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Ara's almostly-wostly complete guide to Blue Magic - 7/12/2006 9:14:45 AM 2 votes
Aralays

 

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Joined: 5/23/2005
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Hello-wello to the new version of my already sixth almostly-wostly complete guide. Because of size-problems I copied it to this new thread, and divided it into 3 parts:

Table of contents

Part I

  • The background of the Immortal Lions, the blue mages of Aht Urghan
  • The Way to Immortality - Blue Mage Flag Quest
  • The Power of the Blue Mage
  • Job Traits and Job Abilities
  • Blue Magic, the Power of the Beast
    • Basics
    • The Circle of Life
    • Learning Blue Spells
    • Equipping Blue Spells
    • Customizing the Blue Mage
    • Merit Points
  • Legacy of Azure Blood - Quests for Blue Mages

Part II

  • List of Blue Spells
    • List by Lv. and enemies learned from
    • List by animal family
    • Magical blue spells and their element
    • Physical blue spells and their skillchain-attributes
    • Formulas and Explanations
  • Blue Spells by Name, complete in-depth data included

Part III

  • Helping Forces - Blue Mage Subjob Suggestions
  • Blue Mage Equipment
    • Weapons - Swords
    • Weapons - Clubs
    • Other Weapons
    • Lv.1-10
    • Lv.11-20
    • Lv.21-30
    • Lv.31-40
    • Lv.41-50
    • Lv.51-60
    • Lv.61-70
    • Lv.71+
    • Blue Mage specific equipment
  • Blue Mage food
    • Allround BLU food
    • Mixed BLU food
    • Strength and Accuracy - Fighter food
    • Intelligence and Charisma - Caster food

- PART I -

The background of the Immortal Lions, the blue mages of Aht Urghan

The Immortals are the personal guard and the highest ranking soldiers of the leader of the Aht Urghan Empire, currently Empress Nashmeira II.
Decades ago Emporer Balrahn feared an uprising of the chimaera the empire used at this time as soldiers and warmachines and had to see how weak his palace guard were, leading to the death of his beloved son. The alchemists which created the chimaera thought just a monster can defeat a monster, so they took the strongest palace guards and tried to make monsters out of them. But after some horrible mistakes where the guards (in lucky cases) died from the transplantations, the alchemists decided to stop the biotechnological way and turned to the way of magic: The fused the soul of the monster directly into the spirit of the guards!
These new guards, which wielded a magic called 'blue magic', could embrace the beast within themself and the monster they defeated. Their azure blood drew strength from the enemies they defeated and added them to power of the Blue Mage - the price being horrible pain and the loss of their humanity.
Never died an Immortal after a normal livespan. They died in ferocious battle succumbing to their beastly nature ...

The Way to Immortality - Blue Mage Flag Quest

Before you do this quest I suggest you visit the Quon continent to gather some items:

* Dangruf Stone: go to I-5 in Dangruf Wadi and search a shining spot there. It will give you the Dangruf Stone (may just happen during bright daylight).
* Siren's Tear: go to J-9 in North Gustaberg an deequip all weapons, shields and ammo from you. You will find a ??? which gives you the Siren's Tear. But be careful, it is a very delicate treasure which will slip away when you fight!
* Valkurm Sunsand: go to the overturned ship at H-9 in the Valkurm Dunes (shiver), wait for a sandstorm and then klick the ??? to get this item.

Now travel to Aradjiah. When you come to Aht Urghan Whitegate go to a guy named Waoud at the Gladiator's Alley (if it is your first visit to Aht Urghan I recommend buying a map at the vendor in the port), where he stands on top of the middle buildings. Waoud is a diviner which has a rather unique way to tell your future. He will ask you 10 questions. If you anwer correctly, you will start "An Empty Vessel", the BLU flag quest. Here are the questions:

I. What is destiny?

II. Does the accomplishment of a goal require sacrifice and hardship?

III. You hold in your hands a forbidden scroll. Reading it will bring you untold wisdom, but cost all that you own.

IV. If the loss of one life would save ten thousand, would you offer yourself without hesitation?

V. Would you choose a tumultuous life where fame or fortune were attainable, or a tranquil life where both were forever beyond your reach?

VI. You stand on the precipice between life and death. Would you choose to live life as a beast if it would save you from falling into the shadowy abyss of the underworld?

VII. A companion in battle turns against you, raising a weapon to attack.

VIII. A loved one is afflicted with a terrible illness and has little time to live. You are asked to end that life by your own hand.

IX. You are in the midst of a fierce battle. The enemy lying at your feet was once a friend. His breath is ragged and weak.

X. A superior to whom you owe a great debt orders you to act in a way that violates your sense of justice.

The catch is this: there is no 100% 'correct' way to answer this question. When you answer the question think like a Blue Mage might answer - a ruthless beast without mercy but still honourable. For some people a certain set of answers work and for other people not. Perhaps the 'correct' way depends on the race and/or job you have while doing the divination ... but I'm pretty sure there are always 3 correct ways and the chosen way will determine the item you have to pay. For me 'take all bottom answers' worked, other say the right combination is 2-2-3-3-2-1-2-1-2-2

If you answer wrong, he will charge 1000 gil from you and you can do it again one Vana'diel day later. But when all the answers are right, he will see the symbols of the five serpents (Sky, Flame, Stone, Gale and Spring) and ask for no payment. Talk to him until he mentiones something from the Middle Lands (Mindartia / Quon) that he wants: either a golden sand, a red stone, or a blue jewel. Zone and wait a full Vana'diel day, then talk to him again and after that trade him the according item.
Waoud will send you to Aydeewa Subterrane. Go to the Bhaflau Thickets and then walk as far northeast as possible. There you will find the entrance to the Subterrane. Go right until you come to a room where many diremites crawl around. A ramp is there which leads down to a deeper cave where a great blue pool is. Step onto the pool ... and then decide ...
Do you want to get the power of an Immortal? If yes, take his hand ...

The power of the Blue Mage

Blue Mages are fighter-mages (like red mages were till the player community nerfed them *sigh*), using both their magic skill and their weapon skill. Their HP/MP and their stats seem to be similar to that of red mages, and they have an A- rating in 'Sword Skill' (they can learn EX weaponskills from swords, but not the SP weaponskill Swift Blade) and an A+ rating in 'Blue Magic Skill'. Additional to these skills they have also Club Skill (B-), Evasion Skill (C+) and Parrying Skill (D).
The greatest strength of the Blue Mage is his versatility. He can change his spell-list and also status-boni according to the current needs, giving him a great power in solo-play. Although one drawback of the Blue Mage is exactly this solo-power: Almost all healing and enhancing spells (except Healing Breeze, Magic Fruit and Diamondhide) are self-targeting, making him in party more a damage dealer and enfeebler than a healer or supporter.

Job Traits and Job Abilities

Azure Lore (Duration: 30 seconds, Recast: 2 hours, Lv. 1):
This ability increases the power of blue spells: Physical spells are treated as if they were used with over 300 tp% (which enhances various aspects of these spells), while magical spells have a noticable increases accuracy.

Burst Affinity (Duration: 30 seconds, Recast: 2 minutes, Lv. 25):
This ability enables the BLU to use the next magical spell as magic burst on a renkei-effect.

Chain Affinity (Duration: 30 seconds, Recast: 2 minutes, Lv.40):
This ability enables the BLU to use the next physical spell in a skillchain. In addition this physical spell will use the tp% of the BLU and improve various effects depending on the spell. Contrary to weaponskills physical spells will not get a power-up for every 100 tp% but for every 150 tp% used. It is important to know that the power-up of a physical spell is decided by the tp% at the moment Chain Affinity is used and not at the moment the physical spell is used.

Blue Mages have no inherent Job Traits.

Blue Magic, the power of the beast

I. Basics

Blue spells are the tp%-abilites the enemies use at you. You cannot learn every tp%-ability, just one or two from each and you can just learn tp%-abilities but no other spell-type (black, white, song, summon, ninjutsu), no weaponskill (from the mobs which use the same weaponskills like people) and no jobabilities. There are two types of blue spells, physical and magical ones. These types are shown in the spell list list but in fact there are also twoadditional sub-categories: ranged physical spells and magical breath attacks.

Physical blue spells work similar to mini-weaponskills. They deal physical damage (against Vit, Def), separated into blunt/pierce/slash damage, sometimes with added effects, multiple hits or area effects. Their strength is determined by the STR of the BLU and the blue magic skill, but not by the BLUs melee Att. Physical spells can 'fail to take effect' which means the spell didn't hit the enemy. The Acc of physical spells is the accuracy of the melee-weapon in the main hand but will also get additional accuracy with higher blue magic skill. Because they count as physical attacks they have higher damage and accuracy with jobabilities like Sneak Attack.
Ranged physical spells work similar, but have two specialities: first they depend less on the STR () and more on the AGI of the BLU and second their damage will go down with increasing distance between the caster and the target.
The jobability 'Chain Affinity' enables a physical spell to be used in a skillchain and the will use the tp% of the BLU to increase their efficiency. Because the amount the spell gets enhanced is calculated at the moment Chain Affinity is used, you can use Chain Affinity --> Wesponskill --> Physical Spell and get the bonus of the tp% for the spell even when the tp% have already been used by the weaponskill. Chain Affinity increases the potency of physical spells at 150 tp% and 300 tp%.
The jobability 'Azure Lore' will increase the efficiency of physical blue spells to a strength over 300 tp%.

Magical blue spells work like 'real' spells. They deal elemental damage (against INT, MDef), enfeeble the enemy or enhance and heal the BLU. The strength of the magical spells is determined by the INT of the BLU or the MND (for healing spells) and blue magic skill and can be increased by correct equipment, elemental staves, the correct weather and day. Contrary to physical spells they will always hit, but they can be resisted - the magic accuracy is determined by blue magic skill. Magical blue spells are also affected by the jobabilities Elemental / Divine Seal and the jobtraits Conserve MP and Fast Cast. Magical blue spells may pierce the 'Magic Shield' some enemies (Ahriman ...) may use.
Breath spell are all magical spell which work in a fan-shaped area and they have two specialities: first their damage will be a certain percentage of the current HP on the BLU and second  some of them (Awful Eye, Jettatura ...) are in fact no 'breath' but 'gaze' spells which just work when the enemy looks in the direction of the BLU while cast.
The jobability 'Burst Affinity' enables a magical spell to be used in a magic burst.
The jobability 'Azure Lore' will give all magical spells a much greater magic accuracy, so they won't get resisted.

II. The Circle of Life

Blue spells have beside their (possible) elemental attribute a family attribute. This attribute comes from the family the blue spell is learned from. You have to know that almost every kind of animal is strong or weak to another animal. This chart shows which animal family is strong against each other. The predator (Beast) doesn't just intimidate the prey (Lizard), nullifying some of its turns but deals also more damage to the prey. But the predater in turn is hunted from another kind of animal (Plantoid) and weak to it. Demon and Dragons are both weak and strong against each other, the same is valid for Arcana and Undead.
Families without strength and weaknesses are 'People' (the five races), 'Empty' (the essence of forgetting inside the Promyvions) and 'Lumorian' (the strange ethereal creatures found in Lumoria) and some unsorted beings like Zilart, the Avatars and so on ...

In addition to this chart it is useful to know that beastmen attacks are stronger against other beastmen.

(Note: the word 'Demon' is used in two meanings in the game. The first one is the animal family demon and the second one are the black winged creatures found in the northlands, i.e. as the name of a specific mob type. From now on I will use 'Demon' in this guide to refer to the animal family, while this particular race of demons will be named 'Kindred', like they call themself. The same problem is with the word 'Lizard' and 'Dragon', but sadly here is no different name in the game, so I have to use it both ways.)

Blue spells work the same way like the animal families: They are stronger or weaker depending on the target of the spell, so a Blue Mage has to memorize which spell works best against a certain target. This does not apply to healing/enhancing spells: Healing Breeze (Dhalmel, beast-type) will cure the same amount of HP during a fight against a Ochu (plantoid) and a Eft (lizard), while Cocoon (Crawler, Vermin) will always give +50% Defence independent if the enemy is a Raptor (lizard) or a Funguar (plantoid).
This effect is called "Monster Correlation" and will increase/decrease the attack and accuracy by +25%.

Here is a list of the animal families:

Amorpha: Hecteyes, Leech, Puddings, Slime / Clot, Worm

Arcana: Bomb, Cardian, Cluster, Detector, Doll, Elemental, Evil Weapon, Golem, Magic Pot, Mimic, Snoll

Aquan: Crab, Orobon, Pugil, Sea Monk, Uragnite

Beast: Behemoth, Buffalo, Coeurl, Dhalmel, Manticore, Marid, Opo-opo, Rabbit, Ram, Sheep, Tiger

Beastmen: Antica, Bugbear, Gigas, Goblin / Moblin, Lamia / Merrow, Mamool Ja, Orc, Orcish Warmachine, Poroggo, Qiqirn, Quadav, Sahagin, Tonberry, Troll, Yagudo

Bird: Apkallu, Bat, Colibri, Bird, Cockatrice, Greater Bird, Hippogryph, Trio-Bats

Demon: Ahriman, Imp, Kindred, Soulflayer, Taurus

Dragon: Dragon, Puk, Wyvern, Wyrm

Empty: Craver, Gorger, Memory Receptacle, Seether, Thinker, Wanderer, Weeper

Lizard: Adamantoise, Bugard, Eft, Lizard, Raptor

Lumorian: Aern, Euvhi, Ghrah, Hpemde, Phuabo, Xzomit, Yovra, Zdei

Plantoid: Flytrap, Funguar, Goobbue, Malboro, Mandragora, Sabotender, Sapling, Treant

Undead: Corse, Doomed, Fomor / Shadow, Ghost, Hound, Qutrub, Skeleton

Vermin: Antlion, Bee, Beetle, Chigoe, Crawler, Diremite, Fly, Scorpion, Spider, Wamoura, Wamouracampa

(Note: Slime/Clot, Goblin/Moblin, Lamia/merrow and Fomor/Shadow are just four families, although the members of these may have different attacks or special abilities. But that doesn't change the fact that they are basically the same enemy-type. Clot and Fomor can teach no blue spells, but Slime and Shadow do, while Goblins, Moblins Lamia and Merrow teach each one spell.)

III. Learning blue spells:

There are certain conditions to learn blue spells: Only a BLU-mainjob can learn new spells, he has to be in the area-range to get exp from the enemy (if the message 'you are too far away from the battle to gain experience' appears, he is too far away to learn spells) and the enemy has to use the according tp%-ability.

It is not necessary to get exp from the enemy, so it is possible to learn when a higher Lv.-friends helps you kill the enemy and it is even possible to learn from BCNM or ENM-enemies. A BLU can not learn a spell when he is dead at the moment the enemy dies, but it is enough if he sees the tp%-ability. It is not necessary for the BLU to get hit with it or anybody to get hit at all. It is possible to learn evaded tp%-abilities. Multiple BLU in the same party can learn the spell from the same enemy.

I experienced many spells seem to be learned easier when you have a capped blue magic skill, the mob is even match and you are near the Lv. where the spell becomes setable for the first time. So for each spell I added a suggestion in the spell library where you can find the mob of the appropriate Lv. and it's location.
In fact it is not a Lv.-difference between the BLU and the spell which determines how difficult it is to learn but the difference between the current blue magic skill and the capped blue magic skill of the spell-Lv. which should not be larger than 30. Because a BLU gets 3 points to his skill every Lv. a spell is normally learnable up to 10 Lv. before it is equipable. After Lv.50 a BLU will get 5 skill points per Lv., so a spell is just learnable 6 Lv.before it is equipable.
Items which increase blue magic skill (like Artifact Armour) also help learning these spells.

A good way to learn blue spells is this: Fight an enemy till it has just a sliver of HP left, then unlock and turn around so you cannot see the enemy any more. Let the enemy beat you until it has enough tp% and uses the desired ability against you. Turn now back and kill it as fast as possible. You should now either have the spell learned or you need a new mob.
I have just one advice really: Think of learning blue spells as hunting for a very rare dropping, auto-learned spell scroll without a chance to get any kind of Treasure Hunter. You may learn it on the first try or wait for hours, happened both to me ... although in the later case it was mostly because the enemy didn't use the tp%-ability often enough. ;)

IV. Equipping Blue Spells:

When a blue spell is learned it is copied into the main spell list like every other spell, but the Blue Mage cannot use it immediatly. He has a 'blue spell memory' with a certain size where he can set spells, and he can only use the blue spells from the 'blue spell memory'. It is possible to change the spells in the 'blue spell memory' at any time in the game but after a change the Blue Mage will not be able to use any blue spell for a whole minute.
Blue spells take not just 1 slot from the 'blue spell memory' but cost also a certain amount ot 'blue magic points'. While the number of blue spells may not exceed the number of slots in the 'blue spell memory', the added cost of these spells may not be higher than maximum amount of 'blue magic points'.

At Lv.1 the Blue Mage has 10 blue magic points and 6 usable spell slots, but after every 10 Lv. he will get +5 blue magic points and +2 spell slots, till he reaches the maximum of 20 spells / 45 blue magic points at Lv.71. The different coloured slots in the 'blue spell memory' will indicate the different Lv.-caps, so you can see how many spell-slots you will have in certain areas.

Additonal to this limitations every blue spell has also a Lv.-requirement like every other spell.

V. Customizing the Blue Mage:

A Blue Mage is not just able to customize his spell list so he can attune to different situations and enemies fought, but he will also be able to change his stats. Almost every blue spell has a status-bonus (in rare cases also a status-malus) associated with it, which will be added to the base stats of the Blue Mage. Through setting of certain spells he can increase HP/MP and all his stats.

Additional to this he will also get Job Traits when certain spells are equipped together. You can check these traits in the job trait menu. You need to equip two of the listed spells to get the jobtrait, additional spells will not improve the jobtrait's effect. I listed also the earliest Lv. possible to equip each jobtrait.
Clear Mind is the first exception here: for every two spells equipped the BLU will get an additional tier of Clear Mind up to Clear Mind IV with 8 spells (Clear MInd V is not possible).
Auto Refresh is the other exception: it is necessary to equip spells worth 8 or more 'auto refresh' points to get the effect, the number of spells is not important.

Accuarcy Bonus +10 (Lv.72): Dimensional Death, Disseverment, Frenetic Rip
Attack Bonus +10 (Lv.38): Battle Dance, Death Scissors, Spinal Cleave, Temporal Shift, Uppercut
Auto Refresh (Lv.50): Actinic Burst (4), Cold Wave (2), Frightful Roar (1), Light of Penance (2), Plasma Charge (4), Self-Destruct (2), Stinking Gas (1), Voracious Trunk (3)
Auto Regen (Lv.16): Healing Breeze, Sheep Song
Clear Mind (Lv.24): Awful Eye, Feather Tickle, Filamented Hold, Lowing, Maelstrom, Mind Blast, Poison Breath, Sandspray, Soporific, Venom Shell, Warm-Up
Conserve MP (Lv.66): Chaotic Eye, Firespit, Frost Breath, Zephyr Mantle
Defence Bonus +10 (Lv.40): Grand Slam, Saline Coat, Terror Touch, Vertical Cleave
Evasion Bonus +10 (Lv.69): Hysteric Barrage, Screwdriver
Killer Effect - 8% Beast (Lv.4): Sprout Smack, Wild Oats, 1000 Needles
Killer Effect - 8% Lizard (Lv.20): Claw Cyclone, Foot Kick
Killer Effect - 8% Plantoid (44): Mandibular Bite, Power Attack
Killer Effect - 8% Undead (Lv.34): Bludgeon, Smite of Rage
Magic Attack Bonus +20 (Lv.32): Cursed Sphere, Eyes On Me, Heat Breath, Magic Hammer, Memento Mori, Reactor Cool, Soundblast
Magic Defence Bonus +10% (Lv.50): Ice Break, Magnetite Cloud
Maximum HP Bonus +50 (Lv.62): Body Slam, Flying Hip Press, Frypan
Maximum MP Bonus +10 (Lv.40): Hecatomb Wave, Metallic Body, Mysterious Light
Rapid Shot (Lv.38): Feather Storm, Hydro Shot, Jet Stream
Resist Enhancement - Sleep (Lv.58): Exuviation, Magic Fruit, Pollen, Yawn, Wild Carrot
Store TP +10% (Lv.69): Sickle Slash, Tail Slap

And like every other main/subjob-combo: The same trait from the mainjob does not stack with the trait from a subjob. So if you get a trait already through your subjob don't waste you blue magic points setting spells which are unnecessary in your current gaming situation.

V. Merit Points:

This are the job-specific merit points for the Blue Mage. Like other job-specific merits they activate just when your job is at Lv.75 and uncapped.

Group #1:
You can have up to 10 merits in this category and up to 5 merits on a single item. The first point on an item costs 1 merit point, the second costs 2 merit points, the third costs 3, the fourth costs 4 and the fifth costs 5.

- Chain Affinity Recast (-4 seconds per upgrade)
- Burst Affinity Recast (-4 seconds per upgrade)
- Monster Correlation (+/- 2% per upgrade, although it seems to just increase the accuracy of spells and not the potency)
- Physical Potency (+2 Physical Potency per upgrade, i.e. increased damage and accuracy)
- Magical Accuracy (+2 Magical Accuracy per upgrade, i.e. less resists on the spells)

Group #2:
You can have up to 6 merits in this category and up to 3 merits on a single item. The first point on an item costs 3 merit points, the second costs 4 merit points and the third 5 merit points.



Legacy of Azure Blood - Blue Mage Quests

  • Magus Attire - Artifact Armour

To get your Artifact Armour you have to do three quests and some item buying. In addition to this you must have finished "Immortal Sentries", the second ToAU mission, so your know that the Immortals are one duty on the five staging points in Aradjiah. In addition you have to be Lv.40 or above for the first quest to start.


1. Beginnings

Go as BLU to Waoud and ask him to tell your fortune. He will send you to the five staging points, where you should speak with the Immortals. They all will give you are key item, you have to collect:

- Brand of the Skyserpent (Mamool Ja)
- Brand of the Flameserpent (Halvung)
- Brand of the Galeserpent (Dvucca Isle)
- Brand of the Stoneserpent (Azouph Isle)
- Brand of the Springserpent (Ilrusi Atoll)

After you got the five brands, return to Waoud and you will get your Immortal's Scimitar and the title "Branded by the Five Serpents"

2. Omens

You have to be Lv.50 or above to start this quest and you need the Immortal's Scimitar.

You have to talk to Waoud again to get a Cutscene which sends you to Navukgo Execution Chamber in the Halvung Territory. There you have to find the Decorative Bronze Gate to enter the Burning Circle fight. Kill the Immortal Flan there (there spawn more Flans if you bring a larger party or an alliance with you).

When you return to Waoud you will get a Sealed Immortal Letter, which you have to bring to a master craftsman. Lathuya in Aht Urghan Whitegate seems to be such a person, so talk to her. She will send you to her master, who is fishing in Aydeewa Subterrane. Enter the Subterrane through the entrance at K-9 in Wajaom Woodlands and go north till you find a lake. There is a blank spot on the ground which will cause a cutscene.

Now go back to Lathuya and recive your Magus Charuqs and the title "Immortal Lion".

3. Craftable Pieces

You have to start the first cutscene of the third quest, "Transformations", to get these items. Speak to Lathuya and Kushdeel will synth you the items. You can just get one item per real-life day and you have to wait one Vana'diel day before Kushdeel is finished synthing the item. And you have to zone too -_-;

Magus Shalwar:
1x Gold Chain
1x Velvet Cloth
1x Imperial Silk Cloth
1x Flan Meat

Fee: 2x Imperial Mythril Piece

Magus Bazubands:
1x Platinum Sheet
1x Velvet Cloth
1x Karakul Leather
1x Venom Potion

Fee: 2x Imperial Mythril Piece

Magus Shalwar:
1x Karakul Cloth
1x Velvet Cloth
1x Imperial Silk Cloth
1x Chimera Blood

Fee: 4x Imperial Mythril Piece

4. Transformations

When you go to Waoud this time, he will tell you that your fate lies behinds the gate of nobility. So go the the Imperial Whitegate and get a cutscene which sends you to the Alzaadaal Undersea Ruins (now you can start to craft the other pieces too). Take two Imperial Silver Pieces and go to the Ruins through Caedarva Mire at J-10.

You have to pay Tyamah one silverpiece to enter the Ruins. Go down the main room (cutscene) and then take the right teleporter (another cutscene). Now take the entrance to the Ruins at E-11 in Caedarva Mire and pay another silverpiece. Go again down the main room and take the right teleporter to find a blank spot on the ground. Here the Nepionic Soulflayer will spawn (very fast casting, BLM with spells to ~Lv.65)
After it is dead, examine the blank spot on the ground again to get the Magus Keffiyeh and the title "Paragon of Blue Mage Excellence".

  • The Beast Within - Blue Mage Limit Break

Go to Waoud for the next Cutscene. You have to be Lv.66+.
First kill Mamool Ja Mimicker till they drop a Blue Mage Testimony. Trade this to the Imperial Whitegate to recive a Scroll of Warp and get teleportet to the Jade Sepulcher. Trade the testimony now to the door and you will find yourself in the battlefield.

Now you have 10 minutes to defeat Raubahn, the leader of the Immortal Lions. He is incredible dangerous: he knows all sword weaponskills, knows every blue spell which is not from Lumoria and has a very strong Fast Cast Trait. He will not very often use Chain or Burst Affinity and will not self-skillchain, but when you use Azure Lore, he will do it also.

This fight is very fast and very short. Use Opo-opo Necklace and Sleeping Potions to get 300 tp%, use Yagudo Drinks/Ethers and Persikos au Lait/Potions during the fight and hope he uses mostly enhancing spells. Buff yourself with Cocoon, Refueling, Amplification and try to start the fight with a Frost Breath (paralyze), follow with your strongest self-skillchain and magic burst (at this lvl this should be Savage Blade --> Cannon Ball --> Renkei: Light --> Magic Burst: Fire Spit), activate Azure Lore to make your spells stronger and then try to deal as much damage as fast as possible. It is very unlikely than you have enough time for a second self-skillchain, and most of the time healing spells and abilities are not strong or fast enough.

