Category:Blue Magic

de:Kategorie:Blaumagie

Blue Magic Skill

 * Blue Magic Skill is the skill base from which Blue Magic derives. It is most importantly relational to the resistance rate of all Magical Blue Magic Spells. In short, Blue Magic Skill is the largest factor which determines if a Magical Blue Magic Spell is resisted or not.
 * Physical blue magic spells 'failing to take effect' means you missed completely, this can be strongly related to your weapon accuracy (or skill with a certain weapon); this is not to say that physical blue magic spells aren't effected by blue magic skill at all, just yet.
 * Blue Magic Skill also factors into other blue magic, boosting their effectiveness (e.g. healing spells such as Magic Fruit will cure for more HP.)

Acquiring Blue Magic

 * Blue magic is acquired by “learning” the special abilities of monsters.


 * 1) You can only learn the special abilities of monsters when Blue Mage is set as your main job.
 * 2) You have a chance to acquire blue magic when defeating a monster that has used a learnable special ability.
 * 3) The monster must have executed the ability, but it doesn't necessarily need to connect. (It may miss, but it has to use it all the way.)
 * 4) The maximum skill difference to be able to learn a skill is 29 levels below the level of the blue magic you wish to learn (the blue magic level of the ability you wish to learn is equal to the blue magic skill cap at the ability's level). Below level 50, this means you can learn skills at a max of 9 levels out, assuming you have earned at least one level of skill since leveling. For example, Blitzstrahl is level 44, meaning its skill level is (44 + 1) * 3 = 135. 29 levels below this is 106, which is attainable at level 35. This changes after level 50, when the increase in Blue Magic from level to level goes from +3 to +5, the level range at which you can learn spells decreases from 9 to 5.  Therefore, you cannot learn Magic Fruit (58) at all until your Blue Magic is capped at level 53, you cannot learn Dimensional Death until it is capped at 55, etc.  Frightful Roar may not normally (see note) be acquired in Phomiuna Aqueducts either, as the skill level between the cap of 40 and the cap of 50 is 30 levels.  There may be a reduction of the learning chance at a Blue Magic Skill difference of 21.
 * 5) The Magus Jubbah, which can be worn at level 58, gives a +15 bonus to blue magic skill and therefore makes your learning level range an additional 3 levels if your skill is capped, increasing the level distance from 5 to 8. This increases to 6 to 9 at level 61 (+4 skill for level 67).
 * 6) It is possible to learn blue magic from monsters that never give EXP (e.g. BCNM enemies, some quest NMs).
 * 7) You will not acquire blue magic if you are KO'd when a monster is defeated.
 * 8) It is not necessary to be the target of a monster's special ability in order to learn blue magic, or even be close enough to get a log message about it using the ability, but you do have to be close enough to receive experience for the fight, even if there is no experience to be gained.
 * 9) It is possible to learn spells in Besieged. In order to do so, a party or alliance member must land the killing blow to the mob that uses the move you wish to learn.
 * 10) You cannot learn blue magic from 'Call For Help' mobs.
 * 11) It is possible to learn spells in Einherjar.


 * Note: It is possible to learn Frightful Roar in the Phomiuna Aqueducts through having merited blue magic skill. Meriting your blue magic skill will raise your blue magic skill even in capped area, thus learning certain spells can be achieved below the usual required level. In this instance only 1 merit point is needed to bridge the skill gap (base blue magic skill capped at lvl40 is 123, +1 magic skill from merits equaling 124, Frightful Roar being a level 50 spell with a skill level of 153).

