Enemies: *#The Damned (Pyramid of Moore, Island Shrine), Unknown
(Bestiary entry 172) (Great Sea Trench), Azulmagia (Interdimensional Rift -
Castle), Hades (Postgame dungeon)
Effect: Target dies 30 seconds after this connects.
Advice: If it's weak to Death and its level is not divisible by 5, this
is a good way to inflict it if you have the patience. Usually faster to just
kill things normally, though.
Other Notes: Exdeath is the first enemy that can cast it, and 90% of the
time, he'll open the battle with it. If he doesn't, and you really want this
spell early, he can still cast it as long as he's not in jerk boss mode, it's
just very unlikely.


Mind Blast [MDB]
MP Cost: 6
World 1 Enemies: N/A
World 2 Enemies: N/A
World 3 Enemies: Wendigo (Island Shrine), Twintania (Interdimensional
Rift - Castle), Azulmagia (Interdimensional Rift - Castle), Mindflayer
(Interdimensional Rift - Inner Sanctum)
Effect: Deals non-elemental damage to one target and inflicts Sap and
Paralysis.
Advice: If an enemy's vulnerable to Sap, combine this with the Time Mage
spell Quick and go afk until the enemy dies from it.
Other Notes: A nasty spell to be hit by, and only the nastiest of
creatures use it unfortunately. At least one of them is a random encounter.


Roulette [RLT]
MP Cost: 1
World 1 Enemies: N/A
World 2 Enemies: N/A
World 3 Enemies: Parthenope (Phoenix Tower), Azulmagia (Interdimensional
Rift - Castle), Death Dealer (Interdimensional Rift - Ruins), Shinryu
(Interdimensional Rift - Inner Sanctum), Hades (Postgame dungeon)
Effect: One random battle participant dies.
Advice: Don't use this. This spell is literally starting a game of
Russian Roulette, and most of the time the odds are NOT in your favor. On the
bright side, Bone Mail wearers are immune to this.
Other Notes: It's a wonder more enemies don't have this spell, it's a
good way to invoke fear into the player, wondering if they'll get lucky or have
to start frantically reviving and healing before the next attack wave.


Mighty Guard [MTG]
MP Cost: 72 (!)
World 1 Enemies: N/A
World 2 Enemies: N/A
World 3 Enemies: *Stingray (World Map - Waters around the Sunken Walse
Temple, Postgame dungeon), *Ironclad (Postgame dungeon)
Effect: Casts Protect, Shell, and Float on the party.
Advice: The most expensive, most difficult, most useful Blue Mage spell
to learn. Half damage from both physical and magical attacks, plus ground and
tile damage immunity. Too bad it costs far too much (as far as I've seen, its
cost is only outmatched by the Time Mage spell Quick), though a Gold Hairpin
will mitigate that a little.
Other Notes: Refer to the map posted in the Goblin Punch section for
details on where to find this guy. It's advised you use Quicksave strats while
in that small encounter section to get him on second encounter, as this guy is
rather rare to find normally. Stingray is the only enemy in the game before
postgame that knows this spell, and from my experience, he does not want to
cast it, ever. If you want to go the !Control route, you'll need to put Reflect
on him since you apparently can't target your party with it. If you need to
confuse him (he will for some reason use Mighty Guard on you while confused),
!Sing doesn't seem to work on him, so you'll need to try to pull off Tempting
Tango to confuse him. Once you have it, killing him so you can actually KEEP
the spell is a task in its own right. He can be Level 3 Flared, so take
advantage of that, and for the love of all that is holy, don't leave him
confused. He tends to use Tidal Wave on himself a lot, healing himself for
around 6k a pop. While difficult, it's better than the alternative...


Combat Tips [BTL]


- If you're looking to learn an ability, your best bet is to have your entire
party equipped with Learning. They don't have to be a Blue Mage unless they
don't have the skill. This way you don't have to rely on enemies targeting the
right ally or hope a Reflect bounces spells back at a Blue Mage.

- Blue Mage and Chemist go together like two peas in a pod, as long as you have
the items. !Mix can set an enemy up to be the highest level possible, Blue Mage
knocks 'em down with Level 5 Death. Many, many enemies in the game can be taken
out with this combo.

- Bards are a Blue Mage's best friend. The Bard can level up your party in
battle with Hero's Rime to a maximum of 255, which affects spell accuracy. So
if you're having trouble landing those Dark Sparks or Magic Hammers or whatever
you're trying to land on them, consider this. They can also use Mana's Paean to
boost the magic stat, allowing for more potent Aerogas.

- Bone Mail is very powerful armor, granting the most defense of any armor in
the main game, but it also puts on them the Undead quality, making it
impossible to heal them. Except the Blue Mage can heal them with White Wind
because for whatever reason it bypasses that undead thing.

- Blue Mages love a good Beastmaster. Their ability to control enemies and make
them specifically target Blue Mages with skills they can learn is invaluable to
getting some of the more handy spells earlier than normal.

- Out of mana? No problem. Grab an Excalipoor or something else with high
attack power and use Goblin Punch from the back row. You get the full 100
attack power from the Excalipoor, you get full damage from back row, and you
have a method of getting around the Chicken Knife's !Flee effect if you don't
have anyone else who can.

- Mighty Guard can be used as a (greatly) more expensive variant of Float. If
you have a reason to go through the Great Sea Trench, pick up this ability
before you head for there. It can't be stressed enough how nice it is to ignore
tile damage.