If Raubahn gives up, you will get the title "Master of Ambition" and you'll be able to get Lv.71-75.

  • ENM60 - Pulling the Strings

To start this ENM, go to Twinkbrix in Oldton Movalpolos and give him some gil. He will roll two 50-sided dice and you have to get a result between 2 and X (X is 5 for every 1000 gil you give him, up to 50). If you lose you have to pay him again for another roll, if you win, you get the key item Shaft Gate Operating Dial. Now go to Mine Shaft #2716 (or pay Twinkbrix 2000 gil to teleport you there) and you can enter "Automaton Assault" or "Pulling the Strings".

In "Pulling the Strings" it is a 1:2 fight, between the BLU and the Moblin Fantocciniman and his puppet, the Fantoccini. You have just to kill the Fantoccini and as long as you don't attack the Fanticciniman, he will not attack you. Fantoccini is a BLU (well, always same job as the player) without subjob ... as the player is (yep, subjob is removed). Fantoccini uses the same spells you have set and will use jobabilities (although no self-skillchains). It wields a sword and can even use weaponskills (because of the high HP of a mob Spirits Within is absolutely deadly!).
The Fantocciniman sits in the back and rolls his marionette dice, which randomly gives enhancings or restores HP/MP/tp% or restores recast-timers to either Fantoccini or you.

If you defeat the Fantoccini you have won the battle and will get 2000 exp, a bag of worm mulch and occasionally the Death Chakram will drop.

The key item used for entering is lost and cannot be regained till 5 real-life days have passed.


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(BLU, Chocobos, Fellowship, Latent Effekts, Moghancement, Mysteries, Pankration, Renkei)
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RE: Ara's almostly-wostly complete guide to Blue Magic - 7/12/2006 9:16:07 AM 2 votes
Aralays

 

Posts: 971
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- Part II -

List of Blue Spells

I. List by Lv. and enemy learned from

Lv. 1: Footkick (Rabbit), Pollen (Bee), Sandspin (Worm)
Lv. 4: Power Attack (Beetle), Sprout Smack (Sapling), Wild Oats (Mandragora)
Lv. 8: Cocoon (Crawler), Metallic Body (Crab), Queasyshroom (Funguar)
Lv.12: Battle Dance (Orc), Feather Storm (Yagudo), Head Butt (Quadav)
Lv.16: Healing Breeze (Dhalmel), Helldive (Bird), Sheepsong (Sheep)
Lv.18: Blastbomb (Warmachine), Bludgeon (Cardian), Cursed Sphere (Fly)
Lv.20: Blood Drain (Bat), Claw Cyclone (Tiger)
Lv.22: Poison Breath (Hound)
Lv.24: Sopoforic (Flytrap)
Lv.26: Screwdriver (Pugil)
Lv.28: Bomb Toss (Goblin)
Lv.30: Grand Slam (Gigas), Wild Carrot (Rabbit)
Lv.32: Chaotic Eye (Coeurl), Soundblast (Cockatrice)
Lv.34: Death Ray (Hecteyes), Smite of Rage (Evil Weapon)
Lv.36: Digest (Slime), Pinecone Bomb (Treant)
Lv.38: Blank Gaze (Opo-Opo), Jet Stream (Trio-Bats), Uppercut (Goobbue)
Lv.40: Mysterious Light (Magic Pot), Terror Touch (Ghost)
Lv.42: MP Drainkiss (Leech), Venom Shell (Uragnite)
Lv.44: Blitzstrahl (Doll), Mandibular Bite (Antlion), Stinking Gas (Doomed)
Lv.46: Awful Eye (Bugard), Geist Wall (Eft), Magnetite Cloud (Antican)
Lv.48: Blood Saber (Skeleton), Jettatura (Hippogryph), Refueling (Cluster), Sickle Slash (Spider)
Lv.50: Frightful Roar (Taurus), Ice Break (Golem), Self-Destruct (Bomb)
Lv.52: Cold Wave (Snoll), Filamented Hold (Diremite)
Lv.54: Hecatomb Wave (Kindred), Radiant Breath (Wyvern)
Lv.56: Feather Barrier (Greater Bird)
Lv.58: Flying Hip Press (Bugbear), Light of Penance (Tonberry), Magic Fruit (Opo-opo)
Lv.60: Death Scissors (Scorpion), Dimensional Death (Shadow)
Lv.61: Bad Breath (Malboro), Eyes On Me (Ahriman), Maelstrom (Sea Monk)
Lv.62: Body Slam (Dragon), Memento Mori (Corse), 1000 Needles (Catuar)
Lv.63: Frenetic Rip (Imp), Frypan (Moblin), Hydro Shot (Sahagin), Spinal Cleave (Qutrub)
Lv.64: Feather Tickle (Colibri), Voracious Trunk (Marid), Yawn (Apkallu)
Lv.65: Infrasonics (Lizard), Zephyr Mantle (Puk)
Lv.66: Frostbreath (Raptor), Sandspray (Qiqirn)
Lv.67: Diamondhide (Troll)
Lv.68: Enervation (Troll), Firespit (Mamool Ja), Warm-Up (Mamool Ja)
Lv.69: Hysteric Barrage (Lamia), Tail Slap (Merrow)
Lv.70: Amplification (Black Puddings), Cannonball (Wamouracampa)
Lv.71: Heat Breath (Manticore), Lowing (Buffalo)
Lv.72: Disseverment (Aern, has to use a dagger), Saline Coat (Xzomit Family)
Lv.73: Mind Blast (Soulflayer), Ram Charge (Ram), Temporal Shift (Hpemde)
Lv.74: Actinic Burst (Ghrah), Magic Hammer (Poroggo), Reactor Cool (Zdei)
Lv.75: Exuviation (Wamoura), Plasma Charge (Phuabo), Vertical Cleave (Euvhi)

II. List of Spells by animal family

Amorpha: Amplification, Death Ray, Digest, Maelstrom, MP Drainkiss, Sandspin

Arcana: Blitzstrahl, Bludgeon, Cold Wave, Ice Break, Mysterious Light, Refueling, Self-Destruct, Smite of Rage

Aquan: Metallic Body, Screwdriver, Venom Shell

Beast: Blank Gaze, Chaotic Eye, Claw Cyclone, Footkick, Healing Breeze, Heat Breath, Lowing, Magic Fruit, Ram Charge, Sheepsong, Voracious Trunk, Wild Carrot

Beastmen: Battle Dance, Blastbomb, Bomb Toss, Diamondhide, Feather Storm, Firespit, Flying Hip Press, Frypan, Grand Slam, Head Butt, Hydro Shot, Hysteric Barrage, Light of Penance, Magic Hammer, Magnetite Cloud, Sandspray, Tail Slap

Bird: Blood Drain, Feather Barrier, Feather Tickle, Helldive, Jet-Stream, Jettatura, Soundblast, Yawn

Demon: Eyes on Me, Frenetic Rip, Frightful Roar, Hecatomb Wave, Lowing, Mind Blast

Dragon: Body Slam, Radiant Breath, Zephyr Mantle

Empty: --- (the are the essence of forgetting, how could they teach anything?)

Lizard: Awful Eye, Frostbreath, Geist Wall, Infrasonics

Lumorian: Actinic Burst, Disseverment, Plasma Charge, Reactor Cool, Saline Coat, Temporal Shift, Vertical Cleave

Plantoid: Bad Breath, Pinecone Bomb, Queasyshrooms, Soporific, Sprout Smack, Uppercut, Wild Oats, 1000 Needles

Undead: Blood Saber, Dimensional Death, Memento Mori, Spinal Cleave, Stinking Gas, Terror Touch

Vermin: Cannonball, Cocoon, Death Scissors, Exuviation, Filamented Hold, Mandibular Bite, Pollen, Power Attack, Sickle Slash

III. Magical blue spells and their element:

Fire: Blastbomb, Bomb Toss, Exuviation, Firespit, Heat Breath, Self-Destruct
Ice: Cold Wave, Frost Breath, Ice Break, Infrasonic, Memento Mori, Reactor Cool
Wind: Chaotic Eye, Feather Barrier, Feather Tickle, Flying Hip Press, Frightful Roar, Healing Breeze, Hecatomb Wave, Mysterious Light, Refueling, Soundblast, Stinking Gas, Voracious Trunk, Zephyr Mantle
Earth: Bad Breath, Cocoon, Diamondhide, Filamented Hold, Magnetite Cloud, Metallic Body, Saline Coat, Sandspin, Sandspray, Warm-Up
Thunder: Blitzstrahl, Mind Blast, Plasma Charge
Water: Awful Eye, Cursed Sphere, Maelstrom, Poison Breath, Venom Shell
Light: Actinic Burst, Blank Gaze, Light of Penance, Magic Fruit, Magic Hammer, Pollen, Radiant Breath, Sheep Song, Yawn, Wild Carrot, 1000 Needles
Dark: Amplification, Blood Drain, Blood Saber, Death Ray, Digest, Eyes On Me, Geist Wall, Jettatura, Lowing, MP Drainkiss, Soporific, Temporal Shift

Breath: Awful Eye, Bad Breath, Filamented Hold, Frost Breath, Heat Breath, Hecatomb Wave, Infrasonic, Jettatura, Magnetite Cloud, Poison Breath, Radiant Breath, Sandspray

IV. Physical Blue spells and their skillchain-attributes

Ranged Attack: Feather Storm, Hydro Shot, Jet Stream, Queasyshroom, Wild Oats

V. Formulas & Explanations:

Physical spell damage:   Â(Physical-Base + Physical-Damage-Modifier + Status-Bonus) * Spell-Multiplier
Magical spell damage:    Â((Magic-Base + Status-Bonus) * Spell-Multiplier + Magic-Damage-Modifier) * Magic Attack Bonus
Breath spell damage:       Breath-Base + HP-Bonus
HP Drain spell damage:    Drain-Base * Drain-Multiplier

Physical Base: (Blue Magic Skill * 0.11) * 2 + 3 --> this basic damage amount is capped for each spell at a different value
Magic Base: Lv.+2 --> this basic damage amount is capped for each spell at a different value
Breath Base: Lv * Multiplier --> the multiplier is specific for each spell and ranges between 53.3% and 160%
Drain-Base: Blue Magic Skill * 0.11
Spell-Multiplier: a certain multiplier specific to each spell --> ranging between 1.00 and 3.00

Physical-Damage-Modifier: f(BLU STR - Enemy VIT) --> this ranges from -6 to +13 or from -12 to +26 for ranged physical spells
Magic-Damage-Modifier: (BLU INT - Enemy INT) * Multiplier --> the multiplier is 1.00 most of the time but 1.5 on some high-lvl spells
Drain-Multiplier: varies --> specific to each HP drain spell

Status-Bonus: a certain percentage of one or two stats is added --> depending on the Lv. of the BLU this modifier will decrease from 100% to 83%
HP-Bonus: current HP * Multiplier --> the multiplier is specific to each breath and ranges from 10% to 50%
Magic Attack Bonus: varies --> depends on equipment and jobtraits

Chain Affinity: this jobability will add the Status-Bonus twice to the formula and - if the spells damage increases with tp% - increase the Spell-Mulitplier
Burst Affinity: this jobability will add the Status-Bonus twice to the formula
Azure Lore: this jobability will increase the Spell-Multiplier on physical spells, if the spells damage increases with tp%, to a higher value then Chain Affinity, in addition it will increase the magical accuracy of magical spells.

Note: some spells use CHR instead of INT at the Magic-Damage-Modifier and not all breath spells have a Breath-Base. All spells will get a change of +/- 0.25 to their Spell-Mulitplier when they are used against a weak/strong mob-family (spells without a natural Spell-Muliplier will get this too).

- - - - - - - - - -

Blue Spells by Name, complete data included

Name: Name of the spell
Description: ingame description
Stat Bonus: Bonus for the stats of the Blue Mage
Element: element of a magical blue spell
Skillchain Attribute: skillchain attribute(s) of a physical blue spell
MP used: necessary MP to cast
Cast / Recast-Timer: time to cast (may differ from the actual spell animation) / recast duration of the spell
Blue Magic Points: BMPs needed to set the spell
Level: level needed to set the spell
Family learned from: mobfamily which teaches the spell
Animal type: animal type of the spell
Job Trait: the jobtrait which can be created with the spell
Notes: additional descriptions
Damage Formula: the formula which is used to determine the damage of the spell (the first number is always the maximum physical/magical base-damage)
Learning: suggestion for the enemy and area to learn the spell from

- - - - - - - - - -

Name: Actinic Burst
Description: greatly lowers the accuracy of enemies within range
Stat Bonus: HP +20, CHR +2
Element: Light
MP used: 24
Cast / Recast-Timer: 0.5 / 60
Blue Magic Points: 4
Level: 74
Family learned from: Ghrah
Animal type: Lumorian
Job Trait: Auto Refresh
Notes: ---
Learning: Eo'Ghrah, Grand Palace of Hu'Xzoi

Name: Amplifiation
Description: increases magic attack and magic defense of the BLU
Stat Bonus: HP -5, MP +5
Element: Dark
MP used: 48
Cast / Recast-Timer: 7 / 56
Blue Magic Points: 3
Level: 70
Family learned from: Puddings
Animal type: Amorpha
Job Trait: ---
Notes: This spell seems to increase both stats by +9%.
Learning: Black Pudding, Halvung

Name: Awful Eye
Description: deals water damage to enemies within a fan-shaped area, additional effect: Drown
Stat Bonus: MND +1
Element: Water
MP used: 32
Cast / Recast-Timer: 2.5 / 60
Blue Magic Points: 2
Level: 46
Family learned from: Bugard
Animal type: Lizard
Job Trait: Clear Mind
Notes: The Drown-effect is enormous: STR is lowered by -24~33 points without diminishing over time! This is a breath/gaze-spell so the efficiency seems to decrease if the enemy stands not in the center of the area.
Learning: Gigantobugard, Lufaise Meadows

Name: Bad Breath
Description: deals earth damage to enemies within a fan-shaped area, additional effect: various status effects
Stat Bonus: INT +2, MND +2
Element: Earth
MP used: 212
Cast / Recast-Timer: 8.75 / 56
Blue Magic Points: 5
Level: 61
Family learned from: Malboro
Animal type: Plantoid
Job Trait: ---
Notes: ---
Damage Formula: HP/8 + Lv./3
Learning: Lunantishee, Riverne - Site #B01

Name: Battle Dance
Description: area attack, additional effect: Dexterity down, duration increases with tp%
Stat Bonus: DEX +2
Skillchain Attribute: Impaction
MP used: 12
Cast / Recast-Timer: 1 / 10
Blue Magic Points: 3
Level: 12
Family learned from: Orcs
Animal type: Beastmen
Job Trait: Attack Bonus
Notes: This spell will lower the DEX of the enemies by -9~10 points, but the effect will diminish over time. This spell deals blunt damage.
Damage Formula: (17 + f(STR) + STR * 30%) * 2
Learning: every Orc in Ghelsba Outpost and La Theine Plateau

Name: Blank Gaze
Description: removes one beneficial magic effect from an enemy
Stat Bonus: ---
Element: Light
MP used: 25
Cast / Recast-Timer: 3 / 10
Blue Magic Points: 2
Level: 38
Family learned from: Opo-Opo
Animal type: Beast
Job Trait: ---
Notes: like the name already implies, this is a gaze spell, so the enemy has to look at you for the spell to take effect
Learning: Young Opo-Opo, Yuthunga Jungle

Name: Blastbomb
Description: deals fire damage to enemies within range, additional effect: Bind
Stat Bonus: STR +1
Element: Fire
MP used: 36
Cast / Recast-Timer: 2.25 / 15
Blue Magic Points: 2
Level: 18
Family learned from: Orcish Warmachine
Animal type: Beastmen
Job Trait: ---
Notes: ---
Damage Formula: ((30 + INT * 20%) * 1.375 + f(INT)) * MAB
Learning: Orcish Flamethrower, Fort Ghelsba

Name: Blitzstrahl
Description: deals lightning damage to an enemy, additional effect: Stun
Stat Bonus: DEX +3
Element: Lightning
MP used: 70
Cast / Recast-Timer: 4.5 / 29.25
Blue Magic Points: 4
Level: 44
Family learned from: Doll
Animal type: Arcana
Job Trait: ---
Notes: ---
Damage Formula: ((61 + INT * 30% + MND * 10%) * 1.625 + f(INT)) * MAB
Learning: Drone, Fei'Yin

Name: Blood Drain
Description: steals an enemy's HP, ineffective against undead
Stat Bonus: HP -5, MP +5
Element: Dark
MP used: 10
Cast / Recast-Timer: 4 / 26
Blue Magic Points: 2
Level: 20
Family learned from: Bat
Animal type: Bird
Job Trait: ---
Notes: This spell seems to get resisted very often without a magic burst.
Damage Formula: (Blue Magic Skill * 11%) * 3
Learning: Tomb Bat, King Ranperre's Tomb / Hognosed Bat, Ordelle's Cave / Battle Bat, Horutoto Inner Ruins

Name: Blood Saber
Description: steals HP from enemies within range, ineffective against undead
Stat Bonus: HP -5, MP +5
Element: Dark
MP used: 25
Cast / Recast-Timer: 4 / 26
Blue Magic Points: 2
Level: 48
Family learned from: Skeleton
Animal type: Undead
Job Trait: ---
Notes: This spell seems to get resisted very often without a magic burst.
Damage Formula: (Blue Magic Skill * 11%) * 3.5
Learning: Fallen Soldier, Garliage Citadel

Name: Bludgeon
Description: delivers a threefold attack, accuracy increases with tp%
Stat Bonus: STR +1
Skillchain Attribute: Liquefaction
MP used: 16
Cast / Recast-Timer: 0.5 / 11.75
Blue Magic Points: 2
Level: 18
Family learned from: Cardian
Animal type: Arcana
Job Trait: Undead Killer
Notes: This is an arcane blunt attack, so it has +50% damage and accuracy versus all undead. Very good!
Damage Formula: 21 + f(STR) + CHR * 30%
Learning: Five of [Card], Horutoto Inner Ruins

Name: Body Slam
Description: delivers and area attack, damage increases with tp%
Stat Bonus: MP +5, VIT +1
Skillchain Attribute: Impaction
MP used: 74
Cast / Recast-Timer: 1 / 27.75
Blue Magic Points: 4
Level: 62
Family learned from: Dragon
Animal type: Dragon
Job Trait: Maximum HP Boost
Notes: This spell is a bit tricky and it is very difficult to learn while soloing. Besides the fact that dragons are a very powerful mob, Body Slam is more often used when more than one person has hate on the dragon. This spell deals blunt damage.
Damage Formula: (??? + f(STR) + VIT * 40%) * 1.5
Learning: Shadow Dragon, Xarcabard / Dahak, Halvung.

Name: Bomb Toss
Description: throws a bomb at enemies
Stat Bonus: STR +2
Element: Fire
MP used: 42
Cast / Recast-Timer: 3.75 / 24.5
Blue Magic Points: 3
Level: 28
Family learned from: Goblin
Animal type: Beastman
Job Trait: ---
Notes: Goblins/Moblins share their tp%-abilities but just Goblins will teach this spell. It inflicts fire damage.
Damage Formula: ((40 + INT * 20%) * 1.625 + f(INT)) * MAB
Learning: Goblins in the three zones around Jeuno

Name: Cannonball
Description: damage increases with tp%
Stat Bonus: STR +1, DEX +1
Skillchain Attribute: Fusion
MP used: 66
Cast / Recast-Timer: 0.5 / 28.5
Blue Magic Points: 3
Level: 70
Family learned from: Wamoura
Animal type: Vermin
Job Trait: ---
Notes: This spell deals blunt damage.
Damage Formula: (??? + f(STR) + STR * 50% + VIT * 50%) * 1.75
Learning: Wamouracampa, Halvung

Name: Chaotic Eye
Description: silences an enemy
Stat Bonus: AGI +1
Element: Wind
MP used: 13
Cast / Recast-Timer: 3 / 25
Blue Magic Points: 2
Level: 32
Family learned from: Coeurl
Animal type: Beast
Job Trait: Conserve MP
Notes: This is some kind of reverse gaze-type spell, so you have to stand in front of the enemy to use it efficiently. In turn Coeurls cannot use it on you if you look away from them.
Learning: Champaign Coeurl, Sauromogue Champaign

Name: Claw Cyclone
Description: damages enemies within area of effect with a twofold attack, damage increases with tp%
Stat Bonus: HP +5
Skillchain Attribute: Scission
MP used: 24
Cast / Recast-Timer: 1 / 19.75
Blue Magic Points: 2
Level: 20
Family learned from: Tiger
Animal type: Beast
Job Trait: Lizard Killer
Notes: This spell deals slash damage.
Damage Formula: (23 + f(STR) + DEX * 30%) * 1.4375
Learning: Forest Tiger, Jugner Forest

Name: Cocoon
Description: enhances defense of the BLU
Stat Bonus: VIT +3
Element: Earth
MP used: 10
Cast / Recast-Timer: 1.75 / 60
Blue Magic Points: 1
Level: 8
Family learned from: Crawler
Animal type: Vermin
Job Trait: ---
Notes: This spell grants +50% defence (no cap) for 90 seconds. It will be overwritten by defence-lowering abilities but will in turn overwrite these abilities.
Learning: Crawler, Sarutabaruta

Name: Cold Wave
Description: deals ice damage to enemies within range, additional effect: Frost
Stat Bonus: INT -1
Element: Ice
MP used: 37
Cast / Recast-Timer: 4 / 60
Blue Magic Points: 1
Level: 52
Family learned from: Snoll
Animal type: Arcana
Job Trait: Auto Refresh
Notes: Cold Wave is stronger than the black magic elemental enfeeblings. It will overwrite Burn, Frost and Choke, but can be used together with the other 3 in their normal relation. The ice damage will be 12 Dmg/Tick and the AGI of the target will be decreased by -40 points, although the spell dimishes very fast.
Damage Formula: ???
Learning: Snowball, Pso'Xja

Name: Cursed Sphere
Description: deals water damage to enemies within range
Stat Bonus: INT +1
Element: Water
MP used: 36
Cast / Recast-Timer: 3 / 19.5
Blue Magic Points: 2
Level: 18
Family learned from: Fly
Animal type: Vermin
Job Trait: Magic Attack Bonus
Notes: ---
Damage Formula: ((46 + INT * 30%) * 1.5 + f(INT)) * MAB
Learning: Crane Fly, Meriphateaud Mountains / Gadfly, Pashow Marshlands

Name: Death Ray
Description: deals dark damage to an enemy
Stat Bonus: HP -5, MP +5
Element: Dark
MP used: 39
Cast / Recast-Timer: 4.5 / 29.25
Blue Magic Points: 2
Level: 34
Family learned from: Hecteyes
Animal type: Amorpha
Job Trait: ---
Notes: ---
Damage Formula: ((? + INT *20% + MND * 10%) * 1.625 + f(INT)) * MAB
Learning: Hecteyes, Raguemont Pass

Name: Death Scissors
Description: damage varies with tp%
Stat Bonus: HP +5, MND +2, CHR +2
Skillchain Attribute: Compression, Reverberation
MP used: 51
Cast / Recast-Timer: 0.5 / 24.5
Blue Magic Points: 5
Level: 60
Family learned from: Scorpion
Animal type: Vermin
Job Trait: Attack Bonus
Notes: This spell deals slash damage.
Damage Formula: (? + f(STR) + STR * 60%) * 1.5
Learning: Doom Scorpion, Crawler's Nest / East Altepa Desert

Name: Diamondhide
Description: gives partymembers in range the effect of Stoneskin
Stat Bonus: VIT +1
Element: Earth
MP used: 99
Cast / Recast-Timer: 7 / 26
Blue Magic Points: 3
Level: 67
Family learned from: Trolls
Animal type: Beastmen
Job Trait: ---
Notes: All trolls can use this tp%-ability but it can be only learned from the heavy-armoured PLD-type trolls.
Learning: Troll Gemologist, Halvung

Name: Digest
Description: steals an enemy's HP, ineffective against undead
Stat Bonus: HP -5, MP +5
Element: Dark
MP used: 20
Cast / Recast-Timer: 4 / 26
Blue Magic Points: 2
Level: 36
Family learned from: Slime
Animal type: Amorpha
Job Trait: ---
Notes: ---
Damage Formula: (Blue Magic Skill * 11%) * 5
Learning: Rancid Ooze, Gusgen Mines / Davoi Mush, Davoi

Name: Dimensional Death
Description: damage varies with tp%
Stat Bonus: HP +5, DEX +1, CHR +1
Skillchain Attribute: Transfixion, Impaction
MP used: 48
Cast / Recast-Timer: 0.5 / 23.75
Blue Magic Points: 5
Level: 60
Family learned from: Fomor / Shadow
Animal type: Undead
Job Trait: Arcana Killer
Notes: This spell deals blunt damage.
Damage Formula: (? + f(STR) + STR * 50%) * 2.25
Learning: Dark Stalker, Eldieme Necropolis

Name: Disseverment
Description: delivers a five-fold attack, accuracy increases with tp%
Stat Bonus: INT +1, MND -1
Skillchain Attribute: Distortion
MP used: 74
Cast / Recast-Timer: 0.5 / 32.75
Blue Magic Points: 5
Level: 72
Family learned from: Aern
Animal type: Lumorian
Job Trait: Accuracy Bonus
Notes: This spell deals piercing damage and an additional effect of poison, which inflicts 17~18 Dmg/Tick. This is the weaponskill of dagger-wielding Aern, so just BLM, BRD and THF-type Aern will teach this spell.
Damage Formula: (? + f(STR) + STR * 20% + DEX *20%) * 1.5
Learning: Ul'Aern, Al'taieu

