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Guide: Blue Mage Guide
A place to look up abilities and get advice on how to use them.
A place to look up abilities and get advice on how to use them.
Play Final Fantasy V Advance Online
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Blue Mage Guide
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07-19-14 06:38 PM
sonikku is Offline
| ID: 1052785 | 6387 Words
| ID: 1052785 | 6387 Words
sonikku
Level: 69
POSTS: 994/1132
POST EXP: 123345
LVL EXP: 2783172
CP: 13861.3
VIZ: 2922535
POSTS: 994/1132
POST EXP: 123345
LVL EXP: 2783172
CP: 13861.3
VIZ: 2922535
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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 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 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. 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 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 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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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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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. 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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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. Maybe there's a line limit or something on posts. |
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07-20-14 12:01 AM
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07-20-14 12:19 AM
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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. |
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07-20-14 01:29 AM
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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. 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
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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. 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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