- If you can drain things of mana so they can't cast spells, and you can make
their levels even so you can stick Old on them, you can cripple almost anything
in the game with a little patience and a lot of mana recovery items. Works
surprisingly well on the Crystals in the Guardian Tree, long as you keep in
mind Earth Shaker doesn't cost mana. (Though with a Time Mage, Float can get
around that.)

- Blue Mages can use the Wonder Wand. The Wonder Wand, on its 14th attack,
casts Berserk. If you have a good melee attacker with you, or you have a
Knight, you can use this to your advantage against Shinryu. They can also use
it as an item to restart a battle if things are going horribly wrong.

- Unless you need some other weapon equipped, you're pretty much going to be
using the Air Knife or Magus Rod for most of the game for that boost to Aeroga.

- Consider giving the Blue Mage a Gold Hairpin. They tend to run out of MP
pretty easily with a somewhat low mana pool and high costing spells. It's not
like they have a ton of defense in armor anyway.

- Out of ways to deal damage? Nothing seems to work? 1,000 Needles will always
deal 1,000 damage, regardless of defenses.


Acknowledgements [THX]


Credit where credit is due. Thanks be to:

- The Final Fantasy Wiki for the list of every enemy who can cast each Blue
magic spell. (Only factual information was used from the wiki.)

- The Four Job Fiesta rolling me a Blue Mage, for giving me a reason to write
this guide.
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(edited by sonikku on 07-20-14 02:37 AM)    

07-19-14 06:58 PM
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sonikku
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Okay, so apparently I did something wrong and the entire guide doesn't show up in the post as well as a few issues with smilies interrupting BBCode, yet when I went to edit the post, everything I submitted is all there in the post. Is there a limit to what one post is able to display on this site?
Okay, so apparently I did something wrong and the entire guide doesn't show up in the post as well as a few issues with smilies interrupting BBCode, yet when I went to edit the post, everything I submitted is all there in the post. Is there a limit to what one post is able to display on this site?
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(edited by sonikku on 07-19-14 06:59 PM)    

07-19-14 11:23 PM
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thing1
Thingywingy
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sonikku : Not that I am aware of... I have seen people post 20k words of straight spam before. As for coding... I think html is the only one that works.... 
And as for the smiley faces, that should be an easy fix. just put a space between the word and the start of the coding. 
sonikku : Not that I am aware of... I have seen people post 20k words of straight spam before. As for coding... I think html is the only one that works.... 
And as for the smiley faces, that should be an easy fix. just put a space between the word and the start of the coding. 
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07-19-14 11:48 PM
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sonikku
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thing1 : Nice as it would be to do that, editing the post creates all these ? things in a diamond that apparently get dropped in when you put a lot of spaces in a row or something, so fixing the smilies means I need to fix all of those things. I'll probably get to that after I get some rest.

Maybe there's a line limit or something on posts.
thing1 : Nice as it would be to do that, editing the post creates all these ? things in a diamond that apparently get dropped in when you put a lot of spaces in a row or something, so fixing the smilies means I need to fix all of those things. I'll probably get to that after I get some rest.

Maybe there's a line limit or something on posts.
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sonikku : I don't think that there is a line limit. And as far as I know, the ? in the diamonds only show up if you use the new Post Editor. 
sonikku : I don't think that there is a line limit. And as far as I know, the ? in the diamonds only show up if you use the new Post Editor. 
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thing1 : Okay, I see what you mean. In the morning, I'll go back and edit the post with fixes, though I'm going to need to figure out how to change the font style to a fixed width one (like Courier) through BBCode to keep the formatting I have in Notepad.
thing1 : Okay, I see what you mean. In the morning, I'll go back and edit the post with fixes, though I'm going to need to figure out how to change the font style to a fixed width one (like Courier) through BBCode to keep the formatting I have in Notepad.
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sonikku : Normally, text art like you did in the title isn't really allowed during TdV month, because the reason why is because it's mostly spammy and cheating to win. But other than that, I think you did a pretty good job though.

And if you edit your post in the morning before David posts the results and you still have more than 2827 words, I'll let this slide and you'll still get the jersey, but next time, it's wise to not add any text art in the walkthroughs during TdV month. If this wasn't TdV month, I wouldn't have much of an issue with this.
sonikku : Normally, text art like you did in the title isn't really allowed during TdV month, because the reason why is because it's mostly spammy and cheating to win. But other than that, I think you did a pretty good job though.

And if you edit your post in the morning before David posts the results and you still have more than 2827 words, I'll let this slide and you'll still get the jersey, but next time, it's wise to not add any text art in the walkthroughs during TdV month. If this wasn't TdV month, I wouldn't have much of an issue with this.
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07-20-14 02:33 AM
sonikku is Offline
| ID: 1052934 | 102 Words

sonikku
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IgorBird122 : I don't think there was much to worry about given the word difference. Took out all the text art (and anything that could've been considered that), still over 6,000 words. Though this goes to show how little I actually pay attention to the TdV; I wasn't even aware it was happening until I saw my name in yellow. XD I'll be sure to pay attention to that in the future, and my apologies for breaking the rules.

On a side note, whatever I did in that edit somehow managed to get everything to actually show up now. So there's that.
IgorBird122 : I don't think there was much to worry about given the word difference. Took out all the text art (and anything that could've been considered that), still over 6,000 words. Though this goes to show how little I actually pay attention to the TdV; I wasn't even aware it was happening until I saw my name in yellow. XD I'll be sure to pay attention to that in the future, and my apologies for breaking the rules.

On a side note, whatever I did in that edit somehow managed to get everything to actually show up now. So there's that.
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