Name: Enervation
Description: weakens defense and magic defense of enemies within range
Stat Bonus: HP -5, MP +5
Element: Dark
MP used: 48
Cast / Recast-Timer: 3.5 / 60
Blue Magic Points: 5
Level: 68
Family learned from: Troll
Animal type: Beastmen
Job Trait: ---
Notes: The effect will lower the defence and magic defence by -10%, but the spell duration is not very high. The spell will not overwrite any other denfence-lowering spells but it will add the second effect if the older spell lowered just one of the two defence-types. All trolls use this tp%-ability but it can only learned from the unarmourd non-PLD-types.
Learning: all Trolls in Bhaflau Thickets

Name: Exuviation
Description: restores HP and removes one detrimental magical effect
Stat Bonus: HP +5, MP +5, CHR +1
Element: Fire
MP used: 40
Cast / Recast-Timer: 3 / 60
Blue Magic Points: 4
Level: 75
Family learned from: Wamoura
Animal type: Vermin
Job Trait: Resist Sleep
Notes: this is more or less a Cure 4 + Erase
Learning: Wamoura in Halvung

Name: Eyes on Me
Description: deals dark damage to an enemy
Stat Bonus: HP -5, MP +15
Element: Dark
MP used: 112
Cast / Recast-Timer: 4.5 / 29.25
Blue Magic Points: 4
Level: 61
Family learned from: Ahriman
Animal type: Demon
Job Trait: Magic Attack Bonus
Notes: This spell uses CHR instead of INT in the calculation of the damage.
Damage Formula: ((? + CHR * 40%) * 2.625 + f(CHR) * 1.5) * MAB
Learning: Deadly Iris, Castle Zvahl Keep

Name: Feather Barrier
Description: enhances evasion of the BLU
Stat Bonus: ---
Element: Wind
MP used: 29
Cast / Recast-Timer: 2 / 56
Blue Magic Points: 2
Level: 56
Family learned from: Greater Bird
Animal type: Bird
Job Trait: ---
Notes: ---
Learning: Phorusrhacus, Western Altepa Desert

Name: Feather Storm
Description: additional effect: Poison, chance of effect increases with tp%
Stat Bonus: HP +5, CHR +2
Skillchain Attribute: Transfixion
MP used: 12
Cast / Recast-Timer: 0.5 / 10
Blue Magic Points: 3
Level: 12
Family learned from: Yagudo
Animal type: Beastmen
Job Trait: Rapid Shot.
Notes: The spell's poison will inflict 1 Dmg/Tick. This is a ranged attack and counts as throwing/piercing.
Damage Formula: (17 + f(STR) + AGI * 30%) * 2
Learning: all Yagudo in West Sarutabaruta

Name: Feather Tickle
Description: reduces an enemies tp%
Stat Bonus: AGI +1
Element: Wind
MP used: 48
Cast / Recast-Timer: 4 / 26
Blue Magic Points: 2
Level: 64
Family learned from: Colibri
Animal type: Bird
Job Trait: Clear Mind
Notes: ---
Learning: Lesser Colibri, Wajaom Woodlands

Name: Filamented Hold
Description: lowers the attack speed of enemies within fan-shaped area
Stat Bonus: VIT +1
Element: Earth
MP used: 38
Cast / Recast-Timer: 2 / 30
Blue Magic Points: 3
Level: 52
Family learned from: Diremite
Animal type: Vermin
Job Trait: Clear Mind
Notes: The slow-effect on this spell is 25%.
Learning: Diremite, Pso'Xja

Name: Firespit
Description: deals fire damage to an enemy
Stat Bonus: STR +3
Element: Fire
MP used: 121
Cast / Recast-Timer: 6.5 / 42.75
Blue Magic Points: 5
Level: 68
Family learned from: Mamool Ja
Animal type: Beatmen
Job Trait: Conserve MP
Notes: All Mamool Ja will use this tp%-ability but you can only learn it from the blue-skinned, chameleon-like Mamool Ja Sages.
Damage Formula: ((? + INT * 20% + MND * 20%) * 3 + f(INT) * 1.5) * MAB
Learning: Mamool Ja Savant / Sophist, Mamook

Name: Flying Hip Press
Description: deals wind damage to enemies within range
Stat Bonus: AGI +1
Element: Wind
MP used: 125
Cast / Recast-Timer: 5.75 / 34.5
Blue Magic Points: 3
Level: 58
Family learned from: Bugbear
Animal type: Beastmen
Job Trait: Maximum MP Boost
Notes: This is not a breath-spell but the damage is calculated like a breath-spell.
Damage Formula: HP/3
Learning: Bugbear Trashman, Newton Movalpolos

Name: Foot Kick
Description: deals critical damage, chance for critical increases with tp%
Stat Bonus: AGI +1
Skillchain Attribute: Detonation
MP used: 5
Cast / Recast-Timer: 0.5 / 6.5
Blue Magic Points: 2
Level: 1
Family learned from: Rabbit
Animal type: Beast
Job Trait: Lizard Killer
Notes: This spell deals piercing damage.
Damage Formula: (9 + f(STR) + STR * 10% + DEX *10%) * 1
Learning: all Rabbits in Palborough Mines, Ronfaure and Sarutabaruta

Name: Frenetic Rip
Description: delivers a threefold attack, damage increases with tp%
Stat Bonus: INT +1
Skillchain Attribute: Induration
MP used: 61
Cast / Recast-Timer: 0.5 / 28.5
Blue Magic Points: 3
Level: 63
Family learned from: Imp
Animal type: Demon
Job Trait: Accuracy Boost
Notes: This spell deals blunt damage. Imps will just use Frenetic Rip if their horns are broken. It can break when either a weaponskill (Vorpal Blade seems to work good) or a physical blue spell deals enough damage or a critical hit. Chain Affinity, Sneak Attack, Trick Attack and other dmg-enhancing jobabilities are very usefull here. It may also break occasionally during the fight if the fight is prolonged - attention: after around a half minute they can create a new horn.
It is possible to learn this spell at the end of the quest "The Die is Cast". You will fight the NM Imp Bukki, which has more HP so there are more chances to break the horn. If the person spawning Bukki from the ??? logs out during the fight and logs on after he is defeated, the player can spawn another Bukki.
Damage Formula: (??? + f(STR) + STR * 20% + DEX * 20%) * 1.36
Learning: Orderly Imp, Caedarva Mire

Name: Frightful Roar
Description: weakens defense of enemies within rage
Stat Bonus: AGI +2
Element: Wind
MP used: 46
Cast / Recast-Timer: 2 / 45
Blue Magic Points: 3
Level: 50
Family learned from: Taurus
Animal type: Demon
Job Trait: Auto Refresh
Notes: This spell will lower the enemies' defence by -10% and will overwrite other defence-modifying abilities, both increasements and decreasements except Dia. It seems to get especially highly resisted by wind-based enemies.
Learning: Stegotaur, Phomiuna Aqueducts

Name: Frost Breath
Description: deals ice damage to enemies within a fan-shaped area, additional effect: Paralyze
Stat Bonus: INT -2
Element: Ice
MP used: 136
Cast / Recast-Timer: 6.5 / 42.75
Blue Magic: 3
Level: 66
Family learned from: Raptor
Animal type: Lizard
Job Trait: ---
Notes: This is a breath-spell so HP increases its maximum efficiency and CHR influences its actual power. Only Nival Raptors in Uleguerand Range will use this tp%-ability, other raptors use Flame Breath or Lightning Breath instead.
Damage Formula: HP/3 + Lv. * 1.6
Learning: Nival Raptor, Uleguerand Range

Name: Fry Pan
Description: area attack, additional effect: Stun, accuracy increases with tp%
Stat Bonus: DEX +2
Skillchain Attribute: Impaction
MP used: 65
Cast / Recast-Timer: 1 / 26
Blue Magic Points: 3
Level: 63
Family learned from: Moblin
Animal type: Beastmen
Job Trait: Maximum HP Boost
Notes: Goblins / Moblins share their tp%-abilities but just Moblins will teach this spell. This spell deals blunt damage.
Damage Formula: (??? + f(STR) + STR * 20% + DEX * 20%) * 1.78
Learning: Moblin Draftsman / Tankman / Worksman / Yardman, Newton Movalpolos

Name: Geist Wall
Description: removes a single beneficial effect from all enemies within range
Stat Bonus: HP -5, MP +10
Element: Dark
MP used: 35
Cast / Recast-Timer: 3 / 30
Blue Magic Points: 3
Level: 46
Family learned from: Eft
Animal type: Lizard
Job Trait: ---
Notes: ---
Learning: Eft, Bibiki Bay

Name: Grand Slam
Description: delivers an area attack, damage increases with tp%
Stat Bonus: INT +1
Skillchain Attribute: Induration
MP used: 24
Cast / Recast-Timer: 1 / 14.25
Blue Magic Points: 2
Level: 30
Family learned from: Gigas
Animal type: Beastmen
Job Trait: Defence Bonus
Notes: This spell deals blunt damage.
Damage Formula: (33 + f(STR) + VIT * 30%) * 1
Learning: All Gigas in Qufim Island and Lower/Middle Delkfutt's Tower

Name: Head Butt
Description: additional effect: Stun, damage increases with tp%
Stat Bonus: DEX +2
Skillchain Attribute: Impaction
MP used: 12
Cast / Recast-Timer: 0.5 / 10
Blue Magic Points: 3
Level: 12
Family learned from: Quadav
Animal type: Beastmen
Job Trait: ---
Notes: This spell deals blunt damage and also has a slight knockback-effect
Damage Formula: (17 + f(STR) + STR * 20% + INT * 20%) * 1.75
Learning: All Quadav in Gustaberg and Konschtat Highlands

Name: Healing Breeze
Description: restores HP for partymembers in area of effect
Stat Bonus: HP +10, CHR +2
Element: Wind
MP used: 55
Cast / Recast-Timer: 4.5 / 15
Blue Magic Points: 4
Level: 16
Family learned from: Dhalmel
Animal type: Beast
Job Trait: Auto Regen
Notes: The amount of restored HP goes up when the BLU has Healing Magic Skill (through subjob and/or equipment).
Learning: Wild Dhalmel, Tahrongi Canyon

Name: Heat Breath
Description: deals fire damage to enemies within a fan-shaped area
Stat Bonus: STR +3
Element: Fire
MP used: 169
Cast / Recast-Timer: 7.5 / 49
Blue Magic Points: 4
Level: 71
Family learned from: Manticore
Animal type: Beast
Job Trait: Magic Attack Bonus
Notes: ---
Damage Formula: HP/2
Learning: Labyrinth Manticore, Labyrinth of Onzozo

Name: Hecatomb Wave
Description: deals wind damage to enemies within a fan-shaped area, additional effect: Blind
Stat Bonus: AGI +1
Element: Wind
MP used: 116
Cast / Recast-Timer: 5.25 / 33.75
Blue Magic Points: 3
Level: 54
Family learned from: Kindred
Animal type: Demon
Job Trait: Maximum MP Boost
Notes: ---
Damage Formula: HP/4 + Lv. * 66%
Learning: All Demon in Xarcabard and Castle Zvahl

Name: Helldive
Description: damage varies with tp%
Stat Bonus: HP +5, CHR +1
Skillchain Attribute: Transfixion
MP used: 16
Cast / Recast-Timer: 0.5 / 11.25
Blue Magic Points: 2
Level: 16
Family learned from: Bird
Animal type: Bird
Job Trait: ---
Notes: This spell deals blunt damage and has also a slight knockback-effect.
Damage Formula: (19 + f(STR) + AGI * 30%) * 1.25
Learning: Akbaba, Tahrongi Canyon / La Theine Plateau

Name: Hydro Shot
Description: additional effect: Enmity down, chance increases with tp%
Stat Bonus: MND +2
Skillchain Attribute: Reverberation
MP used: 55
Cast / Recast-Timer: 0.5 / 26
Blue Magic Points: 3
Level: 63
Family learned from: Sahagin
Animal type: Beastmen
Job Trait: Rapid Shot
Notes: This spell deals blunt damage.
Damage Formula: (??? + f(STR) + AGI * 30%) * 1.25
Learning: All Sahagin in Sea Serpent Grotto

Name: Hysteric Barrage
Description: delivers a five-fold attack, damage increases with tp%
Stat Bonus: DEX +2, AGI +1
Skillchain Attribute: Detonation
MP used: 61
Cast / Recast-Timer: 0.5 / 28.5
Blue Magic Points: 5
Level: 69
Family learned from: Lamia
Animal type: Beastmen
Job Trait: Evasion Bonus
Notes: This spell deals blunt damage. Lamia and Merrow share some of their tp%-abilities, but this spell can only be learned from Lamia. Lamia will just use Hysteric Barrage if their weapons are broken. It can break when either a weaponskill (Vorpal Blade seems to work good) or a physical blue spell deals enough damage or a critical hit. Chain Affinity, Sneak Attack, Trick Attack and other dmg-enhancing jobabilities are very usefull here.
Damage Formula: (??? + f(STR) + DEX * 30%) * 1.25
Learning: All Lamia in Caedrava Mire and Arrapago Reef

Name: Ice Break
Description: deals ice damage to enemies within range, additional effect: Bind
Stat Bonus: INT +1
Element: Ice
MP used: 142
Cast / Recast-Timer: 5.25 / 33.75
Blue Magic Points: 3
Level: 50
Family learned from: Golem
Animal type: Arcana
Job Trait: Magic Defence Bonus
Notes: ---
Damage Formula: ((??? + INT * 30) * 2.25 + f(INT)) * MAB
Learning: Rock Golem, Sanctuary of Zi'Tah

Name: Infrasonics
Description: lowers the evasion of enemies within a fan-shaped area
Stat Bonus: INT +1
Element: Ice
MP used: 42
Cast / Recast-Timer: 5 / 56
Blue Magic Points: 4
Level: 65
Family learned from: Lizard
Animal type: Lizard
Job Trait: ---
Notes: ---
Learning: Sand Lizard, Kuftal Tunnel / Cape Terrigan

Name: Jet Stream
Description: delivers a threefold attack, accuracy increases with tp%
Stat Bonus: DEX +2
Skillchain Attribute: Impaction
MP used: 47
Cast / Recast-Timer: 0.5 / 23
Blue Magic Points: 4
Level: 38
Family learned from: Trio-Bats
Animal type: Bird
Job Trait: Rapid Shot
Notes: This is a ranged attack and counts as throwing/blunt.
Damage Formula: (39 + f(STR) + AGI * 30%) * 1.125
Learning: Undead Bats, Sea Serpent Grotto / Fei'Yin

Name: Jettatura
Description: enemies within fan-shaped area are frozen with fear
Stat Bonus: MP +15
Element: Dark
MP used: 37
Cast / Recast-Timer: 0.5 / 56
Blue Magic Points: 4
Level: 48
Family learned from: Hippogryph
Animal type: Bird
Job Trait: ---
Notes: ---
Learning: Cloud Hippogryph, Riverne - Site #A01

Name: Light of Penance
Description: reduces an enemies tp%, additional effect: Bind / Blind
Stat Bonus: HP +15, CHR +1
Element: Light
MP used: 53
Cast / Recast-Timer: 3 / 60
Blue Magic Points: 5
Level: 58
Family learned from: Tonberry
Animal type: Beastmen
Job Trait: Auto Refresh
Notes: ---
Learning: Tonberry Cutter / Harrier / Stalker, Temple of Uggalepih

Name: Lowing
Description: plagues enemies withing area of effect, preventing them from recovering HP and MP
Stat Bonus: HP -5
Element: Dark
MP used: 66
Cast / Recast-Timer: 7 / 56
Blue Magic Points: 2
Level: 71
Family learned from: Buffalo
Animal type: Beast
Job Trait: Clear Mind
Notes: This spell will also lower the tp% of the enemy by 3 tp%/Tick.
Learning: Buffalo, Uleguerand Range

Name: Magnetite Cloud
Description: deals earth damage to enemies withing a fan-shaped area, additional effect: Weight
Stat Bonus: VIT +2
Element: Earth
MP used: 86
Cast / Recast-Timer: 4.5 / 29.25
Blue Magic Points: 3
Level: 46
Family learned from: Antica
Animal type: Beastmen
Job Trait: Magic Defence Bonus
Notes: ---
Damage Formula: HP/6 + Lv. * 53%
Learning: Antican Essedearius, Western Altepa Desert

Name: Maelstrom
Description: deals water damage to enemies within range, additional effect: STR down
Stat Bonus: ---
Element: Water
MP used: 162
Cast / Recast-Timer: 6 / 39
Blue Magic Points: 2
Level: 61
Family learned from: Sea Monk
Animal type: Aquan
Job Trait: Clear Mind
Notes: ---
Damage Formula: ((??? + INT * 30% + MND * 10) * 2.375 + f(INT) * 1.5) * MAB
Learning: Flying Manta, Labyrinth of Onzozo

Name: Magic Fruit
Description: restores HP for a single partymember
Stat Bonus: ---
Element: Light
MP used: 72
Cast / Recast-Timer: 2.5 / 6
Blue Magic Points: 3
Level: 58
Family learned from: Opo-opo
Animal type: Beast
Job Trait: Resist Sleep
Notes: Besides giving good HP (~ Cure IVish) this spell  doesn't get interrupted with long range. Meaning as long as the target of the spell is in normal casting range, when the BLU starts to cast Magic Fruit, the target can move as far away from the BLU as it wants, this 'sniper-cure' will still hit him. The amount of HP restored improves when the BLU has Healing Magic Skill (through subjob and/or equipment).
Learning: Old Opo-opo, Ifrit's Cauldron

Name: Magic Hammer
Description: steals an amount of enemy's MP equal to damage dealt. Ineffective against undead
Stat Bonus: MP -5, MND +2
Element: Light
MP used: 40
Cast / Recast-Timer: 4 / 52
Blue Magic Points: 4
Level: 74
Family learned from: Poroggo
Animal type: Beastmen
Job Trait: Mabic Attack Bonus
Notes: ---
Damage Formula: ((??? + ?? * ?) * ??? + f(INT)) * MAB
Learning: Poroggo, Mamook

Name: Mandibular Bite
Description: damage increases with tp%
Stat Bonus: INT +1
Skillchain Attribute: Induration
MP used: 38
Cast / Recast-Timer: 0.5 / 19.25
Blue Magic Points: 2
Level: 44
Family learned from: Antlion
Animal type: Vermin
Job Trait: Plantoid Killer
Notes: This spell deals slash damage.
Damage Formula: (45 + f(STR) + STR * 20% + INT * 20%) * 2
Learning: Burrow Antlion, Attohwa Chasm

Name: Memento Mori
Description: enhances magical attack of the BLU
Stat Bonus: INT +1
Element: Ice
MP used: 46
Cast / Recast-Timer: 3.5 / 56
Blue Magic Points: 4
Level: 62
Family learned from: Corse
Animal type: Undead
Job Trait: Magic Attack Bonus
Notes: this spell gives MAB +20
Learning: Corse, Attohwa Chasm

Name: Metallic Body
Description: absorbs a certain amount of damage from attacks and spells against the BLU
Stat Bonus: ---
Element: Earth
MP used: 19
Cast / Recast-Timer: 7 / 60
Blue Magic Points: 1
Level: 8
Family learned from: Crabs
Animal type: Aquan
Job Trait: Maximum MP Boost
Notes: ---
Learning: River Crab, West Ronfaure / Sarutabaruta

Name: Mindblast
Description: deals lightning damage to an enemy. Additional effect: Paralyze
Stat Bonus: MP +5, MND +1
Element: Thunder
MP used: 82
Cast / Recast-Timer: 3 / 30
Blue Magic Points: 4
Level: 73
Family learned from: Soulflayer
Animal type: Demon
Job Trait: Clear Mind
Notes: ---
Damage Formula: ((??? + ??? * ??%) * ? + f(INT)) * MAB
Learning: Soulflayer, Arrapago Reef

Name: MP Drainkiss
Description: steal an enemies MP, ineffective against undead
Stat Bonus: MP +5
Element: Dark
MP used: 20
Cast / Recast-Timer: 4 / 26
Blue Magic Points: 4
Level: 42
Family learned from: Leeches
Animal type: Amorph
Job Trait: ---
Notes: The amount of MP aspired is very random and the spell seems to get resisted very often without a magic burst.
Learning: Goobbue Parasite, Sanctuary of Zi'Tah

Name: Mysterious Light
Description: deal wind damage to enemies within range, additional effect: Weight
Stat Bonus: AGI +3
Element: Wind
MP used: 73
Cast / Recast-Timer: 3.75 / 24.5
Blue Magic Points: 4
Level: 40
Family learned from: Magic Pot
Animal type: Arcana
Job Trait: Maximum MP Boost
Notes: Most important note is the CHR-modifier on this spell.
Damage Formula: ((56 + CHR * 30%) * 2 + f(INT)) * MAB
Learning: Magic Urn, Lower / Upper Delkfutt's Tower

Name: Pinecone Bomb
Description: additional effect: Sleep, duration increases with tp%
Stat Bonus: STR +1
Skillchain Attribute: Liquefaction
MP used: 48
Cast / Recast-Timer: 2.5 / 26.5
Blue Magic Points: 2
Level: 36
Family learned from: Treant
Animal type: Plantoid
Job Trait: ---
Notes: This is a ranged attack and counts as throwing/piercing.
Damage Formula: (37 + f(STR) + STR * 20% + AGI * 20%) * 2.25
Learning: Treat, Batallia Downs

Name: Plasma Charge
Description: gives Shock Spikes to the BLU
Stat Bonus: STR +3, DEX +3
Element: Thunder
MP used: 24
Cast / Recast-Timer: 3 / 60
Blue Magic Points: 5
Level: 75
Family learned from: Phuabo
Animal type: Lumorian (no strong/weak mobs)
Job Trait: Auto Refresh
Notes: The spikes deal around 15 Dmg/Hit.
Learning: Ul'phuabo, Al'Taieu

Name: Poison Breath
Description: deals water damage to enemies within a fan-shaped area, additional effect: Poison
Stat Bonus: MND +1
Element: Water
MP used: 22
Cast / Recast-Timer: 3 / 19.5
Blue Magic Points: 1
Level: 22
Family learned from: Hound
Animal type: Undead
Job Trait: Clear Mind
Notes: ---
Damage Formula: HP/10 + Lv. * 80%
Learning: Bandersnatch, Gusgen Mines

Name: Pollen
Description: restores HP
Stat Bonus: HP +5, CHR +1
Element: Light
MP used: 8
Cast / Recast-Timer: 2 / 5
Blue Magic Points: 1
Level: 1
Family learned from: Bee
Animal type: Vermin
Job Trait: Resist Sleep
Notes: ---
Learning: Huge Hornet, Gustaberg / Bumblebee, Sarutabaruta

Name: Power Attack
Description: deals critical damage, chance for critical increases with tp%
Stat Bonus: MND +1
Skillchain Attribute: Reverberation
MP used: 5
Cast / Recast-Timer: 0.5 / 7.25
Blue Magic Points: 1
Level: 4
Family learned from: Beetle
Animal type: Vermin
Job Trait: Plantoid Killer
Notes: This spell deals blunt damage.
Damage Formula: (11 + f(STR) + STR * 10% + VIT * 10%) * 1.125
Learning: Scarab Beetle, Ronfaure

Name: Queasyshrooms
Description: additional effect: Poison, duration increases with tp%
Stat Bonus: HP -5, MP +5
Skillchain Attribute: Compression
MP used: 20
Cast / Recast-Timer: 2 / 15
Blue Magic Points: 2
Level: 8
Family learned from: Funguars
Animal type: Plantoid
Job Trait: ---
Notes: The spell's poison inflicts 3~4 Dmg/Tick. This is a ranged attack and counts as throwing/piercing.
Damage Formula: (15 + f(STR) + INT * 20%) * 1.75
Learning: Forest Finguar, Ronfaure

Name: Radiant Breath
Description: deals light damage to enemies within a fan-shaped area, additional effects: Slow, Silence
Stat Bonus: HP +5, CHR +1
Element: Light
MP used: 116
Cast / Recast-Timer: 5.25 / 33.75
Blue Magic Points: 4
Level: 54
Family learned from: Wyvern
Animal type: Dragon
Job Trait: ---
Notes: ---
Damage Formula: HP/5 + Lv. * 133%
Learning: Pyrodrake, Riverne - Site #B01

Name: Ram Charge
Description: damage increases with tp%
Stat Bonus: HP +5
Skillchain Attribute: Fragmentation
MP used: 79
Cast / Recast-Timer: 0.5 / 34.75
Blue Magic Points: 4
Level: 73
Family learned from: Ram
Animal type: Beast
Job Trait: ---
Notes: This spell deals blunt damage.
Damage Formula: (??? + f(STR) + STR * 30% + MND + 50%) * 1
Learning: Mosshorn, Caedarva Mire

Name: Reactor Cool
Description: enhances defense and gives Ice Spikes to the BLU
Stat Bonus: INT +3, MND +3
Element: Ice
MP used: 28
Cast / Recast-Timer: 3 / 60
Blue Magic Points: 5
Level: 74
Family learned from: Zdei
Animal type: Lumorian (no strong/weak mobs)
Job Trait: Magic Attack Bonus
Notes: The spikes deal around 12 Dmg/Hit and have a high paralyzation proc rate, the defence is boosted by 12.5%. The spell cannot be dispelled but the defence-boost will not stack/overwrite an older defence-boost (Cocoon for example). The duration is 90 seconds.
Learning: Aw'zdei, Garden of Ru'Hmet

Name: Refueling
Description: increases attack speed of the BLU
Stat Bonus: AGI +2
Element: Wind
MP used: 39
Cast / Recast-Timer: 1.5 / 30
Blue Magic Points: 4
Level: 48
Family learned from: Cluster
Animal type: Arcana
Job Trait: ---
Notes: This spell gives 10% haste for 5 minutes. It will be overwritten by other Haste-spells and Slow-tp%abilities/spells but can in turn overwrite slow-effects.
Learning: Atomic Cluster, Lufaise Meadows / Misareaux Coast / Riverne - Site #A01