Learning Tips

 * Azure Lore does not improve learning chances.
 * Below 25% HP, monsters will use their TP immediately upon reaching 100%. Before then, they will use it randomly.
 * It is possible to learn spells with higher level members in your party.
 * It is possible to learn Blue Magic from monsters that check "Too Weak".
 * Wearing the Magus Bazubands, which can be worn at level 56, further increases your chances at learning blue magic. It is not known how large the chances become after equipped.
 * Bludgeon gives mob 30% TP on full-hit making it a great spell for getting mob down to 25% health and enough TP to use TP attack.
 * Using no weapon is a safe way to learn higher level spells from too weak mobs.
 * Beware using sub jobs that have native Hand-to-Hand skill, as this can make your attacks unexpectedly powerful. These subs include Ninja, Warrior, Monk, Puppetmaster, Dancer, and Thief.
 * Using one-damage staves (Nation Signet Staves, Trick Staff, Treat Staff etc.) is also a great way to feed a mob TP without doing too much damage.
 * Dia gives 10% TP to mob with minimal DoT damage, making it a good spell to spam for feeding mob TP.
 * If you disconnect after a mob uses the desired move, but your party kills the monster before you disappear, you still have the same chance to have learned it when you come back. Simply check your spell list.

Setting Blue Magic

 * Unlike other magic spells, it is not possible to use blue magic as soon as it is acquired. First, the spells you wish to use must be “set.”

1. Point Total/Maximum
 * Each blue magic spell is assigned a point value (blue magic points). The level of the blue mage determines the maximum number of points available for setting spells.

2. Maximum Number of Set Spells
 * The maximum number of blue magic spells that can be set at one time is also determined by the blue mage's level. This maximum number may decrease when the blue mage is under a level restriction and so the set numbers are assigned a color for easy reference.
 * Blue magic spells can be set by selecting the “Set Spells” option after choosing “Blue Magic” under “Magic” in the main menu. Please be aware that any time blue magic spells are set, the blue mage will be unable to cast any spells for 1 minute. The one minute timer does not apply when spells are set within your Mog House or Rent-A-Room.
 * By setting certain spells combinations, you will gain certain job traits.
 * Through a bug, zoning while having the "Set Spells" window open will bypass the one minute timer.

Regarding Blue Magic Spells
 * The help text for blue magic contains various types of information.


 * 1) Blue magic spell name


 * 1) Spell effect - The TP information included in "physical" blue magic spells is applicable when using the job ability "Chain Affinity."
 * 2) Blue magic type (Physical/Magical) - There are two types of blue magic spells--physical and magical. The accuracy for "physical" blue magic is affected by the accuracy of the equipped main weapon.


 * 1) Monster family - This refers to the monster family from which the blue magic spell was learned. The accuracy and damage of blue magic spells are affected by the relation between different monster families.


 * 1) Status bonus - This bonus is applied to the caster when the applicable blue magic spell is set.


 * 1) Usable level - The minimum level required to cast the spell.


 * 1) MP cost - The amount of MP required to cast the spell.


 * 1) Blue magic points - The number of points required to set the spell.

Using Blue Magic

 * There are certain things to note about Blue Magic Spells that are the same or differ slightly from other types of magic.


 * 1) You can be interrupted while casting Blue Magic (unlike Bard Songs), though like other magic, chances of interruption decrease as your Blue Magic skill level rises.
 * 2) Blue Magic Spells that have an elemental component can be used to your advantage if you know a mobs weakness (Just like Elemental Magic)
 * 3) Unlike all other types of Magic, Blue Magic Spells are stronger against certain ecosystems of mobs, and weaker against others; For example: Sprout Smack is acquired from Saplings (From the Plantoid ecosystem).  Since it is a plantoid ability, it will be stronger against Beast type mobs (see Beast Strength Chart) and weaker against Vermin type mobs.
 * 4) Magical type Blue Magic Spells will do more damage against mobs that are weak to Magic (I.E. Elementals, Jellies, etc), and less damage against those strong against Magic.
 * 5) Physical type Blue Magic Spells can do more damage against mobs that are weak to a specific type of physical damage (blunt, piercing, slashing), and less damage against Mobs that are strong against physical attacks (Elementals, Jellies, etc.)
 * 6) Enemy gains 10% TP for every non-zero damage hit. For physical multi-hit spells such as Disseverment, the target enemy will gain 50% TP assuming all 5 hits landed and inflicted 1 or more damage.

Equipment that Enhances this Skill
See: Combat Skills for more Skill information.