Blue Magic Skill[]
- Blue Magic skill is the skill base from which blue magic derives.
- Blue Magic skill determines resistance for magical blue magic, similar to how Elemental Magic skill determines that school of magic's resistance rate.
- Blue Magic skill determines the damage rating (D-rating) of physical blue magic. This damage rating caps approximately 15 levels above the level of the spell. No cap has been determined for spells learned at level 60 or later.
- Blue Magic skill also affects the potency of certain spells, such as Diamondhide and Blood Saber, boosting their effectiveness.
- Healing blue magic spells (Pollen, Healing Breeze, Wild Carrot, Magic Fruit, and Plenilune Embrace) are augmented by Healing Magic skill and MND and/or VIT rather than Blue Magic skill. However, these spells can still grant Blue Magic skill ups.
How to Learn Blue Magic[]
- Blue Mage must be set your main job to learn blue magic.
- One has a chance to acquire blue magic when defeating a monster that has used a blue magic spell.
- The monster must execute the spell, but it does not have to land for it to be learned (it can miss or have no effect).
- The Blue Magic skill level of each spell is equal to the Blue Magic skill cap for the level at which the spell can be used.
- The maximum skill difference to be able to learn a spell is 29 points below the skill level of the spell. Below level 50, one can learn skills as early as 9 levels prior. After level 50, when the increase in Blue Magic Skill from level to level rises from +3 to +5, the level range at which one can learn spells decreases from 9 to 5.
- The Magus Jubbah, which can be worn at level 58, gives a +15 bonus to Blue Magic skill, effectively increasing the level range by 3.
- The Mirage Keffiyeh, which can be worn at level 75, gives a +5 bonus to Blue Magic skill, effectively increasing the level range by 1.
- The Mirage Keffiyeh +2, which can be worn at level 90, gives a +7 bonus to Blue Magic, effectively increasing the level range by 1.
- The Mavi Tayt +1 and Mavi Tayt +2, either of which can be worn at level 83, both give a bonus to Blue Magic. The Mavi Tayt +1 gives a +10 bonus, effectively increasing the level range by 2. The Mavi Tayt +2 gives a +15 bonus, effectively increasing the level range by 3.
- The Mavi Tathlum, which can be worn at level 84, gives a +5 bonus to Blue Magic skill, effectively increasing the level range by 1.
- Wearing the Magus Jubbah, Mavi Tathlum, Mirage Keffiyeh and Mavi Tayt +1 while spell farming will effectively increase the range at which you can learn new spells by 7. Swapping out to the Mavi Tayt +2 will increase the effective range by 8.
- Blue magic cannot be learned while K.O.'d.
- The Blue Mage does not need to be the target of the spell or affect the enemy in any way to learn blue magic. The only requirements are that the enemy uses the spell at least once, that the Blue Mage is in EXP range when the monster dies, and that the Blue Mage's party/alliance delivers the killing blow to the enemy. The Blue Mage does not need to be in the same zone when the spell is used; the Blue Mage only needs to be in the same zone and in EXP range when the monster is defeated.
- You can still learn Blue Magic when a party or alliance member's pet defeats the enemy.
- It is possible, but difficult, to learn spells in Besieged. Your party/alliance must deal the final blow to an enemy.
- If a Campaign Battle is not present, it is possible to learn spells from campaign monsters if the monster dies before a battle starts.
- Droning Whirlwind, Carcharian Verve, Blistering Roar, Uproot, Crashing Thunder, and Polar Roar can be learned in Wildskeeper Reives. If learned, the spell is awarded at the conclusion of the reive. Your group does not have to get the kill, but you do need to be alive. No other blue magic can be learned in reives, however.
Tips on Learning Blue Magic[]
- Azure Lore has no effect on learning.
- Below 25% HP, monsters use their TP immediately upon reaching 100%. Below 50% HP, monsters use their TP upon reaching 200%. Before then, they 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 do not give EXP (e.g., BCNM/Event/Quest monsters).
- It is possible to learn Blue Magic from monsters that check as "Too weak."
- The Magus Bazubands/Magus Bazubands +1/Assimilator's Bazubands/Assimilator's Bazubands +1 are the only known way to directly increase the chance to learn Blue Magic.
- Blue Magic skill from any source appears to increase the chance to learn Blue Magic. It is highly recommended to cap Blue Magic skill before attempting to learn spells at several levels above your own.
- Bludgeon gives enemies 30% TP (assuming all 3 hits land for more than 0 damage), allowing enemies to use TP moves more often. Casting Bludgeon with no weapon equipped will do very minimal damage to the monster because Blue Mages don't have natural Hand-to-Hand skill.
- Dia gives 8.33% TP with minimal Damage Over Time as long as its intial damage is greater than 0.