Name: Saline Coat
Description: increases magic defense of the BLU
Stat Bonus: MP +10, VIT +2, AGI +2
Element: Earth
MP used: 66
Cast / Recast-Timer: 3 / 60
Blue Magic Points: 3
Level: 72
Family learned from: Xzomit
Animal type: Lumorian (no strong/weak mob)
Job Trait: Defence Bonus
Notes: The magic defence is increased by around +40 and the effect diminishes over time, it also stacks not with other magic defence-boosts.
Learning: Ul'xzomit, Al'Taieu

Name: Sandspin
Description: deals earth damage to enemies within range, additional effect: accuracy down
Stat Bonus: VIT +1
Element: Earth
MP used: 10
Cast / Recast-Timer: 1.5 / 9.75
Blue Magic Points: 2
Level: 1
Family learned from: Worm
Animal type: Amorpha
Job Trait: ---
Notes: The accuracy down effect is very noticable and it seems to be extremly difficult for enemies to resist this spell.
Damage Formula: (13 + INT * 20% + f(INT)) * MAB
Learning: Tunnel Worm, Gustaberg / Ronfaure

Name: Sandspray
Description: blinds enemies within a fan-shaped area
Stat Bonus: VIT +1
Element: Earth
MP used: 43
Cast / Recast-Timer: 3 / 26
Blue Magic Points: 2
Level: 66
Family learned from: Qiqirn
Animal type: Beastmen (strong against other Beastmen)
Job Trait: Clear Mind
Notes: ---
Learning: All Qiqirn in Aydeewa Subterrane and Caedarva Mire

Name: Screwdriver
Description: deals critical damage, chance for critical increases with tp%
Stat Bonus: HP +10, VIT+1, CHR +1
Skillchain Attribute: Transfixion, Scission
MP used: 21
Cast / Recast-Timer: 0.5 / 14
Blue Magic Points: 3
Level: 26
Family learned from: Pugil
Animal type: Aquan
Job Trait: Evasion Bonus
Notes: This spell deals piercing damage.
Damage Formula: (27 + f(STR) + STR * 20% + MND * 20%) * 1.375
Learning: Beach Pugil, Valkurm Dunes

Name: Self-Destruct
Description: sacrifices HP to damage enemies within range, affects caster with weakness
Stat Bonus: STR +3
Element: Fire
MP used: 100
Cast / Recast-Timer: 3.25 / 21
Blue Magic Points: 3
Level: 50
Family learned from: Bomb / Cluster
Animal type: Arcana
Job Trait: Auto Refresh
Notes: This spell deals fire damage and the amount of damage is dependant on the HP of the caster.
Learning: Puroboros, Garliage Citadel

Name: Sheep Song
Description: puts all enemies withing range to sleep
Stat Bonus: HP +5, CHR +1
Element: Light
MP used: 22
Cast / Recast-Timer: 3 / 60
Blue Magic Points: 2
Level: 16
Family learned from: Sheep
Animal type: Beast
Job Trait: Auto Regen
Notes: ---
Learning: Mad Sheep, Konschtat Highlands / La Theine Plateau

Name: Sickle Slash
Description: deals critical damage, chance for critical increases with tp%
Stat Bonus: HP -5, MP +15
Skillchain Attribute: Compression
MP used: 41
Cast / Recast-Timer: 0.5 / 20.5
Blue Magic Points: 4
Level: 48
Family learned from: Spider
Animal type: Vermin
Job Trait: Store TP
Notes: The name is not very accurate ... in fact it deals blunt damage.
Damage Formula: (49 + f(STR) + DEX * 50%) * 1.5
Learning: Desert Spider, Western Altepa Desert

Name: Smite of Rage
Description: damage varies with tp%
Stat Bonus: AGI +3
Skillchain Attribute: Detonation
MP used: 28
Cast / Recast-Timer: 0.5 / 13
Blue Magic Points: 3
Level: 34
Family learned from: Evil Weapon
Animal type: Arcana
Job Trait: Undead Killer
Notes: This spell deals slashing damage.
Damage Formula: (35 + f(STR) + STR * 20% + DEX * 20%) * 1.5
Learning: Evil Weapon, all zones around Jeuno

Name: Soporific
Description: puts all enemies within range to sleep
Stat Bonus: HP -5, MP +5
Element: Dark
MP used: 38
Cast / Recast-Timer: 3 / 90
Blue Magic Points: 4
Level: 24
Family learned from: Flytrap
Animal type: Plantoid
Job Trait: Clear Mind
Notes: This is a very powerful sleeping spell, because it is an all-or-nothing effect. Either the enemy resists the spell or it sleeps for 90 seconds - which is exactly the time for the recast, so the BLU can reapply the spell.
Learning: Flytrap, Carpenter's Landing

Name: Sound Blast
Description: lowers enemies' INT within area of effect
Stat Bonus: ---
Element: Wind
MP used: 25
Cast / Recast-Timer: 4 / 30
Blue Magic Points: 1
Level: 32
Family learned from: Cockatrice
Animal type: Bird
Job Trait: Magic Attack Bonus
Notes: The INT is lowered by -9~10 points, but the effect diminishes over time.
Learning: Tabar Beak, Sauromugue Champaign

Name: Spinal Cleave
Description: accuracy increases with tp%
Stat Bonus: VIT +2, INT +1, MND +1
Skillchain Attribute: Scission, Detonation
MP used: 61
Cast / Recast-Timer: 0.5 / 28.5
Blue Magic Points: 4
Level: 63
Family learned from: Qutrub
Animal type: Undead
Job Trait: Attack Bonus
Notes: Qutrubs will just use Spinal Cleave if their first weapon is broken and the second weapon is still sheated on their back. The weapon can break when either a weaponskill (Vorpal Blade seems to work good) or a physical blue spell deals enough damage. Chain Affinity, Sneak Attack, Trick Attack and other dmg-enhancing jobabilities are very usefull here. Weapon Break may also be a way to get the Qutrub to use hand-to-hand skills. Spinal Cleave is a hand-to-hand weaponskill where the Qutrub draws his second weapon, do a slash-attack and put it back. So try to learn it before you break also the second weapon. This spell deals slashing damage.
Damage Formula: (??? + f(STR) + STR * 30%) * 3
Learning: Qutrub, Arrapago Reef

Name: Sprout Smack
Description: additional effect: Slow, duration increases with tp%
Stat Bonus: MND +1
Skillchain Attribute: Reverberation
MP used: 5
Cast / Recast-Timer: 0.5 / 7.25
Blue Magic Points: 2
Level: 4
Family learned from: Sapling
Animal type: Plantoid
Job Trait: Beast Killer
Notes: The spell inflicts ~15% Slow.
Damage Formula: (11 + f(STR) + VIT * 30%) * 1.5
Learning: Walking Sapling, Gustaberg

Name: Stinking Gas
Description: deals wind damage to enemies within range, additional effect: Choke
Stat Bonus: AGI +1
Element: Wind
MP used: 37
Cast / Recast-Timer: 4 / 60
Blue Magic Points: 2
Level: 44
Family learned from: Doomed
Animal type: Undead
Job Trait: Auto Refresh
Notes: The VIT of the enemies will drop by -9~10 points, although this effect will not completely stack with other VIT-down effects.
Learning: Foul Meat, Phomiuna Aqueducts

Name: Tail Slap
Description: area attack, additional effect: Stun, damage increase with tp%
Stat Bonus: MND +2
Skillchain Attribute: Reverberation
MP used: 77
Cast / Recast-Timer: 1 / 28.5
Blue Magic Points: 4
Level: 69
Family learned from: Merrow
Animal type: Beastmen (no strong/weak mobs)
Job Trait: Store TP
Notes: Lamia and Merrow share some of their tp%-abilities, but this spell can only be learned from Merrow. Merrow will just use Tail Slap if their weapons are broken. It can break when either a weaponskill (Vorpal Blade seems to work good) or a physical blue spell deals enough damage or a critical hit. Chain Affinity, Sneak Attack, Trick Attack and other dmg-enhancing jobabilities are very usefull here. This spell deals blunt damage.
Damage Formula: (??? + f(STR) + STR * 20% + VIT * 50%) * 1.625
Learning: All Merrow in Arrapago Reef

Name: Temporal Shift
Description: prevents enemies within range from acting
Stat Bonus: HP +10, MP +15
Element: Dark
MP used: 48
Cast / Recast-Timer: 0.5 / 56
Blue Magic Points: 5
Level: 73
Family learned from: Hpemde
Animal type: Lumorian (no strong/weak mobs)
Job Trait: Attack Bonus
Notes: ---
Learning: Ul'hpemde, Al'Taieu

Name: Terror Touch
Description: additional effect: weakens attack, accuracy increases with tp%
Stat Bonus: HP -5, MP +10
Skillchain Attribute: Compression, Reverberation
MP used: 62
Cast / Recast-Timer: 3.25 / 21
Blue Magic Points: 3
Level: 40
Family learned from: Ghost
Animal type: Undead
Job Trait: Arcana Killer
Notes: The attack of the enemy is lowered by -15% and it stacks with other attack-down effects like Bio. The spell deals blunt damage.
Damage Formula: (41 + f(STR) + DEX * 20% + INT * 20%) * 1.5
Learning: Evil Ghost, Middle Delkfutt's Tower

Name: Uppercut
Description: damage varies with tp%
Stat Bonus: STR +2, DEX +1
Skillchain Attribute: Liquefaction, Impaction
MP used: 31
Cast / Recast-Timer: 0.5 / 17.75
Blue Magic Points: 3
Level: 38
Family learned from: Goobbue
Animal type: Plantoid
Job Trait: Attack Bonus
Notes: This spell deals blunt damage.
Damage Formula: (39 + f(STR) + STR * 35%) * 1.5
Learning: Gobbue Gardener, Sanctuary of Zi'Tah

Name: Venom Shell
Description: poisons enemies within area of effect and gradually reduces their HP
Stat Bonus: MND +2
Element: Water
MP used: 86
Cast / Recast-Timer: 3 / 45
Blue Magic Points: 3
Level: 42
Family learned from: Uragnite
Animal type: Aquan
Job Trait: Clear Mind
Notes: The poison will do 4~6 Dmg/Tick.
Learning: Uragnite, Manaclipper

Name: Vertical Cleave
Description: damage increases with tp%
Stat Bonus: VIT +1, HP -5, MP +5
Skillchain Attribute: Gravitation
MP used: 86
Cast / Recast-Timer: 0.5 / 37.25
Blue Magic Points: 3
Level: 75
Family learned from: Euvhi
Animal type: Lumorian (no strong/weak mobs)
Job Trait: Defence Bonus
Notes: This spell deals slash damage.
Damage Formula: (??? + f(STR) + STR * 50%) * 3
Learning: Eo'euvhi, Grand Palace of Hx'Xzoi

Name: Voracious Trunk
Description: steals one beneficial status effect from an enemy and gives it to the BLU
Stat Bonus: AGI +2
Element: Wind
MP used: 72
Cast / Recast-Timer: 10 / 56
Blue Magic Points: 4
Level: 64
Family learned from: Marid
Animal type: Beast
Job Trait: Auto Refresh
Notes: This spell can steal the beneficial effects of spells, tp%-abilities and jobabilities but cannot steal the effect of all jobabilities some enemies use (2hrs don't seem to work).
Learning: Marid, Wajaom Woodlands

Name: Warm-Up
Description: increases accuracy and evasion of the BLU
Stat Bonus: VIT +1
Element: Earth
MP used: 59
Cast / Recast-Timer: 7 / 56
Blue Magic Points: ???
Level: 68
Family learned from: Mamool Ja (fighter type)
Animal type: Beastmen (strong against other Beastmen)
Job Trait: Clear Mind
Notes: Only the brown, lizard-like fighter caste of the Mamool Ja will use this tp%-ability.
Learning: Mamool Ja Bounder / Mimicker / Spearman / Strapper / Zenist, Mamook

Name: Wild Carrot
Description: restores HP for the target party member
Stat Bonus: HP +5
Element: Light
MP used: 37
Cast / Recast-Timer: 2.5 / 6
Blue Magic Points: 3
Level: 30
Family learned from: Rabbit
Animal type: Beast
Job Trait: Resist Sleep
Notes: this spell is roughly similar to Cure III, but it is just targetable at party-members and has a much softer cap than this spell (so it can more easily go above 180 HP, especially when /whm or /rdm is subbed). Just Rabbits in CoP-Zones will use this tp%-ability
Learning: Island Rarab, Bibiki Bay

Name: Wild Oats
Description: additional effects: Vitality down, duration increases with tp%
Stat Bonus: HP +10, CHR +1
Skillchain Attribute: Transfixion
MP used: 9
Cast / Recast-Timer: 0.5 / 7.25
Blue Magic Points: 3
Level: 4
Family learned from: Mandragora
Animal type: Plantoid
Job Trait: Beast Killer
Notes: The VIT of the enemy will be lowered by -9 points, although it may not completely stack with other VIT-down effects and it diminishes over time. This is a ranged attack and counts as throwing/piercing.
Damage Formula: (11 + f(STR) + AGI * 30%) * 1.84
Learning: Mandragora, Sarutabaruta

Name: Yawn
Description: puts all enemies with range to sleep
Stat Bonus: HP +5, CHR +1
Element: Light
MP used: 55
Cast / Recast-Timer: 3 / 60
Blue Magic Points: 3
Level: 64
Family learned from: Apkallu
Animal type: Bird
Job Trait: Resist Sleep
Notes: The spell will not work when you are not in the front of the enemy. The mob has to see you *yawn* to fall alsleep ;)
Learning: Apkallu, Silver Sea Route to Nashmau

Name: Zephyr Mantle
Description: Creates shadow images that each absorb a single attack directed at you
Stat Bonus: AGI +2
Element: Wind
MP used: 31
Cast / Recast-Timer: 7 / 60
Blue Magic Points: 2
Level: 65
Family learned from: Puk
Animal type: Dragon
Job Trait: Conserve MP
Notes: this spell creates 4 blink images, not utsusemi shadows, so the enemy may 'miss' the shadow and attack the BLU instead
Learning: Puk, Wajaom Woodlands

Name: 1000 Needles
Description: shots multiple needles at enemies within range
Stat Bonus: VIT +3, AGI +3
Element: Light
MP used: 350
Cast / Recast-Timer: 12 / 56
Blue Magic Points: 5
Level: 62
Family learned from: Sabotendar
Animal type: Plantoid
Job Trait: ---
Notes: The spell  is counted as a magical spell, but when used in fights it is treated like a physical spell which can fail to take effect (= evaded) and the accuracy cannot be enhanced with Sneak Attack or Elemental Seal, but just with Azure Lore. But it cannot be resisted and will always hit with full 1000 damage. The damage is split equally to all enemies within range. Contrary to the tp%-ability, the blue spell 1000 Needles will pierce the shadows of Utsusemi and Blink: the enemy will be damaged, but the shadows will stay.
Learning: All Sabotendar in the Quicksand Caves


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RE: Ara's almostly-wostly complete guide to Blue Magic - 7/12/2006 9:17:08 AM 1 votes
Aralays

 

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- Part III -

Helping Forces - Blue Mage Subjob suggestions

BLU is a very strong job in itself and it can fill multiple slots in the party: Damage dealer (both melee and magical), tank and enfeebler, just the support part is a bit weak. The subjob-choice is similar variable, so it depends on the slot the BLU fills in the party. If a subjob offers spells, I have just listed the ones which cannot be simulated with a blue spell (which would be alot stronger because of the higher skill):

Bard: This subjob will grant no jobabilities, just one jobtrait and weak fighting power. The songs are interesting, but there are two problems: aggressive songs like Requiem will have just 1/4 of the normal skill (so will never stick) and you can use just one beneficial song instead of two. It is a subjob which offers alot of useful but very weak spells.

  • Lv.10 - Resist Silence I: this increases the resistance to the status effect Silence / Mute
  • Lv.50 - Resist Silence II: this increases the resistance to the status effect Silence / Mute

Fighting: You get a little bit AGI and DEX that is all ...

Magic: BRD grants an noticable bonus CHR so a couple will be strengthend alot. But sadly you get neither additional MP nor an INT-boost. Etudes could boost the main stat of a spell, Madrigal can increase accuracy and Ballad can grant a Refresh effect. Many of the spells are just weaker versions of enhancings the BLU already has, except they are most of the time AoE-versions so may be worth casting (a burn-party with 6 BLU/BRD could be very powerful).

Spells: Knight's Minne I-II, Valour Minuet I-II, Army's Paeon I-III, Herb Pastoral, Light Threnody, Sword Madrigal, Dark Threnody, Sheepfoe Mambo, Earth Threnody, Water Threnody, Wind Threnody, Scoop's Operetta, Fire Threnody, Enchanting Etude, Ice Threnody, Lightning Threnody, Spirited Etude, Mage's Ballad, Learned Etude, Quick Etude, Advancing March, Vivacious Etude, Hunter's Prelude, Dextrous Etude, Magic Finale, Foul Aubade, Sinewy Etude, Light Carol, Raptor Mazurka

Beastmaster: This subjob will give you some jobtraits and jobabilities, and the power to charm a pet. Well, the pet will not be as useful as your own blue spells and without actually being a main-BST you cannot call jug-pets. But you have a nice free tank you can use to learn spells.

  • Lv. 1 - Charm (Duration: varies, Recast: 15 seconds): charms a pet , the duration depends on CHR and Lv.
  • Lv. 1 - Fight (Duration: ---, Recast: ---): sends your pet to attack an enemy
  • Lv. 1 - Widescan (Duration: 1 minute, Recast: ---): you are able to see the position of enemies on your map
  • Lv.20 - Gauge (Duration: ---, Recast: 30 seconds): let you see if a enemy is charmable
  • Lv.20 - Heel (Duration: ---, Recast: 15 seconds): commands your pet to stop attacking and come back to you
  • Lv.20 - Vermin Killer: when you have hate, there is a chance a vermin-type enemy is intimidated
  • Lv.24 - Reward (Duration: ---, Recast: 3 minutes): lets you use petfood to restore your pet's HP
  • Lv.30 - Stay (Duration: ---, Recast: 15 seconds): comands your pet to stay in one place
  • Lv.30 - Resist Slow I: this increases the resistance to the status effect Slow
  • Lv.40 - Bird Killer: when you have hate, there is a chance a bird-type enemy is intimidated
  • Lv.50 - Sic (Duration: ---, Recast: 2 minutes): commands your pet to use a tp%-ability (you cannot learn blue spells from pets)
  • Lv.60 - Tame (Duration: ---, Recast: 10 minutes): calms a creature so it may stop to attack you and/or is more easily to charm
  • Lv.60 - Amorph Killer: when you have hate, there is a chance an amorpha-type enemy is intimidated
  • Lv.70 - Leave (Duration: ---, Recast: ---): sets your pet free
  • Lv.70 - Resist Slow II: this increases the resistance to the status effect Slow

Fighting: You get some mediocre fighting boosts, but nothing special.

Magic: BST give you no spells, doesn't increase INT and doesn't boost your MP. But you get a CHR-boost for a couple of spells (the second highest after BRD).

Black Mage: This subjob will enhance the BLU's magical spells, so it is used for a caster-BLU instead of a fighter-BLU. For Elvaan with their innate fighter-abilites this might be a good subjob to create a mixed BLU.

  • Lv.20 - Magic Attack Bonus I: Magic Attack +20%
  • Lv.30 - Elemental Seal (Duration: 30 seconds, Recast: 15 minutes): this jobability will increase the magic accuracy of the next magical spell used
  • Lv.30 - Clear Mind I: MP-Recovery +3
  • Lv.40 - Conserve MP: this jobtrait will reduce the casting cost of spells. The average amount of MP saved is 7.5%
  • Lv.60 - Clear Mind II: MP-Recovery +6
  • Lv.60 - Magic Attack Bonus II: Magic Attack +24%

Fighting: BLM offers very little fighting power, neither in stats nor in skills.

Magic: BLM offers the second highest INT and MP-Bonus of the subjobs and will also bring some very useful jobtraits along. Black spells will have the problem of a low skill, but the three transportation spells - especially Escape during a link - are useful.

Spells: Burn, Blaze Spikes, Warp, Tractor, Escape

Corsair: Similar to bard this job will grant some support abilities, but has some better melee-stats than bard. But again just a single supporting effect can be used at each time. COR is not better than BRD but ... different.

  • Lv.10 - Phantom Roll (Duration: 5 minutes, Recast: 1 minute): allows to use the different rolls
  • Lv.10 - Double Up (Duration: ---, Recast: 8 seconds). allows to roll additional dice to add numbers to the effect of Phantom Roll
  • Lv.10 - Resist Paralysis: this increases the resistance to the status effect Paralysis

Fighting: COR offers some additional DEX and STR and gives the BLU a boost for ranged attacks - sadly he cannot equip much guns.

Magic: COR brings neither INT nor MP to the pool of a BLU. Phantom Roll gives a status enhancing effect for 5 minutes and rolls a random number from 1-6. With Double Up additional rolls can be made to increase the number. The effect of Phantom Roll increases with a higher number to a greatest effect of '11', with a 'unlucky number' (weaker than 1) or a 'lucky number' (between 10 and 11), while a 12 or higher will bust the roll (negative effect for 5 minutes) and mainjobs of the according roll will increase the strength of the effect also.

Spells: Corsair's Roll, Ninja Roll, Hunter's Roll, Chaos Roll, Magus Roll, Healer's Roll, Puppet Roll, Choral Roll, Monk's Roll, Beast Roll, Samurai Roll

Dark Knight: This is an interesting choice for a subjob. It offers fighting power, magical power and some MP. The spells the subjob gets are worthless but the other boni are good for a mixed BLU. The main weakness of BLU/DRK is that it gains not much new and just increases the overall power of BLU slightly.

  • Lv.10 - Arcane Circle (Duration: 1 minute, Recast: 10 minutes): gives the whole party the effect of Arcana Killer
  • Lv.20 - Attack Bonus I: Attack +10
  • Lv.30 - Last Resort (Duration: 30 seconds, Recast: 5 minutes): Attack +25%, Defence -25%
  • Lv.40 - Weapon Bash (Duration: ---, Recast: 5 minutes): a single attack which can stun the enemy
  • Lv.40 - Resist Paralysis: this increases the resistance to the status effect Paralysis
  • Lv.50 - Arcana Killer: when you have hate there is a chance an arcana-type enemy is intimidated
  • Lv.60 - Soul Eater (Duration: 1 minute, Recast: 6 minutes): each hit drains 10% of currect HP and adds half of the amount to the damage inflicted to the enemy
  • Lv.60 - Attack Bonus II: Attack +20

Fighting: The two attack boni will not increase the power of physical blue spells, but the additional points of STR will definitly help. Souleater can also be used with physical blue spells and it works per hit! So for example a five-hit spell like Disseverment will reduce your current HP to 0.9x0.9x0.9x0.9x0.9 = 59%, which means 41% your current HP is drained and 20.5% of your current HP is added to the damage inflicted. In addition this subjob will give the BLU the weaponskills Seraph Strike, Moonlight and Judgement when using clubs.

Magic: DRK is one of the few jobs which offers fighting and magic boni. As a subjob it will offer some INT and also some MP, while the spells themself will not be so useful to a BLU. The halfed dark and elemental skill will lead to a lot of resists, but a BLU could create his own skillchains to magic burst.

Spells: Absorb-MND, Absorb-CHR, Absorb-VIT, Absorb-AGI

Dragoon: Dragoon is a nice subjob which is especially good because of the Accuarcy Bonus on Lv.60. Besides this DRG offers also some interesting Lv.30-Latents including 6% haste!

  • Lv.10 - Ancient Circle (Duration: 1 minute, Recast: 10 minutes): gives the whole party the effect of Dragon Killer
  • Lv.20 - Jump (Duration: ---, Recast: 90 seconds): this is basically an additional attack for you
  • Lv.20 - Attack Bonus I: Attack +10
  • Lv.50 - Dragon Killer: when you have hate there is a chance a dragon-type enemy is intimidated
  • Lv.60 - Accuracy Bonus I: Accuarcy +10
  • Lv.70 - High Jump (Duration: ---, Recast: 3 minutes): this attack will decrease some of the hate on you

Fighting: Well, the additional attacks from Jump and High Jump will help in the fight, although the damage of one-handed weapons is a bit low with these abilities. The Attack and Accuarcy Bonus is nice but the missing part in the perfomance of this subjob is simpley the wyvern.

Magic: DRG offers nothing special here except the slightly over-average CHR-bonus for breath-spells.

Monk:bThis subjob offers a high HP and VIT bonus, although the skill boni are not really so important. BLU has no hand-to-hand weapons he can use, but it offers some interesting jobtraits and job-abilities.

  • Lv.1 - Martial Arts I: Lowers the hand-to-hand delay to 400
  • Lv.10 - Boost (Duration: 3 minutes, Recast: 15 seconds): increases Attack by 12% for the next hit, the effect of this ability is stackable
  • Lv.10 - Subtle Blow: this will reduce the enemies' tp-gain by 5% when hit (for example a 10 tp% hit will just give 9.5 tp%)
  • Lv.20 - Counter: depending on accuracy you will sometimes counter an attack
  • Lv.30 - Dodge (Duration: 2 minutes, Recast: 5 minutes): increases Evasion by 20 points during the duration
  • Lv.30 - Maximum HP Bonus I: HP +10
  • Lv.32 - Martial Arts II: Lowers the hand-to-hand delay to 380
  • Lv.40 - Defence Bonus: Defence +10
  • Lv.50 - Focus (Duration: 2 minutes, Recast: 5 minutes): increases Accuarcy 20 points during the duration
  • Lv.62 - Martial Arts III: Lowers the hand-to-hand delay to 360
  • Lv.70 - Chakra (Duration: ---, Recast: 5 minutes): heals VIT x2 HP and removes the status effects Poison and Blind
  • Lv.70 - Maximum HP Bonus II: HP +20

Fighting: Monk is an interesting job with some unique abilities. While Boost is mostly just useful when doing a weaponskill/spell-skillchain, Focus can be used to improve the accuracy of physical spells. Counter will add an additional attack from time to time and at the same time negating an attack from the enemy, which is like a combination of a small Haste-effect and a slightly increased parade-skill, the only downside is that countered attacks will not create any tp% for the BLU. At high Lvs Chakra can heal Blind which brings the accuracy of physical spells back to normal.

