| Black Mage Guide Level 1~10 |
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| Notes: Every spell on this list is criticle for a blm. Firts off you will begin with Stone and then get eater and so on, these are your primary way of dealing damage so you will need them. Blind/Bind and paralyze(if subbing whm) can be used to help you get your spells off with out interuption. For example the spell blind can be cast to pull the mob then you can cast your nuked while he misses you. Bind will also achives the same goal by back out of range of your target. The primary goal of the blm, is not get hit. If you get hit, you lose hp and you will never get your spells out. It is the main reason why i am not big fan of the "Spike" spells. if you do your job, you will never need it except when soloing. Bio is funny little spells in most cases you will never cast it. it cansels the very desirable Dia spell that most parties want |
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| Spells Level 1 Stone-Elemental Earth Deals earth damage to an enemy. Cure [w]-Healing Light Restores a target's HP. Level 3 Poison-Enfeebling Water Poisons an enemy and gradually reduces its HP. Level 4 Blind Enfeebling Darkness Blinds an enemy, (lowers targets Accurasy) Level 5 Water-Elemental Water Deals water damage to an enemy. Level 6 Dia[w]-Devine/Enfeebling Light Deals light elemental damage that lowers an enemy's Defense and gradually Level 7 Bind-Enfeebling Ice Binds an enemy in place, immobilizing it. Level 8 Paralyze[w]-Enfeebling Ice Paralyzes an enemy, randomly blocking its actions. Level 9 Aero- Elemental Wind Deals wind damage to an enemy. Sold from: Level 10 Bio-Dark Darkness Deals dark damage that weakens an enemy's attacks and gradually reduces its HP. Blaze Spikes -Enhancing Fire Provides magical fire spikes that deal fire damage to enemies who Banish[w]-Divine Light Deals light elemental damage to an enemy. Barstonra[w] - Enhancing Light Increases resistance against earth for party members within range. |
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