Setting Blue Magic[]
Unlike other magic spells, Blue Magic must be "set" in order to use.
Level | Blue Magic Points | Maximum Set Spells |
---|---|---|
1-10 | 10 | 6 |
11-20 | 15 | 8 |
21-30 | 20 | 10 |
31-40 | 25 | 12 |
41-50 | 30 | 14 |
51-60 | 35 | 16 |
61-70 | 40 | 18 |
71-80 | 45 | 20 |
81-90 | 50 | 20 |
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.
- Each merit point placed in Assimilation increases the maximum amount of Blue Magic Points by 1 for levels 75+, allowing a maximum of 50 points as early as level 75 and 55 points as early as level 81.
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. Any time blue magic spells are reset, the blue mage will be unable to cast blue magic for 1 minute. The one minute timer is negated by changing areas.
- By setting certain spell combinations, you can gain certain job traits.
How to Read the Blue Magic Spell Window
- The help text for blue magic contains various types of information.
- Blue magic spell name
- Spell effect - The TP information included in "physical" blue magic spells is applicable when using the job ability "Chain Affinity."
- 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.
- 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 relationships between different monster families.
- Status bonus - This bonus is applied to the caster when the applicable blue magic spell is set.
- Usable level - The minimum level required to cast the spell.
- MP cost - The amount of MP required to cast the spell.
- Blue magic points - The number of points required to set the spell.
Using Blue Magic[]
- One can be interrupted while casting blue magic; chances of interruption decrease as blue magic skill rises.
- Elemental blue magic spells are affected by elemental equipment and enhancements (elemental staves, sea obis, day and weather effects, etc).
- Unlike other types of magic, blue magic spells carry an affinity for a particular monster family.
- E.g. Spells learned from the Vermin family are more accurate and powerful against Plantoids than all other enemies. Likewise, they are weaker against Lizards than all other enemies. See Beast Strength Chart for more details.
- Blue magic spells from the Arcana, Undead, Dragon and Demon families experience positive effects when used against enemies of the opposing family and never experience negative effects when used on enemies of the same family.
- Blue magic spells learned from Beastmen and Vorageans have no affinity and are neither particularly effective or ineffective on any family of enemy.
- The Blue Mage Merit category Monster Correlation and the Magus Keffiyeh/Magus Keffiyeh +1 enhance these affinities. However, they do not further decrease the effectiveness of spells used against the opposing monster family.
- Magical blue magic spells are effective against enemies that are weak against magic damage (elementals, flans, slimes, etc.).
- Physical blue magic spells are especially effective against enemies that are weak against the spell's damage type (Blunt -> Skeletons, Piercing -> Birds, Slashing -> Hounds).
- Physical blue magic accuracy is determined by main-hand weapon accuracy, and thus, the accuracy bonuses and combat skill of the currently equipped weapon.
- While they are dependent on Accuracy and STR, physical spells are unaffected by the Attack stat.
- All physical blue magic spells are affected by Sneak Attack, Trick Attack, and Souleater.
- All magical blue magic spells are affected by Elemental Seal.
- All healng blue magic spells are affected by Divine Seal.
- Offensive blue magic bestows 10% TP to its target per hit, similar to other forms of damaging magic.
- Example: Bludgeon delivers three hits, so it gives the target 30% TP when all three hits land.
- TP given is reduced by Subtle Blow and equipment that enhances it.
Equipment that Enhances this Skill[]
By Amount Added[]
Name | Skill Increase | ||||||||
---|---|---|---|---|---|---|---|---|---|
+15 | +13 | +10 | +8 | +7 | +5 | +4 | +3 | +2 | |
Magus Jubbah | |||||||||
Magus Jubbah +1 | |||||||||
Mavi Tayt +2 | |||||||||
Adhara Manteel | |||||||||
Mavi Tayt +1 | |||||||||
Renaye Ring | |||||||||
Khepri Wristbands | |||||||||
Mirage Keffiyeh +2 | |||||||||
Kheper Wristbands | |||||||||
Immortal's Earring | |||||||||
Mirage Keffiyeh | |||||||||
Mirage Keffiyeh +1 | |||||||||
Symbios Gloves | |||||||||
Mavi Tathlum | |||||||||
Mavi Scarf | |||||||||
Mirage Charuqs +2 | |||||||||
Ksi Sash | |||||||||
Zaffre Cape | |||||||||
Antica Ring |
By Equipment Slot[]
Ranged[]
Head[]
Neck[]
Body[]
Hands[]
Waist[]
Legs[]
Feet[]
Ring[]
Earring[]
Back[]
See: Combat Skills for more Skill information. Blue Magic Spells[]
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