Ninja: This one of the most-used subjobs and often also the most missunderstood job (ok, I have to admit, I don't like the NIN-crazyness, so might be a bit biased). The greatest misconception is the usage of Dual Wield for better tp%. Yes, Dual Wield will give you more attacks but - contrary to a THFs Triple Attack or a WARs Double Attack - it is not a Haste-like effect but it just reduces the weapons' delay. The tp% gained by every hit are calculated from the delay of the weapons, so Dual Wield will increase the attack frequancy but at the same time decrease the tp% gain. The delay you have in the end is the ((delay of weapon 1) + (delay of weapon 2))*(0.9 or 0.85 depending on tier of Dual Wield Trait) and on this increased delay you will attack two times, once with both weapons. The tp% you are getting is calculated by ((delay of weapon 1) + (delay of weapon 2))/2*(0.9 or 0.85 depending on tier of Dual Wield Trait) and you get this tp% with both weaponhits. Haste affects the actual ("double"-)delay and not the seperate weapon-delays. Double and Triple attack may proc on every single hit of one of the weapons and you get an additional hit at the end of physical weaponskill.
The main benefit of Dual Wield should not (and cannot) be the boosting of the normal fighting abilities to some overwhelming degree but the ability to equip two weapons which bring two sets of status boni. It is not just possible to wear two swords or wands to noticable improve one spell type more than with a different subjob, but also to wear a sword and a wand to increase both physical and magical spell power for a balanced BLU (though a offhanded wand will not improve your melee-damage very much). The best combination would be in my opinion the combination of Shiva's Shotel and the Flan Smasher for an overwhelming bonus of +9 attack, +17 accuracy, +5 magic attack and INT +4 (with an delay of 492 for attacking and 6.6 tp% gained per weapon swing)

  • Lv.10 - Stealth: this ability decreases the chance of enemy aggro
  • Lv.20 - Dual Wield I: allows to equip 2 weapons and reduces the combined delay by 10%
  • Lv.20 - Resist Bind I: this increases the resistance to the status effect Bind
  • Lv.30 - Subtle Blow: this will reduce the enemies' tp-gain by 5% when hit (for example a 10 tp% hit will just give 9.5 tp%)
  • Lv.50 - Dual Wield II: this allows to equip 2 weapons and reduces the combined delay by 15%
  • Lv.60 - Resist Bind II: this increases the resistance to the status effect Bind

Fighting: NIN brings besides Dual Wield an bonus for DEX and AGI which boosts the accuracy of physical spells and the damage of ranged spells. It offers also the best throwing skill for the Chakrams BLU can equip.

Magic: Ninjutsu is so different from other spells that NIN offers no inherent bonus to classical magic spells. Of course, Utsusemi is one of the most useful spells in this category, but the elemental ninjutsu can also be used to prepare a skillchain with a magic burst.

Spells: Tonko:Ichi-Ni, Katon:Ichi, Hyoton:Ichi, Huton:Ichi, Doton:Ichi, Raiton:Ichi, Suiton:Ichi

Paladin: Paladin offers some white magic and a bit defence, but overall the additional fighting power is a bit low. The main problem here is that PLDs are built around their shields (high skill, Shield Bash) but BLU can use almost no shields at all. At later Lvs this job brings Auto Refresh, which can be nice.

  • Lv.10 - Holy Circle (Duration: 1 minute, Recast: 10 minutes): gives the whole party the effect of Undead Killer
  • Lv.10 - Undead Killer: when you have hate there is a chance a dargon-type enemy is intimidated
  • Lv.20 - Defence Bonus I: Defence +10
  • Lv.30 - Shield Bash (Duration: ---, Recast: 5 minutes): an attack with the equipped deals minor damage, can stun the enemy and creates hate
  • Lv.40 - Resist Sleep: this increases the resistance to the status effect Sleep
  • Lv.60 - Sentinel (Duration: 30 seconds, Recast: 5 minutes): Defence +15%
  • Lv.60 - Defence Bonus II: Defence +20
  • Lv.70 - Cover (Duration: 30 seconds, Recast: 5 minutes): covers the targeted partymember when standing between the enemy and the ally
  • Lv.70 - Auto Refresh: Restores 1 MP/Tick

Fighting: A BLU with this subjob will get mainly defensive bonusses. They all stack with Cocoon to make the BLU to a real tank. In addition this subjob will give the BLU the weaponskills Seraph Strike, Moonlight and Judgement when using clubs.

Magic: All the spell effects a /PLD offers are already there as blue spells. The only benefit are some targetable Cures before Magic Fruit is usable and at Lv.70+ Auto Refresh (although many of the spells used to create this jobtrait are also useful, so a BLU on this Lv. will most likely have it anyway). Worth noticing is the healing skill of a /pld: Although they are blue spells Healing Breeze and Magic Fruit will be improved by the healing skill!

Puppetmaster: Well, a very interesting job and surely a more usefull petjob than BST and SMN. The maton can be customized to fill various supporting roles to enhance the performance of the BLU.

  • Lv.1 - Activate (Duration: ---, Recast: 20 minutes): this calls the Maton to your side
  • Lv.1 - Deploy (Duration: ---, Recast: 10 seconds): orders the Maton to attack
  • Lv.1 - Retrive (Duration: ---, Recast: 1 minute): sends the Maton away; if it has 100% HP at this point, the recast for Activate is reduced to zero
  • Lv.1 - [Elemental] Maneuver (Duration: 1 minute, Recast: 10): enhances the attachments of the according element
  • Lv.20 - Retrive (Duration: ---, Recast: 10 seconds): orders the Maton to stop attacking and come back 
  • Lv.20 - Resist Slow: this increases the resistance to the status effect Slow
     
  • Lv.30 - Repair (Duration: ---, Recast: 3 minutes): gives your Maton a Regen-Effect, when you have Automatol Oil equipped
  • Lv.40 - Evasion Bonus: Evasion +10 
  • Lv.50 - Martial Arts: Lowers the hand-to-hand delay to 400

Fighting: The benefits of this subjob is entirely in the maton. The fighting of the PUP itself is so different from the BLU, that only the evasion bonus is worthwhile ... and the C+ throwing skill, of course.

Maton: There are various attachments which alter the abilities and stats of the maton. Because it can fill so many roles there is no clear 'best' choice.

Ranger: This subjob offers a very high Accuracy Bonus. While not very good in the other aspects of the overall BLU fighting style, this allows to use equipment and food which boost other things than accuracy (isn't it strange that RNG get melee accuracy bonusses?).

  • Lv.1 - Widescan (Duration: 1 minute, Recast: ---): you are able to see the position of enemies on your map
  • Lv.1 - Sharpshoot (Duration: 1 minute, Recast: 5 minutes): Ranged Accuracy Bonus
  • Lv.10 - Precaution: this ability decreases the chance of enemy aggro
  • Lv.20 - Scavange (Duration: ---, Recast: 5 minutes): you may dig up some synthing material or ammo
  • Lv.20 - Accuracy Bonus I: Accuracy +10
  • Lv.30 - Rapid Shot: sometimes it lowers the delay of ranged attacks
  • Lv.40 - Camouflage (Duration: varies, Recast: 5 minutes): turns you invisible, exactly like the spell Invisible or Prism Powder (including the random duration)
  • Lv.40 - Resist Poison: this increases the resistance to the status effect Poison
  • Lv.60 - Barrage (Duration: ---, Recast: 5 minutes): instead of a single arrow/bolt/bullet it fires 4 at the enemy
  • Lv.60 - Accuarcy Bonus II: Accuracy +20

Fighting: The /RNG offers no directly fighting power except a C in Throwing Skill, but it gives a high DEX and AGI-Boost and will even bring two Accuracy Bonusses. Because of missing weapons and skill Sharpshoot, Rapid Shot and Barrage are pretty useless, but the rest is ok.

Red Mage: Red Mages are tho other fighter mages of FFXI, so it is a good asumption a RDM/BLU or vice verse would be a good combination. Well, in fact the combination is a bit mediocre, but not really bad: The great bonus of RDM are not the additional spells but a overall status-boost and a couple of nice jobtraits.

  • Lv.20 - Resist Petrify I: this increases the resistance to the status effect Petrification
  • Lv.30 - Fast Cast I: this reduces the casting and recast duration of spells by 10%
  • Lv.40 - Magic Attack Bonus: Magic Attack +20%
  • Lv.50 - Magic Defence Bonus: Magic Defence +10
  • Lv.60 - Resist Petrify II: this increases the resistance to the status effect Petrification
  • Lv.62 - Clear Mind: MP-Recovery +3
  • Lv.70 - Fast Cast II: this reduces casting and recast duration of spells by 15%

Fighting: Well, nothing to find here. A couple of enspells, a very low throwing skill and just some stat bonusses - that's all.

Magic: Like a BLM this job offers not very good offensive spell capabilities (low skill) but the overall status bonus is good for every spell. Like a /pld this subjob will enhance the power of Healing Breeze and Magic Fruit with its inherent healing magic skill.

Spells: Barfire/blizzard/aero/stone/thunder/water, Barsleep/poison/paralyze/blind/silence, Enfire/blizzard/aero/stone/thunder/water, Deodorize, Sneak, Invisible, Blaze Spikes, Phalanx

Samurai: One of the classical fighting jobs. It enhances some physical abilities but offers not very much for the magic.

  • Lv.10 - Warding Circle (Duration: 1 minute, Recast: 10 minutes): gives the whole party the effect of Demon Killer
  • Lv.10 - Resist Blind I: this increases the resistance to the status effect Blind
  • Lv.10 - Store TP I: each physical attack will give 10% more tp% (6.6 instead of 6.0 for example)
  • Lv.30 - Third Eye (Duration: ---, Recast: 1 minute): dodges a single physical attack
  • Lv.50 - Hasso (Duration: 5 minutes, Recast: 1 minute): This ability will give you 10% Haste, STR +5, Accuracy +10 when using double-handed weapons. Song, Spell and Ninjutsu-recast time is increased by 50%
     
  • Lv.50 - Resist Blind II: this increases the resistance to the status effect Blind
  • Lv.50 - Store Teach II: each physical attack will give 15% more tp% (6.9 instead of 6.0 for example)
  • Lv.60 - Meditat (Duration: ---, Recast: 3 minutes): gives 60 tp%
  • Lv.70 - Seigan (Duration: 5 minutes, Recast: 1 minute): while using double-handed weapons the recast-time of Third Eye is halfed, and after the Third Eye effct (anticipation) kicks in there is a chance for either the /sam doing a counterattack or the Third Eye-effect to be restored (the restauration of the anticipation may be multiple times). Song, Spell and Ninjutsu-recast time is increased by 50%

Fighting: With Store TP and later Meditate Samurai offers an increased fighting speed. Store TP will increase the rate of weaponskills and of course also the rate of power-ups for a self-skillchain. With /sam it is worth to wait the 2 minutes to recast Chain Affinity for a full 300 tp%-skillchain. It will also give a C skill in Throwing for your Chakrams. In addition this subjob will give the BLU the weaponskills Seraph Strike, Moonlight and Judgement when using clubs. The two abilities Hasso and Seigan are great abilities on their own - but sadly a BLU don't use two-handed weapons which are necessary for these two abilities.

Summoner: Summoner is not a very good subjob for BLU. It is too dependant on its summons (which are just half-powered here) to offer anything to this job which is not also covered by some other job.

  • Lv.1 - Assault (Duration: ---, Recast: 10 seconds): orders the summon to attack
  • Lv.1 - Retreat (Duration: ---, Recast: 10 seconds): orders the summon to stop attacking and come back
  • Lv.1 - Release (Duration: ---, Recast: 10 seconds): sends the summon away
  • Lv.1 - Bloodpact: Rage (Duration: ---, Recast: 1 minute): uses an attack, offensive spell or special ability of the avatar
  • Lv.1 - Bloodpact: Ward (Duration: ---, Recast: 1 minute): uses an enfeebling, enhancing or healing spell or ability of the avatar
     
  • Lv.20 - Maximum MP Bonus I: MP +10
  • Lv.30 - Clear Mind I: MP-Recovery +3
  • Lv.40 - Resist Slow: this increases the resistance to the status effect Slow
  • Lv.50 - Auto Refresh: Restores 1 MP/Tick
  • Lv.60 - Maximum MP Bonus II: MP +20
  • Lv.60 - Clear Mind II: MP-Recovery +6

Fighting: No ... just no ... Summoner is the weakest fighter in the game, so the subjob offers nothing in this category, except a slight CHR-boost for Bludgeon in lower levels.

Magic: Summoner gives alot of MP and INT, even more than /blm, so it powers up the magical side of BLU even more. The summoned avatars and spirits are to weak to help except for some bloodpacts. They could be used to give the enemy of a BLU more tp% to learn spells faster anyway ...

Bloodpacts: Shining Ruby, Lunar Cry, Aerial Armour, Frost Armour, Nightmare, Rolling Thunder, Lunar Roar

Spirit Casting: Burn, Curaga I-II, Regen

Thief: Thief offers not much which can be used on its own, but it enhances the overall power of a BLU, especially with physical spells. /thf is one of the most used subjobs for BLU because of SATA possibilites.

  • Lv.10 - Steal (Duration: ---, Recast: 5 minutes): tries to steal an item from an enemy
  • Lv.10 - Gilfinder: enemies drop more gil
  • Lv.20 - Evasion Boost I: Evasion +10
  • Lv.30 - Sneak Attack (Duration: ---, Recast: 1 minute: if you stand behind an enemy your next attack will always be a critical hit
  • Lv.30 - Treasure Hunter: this increases the chance for enemies to drop items
  • Lv.50 - Flee (Duration: 30 seconds, Recast: 5 minutes): this doubles your moving speed
  • Lv.60 - Trick Attack (Duration: ---, Recast: 1 minute): if you stand behind a partymember, the enmity of your next attack will be transfered to him
  • Lv.60 - Mug (Duration: ---, Recast: 15 minutes): tries to steal Gil from an enemy
  • Lv.60 - Evasion Boost II: Evasion +20

Fighting: this subjob offers mostly a DEX-Bonus but the two attack-enhancing abilities Sneak Attack and Trick Attack will also work with with physical blue spells. Sneak Attack is also useful for spells which cannot critical because this ability will give a 100% accuracy to this spell.

Warrior: This is the opposite of BLM. It enhances the physical abilities but offers nothing for magic. It can turn a normal BLU to a melee-heavy BLU or a Taru BLU to a mixed BLU.

  • Lv.10 - Provoke (Duration: ---, Recast: 30 seconds): generates alot of enmity with a single enemy
  • Lv.20 - Defence Bonus: Defence +10
  • Lv.30 - Berserk (Duration: 3 minutes, Recast: 5 minutes): Attack +25%, Defence -25%
  • Lv.30 - Resist Virus: this increases the resistance to the status effect Virus / Diseased / Plague
  • Lv.50 - Defender (Duration: 3 minutes, Recast: 5 minutes): Attack -25%, Defence +25%
  • Lv.50 - Double Attack: this traits activates in ~10% of all attacks and gives you a second swing at the enemy
  • Lv.60 - Attack Bonus: Attack +10
  • Lv.70 - Warcry (Duration: 30 seconds, Recast: 3 minutes): Attack +15% for all partymembers in range

Fighting: The jobtraits offer a slight bonus to attack and defence and the Double Attack is equal to a 10% melee-haste. The jobabilities allow to customize your playing style to melee damage dealer and tank, while Provoke enables you to be a secondary tank (for a primary tank BLU/WAR lacks the shield choice and the shadows). In addition this subjob will give the BLU the weaponskills Seraph Strike, Moonlight and Judgement when using clubs.

White Mage: The most defensive subjob to chose from. It offerns not much for the inherent abilities of a BLU but it offers the party-supporting abilities BLU lacks.

  • Lv.20 - Magic Defence Bonus: Magic Defence +10
  • Lv.30 - Divine Seal (Duration: 30 seconds, Recast: 15 minutes): the next healing spell restores the double amount of HP
  • Lv.40 - Clear Mind I: MP-Recovery +3
  • Lv.50 - Auto Regen: Restores 1 HP/Tick
  • Lv.60 - Magic Defence Bonus II: Magic Defence +20
  • Lv.70 - Clear Mind II: MP-Recovery +6

Fighting: Except the EX weaponskills for clubs (Seraph Strike, Moonlight and Judgement) this job offers not much fighting power.

Magic: /whm offers a good portion of MP and some MND, brings alot of supporting spells and has the highest healing skill of all subjobs, improving Healing Breeze and Magicfruit very noticable.

Spells: Barfira/blizzara/aera/stonra/thundra/watera, Barsleepra/poisonra/paralyzera/blindra/silencera, Poisona, Blindna, Silena, Cursna, Viruna, Deodorize, Sneak, Invisible, Regen, Raise, Reraise, Protectra I-II, Shellra I-II, Teleport-Dem/Holla/Mea

Blue Mage Equipment

Equipment for blue mages is so variable like the job itself. Instead of just one or two main stats like a true fighter or caster the BLU has 2 primary (STR, INT) and 4 secondary stats (DEX, AGI, CHR, Accuracy), all worth boosting:

  • STR: This stat directly influences the damage of physical spells. It is important to know that just STR enhances the damage output and not the Attack-rating of the BLU. Attack is good for normal melee damage.
  • AGI: This stat influences the damage of ranged physical spells. STR does also help, but 1 point AGI is worth 2 points STR for these spells.
  • DEX, (Melee-) Accuracy: This stats influence the accuracy of all physical spells including the ranged ones. Two points DEX equal 1 point Accuracy, so a Acc +2 equipment piece is more useful than a piece with DEX +2.
  • INT: This stat directly influences the damage and accuracy of magical spells. The majority of magical spells are damaging and/or enfeebling, so the aggressive INT-stat is very useful.

Each blue mage should chose his own equipment according to his favourite playing style and the types of spells he uses most. He can either build up more physical or more magical strength or even a mix from both. This is not just true for Equipment but also for food.

Stats a BLU doesn't need to increase as first priority are Att (has no influence on the physical spells), MND (the healing spells are more skill dependent than MND) and CHR/VIT (just some spells have these modifiers).

Blue Mage specific equipment:

These various items can just be used by a BLU.

Steel Kilij (Sword, Lv.30 - Crafted): Dmg 21, Dly: 236, MP +10
the first Kilij-type sword; relatively expensive to synth and a Centurion's Sword brings abit more; like most of the other Kilij this is more for looks

Immortal's Scimitar (Sword, Lv.40 - AF: Beginnings): Dmg 26, Dly: 236, MP +10, STR +1, INT +1
a nice scimitar for a BLU. Like the other AF1-weapons it is not very strong, but not bad either.

Magus Charuqs (Feet, Lv.52 - AF: Omens): Def 13, HP +13, MP +13, Evasion +10, Enmity -3
most likely the weakest of all artifact pieces besides the scimitar, but still nice.

Magus Shalwar (Legs, Lv.54 - AF: Crafted): Def 33, HP +20, VIT +3, AGI +3, Spell Interruption -10%
this piece of the artifact armour increases stats for some physical spells, mostly ranged ones

Kilij (Sword, Lv.55 - Crafted): Dmg 31, Dly 236, MP +15
a medium useful sword with a nice MP-Bonus

Magus Bazubands (Hands, Lv.56 - AF: Crafted): Def 16, MP +15, Parry Skill +10, Increases chance to learn blue spells
I guess many BLUs prayed for an artifact piece with increased learning chance - here is it.

Magus Jubbah (Body, Lv.58 - AF: Crafted): Def 44, HP +12, MP +12, STR +3, DEX +3, Blue Magic Skill +15
clearly one of the better AF pieces: the additional blue magic skill increases magical accuracy and translates to +3.3 basis-damage for physical spells. The status bonuses also increase mainly physical spells.

Magus Keffiyeh (Head, Lv.60 - AF: Transformations): Def 23, MP +20, INT +3, MND +3, Enhances Monster Correlation Effect
the "Monster Correlation Effect" seems just to change accuracy and magial accuracy for the spells and increase or lower if by additional 16%, but the damage is not changed. The rest of the bonusses increase the power of magical spells

Singh Kilij (Sword, Lv.60 - Imperial Standing): Dmg 37, Dly 236, MP +20, Besieged (HP +20)
this kilij is a nice fast weapon with very good additional stats. Best kilij in the game at the moment

Death Chakram (Throwing, Lv.61 - ENM: Pulling the Strings): Dmg 28, Dly 294, Enchantment (MP +5% <20, 30s, 30m>)
the second-most powerful chakram after the Aureole is ... well ...a bit meh: very good damage (same like Aureole) - if the BLU actually hits something with it

Darksteel Kilij (Sword, Lv.65 - Crafted): Dmg 35, Dly 259, MP +15
it is the basic kilij again, just with better fighting stats. And it looks a bit cooler too ^^

Vermin Slayer (Sword, Lv.65 - Crafted): Dmg 35, Dly 259, MP +15, Enhances "Vermin Killer"
this is an upgraded version of the Darksteel Kilij and gives the Vermin Killer Effect, which BLU cannot get otherwise

Aquan Slayer (Sword, Lv.65 - Crafted): Dmg 35, Dly 259, MP +15, Enhances "Aquan Killer"
this is an upgraded version of the Darksteel Kilij and gives the Aquan Killer Effect, which BLU cannot get otherwise

Adaman Kilij (Sword, Lv.73 - Crafted): Dmg 41, Dly 236, MP +15, DEX +2, VIT +2
the first Kilij with something else besides MP. It has even a higher dmg-per-second-ratio than Shiva's Shotal and is so the higest damaging weapon for the BLU (although tha Ice Queen's sword is still a better choice imo)

Dragon Slayer (Sword, Lv.73 - Crafted): Dmg 41, Dly 236, MP +15, DEX +2, VIT +2, Enhances "Dragon Killer"
this is an upgraded version of the Adaman Kilij and gives the Dragon Killer Effect, which BLU cannot get otherwise

Demon Slayer (Sword, Lv.73 - Crafted): Dmg 41, Dly 236, MP +15, DEX +2, VIT +2, Enhances "Dragon Killer"
this is an this is an upgraded version of the Adaman Kilij and gives the Demon Killer Effect, which BLU cannot get otherwise

Wightslayer (Sword, Lv.75 - Drops from the Khimaira/Hydra/Cerberus on the 100th floor of Nyzul Isle Assault): Dmg 41, Dly 236
this is a kilij-type sword with ... well ... nothing special, it seems. Till today this sword has not been found, but it belongs to a series of 18 Lv.75 Rare/Ex job-specific weapons which all drop from the final floor and have an ok dmg/dly-ratio for their level but no normal or latent effect at all. All these weapons have most likely some hidden effect, but more information is needed

Weapons - Swords:

Swords are the main weapons for the BLU. The most swords are used during a melee-fight for gathering tp% to use in weaponskills and Chain Affinity. I list here swords which increase STR and AGI (damage of physical and ranged physical spells) or DEX and Accuracy (accuracy of attacks and physical spells). Depending on the playing style of the BLU either a high Dmg/Dly-ratio or high stat-boni may be more useful.
The list does not have all usable swords, but I did not list weapons without any stat-bonus (like Scimitar) or with a bonus which is not related to blue spells (like Fire Sword). If you want normal 'fighting'-enhancing swords, try Darksteel Falchion (Lv.53, Crafted).

Wax Sword +1 (Lv.1 - Crafted): Dmg 7, Dly 218, Accuracy +2
this is the first weapon which increases Acc, making the physical blue spells hit more often

Mithran Scimitar (Lv.28 - Drops from Da'Dha Hundredmask): Dmg 19, Dly 236, DEX +3
DEX is the guarding stat over Acc, so boosting DEX will also increase the Acc of the BLU

Centurion's Sword (Lv.30 - Conquest Bastok): Dmg 19, Dly 225, Accuracy +3, Attack +4
this sword doesn't just increase the Acc of the BLU butit also enhances his Att, making the physical spells hit more often and the normals attacks hitting stronger. The additional boni of the HQ-versions (HP/MP up) are nice for the meleeing BLU

Strider Sword (Lv.32 - Drops from Quu Domi the Gallant): Dmg 19, Dly 231, AGI +3
one of the few swords with an AGI-Bonus this sword will increase the damage of ranged physical spells

Combat Caster's Scimitar (Lv.40 - Conquest Windurst): Dmg 26, Dly 229, Accuracy +3, Attack +5
this scimitar and its HQ-versions are a stronger replacement for the Centurion's Sword and its upgrades. Even the non-upgraded version is far better than the Shotel of Lv.42

Crimson Blade (Lv.49 - Drops from Roc): Dmg 28, Dly 231, MP +10, INT +5
this weapon is one of the few swords improving the magical spells of the BLU, although the fighting power is a little bit weaker than the other swords around this lvl

Immortal's Shotel (Sword, Lv.50 - ???): Dmg 32, Dly: 236, HP +10, MP +10, Accuracy +5
that's a nice piece of equipment, giving good accuracy and some basic stat boosts

Musketeer Commander's Falcion (Lv.55 - Conquest Bastok): Dmg 36, Dly 236, Accuracy +3, Attack +6
a stronger version of the Combat Caster's Scimitar but this falchion cannot be upgraded to a better version with more boni

Wise Wizard's Anelace (Lv.55 - Conquest Windurst): Dmg 34, Dly 226, Attack +14
this weapon has no bonus for the casting of blue spells, but the Att +14 is a great boost in fighting power

Greed Scimitar (Lv. 60 - Drops from Skull of Greed): Dmg 38, Dly 260, DEX +7, STR/VIT/AGI/INT/MND/CHR -1
the DEX +7 is the greatest boost for DEX a BLU can get on a weapon, making his physical spells hit far mor often. The malus on STR, AGI, INT and CHR on the other hand lowers the strength of his physical spells and the strength and accuracy of his magical spells a bit. But in my opinion this is still a good trade and for me the Greed Scimitar is one of the best BLU weapons

Leech Scimitar (Lv.60 - ISNM 'Making a Mockery'): Dmg 38, Dly 236, MP +12, Additional MP Drain
this is a nice fast weapon with a bit of MP-Bonus. Sadly the Aspir-effect doesn't kick in very often (unlike for example Lilith's Rod) but it still works

Jagdplaute (Lv.64 - Crafted): Dmg 34, Dly 238, STR +2, VIT +2, AGI +2
this beautaruful hunting sword does not improve the accuracy but the strength of normal attacks and physical blue spells, including ranged spells. The bonus on VIT and AGI (~ Def, Eva) makes it also a good defensive sword.

Ifrit's Blade (Lv.65 - Quest 'Trial by Fire'): Dmg 36, Dly 236, STR +3, Attack +10, Additional Fire Damage
this sword simply enhances the damage the BLU deals with his normal attacks and his physical spells. Nothing special but still a good weapon

Platinum Cutlass (Lv.67 - Crafted): Dmg 37, Dly 236, DEX +1
this sword offers a little DEX-boost ... not much, but every single point can help

Wing Sword (Lv.69 - Crafted): Dmg 35, Dly 220, STR +2, VIT +2, AGI +2, Additional Wind Damage
this is an upgraded version of the Jagdplaute, a little bit stronger but with the same boni

Nightmare Sword (Lv.70 - Drops from Overlord Bakgodek): Dmg 36, Dly 231, During Night (Accuracy +2)
the Accuracy bonus of this sword activates just during the night, but between sunset and sunrise this weapon is a very good boost for physical spell accuracy. One of the best BLU weapons ... 50% of the time ...

Rune Blade (Lv.70 - Strange Apparatus): Dmg 39, Dly 236, Latent Effect (Dmg 43, DEX +5)
the latent effect on this sword is activated by having MP. For a drain of 5 MP/Tick this weapon can be the sword with the second highest Dmg-rating and the second highest DEX-bonus ... on the other hand it will lower the MP-pool of the BLU continously, making spell-casting a bit more problematic. It can be a very good weapon - or a very bad one

Anelace (Lv.72 - Crafted): Dmg 39, Dly 233, HP +10, DEX +2, VIT +2
the DEX is not so great compared to some other weapons, but the VIT- and HP-bonus are good for the defence of the BLU. In addition the Anelace is the weapon with the highest dmg/dly-ratio a BLU can get

Martial Anelace (Lv.72 - ENM: Brothers): Dmg 39, Dly 240, TP Bonus
this weapon offers no real bonus to a BLUs casting or fighting, but increases the effect of weaponskills (a 100 tp% weaponskill has the effect of 200 tp% one and a 200 tp%-weaponskill has the power of 300 tp%). Physical blue spells with Chain Affinity are not enhanced by TP Bonus.

Shiva's Shotel (Lv.72 - Quest 'Waking the Beast'): Dmg 45, Dly 288, INT +4, Accuracy +8, Shield -5, Latent Effect (Additional Ice Damage)
in my opinion is this sword the best weapon a balanced BLU can get. INT +4 improves the power of magical spells while Acc +8 the hit-rate of physical spells increases. The malus for Shield Skill doesn't hurt seeing that BLU cannot use many shields ...
The latent effect is triggered by a SMN (or someone subbing SMN) in the party having Shiva called. As long as the ice avatar is out, the Shotel can deal additional Ice Damage. Contrary to many other weapons with additional effect this Ice Damage activates very often (~ 30% proc rate) and deals very noticable damage (~ 50 ice damage). With this additional effect Shiva's Shotel is by far the weapon with the best Dmg/Dly-ration

Perdu Hanger (Lv.73 - ISP reward): Dmg 38, Dly 225, Latent Effect (dmg: 44)
the latent effect is active as long as the tp% are under 100 (also during a weapon skill) and as long as the latent effect is active, there is also a hidden effect of (attack +15; accuracy +5) active. One of the more powerful swords, but it kinda lacks the magic-enhancing abilities of Shiva's Shotel

Weapons - Clubs:

Clubs are mainly used for spell casting, although the skill of the BLU in this weapon type is high enough to use them also for fighting. Sadly the BLU can use almost none of the hammers and clubs, so they have to stay with wands which have the lowest dmg of all club type weapons - except the Flan Smasher!
Like with the swords I didn't list clubs without boni or with a bonus which doesn't enhance spell-casting, but if you want to use a club for fighting, take the Imperial Wand (Lv.60, Imperial Standing Points) or Raphael's Rod (Lv.75, NM Absolute Virtue)

Maple Wand (Lv.1 - Crafted): Dmg 3, Dly 216, INT/MND +1
the first wand which increases the power of magical blue spells. INT is the main bonus, while MND - which is almostn never used - mainly increases the overall magical resistance of the BLU

Willow Wand (Lv.9 - Crafted): Dmg 5, Dly 216, INT/MND +2
the next step in the magical-bonus-department

Pilgrim's Wand (Lv.10 - Drops from Nunyenunc): Dmg 6, Dly 216, MP-Recovery +2
not very useful during a fight, but the MP-Recovery +2 is great at this lvl

Hermit's Wand (Lv.13 - Drops from Ashmaker Gotblut): Dmg 6, Dly 216, INT/MND +2, Spell Interruption -25%
a little bit better than the Willow Wand and with the additional spell interruption down this could be on of the few wand a BLU can use for fighting

Yew Wand (Lv.18 - Crafted): Dmg 7, Dly 216, INT/MND +3
the next greater INT-bonus ...

Eremite's Wand (Lv.28 - Crafted): Dmg 9, Dly 216, MP +5, INT/MND +2, Spell Interruption -25%
this is the upgraded version of the Hermit's Wand and like its predecessor it may be a wand to fight with. Although the other wands around this lvl have a noticable higher INT-bonus

Chestnut Wand (Lv.32 - Crafted): Dmg 10, Dly 216, INT/MND +4
standard magic-enhancing wand #4 ...

Rose Wand (Lv.48 - Crafted): Dmg 14, Dly 216, INT/MND +5
standard magic-enhancing wand #5 ...

Shellbuster (Lv.48 - Drops from DRK Demons): Dmg 18, Dly 264, HP +7, CHR +4, vs Quadav: Lightning Damage
this weapon is one of the few clubs (not wands) a BLU can use. It has a slightly higher combat power than the other clubs around this lvl, but the real interesting part is the bonus for HP and CHR which improves some spells

Tactician Magician's Wand (Lv.50 - Conquest Windurst): Dmg 15, Dly 210, MP +5, INT/MND +5
this wand is a bit stronger than a Rose Wand and the upgraded version has an even greater MP-bonus for the BLU. Great weapon

Ebony Wand (Lv.60 - Crafted): Dmg 17, Dly 216, INT/MND +6
standard magic-enhancing wand #6 ...

Mythic Wand (Lv.65 - Crafted): Dmg 17, Dly 219, INT/MND +8, Dark +15
standard magic-enhancing wand #7 ... plus a nice boost for darkness-resistance

Skrinir's Wand (Lv.68 - Drops from Bistre-Hearted Malberry): Dmg 17, Dly 216, INT/MND/CHR +7, Light +15, Divine +3
these wonderful wand increases all three magical stats, which improves the power of all magical spells including the breath spells. Although a BLU cannot use the Divine Skill bonus and it may not be the most damaging club, in my opinion this item is the best all-around wand for the magical BLU.

Flan Smasher (Lv.68 - Assault: Wamoura Farm Raid): Dmg 30, Dly 291, Attack +9, Accuracy +9, Magic Attack Bonus +5
this is an impressive club and the increased stats, especially the Accuracy +9 is very good. Ok, the dmg-per-second-ratio may be lower than the one of a sword of the same lvl, but except Greed Scimitar, Rune Blade and Shiva's Shotel no other weapon comes near the simple power that is Accuracy +9. The bonus on physical and magical attack is just the icing on the cake

Mistilteinn
(Lv.70 - Drops from Za'Dha Adamantking): Dmg 22, Dly 216, INT/MND +10, Latent Effect (Refresh)
besides being standard magic-enhancing wand #8 this weapon also offers a Latent Effect, which will convert 3 tp% to 3 MP each tick. Because of this a BLU using Mistilteinn has to melee, but will not be able to use many weaponskills or Chain Affinity-enhanced physical spells ...

Seveneyes (Lv.71 - Drops from Khimaira): Dmg 27, Dly 217, HP/MP +27, Thunder/Water/Light +7, Conserve MP +7, Elemental Magic +7
weaker than the Perdu Wand and Flan Smasher, but the third-strongest fighting wand for the BLU

Perdu Wand (Lv.73 - ISP reward): Dmg 34, Dly 217, Latent Effect (dmg: 39)
this is the strongest fighting club for the BLU. The latent effect is active as long as the tp% are under 100 (also during a weapon skill) and as long as the latent effect is active, there is also a hidden effect of (attack +15; accuracy +5) active

Other weapons:

Various other weapons usable by BLUs. "Ammo" means one-time throwing weapons or real ammo, "Throwing" means returning throwing weapons. These weapons are all used for their additional effects and not for fighting. BLUs have just skills for swords and clubs, so they cannot use any other weapon type effectively except they get the skill from a subjob (although even a A skill is not really enough at higher lvls, when it is halved).

Rogetsurin (Throwing, Lv. 15 - Drops from Bendigeit Vran & Haty): Dmg 9, Dly 286, AGI +1
the first chakram BLU can equip. It is not very powerful but boost some physical spells a bit

Morion Tathlum (Ammo, Lv.25 - Drops from Morion Worm): Dmg 12, Dly 168, MP +3, INT +1, Additional Effect Aspir
this little throwing weapon boosts the power of magical spells a little bit

Junior Musketeer's Chakram +1 (Throwing, Lv.43 - Conquest Bastok): Dmg 24, Dly 293, Ranged Attack / Accuracy +5, outside of nation's region: STR +2
the main bonus of this Chakram is the upgraded STR - even with the increased ranged accuracy it is not easy to hit enemies without throwing skill ...

Optical Needle (Ammo, Lv.50 - BCNM: idol's Thought): Dmg 21, Dly 276, Accuracy +1
this dart increases the accuracy of physical spells and normal attacks a bit

Fire Staff (Staff, Lv.51 - Crafted): Dmg 30, Dly 366, STR +4, vs. Ice +15, Att +10, Ranged Att +10, Additional Fire Damage
this elemental staff improves the strength and accuracy of magical fire spells by 10% and increases the damage of physical blue spells a bit because of the STR-bonus, on the other hand, magical ice spells will be weakend by 10%. Because of the lacking staff skill, physical blue spells will have a horrible accuracy and the fighting of the BLU will be very weak. This weapon is just for the 100% magical BLU

Ice Staff (Staff, Lv.51 - Crafted): Dmg 30, Dly 366, INT +4, vs. Wind +15, Elemental Magic +10, Additional Ice Damage
this elemental staff improves the strength and accuracy of magical ice spells by 10% plus increasing the power of all magical spells a bit because of the INT-Bonus, on the other hand, magical wind spells will be weakend by 10%. Because of the lacking staff skill, physical blue spells will have a horrible accuracy and the fighting of the BLU will be very weak. This weapon is just for the 100% magical BLU

Wind Staff (Staff, Lv.51 - Crafted): Dmg 30, Dly 366, AGI +4, vs. Earth +15, Evasion +10, Additional Wind Damage
this elemental staff improves the strength and accuracy of magical wind spells by 10% and increases the damage of ranged physical spells a bit because of the AGI-bonus, on the other hand, magical earth spells will be weakend by 10%. Because of the lacking staff skill, physical blue spells will have a horrible accuracy and the fighting of the BLU will be very weak. This weapon is just for the 100% magical BLU

Thunder Staff (Staff, Lv.51 - Crafted): Dmg 30, Dly 366, DEX +4, vs. Water +15, Critical Hit Rate +10%, Additional Lightning Damage
this elemental staff improves the strength and accuracy of magical thunder spells by 10% and increases the accuracy of physical blue spells a bit because of the DEX-bonus, on the other hand, magical water spells will be weakend by 10%. Because of the lacking staff skill, physical blue spells will have a horrible accuracy and the fighting of the BLU will be very weak. This weapon is just for the 100% magical BLU

Light Staff (Staff, Lv.51 - Crafted): Dmg 30, Dly 366, STR/DEX/VIT/AGI/INT/MND/CHR +1, vs. Dark +15, Cure Potency +10%, Additional Light Damage
this elemental staff improves the strength and accuracy of magical light spells by 10% and increases the strength and accuracy of all blue spells a bit because of the various status-boni, on the other hand, magical dark spells will be weakend by 10%. Because of the lacking staff skill, physical blue spells will have a horrible accuracy and the fighting of the BLU will be very weak. This weapon is just for the 100% magical BLU

Dark Staff (Staff, Lv.51 - Crafted): Dmg 30, Dly 366, STR/DEX/VIT/AGI/INT/MND/CHR +1, vs. Light +15, MP-Recovery +10, Additional Dark Damage
this elemental staff improves the strength and accuracy of magical dark spells by 10% and increases the strength and accuracy of all blue spells a bit because of the various status-boni, on the other hand, magical light spells will be weakend by 10%. Because of the lacking staff skill, physical blue spells will have a horrible accuracy and the fighting of the BLU will be very weak. The main reason to get this staff is the MP-Recovery +10 which makes this staff worth using while healing

Tiphia Sting (Ammo, Lv.58 - Drops from Demonic Tiphia): Dmg 37, Dly 300, HP -25, Accuracy +2, Attack +2, Evasion -4
this dart enhances the fighting power and the accuracy of physical blue spells, but on the other hand it lowers the defence of the BLU

Phantom Tathlum (Ammo, Lv.66- Drops from Phantom Worm): DMG 24, Dly 168, MP +3, INT +1, Additional Effect Aspir
this little throwing weapon boosts the power of magical spells a little bit

Rune Baghnaks (Hand to Hand, Lv.70 - Strange Apparatus): Dmg +13, Dly +60, Latent Effect (STR +7, Counter +1)
the latent effect is activated during a fight. The Rune Bagnaks will drain 4 MP/tick and give their status-bonus. Because of the missing hanh-to-hand skill the accuracy of physical spells may be terrible, but the improved STR will increase the damage

Lamiabane (Throwing, Lv.70 - Imperial Standing): Dmg 1, Dly 294, Latent Effect (Magic Attack Bonus up), Enchantment (Refresh <15/15, 30s, 1h>)
this chakram can improve the power of magical spells (triggered in Arrapago Reef, Halvung and Mamook) and give the BLU the refresh-effect,

Mamoolbane (Throwing, Lv.70 - Imperial Standing): Dmg 1, Dly 294, Latent Effect (Accuracy +6), Enchantment (Evasion +10 <15/15, 30s, 1h>)
this chakram can improve the accuracy of physical spells (triggered in Arrapago Reef, Halvung and Mamook) and enhance the BLUs evasion

Imperial Egg (Ammo, Lv.75 - Crafted): Dmg 99, Dly 999, CHR +3, Ranged Accuracy +99, HP-Recovery +3, Additional Effect Provoke
this is the only ammo which improves the power of magical breath spells. The increased HP-Recovery is nice too

Aureole (Throwing, Lv.75 - Drops from Absolute Virtue): Dmg 28, Dly 192, Magic Accuracy +8
this chakram can improve the accuracy of magical spells ... it comes from one of the rewards for beating Absolute Virtue ...

Armour:

Equipment for BLU is a bit tricky: the most items boost either fighting stats (STR, DEX, VIT, AGI) or magical stats like (INT, MND, CHR), but not both. Because of this there is no real best equipment for a BLU, and I will make two sets for each lvl-range: one for extreme fighting and one for extreme magic. Each player can mix and match parts of the two sets to get the best equipment for his playing style.

Lv.1-10:

At this Lv. there is not much different equipment to use. The sets for fighting and casting are almost the same. For a long time the Leaping/Bounding Boots will be a very good equipment, raising both Accuracy and also the damage of ranged spells - which are numerous at this Lv: Wild Oats, Queasyshroom, Featherstorm ...

    • Wing Pendant (Quest "Waters of the Cheval"): AGI +1, vs. Wind/Earth +3
    • Optical Earring (NM Maighdean Uaine): Def 1, Acc +1, Att -2
    • Royal Footman's Tunic (Conquest San d'Oria): Def 10, AGI/INT +1, no headgear posible
    • Windurstian Ring (Conquest Windurst): MP +3, AGI/INT +1
    • Bounding Boots (Leaping Lizzy) / Leaping Boots (BCNM Petrifying Pair): Def 3, DEX/AGI +3

Fighter's Equipment - The only slot with real differences at this lvl are the rings:

    • Bastokan Ring (Conquest Bastok): HP +3, DEX/VIT +1
    • San d'Orian Ring (Conquest San d'Oria): Def 2, STR/MND +1

Mage's Equipment - Mages have different choices of rings:

    • Hermit's Ring (Drop): INT +1
    • Eremite's Ring (Crafted): INT +2

Lv.11-20:

The Trump Crown is surely one of the best headpieces at this lvl. The defence is high, the additional boost for HP and MP is great. The CHR is nice (Bludgeon ^^) also but except for Poison Breath there is no other breath spell for the next 26 Lvs. (because of this are Entrancing / Noble's Ribbon not a good choice).  The armour for the body pieces should be a Mix from the Garrison ond the Baron sets.

    • Trump Crown (BCNM Royal Ramble): Def 10, CHR +2, HP +14~, MP +14~

Fighter's Equipment - Like the Lv.s before there are mainly rings to chose from. The Vision Ring (an upgraded version of the Amethyst Ring) has a very nice enchantment and increases accuracy, the Fasting Ring offers a STR bonus, while the Tourmaline Ring enhances ranged damage. The three magical belts (all are upgrades of the Barbarian's Belt) offer just a permanent bonus for non-ranged spells, but the enchantments can be very useful at the right point.

    • Battle Gloves (Chest: King Ranperre's Tomb): Def 4, Accuravy +3, Evasion +3
    • Vision Ring (Crafted): DEX +1, vs. Lighting +3, Enchantment (Accuracy +2, Ranged Accuracy +2 <50, 30s, 30m>)
    • Fasting Ring (NM Yara Ma Yha Who): HP -20, MP +10, STR +1
    • Tourmaline Ring (Crafted): AGI +1, vs. Wind +3
    • Acrobat's Belt (Crafted): Def 2, STR +1, DEX -1, VIT +1, AGI -1, Enchantment (AGI +3 <30, 30s, 10m>)
    • Runner's Belt (Crafted): Def 2, STR +1, DEX -1, VIT +1, AGI -1, Enchantment (DEX +3 <30, 30s, 10m>)
    • Samsonian Belt (Crafted): Def 2, STR +1, DEX -1, VIT +1, AGI -1, Enchantment (STR +3 <30, 30s, 10m>)
    • Mage's Sandal's (Crafted): Def 5, MP +3, AGI +1

Mage's Equipment - The equipment for mages consists mostly from INT-boosts, but the Bird Whistle may be worth for swapping in at some spells.

    • Erudite Headband (Crafted): INT +1, Eva +3
    • Black Silk Neckerchief (Quest "Fear of Flying"): Def 2, INT +1, vs. Dark +3
    • Bird Whistle (NM Vuu Puqu the Beguiler): HP +5, CHR +3
    • Clear Ring (Crafted): INT +1, vs. Ice +3
    • Mage's Slacks (Crafted): Def 11, INT +1

Garrison Set - This set drops from the various Lv.20 Garrison events (Gustaberg, Ronfaure, Sarutabaruta). The set offers mixed status-boni and a good defence, for a balanced BLU.

    • Garrison Sallet: Def 5, MND/CHR +1
    • Garrison Tunica: Def 15, DEX/CHR +1
    • Garrison Gloves: Def 4, VIT/INT +1
    • Garrison Hose: Def 9, STR/DEX +1
    • Garrison Boots: Def 4, INT/MND +1

Baron's Set - This crafted set is the HQ-version of the Trader's gear. It is a magical set and improves mostly mage stats. The Pigaches are crap and much to expensive I might add: Mage's Sandals are better.

    • Baron's Chapeau: Def 8, INT +2, Enmity +2
    • Baron's Saio: Def 15, INT/MND +1
    • Baron's Cuffs: Def 6, MP +4, MND +1
    • Baron's Slops: Def 11, MP-Recovery +1
    • Baron's Pigaches: Def 5, MP +3

Lv.21-30:

No allround gear at this Lv.

Fighter's Equipment - For a long time the Archer's / Shikaree Ring will be one of the best items for a BLU. If you have Leaping Boots and don't plan on doing Lv.1-19 stuff again you may consider turning them to  Winged Boots for a higher Def instead. For a long time the Empress/Emperor Hairpin will be one of the beast headgears for the BLU.
The Rajas Ring is one of the two CoP rings a BLU might find interesting. Many people call him the better of the two but I will have to explain a bit: The main bonus are STR up (physical melee spell damage, melee attack) and DEX up (physical spell accuracy, attack accuracy), which go from +2 to +5 (increasing +1 at Lv. 45, 60, 75). Store TP increases the average tp%-gain of swords and wands from 6.5 to 7 per hit, so he can use a weaponskill (or use Chain Affinity to increase the power of a spell) every 15th instead of every 16th hit. That is a 7% increase in the speed of WS-rate.

    • Empress Hairpin (NM Valkurm Emperor) / Emperor Hairpin (BCNM Dropping Like Flies): HP -15, DEX +3, AGI +3, Evasion +10
    • Fang Necklace (Crafted): STR +2, DEX +2, MND -4
    • Wool Cuffs +1 (Crafted): Def 7, AGI +1, vs. Wind +3
    • Archer's Ring (BCNM Royal Jelly) / Shikaree Ring (Drop): Accuracy +2, Ranged Accuracy +2
    • Rajas Ring (Chains of Promathia "Dawn"): STR +2~5, DEX +2~5, Store TP +5, Subtle Blow +5
    • Nomad's Mantle (Crafted): AGI +1, Eva +3
    • Martial Slacks (NM Crypt Ghost): DEF 12, AGI +1, Evasion +3
    • Winged Boots (Crafted): Def 5, DEX +3, AGI +3

Mage's Equipment - The magical brother of the Rajas Ring is the Tamas Ring. His increasing stats are INT and MND but except the healing spells and a small number of the enhancing spells MND is not much used by BLUs. But he offers the largest MP-Bonus a BLU can get on any ring (except he uses HP/MP-converting rings) and the largest enmity decrease (ok, to tell the truth: except the Peace Ring there is no other BLU-wearable ring with this bonus) ... well, the decision depends on your other jobs. From the stats on them I would say the Rajas Ring is a more useful than the Tamas Ring and if you have other melee-oriented jobs you should take it. But if you are like me and leveling mostly mage jobs, the Tamas Ring may be better for you.

    • Morion Earring (Crafted): MP +4, INT +1
    • Tamas Ring (Chains of Promathia "Dawn"): MP +15 ~30, INT +2~5, MND +2~5, Enmity -3
    • Shaman's Belt (NM Jolly Green): Def 2, MP +5, INT +1

Mercenary Captain's Set - this set comes from Conquest Windurst and offers various bonuses for a meleeing BLU, although the belt is a very good equipment for a mixed BLU.

    • Mercenary Captain's Headgear: Def 10, STR +1, DEX +1
    • Mercenary Captain's Doublet: Def 20, DEX +1, AGI +1
    • Mercenary Captain's Gloves: Def 6, AGI +1
    • Mercenary Captain's Belt: Def 3, DEX +1, VIT +1, AGI +1, INT +1, MND +1, CHR +1
    • Mercenary Captain's Hose: Def 14, Evasion +2
    • Mercenary Captain's Gaiters: Def 5, AGI +1

Centurion's Set - this set comes from Conquest Bastok and offers various bonuses for a meleeing BLU, with a higher Def but no STR-bonus.

    • Centurion's Visor: Def 12, DEX +1
    • Centurion's Scale Mail: Def 23, VIT +1
    • Centurion's Finger Gauntlets: Def 8, DEX +1
    • Centurion's Cuisses: Def 16, AGI +2
    • Centurion's Greaves: Def 7, AGI +1

Subjob Gear - there are some of the Lv.30-Latent Effect-items which are actually useful for a BLU. The problem (?) is that they are activated by having a certain subjob. While the BLM/MN/DRK-items and the WHM's Mace Belt mprove more the magical BLU, the RDM/THF/BST/NIN/PLD-items and the WHM's Healer's Shield are more for the physical BLU.

    • BLM - Wizard's Shield (BCNM Harem Scarem): Def 2, Latent Effect (INT +2)
    • MNK - Wrestler's Aspis (BCNM Dropping Like Flies): Def 4, Latent Effect (INT +2)
    • RDM - Rapier Belt (BCNM Die By The Sword / Dropping Like Flies / Petrifying Pair): Latent Effect (Sword Skill +5)
    • THF - Pilferer's Earring (BCNM Carapace Combatants / Creeping Doom): Latent Effect (DEX +2)
    • WHM - Healer's Shield (BCNM Grove Guardians): Def 2, Latent Effect (DEX +2)
    • WHM - Mace Belt (BCNM Petrifying Pair): Latent Effect (Club Skill +5)
    • BST - Trimmer's Earring (BCNM Creeping Doom): Latent Effect (Accuracy +5)
    • NIN - Genin Earring (BCNM Carapace Combatants / Creeping Doom / Die By The Sword): Latent Effect (AGI +4)
    • PLD - Varlet's Targe (BCNM - Dropping Like Flies): Def 6, Latent Effect (AGI +2)

Race-specific Gear - around Lv.30 there is also the set for the race-specific gear found. This set consists of a piece for the body, the hands, the legs and the feet which come all from the quest "The Goblin Tailor" and a bag of sweets (Ammo slot) which os dropped from the Aroma NMs. While the clothes increase the weak stats of the race, the sachet increases the main stat.

The Elvaan RSE has a nice boost of all the stats a BLU needs except CHR. It is good equipment for a mixed BLU:

    • Magna Bodice / Jerkin: Def 18, HP +24, MP +4, DEX +1, INT +1
    • Magna Gloves / Gauntlets: Def 6, MP +24, DEX +2, INT +1
    • Magna Chausess (F/M): Def 12, HP +12, MP +12, DEX +2, AGI +2
    • Magna Ledelsens (F/M): Def 5, MP +20, AGI +3, INT +2
    • Attar / Olibanum Sachet: STR +2

The Galka RSE specializes in INT, AGI and CHR which clearly improves the magical power of this people.

    • Elder Surcoat: Def 18, MP +32, INT +1, CHR +1
    • Elder Bracers: Def 6, MP +32, INT +2
    • Elder Braguette: Def 12, MP +20, AGI +2, INT +1, CHR +2
    • Elder's Sandals: Def 5, MP +12, AGI +3, INT +2
    • Musk Sachet: VIT +2

The Hume RSE has various boni on almost every stat but each part has also some malus on it, so it may be necessary to change the equipment depending on the type of spell used.

    • Custom Vest / Tunic: Def 18, HP +32, VIT +1, INT -1, CHR +1
    • Custom Gloves (F/M): Def 6, HP +12, MP +4, STR +3, DEX +3, VIT -1, AGI -1
    • Custom Pants / Slacks: Def 12, MP +32, STR -1, MND +3, CHR +1
    • Custom Boots (F/M): Def 5, HP +4, MP +12, DEX -1, AGI +3, INT +3, MND +1
    • Millefleurs / Balm Sachet: STR +1, INT +1

The Mithra RSE has not very much boni to offer for a BLU although the Gaiters are one of the few boots which have a CHR-bonus, so it is worth saving this piece for usage on breath spells.

    • Savage Separates: Def 18, HP +32, STR +1, CHR +1
    • Savage Gauntlets: Def 6, MP +16, VIT +4, MND +2
    • Savage Loincloths: Def 12, MP +32, VIT +1, MND +1
    • Savage Gaiters: Def 5, HP +16, STR +2, CHR +3
    • Civet Sachet: DEX +1, AGI +1

The Tarutaru RSE has a very noticable HP-boost and a even more important STR-bonus. This equipment-set allows Tarutaru to deal more damage with their non-ranged physical spells and they even get a little boost for their healing spells. Ranged or even magical spells are not boosted, so this set doesn't help a Caster-BLU Tarutaru.
Note that the Taru RSE is unisex: though the searching for this part is divided in taru males- and taru female-week after the item has been found it can be worn by both genders.

    • Wonder Kaftan: Def 18, HP +36, STR +1, VIT +2, MND +1
    • Wonder Mitts: Def 6, HP +12, STR +3
    • Wonder Braccae: Def 12, HP +21, STR +1, VIT +2, MND +2
    • Wonder Clomps: Def 5, HP +10, STR +2
    • Sweet Sachet: INT +2

Lv.31-40:

This Lv.-range brings alot of accuracy gear and also a good mix of items which boot STR and INT alike. There are also waist/feet parts which lower spell interruption which are very useful while meleeing. And the BLUs get a handful of new mixed items too.

    • Sinister Mask (NM Mahisha): Def 12, STR +2, VIT -2, INT +2, MND -2
    • Combat Caster's Cloak (Conquest Windurst): Def 32, STR +2, INT +2, MND -2, no headgear equipable
    • Mountain Gaiters (NM Heliodromos): Def 12, STR +1, INT +2, Evasion +2, Spell Interruption Rate -5%

Fighter's Equipment - The second Lv. of the elemental rings comes in this Lv.-range so here are the STR/DEX/AGI-boosting versions. There are many AGI-boosting items for the use of ranged spells. The Ogygos Bracelet is the first one of the Gigas Bracelets (which drop from various Gigas in Delkfutt's Tower) which are very good to boost physical spell and melee damage, but will lower the accuracy of the spells and the damage of ranged spells. But with the correct other equipment the Gigas Bracelets can be worth the malus. The second set of the elemental rings comes also in this Lv.-range.

    • Dobson Bandana (NM Carmine Dobsonfly): AGI +3, Evasion +5, Resist Poison Up
    • Peacock Amulet (NM Argus) / Peacock Charm (BCNM Under Observation): Accuracy +10, Ranged Accuracy +10, vs. Dark -10
    • Agile Gorget (BCNM Royal Succession): Def 3, AGI +2, Evasion +1
    • Wing Earring (Crafted): AGI +2, vs. Wind +5
    • Intruder Earring (NM Centurio XII-I): Def 6, DEX +1, AGI +1, Outside Nation controlled area (Convert 40 MP to HP)
    • Fomor Tunic (NM Epa): Def 32, HP -25, STR +3, DEX +3, VIT -6
    • Mage's Cuffs (Crafted): Def 9, AGI +2, vs. Wind +5
    • Ogygos Bracelets (NM Ogygos): Def 9, HP +20, STR +5, DEX -3, AGI -3
    • Garnet Ring (Crafted): STR +2, vs. Fire +5
    • Ametrine Ring (Crafted): DEX +2, vs. Lightning +5
    • Peridot Ring (Crafted): AGI +2, vs. Wind +5
    • Sniper's Ring (Crafted): Def -10, Accuracy +5, Ranged Accuracy +5, vs. Dark -10
    • Woodsman Ring (ENM Bad Seed / Fire In The Sky / Test Your Mite): Accuracy +5, Ranged Accuracy +5, Evasion -5
    • Tilt Belt (BCNM Under Observation): Def 3, Accuracy +5, Evasion -5

Mage's Equipment - Besides the second elemental rings and some new INT-equipment there are a handful good CHR-boosting items in this Lv.-range.

    • Vilma's Ring (NM Rose Garden): INT +1, MND +1, CHR +1, Converts 25 HP to MP
    • Goshenite Ring (Crafted): INT +2, vs. Ice +5
    • Black Cape (Crafted): Def 3, INT +2
    • Druid's Rope (BCNM Tails of Woe): Def 3, INT +1, MND +1, CHR +1, Spell Interruption Rate -10%
    • Corsette (Crafted): Def 4, STR -2, AGI -2, CHR +5
    • Mantra Belt (BCNM Under Observation): Def 3, STR -1, INT +1, MND +1, Converts 10 MP to HP
    • Mannequin Pumps (Quest "Behind The Smile"): Def 12, MP +12, INT +1, MND +2

Lv.41-50:

This Lv.-range delivers an enormous load of useful equipment, so I don't want to comment all of them. Many of these items are quested, dropped from NMs or come from other non-crafting sources so a good part of them is Rare/Ex and it takes some time to get them. The Kshama Rings of this Lv. are a good replacement for the #2-elemental rings. Not very much mixed gear in this Lv. - but what you get is great: Heims Earring and Royal Knight's Belt are some great stat-enhancing items.

    • Heims Earring (Appraise ??? Earring): STR +1, VIT +1, INT +1, CHR +1
    • Royal Knight's Belt (Conquest San d'Oria): Def 5, DEX +2, VIT +2, AGI +2, INT +2, MND +2, CHR +2

Fighter's Equipment - Here comes the #2 of the Gigas Bracelets and some noticable Accuracy Up gear.

    • Voyager Sallet (NM Carmine Dobsonfly): STR +3, DEX +4
    • Auditory Torque (NM Boroka): Def 5, Latent Effect (STR +4, VIT +4)
    • Harvest Earring (NM Colorful Neshy): DEX +1, AGI +1, MND +1
    • Brigandine (Crafted): Def 32, HP +10, DEX +2, VIT +2
    • Cerise Doublet (Quest "Brygid the Stylist Returns"): Def 28, Accuracy +3, Attack +3
    • Engineer's Gloves (Quest "A Clock Most Delicate"): Def 10, VIT +1, INT +1
    • Enkelados Bracelets (NM Enkelados): Def 14, HP +25, STR +7, DEX -4, AGI -4
    • Unyielding Ring (Assault Periqia): DEX +3, VIT +3, Enhances Resist Charm
    • Kshama Ring No.2 (ENM Beloved Of The Atlantes / Bugard In The Clouds): DEX +3, Accuaracy +2
    • Garrulous Ring (Assault Ilrusi Atoll): STR +3, AGI +3, Enhances Resist Silence
    • Kshama Ring No.3 (ENM Beloved Of The Atlantes): AGI +3, Evasion +1
    • Kshama Ring No.8 (ENM Beloved Of The Atlantes): STR +3, Attack +3
    • Life Belt (Chest Fei'Yin): Accuaracy +10
    • Vanguard Belt (ENM Bad Seed): Def 3, STR +3, Attack +5
    • Swift Belt (NM Balor / Luaith / Lobais / Caithleann / Indich): Accuarcy +3, Attack -5, Haste +4%

Mage's Equipment - With more and more breath attacks coming along there are also alot good items with CHR-Bonus to find.

    • Rain Hat (NM Noble Mold): MP +20, MND +2, CHR +2, Rain (Regen)
    • Intellect Torque (BCNM An Awful Autopsy / Eye Of The Tiger / Rapid Raptors / The Final Bout): Def 4, INT +1
    • Moldavite Earring (NM Mysticmaker Profblix): Magic Attack +5
    • Boroka Earring (NM Boroka): INT +1, MP-Recovery +1
    • Tactician Magician's Coat (Conquest Windurst): Def 31, INT +1, MND +1, CHR +1, vs. Light +3, vs. Dark +3
    • Sly Gloves (BCNM An Awful Autopsy / Eye Of The Tiger / Rapid Raptors / The Final Bout): Def 10, HP +8, AGI -1, INT +3
    • Hale Ring (Assault Lebros Cavern): INT +3, MND +3, Enhances Resist Virus
    • Kshama Ring No.5 (ENM Bugard In The Clouds): MP +5, INT +3
    • Red Cape (Crafted): Def 4, INT +2, MND +2
    • Reverend Sash (ENM Bad Seed): Def 3, INT +2, MND +2, CHR +2, MP-Recovery +1
    • Magic Cuisses (NM King Arthro): Def 26, INT +3, MND +3

Hands-of-Enspell & Legs-of-Spikes Set - This is not a real set but 9 different pieces (6 for the hands and 3 for the legs). They all have enspells and elemental spikes as enchantment an can add little bit more dmg to the overall performance of the BLU

    • Fire Bracers: Def 10, Enchantment (Enfire <50, 30s, 5m>)
    • Blizzard Gloves: Def 12, Enchantment (Enblizzard <50, 30s, 5m>)
    • Aero Mufflers: Def 12, Enchantment (Enaero <50, 30s, 5m>)
    • Stone Bangles: Def 10, Enchantment (Enstone <50, 30s, 5m>)
    • Thunder Mittens: Def 10, Enchantment (Enthunder <50, 30s, 5m>)
    • Water Mitts: Def 10, Enchantment (Enwater <50, 30s, 5m>)
    • Blaze Hose: Def 22, Enchantment (Blaze Spikes <50, 30s, 5m>)
    • Ice Trousers: Def 25, vs. Fire +3, vs. Water -1, Enchantment (Frost Spikes <50, 30s, 5m>)
    • Shock Subligar: Def 22, Enchantment (Shock Spikes <50, 30s, 5m>)

Storm Set - These items are most of the time gotten from Assault Missions by appraising ??? items in Aht Urghan Whitegate or are bought with Assault Points.

    • Storm Zucchetto: Def 15, Accuracy +4, Magic Accuracy +2
    • Storm Gorget (BCNM An Awful Autopsy / Eye Of The Tiger / Rapid Raptors / The Final Bout): Def 4, DEX +2, AGI -2, Attack +6
    • Storm Belt: Def 4, STR +4, VIT +4, Assault (Accuarcy +15)
    • Storm Gambieras: Def 9, STR +2, HP-Recovery +2

Lv.51-60:

Except the Patriarch Protector's Ring there are not many interesting mixed items to find here. The really interesting things are found in the specialized sections.

    • Super Ribbon (BCNM An Awful Autopsy / Eye Of The Tiger / The Final Bout): HP/MP +5, STR/DEX/VIT/AGI/INT/MND/CHR +1, Acc/Att/RAcc/Ratt/Eva +1
    • Immortal's Earring (???): Latent Effect (Blue Magic Skill +5)
    • Black Cotehardie (Crafted): Def 39, STR/AGI +3, DEX/INT +2, VIT -2, MND/CHR -3, vs. Fire -30, vs. Ice/Wind/Earth/Thunder/Water/Light/Dark +3, Converts 25 HP to MP
    • Patriarch Protector's Ring (Conquest Windurst): STR +2, INT +3, Inside of Nation controlled area (HP +6)
    • Federation Army Mantle (Conquest Windurst): Def 6, MP +6, AGI +2, INT +2

Fighter's Equipment - The most noticable piece of equipment here is the Scorpion Harness with its great boost to accuracy. But besides this item there are many other accuracy-boosting pieces, the next Gigas Bracelet and the third set of elemental rings.

    • Vampire Maks (NM Upyri): Def 17, Night (Accuracy +3)
    • Ashura Nacklace (Windurst "Saintly Invitation"): Def 1, STR +1, DEX +1, VIT +1, AGI +1
    • Reraise Gorget (Crafted): Def 5, Accuarcy +3, Ranged Accuracy +1, Enchantment (Reraise II <10, 20s, 1m>)
    • Spectacles (BCNM Dismemberment Brigade): Def 2, Accuarcy +7, Ranged Accuracy +7, vs. Ice -7
    • Chivalrous Chain (Lebros Cavern Assault Reward): STR +3, Accuracy +5, Store TP +1
    • Accurate Earring (Garrison): Accuracy +2
    • Scorpion Harness (Crafted): Def 40, HP +15, Accuracy +10, Evasion +10, vs. Ice -20, vs. Water +15, vs. Dark +15
    • Aiming Bracelets (NM Capricious Cassie): Def 6, Accuracy +6, Attack -18
    • Sand Gloves (NM NUssknacker): Def 13, DEX +2, AGI +2, vs. Earth +11, Sandstorm (Evasion +11)
    • Pallas's Bracelets (NM Pallas): Def 15, HP +35, STR +9, DEX -5, AGI -5
    • Sun Ring (Crafted): STR +3, vs. Fire +7
    • Fluorite Ring (Crafted): DEX +3, vs. Thunder +7
    • Jadeite Ring (Crafted): AGI +3, vs. Wind +7
    • Toreador's Ring (ENM Pulling The Plug): Def 1, HP +10, Accuracy +7
    • Gold Musketeer's Ring (Conquest Bastok): VIT +3, AGI +2, Inside of Nation controlled area (Def 4)
    • Grand Knights's Ring (Conquest San d'Oria): DEX +2, MND +3, Inside of Nation controlled area (MP +6)
    • Republic Army Mantle (Conquest Bastok): Def 6, HP +6, DEX +2, VIT +2
    • Royal Army Mantle (Conquest San d'Oria): Def 6, STR +2, MND +2
    • Potent Belt (Leojaoam Sanctum Assault Reward): Def 5, STR +3, Accuracy +8
    • Velocious Belt (NM King Arthro): Haste +6%
    • Flagellant's Rope (Quest "Wandering Souls"): Def 4, AGI +1, vs. Wind +3, while paralyzed (Haste +3%)

Mage's Equipment - More CHR-gear comes along and with the famous Vermillion Cloak a equipment pieces with a permanent Refresh effect. This effect will stack with a possible Refresh-jobtrait restoring 2 MP/Tick.

    • Stoneskin Torque (Crafted): Def 4, INT +1, MND +1, CHR +1, Enchantment (Stoneskin <20, 30s, 30s>)
    • Star Necklace (Quest "Crying over Onions"): Def 1, CHR +3, Converts 15 HP to MP
    • Enlightend Chain (Mamool Ja Assault Reward): INT +3, MND +2
    • Melody Earring (Crafted): CHR +1, Latent Effect (Evasion +5)
    • Phantom Earring (Crafted): MP +8, INT +1
    • Justaucorps (Crafted): Def 36, HP +10, STR -1, DEX -1, VIT -1, AGI -1, INT +2, MND +2, CHR +2
    • Vermillion Cloak (Crafted): Def 46, MP +10, MP +1%, Evasion -10, Adds Refresh, no headgear possible
    • Zircon Ring (Crafted): INT +3, vs. Ice +7
    • Moon Ring (Crafted): CHR +3, vs. Light +7
    • Jester's Cape (Crafted): Def 5, CHR +7
    • Miraculous Cape (Leujaoam Assault Reward): Def 5, MP +15, MND +3, CHR +3, Enmity -1
    • Penitent's Robe (BCNM Wild Wild Whiskers): Def 4, HP -20, INT +5, MND +5, Enmity -3

Jaridah Set - this new set from the ToAU expansion is an exotic armour, crafted from the leather of the Karakul, the black sheep of Aradjiah. It offers a nice bonus for the melee BLU, but he has to pay with a bit of his HP for every part.

    • Jaridah Khud: Def 21, HP -5, Attack +2, Ranged Accuracy +1
    • Jaridah Peti: Def 42, HP -25, Accuracy +5, Attack +5, Ranged Accuracy +5
    • Jaridah Bazubands: Def 14, HP -9, Accuracy +3, Ranged Accuracy +2, Evasion +2
    • Jaridah Salvars: Def 30, HP -12, Ranged Accuracy +2, Ranged Attack +3, Evasion +3
    • Jaridah Nails: Def 12, HP -7, Accuracy +1, Ranged Accuracy +2, Evasion +1

Silken Set - this new crafted set offers a large bonus for the basic stats BLU (HP/MP)

    • Silken Hat: Def 17, HP/MP +18
    • Silken Coat: Def 33, HP/MP +21
    • Silken Cuffs: Def 11, HP/MP +12
    • Silken Slops: Def 23, HP/MP +10
    • Silken Pigaches: Def 9, HP/MP +12

Race-specific Earrings - These earrings drop (rarely) from the ENM Automaton Assault and give boni to the weak stats of the according race. Some of them can be usefull for a BLU.

Elvaan can use all their earrings for BLU.

    • Desamillion Earring: MP +15, INT +2
    • Melnina's Earring: DEX +2, AGI +1

The earrings for the Galka are not so much useful for the blue spells itself, but the MP-Bonus on them is great.

    • Gayanj's Earring: MP +10, INT +2
    • Zedoma's Earring: MP +30

The Hume earrings give good mixed stats.

    • Belinky Earring: HP +10, DEX +1, VIT +1
    • Quantz Earring: MP +10, INT +1, MND +1

For Mithra just the Feyuh's earring will really improve spells.

    • Feyuh's Earring: STR +1, VIT +2
    • Ryakho's Earring: HP +10, MND +2

The Tarutaru earrings are the most useless pair if you look at the spell-relevant stats. Besides that they are still great gear for a bodily weak race.

    • Morukaka Earring: HP +35
    • Waetoto's Earring: STR +2, VIT +1

Lv.61-70:

As in the Lv.s before the is almost no mixed gear. The Opo-opo crown is a nice all-around stat-boosting item (there may be better ones for the head) which lowers the power of some spells, but if the BLU eats a pamama the combined effect of the food and the crown turns into a good bonus for exactly these (CHR-related) spells. The three belts which are upgraded versions of the Koenig's Belt are normally just good for a handful spells, but their very powerful melee-related enchantment make them also valuable for fighters. The Astral Aspis is one of the few usable shields and the only one bringing a direct bonus for as spell-relevant stat.

    • Astral Aspis (NM Pelican): Def 3, AGI +3, INT +3, vs. Wind -5, vs. Earth +5, vs. Lightning +5, Converts 25 HP to MP
    • Opo-opo Crown (Quest "The Opo-opo and I"): STR +1, DEX +1, VIT +1, AGI +1, INT +1, MND +1, CHR -7
      • Pamama (Food, 30 min, stackable): HP +50, MP +50, STR -3, AGI -3, INT +1, CHR +14
    • Jeweled Collar +1 (Crafted) STR +1, DEX +1, VIT +1, AGI +1, INT +1, MND +1, vs. Fire+ 10, vs. Ice +10, vs. Wind +10, vs. Earth +10, vs. Lightning +10, vs. Water +10
    • Luna Subligar (NM Unut): Def 28, CHR +3, Full Moon (DEX +2, AGI +2, CHR +7)
    • Maharaja's Belt (Crafted): Def 7, CHR +3, HP +20, Enchantment (AGI +10 <30, 30s, 10m>)
    • Pendragon's Belt (Crafted): Def 7, CHR +3, HP +20, Enchantment (DEX +10 <30, 30s, 10m>)
    • Sultan's Belt (Crafted): Def 7, CHR +3, HP +20, Enchantment (STR +10 <30, 30s, 10m>)
    • Ataractic Solea (??? Shoes, Leujaoam Sanctum - Azure Experiments, ): Def 14, HP +22, MP +22, Magic Defense Bonus +4, Enhances "Resist Silence"

Fighter's Equipment - There are many good fighter's items at this Lv. although the most of them boost just one stat or have multiple minor stat-boosts. Here you find also the last Gigas Bracelet and the elemental earrings (which work good with your elemental rings):

    • Shadow Mask (NM Phanduron the Condemned / NM Drexerion the Condemned): Def 20, MP +10, STR +2, VIT -2, vs. Light -10
    • Green Beret (Crafted): Def 19, Accuracy +1, Evasion +1
    • Cactuar Ribbon (BCNM Cactor Soave): AGI +4, vs. Fire +9, Enhances Resist Sleep, Enhances Resist Paralyze
    • Optical Hat (NM Hakutaku): Accuracy +10, Ranged Accuracy +10, Evasion +10
    • Opo-Opo Necklace (Quest "Wrath of The Opo-opos"): DEX +1, vs. Lightning +3, Asleep (Raises tp%)
    • Grand Temple Knight's Collar (Conquest San d'Oria): Accuracy +5, Attack +5, Outside of Nation controlled area (Def +7)
    • Minuet Earring (BCNM Double Dragonian): STR +1, DEX +1, Minuet (Accuracy +3)
    • Titanis Earring (BCNM Prehistoric Pigeons): VIT +1, AGI +1, Minne (Enmity +4)
    • Diabolos' Earring (Quest "Waking Dreams"): Accuracy +3, Dark Weather (Accuracy -3, Magic Attack +2)
    • Triumph Earring (Crafted): STR +2, vs. Fire +11, vs. Ice +11
    • Adroit Earring (Crafted): DEX +2, vs. Thunder +11, vs. Water +11
    • Nimble Earring (Crafted): AGI +2, vs. Wind +11, vs. Earth +11
    • Pixie Earring (NM King Behemoth): DEX +3
    • Assault Jerkin (NM Ose): Def 42, HP -1%, Accuracy +3, Attack +18
    • Alkyoneus' Bracelets (NM Alkyoneaus): Def 16, HP +40, STR +11, DEX -6, AGI -6
    • Fencing Bracers (NM Zizzy Zillah): Def 16, HP +18, Attack +6, Evasion +4
    • Dragon Kote (??? Gloves, Leujaoam Sanctum - Supplies Recovery): Def 18, HP +28, MP +28, STR +2, MND +2
    • Amemet Mantle (Crafted): Def 7, STR +1, Attack +10, Ranged Attack +10
    • Black Mantle (CRafted): Def 9, STR +1, vs. Dark +8
    • Psilos Mantle (ENM Holy Cow): Def 6, Accuracy +1, Attack +12, Ranged Accuracy +1, Ranged Attack +12
    • Mithran Stone (Quest "Personal Hygiene"): Def 6, Accuracy +3, Evasion +3
    • Rutter Sabatons (NM Bugbear Matman): Def 16, STR +3, VIT +2, Attack +5, Slow +2%

Mage's Equipment - There is noticable less useful stuff for a magical-centered BLU, the Uggalepih Pendant being the only really interesting. Of course there are also the elemental earrings ...

    • Mushroom Helm (NM Ellyllon): Def 18, INT +2, MND +2, vs. Water +7, vs. Dark +7, Watersday/Darksday (Regen)
    • Philomath Stole (BCNM Up In Arms): INT +3
    • Uggalepih Pendant (NM Golden-Tongued Culberry): MP +20, Latent Effect (Magic Attack +8)
    • Omniscient Earring (Crafted): INT +2, vs. Ice +11, vs. Wind +11
    • Vivian Ring (NM Voluptouos Vivian): Def 2, INT +1, MND +1, Converts 50 HP to MP
    • Enthralling Cotton Obi (Crafted): Def 5, Enchantment (CHR +10 <30, 30s, 10m>)
    • Arachne Obi (Crafted): Def 4, INT +2, Enhances Resist Slow
    • Clown Subligar (Crafted): Def 29, CHR +4

Battle Set - this small crafted set is nothing special ... if the BLU has for one or the other reason a free equipment slot he could use it

    • Battle Jupon: Def 36, DEX +1
    • Battle Bracers: Def 13, Accuracy +1
    • Battle Hose: Def 25, AGI +1

Tabin Set - This set is crafted and gives some minor bonuses to various stats.

    • Tabin Beret: Def 19, Accuracy +1, Evasion +1
    • Tabin Jupon: Def 36, STR +1, DEX +1, Evasion +5
    • Tabin Bracers: Def 14, Attack +1, Accuracy +1 (the HQ-Version increases Att/Acc/Eva by +3)
    • Tabin Hose: Def 25, DEX +1, VIT +1, AGI +1
    • Tabin Boots: Def 11, Accuracy +1, Evasion +1

Mercenary Set - This rare/ex set drops from various NMs in Aradjiah or is bought with ISP.

    • Mercenary's Turban (Lamie No.8): Def 28, Enmity -4, Besieged (Enhances "Sharpshot")
    • Mercenary's Dastanas (Medusa): Def 24, Ranged Accuracy +8, Besieged (Increases "Rapid Shot" Activation rate)
    • Mercenary's Ring (Gurfurlur the Menacing): Magic Defense Bonus +3, Besieged (MP-Recovery +5)
    • Mercenary's Mantle (Dorgerwor the Astute): Def 7, Enhances "Resist Stun", Besieged (Haste +3%)
    • Mercenary's Trousers: (ISP reward) Def 28, Enhances "Spikes" Spells, Besieged (Enmity -10, Magic Accuracy +10)
    • Mercenary's Subligar (Farlarder the Shrewd): Enhances "Resist Petrification", Besieged (Counter +5)

Volunteer's Set - This second Besieged-set drops also from NMs in Aradjiah and is bought with ISP.

    • Volunteer's Khud (Devout Radol Ja): Def 27, MP-Recovery +2, Besieged (Cure Potency +5%)
    • Volunteer's Earring (Mythril Mouth Monamaq): Enhances "Resist Charm", Besieged ("Recycle" Effect)
    • Volunteer's Ring (Gulool Ja Ja): Vitality +5, Besieged (Physical Damage Taken -5%)
    • Volunteer's Belt (Darting Kachaal Ja): Def 7, Spell Interruption -8%, Besieged (Conserve MP +5)
    • Volunteer's Brais (ISP reward): MP +20, Accuracy +6 Besieged (MP +100)
    • Volunteer's Nails (Merrow No.5): Def 18, CHR +5, Besieged (Song Recast -4)

Race-specific Equipment - there is a last set of race specific equipments which consists of gloves (BCNM Demolition Squad), two belts (BCNM Come Into My Parlor / BCNM Infernal Swarm) and shoes (BCNM Brothers D'Aurphe). Like the most RSE these items enhance the stats the race is weak in at the cost of the stronger stats.

Lucky Elvaan: the Gloves are for both type of BLU useful, the Ledelsens for the mages while both belt increases one of the BLU-types.

    • Wood Gloves / Gauntlets: Def 11, HP -30, MP +55, DEX +4, VIT -3, INT +4
    • Forest Sash: Def 5, HP +30, DEX +4, INT -4
    • Forest Rope: Def 5, MP +60, DEX -4, INT +4
    • Wood Ledelsens: Def 9, MP +30, STR -3, AGI +6, INT +3

The set of the Galka is clearly for the casting BLU except the Desert Sash which can be useful for ranged physical spells.

    • Dune Bracers: Def 11, HP -35, MP +65, VIT -5, INT +2, MND +2
    • Desert Sash: Def 5, HP +30, AGI +4, INT -4
    • Desert Rope: Def 5, MP +60, VIT -4, INT +4
    • Dune Sandals: Def 9, HP -20, MP +45, VIT -3, CHR +4

Like always the Hume have the most mixed and balanced set. The gloves and the rope are good for a casting BLU while the boots and the Sash are good for a fighting BLU. Because of the various mali on them it is not a good idea to wear the full set, it would destroy its own power ...

    • Marine Gloves: Def 11, MP +35, VIT -3, AGI -3, INT +4, MND +4, CHR +3
    • Ocean Sash: Def 5, HP +45, STR +4, INT -4
    • Ocean Rope: Def 5, MP +45, STR -4, INT +4
    • Marine Boots: Def 9, HP +60, STR +3, DEX +3, VIT +2, AGI +2, INT -3, MND -3, CHR -3

Besides the Gauntlets, the items of the Mithra set are useful for a BLU: the Jungle Sash for a meleeing one and the other two items for a caster.

    • River Gauntlets: Def 11, HP +60, VIT +6, AGI -5, MND +1
    • Jungle Sash: Def 5, HP +45, STR +4, MND -4
    • Jungle Rope: Def 5, MP +45, DEX -4, INT +4
    • River Gaiters: Def 9, MP +35, DEX -3, INT +4, MND +4

Except the Steppe Sash, all parts of the Tarutaru set are good for a meleeing BLU.

    • Creek Mitts: Def 11, HP +64, STR +6, VIT +2, AGI -3
    • Steppe Sash: Def 5, HP +60, VIT +4, MND -4
    • Steppe Rope: Def 5, MP +30, STR -4, MND +4
    • Creek Clomps: Def 9, HP +35, MP -35, STR +4, VIT +4, INT -3

      Lv.71+:

      There are some nice rings in this Lv.-range. The last two version of the elemental rings (#4 with jewels, #5 with beads) are found here.

        • Shining Ring (Crafted): STR +1, DEX +1, VIT +1, AGI +1, INT +1, MND +1, CHR +1, Enhances Resist Charm
        • Flame Ring (Crafted): Def 3, STR +5, INT +2, MND -2
        • Snow Ring (Crafted): Def 3, STR -2, INT +5, AGI +2
        • Aqua Ring (Crafted): Def 3, STR +2, DEX -2, MND +5
        • Dark Ring (Crafted): Def 3, HP -20, MP +20, STR +1, DEX +1, VIT +1, AGI +1, INT +1, MND +1, CHR +1
        • Galliard Trousers (NM Kurrea): Def 30, HP +20, STR +2, DEX -2, VIT +2, AGI -2, INT -2, MND -2, CHR -2, Accuracy +5, Ranged Accuracy +5
        • Heroic Boots (Crafted): Def 13, STR +2, CHR +3, Enmity +1

      Fighter's Equipment - Ok, here are the difficulties and the decisions to make: The quest "Divine Might" gives the BLU the choice between 5 earrings, each one representing one of the Arkangels. They all have a useful status-boni but just the Supanomimi (representing Arkangel Hume) increases also a fighting skill - although the AGI-bonus may be the one you need the least. Oh, just a note Supanomimi is the only item in the game which just 'enhances' a jobtrait and don't give it also to the wearer. That means without a NIN-subjob will not get the dual wield-benefit.
      Another problem is the one-out-of-four earring you get from the quest "Apocalypse Nigh". The Hollow earring is the only one which actually raises a spell-relevant stat but if you are a more magical and less physical BLU the Magnetic Earring may be a better choice for you.

        • Harmonia's Torque (ENM Sheep In Antlion's Clothing): Def 7, STR +2, VIT -5, Enmity +3
        • Justice Torque (NM Jailer of Justice): STR +5, Scythe +7, Great Katana +7
        • Love Torque (NM Jailer of Love): DEX +5, Dagger +7, Polearm +7
        • Fortitude Torque (NM Jailer of Fortitude): VIT +5, Sword +7, Great Axe +7
        • Hope Torque (NM Jailer of Hope): AGI +5, Katana +7, Archery +7
        • Orochi Nodowa (Crafted): Def 1, Attack +6, Enhances "Resist Poison", adds Regen effect
        • Bushinomimi (Quest "Divine Might"): STR +2, Great Katana +5, Parry +5
        • Supanomimi (Quest Divine Might): AGI +2, Sword +5, Enhances Dual Wield
        • Hollow Earring (Quest "Apocalypse Nigh"): DEX +1, Accuracy +3, Ranged Accuracy +3, Enspell Damage +3
        • Cardinal Vest (Crafted): Def 44, VIT +3, Accuracy +4, Evasion +4
        • Narasimha's Vest (Crafted): Def 46, STR +3, VIT +3, Accuracy +4, Evasion +4
        • Ruby Ring (Crafted): STR +4, vs. Fire +9
        • Spinel Ring (Crafted): DEX +4, vs. Thunder +9
        • Emerald Ring (Crafted): AGI +4, vs. Wind +9
        • Breeze Ring (Crafted): Def 3, VIT +2, AGI +5, INT -2
        • Thunder Ring (Crafted): Def 3, DEX +5, VIT -2, MND +2
        • Mars Ring (NM Absolute Virtue): Def -8, Accuracy +8, Attack +8, Evasion -8
        • Forager's Mantle (ENM Brothers / Sheep In Antlion's Clothes): Def 7, STR +3, Attack +15
        • Commander's Cape (ENM Bionic Bug): Def 8, STR +3, DEX +3, AGI +3
        • Aileron Mantle (??? Cape, Periqiua - Stop the Bloodshet): Def 5, Accuracy +6, Ranged Accuracy +6
        • Marid Belt (Crafted): Def 7, HP +22, DEX +2, VIT +5, HP-Recovery +1
        • Warwolf Belt (BCNM Operation Desert Swarm / Royal Ramble / Today's Horroscope): Def 6, STR +5, DEX +5, VIT +5, Enmity +3
        • Scouter's Belt (ENM Brothers): Def 6, HP -40, AGI +4, Evasion +10
        • Vender's Slops (Crafted): Def: 39, HP +25, MP +25, MND +2, Accuracy +3

      Mage's Equipment - The only item I want to comment is the Prudence Torque. Besides being the highest INT-bonus found on a neckpiece it is the only virtuejailer torque which increases both a spell-relevant status and the skill of a useable weapon at the same time. For a casting BLU this torque is a priority over the other ones (btw, the NM you have to fight for it are the Prudence-Twins, two mighty Hpemde which high casting- and teleportation skills).

        • Prudence Torque (NM Jailer of Prudence): INT +5, Great Sword +7, Club +7
        • Temperance Torque (NM Jailer of Temperance): CHR +5, Axe +7, Staff +7
        • Abyssal Earring (Quest "Divine Might"): INT +2, Dark Magic +5, Scythe +5
        • Novio Earring (NM Jailer of Love): Magic Attack +7
        • Loquacios Earring (Purchased): MP +30, Enhances Fast Cast
        • Diamond Ring (Crafted): INT +4, vs. Ice +9
        • Angel's Ring (Crafted): CHR +4, vs. Light +9
        • Light Ring (Crafted): Def 3, HP +20, MP -20, STR -1, DEX -1, VIT -1, AGI -1, INT -1, MND -1, CHR +5
        • Rainbow Cape (Crafted): Def 7, HP +9, MP +9, INT +3, MND +3, CHR +3
        • Al Zahbi Sash (Crafted): Def 5, MP +15, INT +2, MND +2, CHR +2, Spell Interruption Rate -8%
        • Immortal's Sash (NM Zikko): Def 3, MP +25, INT +3, Enmity -1
        • Jet Seraweels (NM Jaded Jody): Def 34, MP +15, INT +7, MND +7, Enmity -4
        • Dance Shoes (Crafted): Def 13, VIT -2, CHR +3, Evasion +6

      Crimson Set - This set is created by using Cursed Items together with the Wyrmal Abjurations. The have just a single - but on certain occasions very noticable - drawback: The wearer will be treated like a dragon, which means he will be intimidated by entitys with the Dragon Killer trait: Dragoons and Demons. The problem is that the wearer will intimidated by all dragon killers in his nearness including party members and not just enemies! But even with that drawback this set is a nice source for additional HP and MP and some slight status boosts.

        • Crimson Mask: Def 34, HP +20, MP +20, Enfeebling Magic +10, Adds Regen Effect
        • Crimson Scale Mail: Def 52, HP +40, MP +40, INT +10, MND +10, Breath damage taken -10%
        • Crimson Finger Gauntlets: Def 26, HP +20, MP +20, Ranged Accuracy +10, Ranged Attack +10, Dark Magic +10
        • Crimson Cuisses: Def 43, HP +25, MP +25, vs. Fire +20, vs. Lightning +20, vs. Water +20, vs. Dark +20, Movement Speed +12%
        • Crimson Greaves: Def 24, HP +15, MP +15, DEX +3, AGI +3, vs. Ice +20, vs. Wind +20, vs. Earth +20, vs. Light +20

      Dusk Set - This set is crafted by upgrading various other item with Behemoth Leather. It has a very good defense rating, additional HP and some minor bonuses. The only drawback is the weight of this set - it is so heavy it decreases the movement speed of its wearer. Note that it just decreases this kind of speed and not the attack speed, so except for kiting it is no problem.

        • Dusk Mask: Def 31, HP +20, VIT +5, Accuracy +5, Evasion +5, slow moving
        • Dusk Jerkin: Def 50, HP +40, Accuracy +2, Adds Regen Effect, slow moving
        • Dusk Gloves: Def 24, HP +20, Attack +5, Haste +3%, slow moving
        • Dusk Trousers: Def 47, HP +35, Attack +14, Ranged Accuracy +10, slow moving
        • Dusk Ledelsens: Def 23, HP +25, Attack +4, Haste +2%, slow moving

      Errant Set - This crafted gear is one the strongest caster-sets. It gives great magical power in every way but for that the caster loses his physical stats. This set is clearly for the stand-back-and-cast-BLU not for the fighting BLU. This is one of the few sets with a matching cape in it, by the way ...

        • Errant Hat: Def 28, STR -2, DEX -2, VIT -2, AGI -2, INT +3, MND +3, CHR +3, Enmity -5
        • Errant Houppelande: Def 42, STR -7, DEX -7, VIT -7, AGI -7, INT +10, MND +10, CHR +10, Enmity -3, MP-Recovery +5
        • Errant Cuffs: Def 20, HP -20, MP +20, INT +5, Enmity -2
        • Errant Cape: Def 9, MP +30, Enmity -5
        • Errant Slops: Def 38, STR -5, DEX -5, VIT -5, AGI -5, INT +7, MND +7, CHR +7, Enmity -3
        • Errant Pigaches: Def 18, HP -20, MP +20, MND +5, Enmity -2

      Homam Set - This set is recieved by trading the body-parts of Proto-Omega to Wilhelm in Mhaura.To get this body parts you have to cut them of ... at the end of Limbus-Appolyon. It's a mixed set which increases mainly hit and magic points and the accuracy for fighting and physical blue spells and has some other bonus which are useful (except the Wyvern bonus).

        • Homam Zucchetto: Def 26, HP +22, MP +22, Accuracy +4, Magic Accuracy +4, Haste +3%
        • Homam Corazza: Def 49, HP +28, MP +28, Accuracy +15, Enhances Triple Attack
        • Homam Manopolas: Def 20, HP +20, MP +20, Accuracy +4, Enmity +3, Haste +3%
        • Homam Coscailes: Def 35, HP +26, MP +26, Accuracy +3, Haste +3%, Enhances Fast Cast
        • Homam Gambieras: Def 16, HP +31, MP +31, Accuracy +6, Ranged Accuracy +6, Haste +3%, Wyvern +50 HP

      Nashira Set - The twin of the Homam Set. To get this you must bring the parts from Proto-Ultima you get at the end of Limbus-Temenos to Wilhelm in Mhaura. This time the accuracy applies to magical spells and the additional bonuses increase the powers of various mage-subjobs.

        • Nashira Turban: Def 19, Magic Accuracy +5, Enmity -5, Haste +2%, Spell Interruption Rate -10%
        • Nashira Manteel: Def 41,  Magic Accuracy +5, Haste +3%, Healing Magic +5, Dark Magic +5
        • Nashira Gages: Def 18, Magic Accuracy +3, Enmity -4, Perpetuatuion Cost -1, Haste +1%
        • Nashira Seraweels: Def 30, Magic Accuracy +3, Haste +2%, Divine Magic +5, Enfeebling Magic +5
        • Nashira Crackows: Def 13, Magic Accuracy +2, Haste +1%, Elemental Magic +5, Summoning Magic +5

      Yigit Set - This set is purchased from the various Assault Missions. Each staging point offers a different part of the set. The Yigit set offers less enormous boni than the Errant set but in turn it doesn't weaken the wearer. As long as somebody wears the complete set he gets the Additional Trait Refresh

        • Yigit Turban: Def 21, MND +4, Magic Attack +2, Enmity -5, MP-Recovery +1
        • Yigit Gomlek: Def 40, Evasion +7, Magic Attack +5, MP-Recovery +5
        • Yigit Gages: Def 17, INT +5, MND +5, Evasion +4, Magic Attack +2
        • Yigit Seraweels: Def 30, HP +25, MP +25, Evasion +6, MP-Recovery +2
        • Yigit Crackows: Def 11, INT +3, MND +3, Evasion +5, Magic Attack +2

      Morrigan Set - This set is created by collecting three armour sets in Salvage Missions. Nemain's Set (Lv.15) drops from standard and Notorius Monsters, Bodb's Set (Lv.25) drops from Area Bosses and Macha's Set (Lv.35) drops from Notorious Monsters (well, mostly ... there are also pieces dropping from fixed enemies and so. It's complicated). Trade the same piece of all three sets, a stack of synthing material and 10 imperial gold coins to XYZ in Aht Urghan Whitegate and he will create the Morrigan piece of that item.
      As long as somebody wears the complete set he gets an set effect of "Magic Attack Bonus".

        • Morrigan's Coronal: Def 15, MP +20, STR +4, INT +4, MND +4, Accuracy +5, Magic Accuracy +5
        • Morrigan's Robe: Def 38, STR +8, INT +8, MND +8, Attack +5, Accuracy +5, Magic Attack +5, Adds Refresh Effect
        • Morrigan's Cuffs: Def 21, MP +25, Attack +5, Accuracy +5, Magic Attack +5, Magic Accuracy +5
        • Morrigan's Slops: Def 27, STR +3, INT +10, MND +10, Enmity -2
        • Morrigan's Pigaches: Def 18, MP +20, STR +3, INT +3, MND +10, Enmity -2

      Denali Set - This set is dropped by the bosses of the Nyzul Isle Assault: Adamantoise/Fafner/Behemoth on floor 20 drop the Gamashes and on floor 40 they drop the Kecks. The second set of bosses (Khimaira/Hydra/Cerberus) drop the Wristbands, the Jacket and the Bonnet on floor 60, 80 and 100.
      As long as somebody wears the complete set he gets an set effect of "Accuracy Up".

        • Denali Bonnet: Def 21, AGI +4, MND +4, Attack +3, Evasion +3, Haste +4%
        • Denali Jacket: Def 43, HP +25, AGI +1, Attack +9, Ranged Attack +9, Subtle Blow +3
        • Denali Wristbands: Def 17, STR +4, MND +4, Attack +6, Evasion +6, Damage taken -2%
        • Denali Kecks: Def 35, DEX +3, AGI +3, Accuracy +3, Ranged Accuracy +3, Evasion +3, Magic Attack +3, Magic Accuracy +3
        • Denali Gamashes: Def 15, STR +3, INT +3, MND +3, Accuracy +5, Magic Accuracy +3

      Blue Mage Food

      All-around Food:

      These meals boost all stats including HP/MP but are not as strong as a specialized food from the other categories. Except Ambrosia of course ...
      The usefulness of these foods is debatable (except Ambrosia of course), they are mainly for a complete balanced hume BLU with a complete balabced spell list because they boost all stats but not very much (except Ambrosia of course). On the other hand they are more or less easy to obtain (except Ambrosia of course) and last a long time. They are more usefull at lower Lvs. instead of higher ones (except Ambrosia of course), so later on they should be left at home for other foods perhaps.
      Excep- ah, you know what I mean ...

      Ambrosia (Abjuration): HP/MP +7, STR/DEX/VIT/AGI/INT/MND/CHR +7, Attack/Accuracy/Defence/Evasion +7, HP/MP-Recovery +7 (240 minutes)
      Made from a Cursed Soup and Oblation Abjuration this is *the* food of the game, while having just 5 stats not increasing (ranged attack, ranged accuracy, magic attack, magic accuracy, magic resistance) it is a maior boost to everything else. Usable for a real long HNM-fight, a merit-party in a dangerous area or similar fancy things.

      Moogle Pie (Enchantment): HP/MP +20, STR/DEX/VIT/AGI/INT/MND/CHR +1, HP/MP-Recovery +2 (180 minutes)
      One of the three foods which boosts all stats. Not very powerful but with the enhanced recovery a nice food. And if you have a friend with a Moogle Rod who gives you one it is a funny food for an all-round BLU.

      Wisom Soup (HQ Pebble Soup): HP/MP +3, STR/DEX/VIT/AGI/INT/MND/CHR +1, HP-Recovery +3 (240 minutes)
      By far the weakest of the allround-foods. And by far the most cheapest of all foods you can use. And the easiest to craft. Well ... that's all I have to say about this ...

      Mixed BLU food:

      These meals boost DEX and sometimes also Accuracy, while at the same time giving a little bonus to the magical (INT), special (CHR) or ranged (AGI) spell. There is no food which enhances also melee (STR) spells, but all of them boost at least one physical and one magical spell.

      Black Curry (Crafted): DEX +2~4, VIT +4~6, AGI +0~2, INT +1~3, MND +0~1, Defence +15%~28% (60 to far more than 150), Evasion/Accuracy/Ranged Accuracy +5, HP-Recovery +2~4, MP-Recovery +1~2, Enhances Resist Sleep (180 minutes)
      Green Curry (Crafted): AGI +2, VIT +1, Defence +8.5%, Ranged Accuracy +5% (25), HP-Recovery +2, MP-Recovery +1, Enhances Resist Sleep (180 minutes)
      Red Curry (Crafted): HP +25, STR +7, AGI +1, INT -2, Attack/Ranged Attack +23% (150), HP-Recovery +2, MP-Recovery +1, Enhances Resist Sleep, Enhances Demon Killer Effect (180 minutes)
      Yellow Curry (Crafted): HP +20, STR +5, AGI +2, INT -4, Attack/Ranged Attack +20% (75), HP-Recovery +2, MP-Recovery +1, Enhances Resist Sleep, Enhances Resist Stun (180 minutes)
      Curry ... well, one of the most variable food-families in the whole game. They give various stats and all of them have at least a HP/MP-Recovery boost and Enhance Resist Sleep.
      Black Curry is a little bit a mystery: it's stat change often and nobody knows ho to trigger good results. Some people think it would be because of PLD AF boots, but some other people got the high stats without them. Perhaps higher chance of getting good results with these items? Well, whatever: this curry can be the best Def-enhancing food in the game if you are lucky.

      Balik Sandvici (Crafted/Bought): DEX +3, AGI +1, INT +3, MND -2 (30 minutes, stacks)
      One of the most balanced foods from this category, this is a sandwich made from Karakul meat (aradjiahn sheep).

      Boiled Tuna Head (Crafted): MP +20, DEX +3, INT +4, MND -3, Accuracy +5, Evasion +5 (180 minutes)
      This is a physical accuracy and magical power boosting food which lasts for a long time.

      Brain Stew (Crafted): DEX +5, INT +5, MND +5, HP-Recovery +3, MP-Recovery +3 (180 minutes)
      A mushroom soup liked very much by goblins. A good food for a BLU who uses mostly magical spells but melees a bit.

      Hedgehog Pie (Crafted): HP +55, STR +6, VIT +2, INT -3, MND +3, Attack/Ranged Attack +18% (90), Accuracy +5, MP-Recovery +2 (180 minutes)
      This food is more for a PLD-like way of playing.

      Royal Omlette (Crafted): STR +5, DEX +2, INT -3, MND +4, Attack/Ranged Attack +22% (65) (180 minutes)
      Royal Omlette (Crafted - Eaten by Elvaan): HP/MP +20, STR +6, DEX +2, INT -2, MND +5, CHR +4, Attack/Ranged Attack +22% (80) (180 minutes)
      Perhaps not the best BLU food in the game, but for Elvaan clearly worth trying out. The INT-malus can be forgotten if the correct spells are used and the MND-bonus increases healing and defensive spells further.

      Sea Bass Croute (Crafted): MP +5%, DEX +4, MND +5, Accuracy +3, Ranged Accuracy +6% (20), HP-Recovery +9, MP-Recovery +2 (30 minutes, stacks)
      This seems to be more a defensive foos with an increase in recovery and some not directly damage-enhancing stats.

      Tavnazian Salad (Crafted): HP/MP +20, DEX +4, VIT +6, AGI +4, CHR +4, Defence +25% (150) (180 minutes)
      Tavnazian Taco (Crafted): HP/MP +20, DEX +4, VIT +6, AGI +4, CHR +4, HP/MP-Recovery +1, Defence +25% (30 minutes, stacks)
      This is a very interesting food which increases the tanking power of the BLU and enhances ranged spells by a nice degree. It is also a food for a BLU/THF, the additional DEX and AGI also increasing the efficiency of Sneak Attack and Trick Attack. The additional recovery-boost on the Taco is great and because of the versatility of the BLU I prefer 30 minute-foods over the 180 minute-meals, so I can change more often.
      (Except if I could get my hands on Ambrosia of course ...)

      Other but weaker foods in this category are Flint Caviar (DEX/CHR), Salmon Sub Sandwich (DEX/AGI/INT), Shallops Tropicale (DEX/INT), Steamed Catfish (DEX/INT) and Tonosama Rice Ball (DEX/CHR).

      Strength and Accuracy - Fighter Food

      This are the various items which increase two or more of the physical stats of the BLU (STR, DEX, AGI, Accuracy) but give no benefit to magical spells, except some rare MND-boost.

      Arrabbiato (Crafted): HP+15% (150), STR +5, VIT +2, INT -7, Attack +22.5% (120), Store TP +5 (30 minutes, stacks)
      Carbonara (Crafted): HP +14% (175), STR +4, VIT +2, INT -3, Attack +17% (65), Store TP +6 (30 minutes, stacks)
      Nero di Sepia (Crafted): HP +17% (130), DEX +3, VIT +2, AGI -1, MND -2, CHR -1, Store TP +6, Double Attack +1%  30 minutes, stacks)
      The various Spaghetti meals offer a nice HP-Bonus, and improve physical stats anf physical jobtraits. Sadly they lower the magical abilities a bit.

      Bream Sushi (Crafted): DEX +6, VIT +5, Accuracy/Ranged Accuracy +16%, Enhances Resist Sleep (30 minutes, stacks)
      Carp Sushi (Crafted/Bought): DEX +1, Accuracy +10%, HP-Recovery +2 (30 minutes, stacks)
      Dorado Sushi (Crafted): DEX +5, Accuracy/Ranged Accuracy +15%, E