Post by lymbo on Sept 6, 2005 4:39:11 GMT -6
Black Mage 101
Race Stats at Level 75[/u]
Hume
BLM/WHM--BLM/RDM--BLM/SMN
HP--911-------929-------873
MP--686--------667------744
STR--57--------57--------55
DEX--64--------66--------65
VIT--57---------56--------55
AGI--65--------65---------66
INT--69---------72--------73
MND--64--------62--------63
CHA--65--------63--------66
Elvaan
BLM/WHM--BLM/RDM--BLM/SMN
HP---992------1010------954
MP---609------590-------667
STR--62--------62--------60
DEX--61--------63--------62
VIT---60--------59--------58
AGI--59--------59---------60
INT---63--------66--------67
MND--69--------67--------68
CHA--65--------63--------66
TaruTaru
BLM/WHM--BLM/RDM--BLM/SMN
HP--755--------773--------717
MP--885--------866--------943
STR--51--------51----------49
DEX--64--------66----------65
VIT--54---------53---------52
AGI--68--------68----------69
INT---76--------79---------80
MND--61--------59---------60
CHA--65--------63---------66
Mithra
BLM/WHM--BLM/RDM--BLM/SMN
HP--991--------929--------873
MP--686--------667--------744
STR--54--------54----------52
DEX--71--------73----------72
VIT---54--------53---------52
AGI--70--------70----------71
INT---69--------72---------73
MND--61--------59---------60
CHA--59--------57---------60
Galka
BLM/WHM--BLM/RDM--BLM/SMN
HP--1113------1131------1075
MP--500--------481--------558
STR--60--------60----------58
DEX--64--------66---------65
VIT---64--------63---------62
AGI---62-------62----------63
INT---66--------69---------70
MND--64--------62---------63
CHA--59--------57---------60
Race:
TaruTaru:
With a nearly bottomless MP pool from which to draw on a Taru can go on nuking long after others have run their supplies dry. With this vast MP pool at their disposal they have a great deal more room for items to increase their stats instead of dumping it all into MP boosting equipment.
Hume:
With their fair mix of stats these don't make terribly bad BLM's you will still have to pay a little more mind to your MP than some other races. You will have to play a careful balancing game between MP and INT boosting equipment.
Elvaan:
Elvaan have the second lowest MP in the game. Most of your equipment will be devoted to MP items. As far as raw INT scores go your kinda hurting in that area as well. You will have a tough time keeping up with some of the more powerful nukers in the game, but on the bright side you won't be pulling too much agro.
Mithra:
With the second highest MP in the game, and some fairly descent INT, I rate these number 2 in the nuking power struggle. Mithra have more flexibility in choosing their items. They can pretty much do whatever they want. Go a little heavier on the MP items so you have some extra power to throw out and you'll go far ... fast.
Galka:
Would be Galka BLM's be ready to shell out a ton of gil on high end items. With your astoundingly low MP and so-so INT you will really have your work cut out for you. Work hard, farm a-lot, and you will persevere and prove to be a force to be reckoned with.
Job Abilities/Traits[/color][/b]
1-Manafont: Spell cost drops to 0. Non-interruptible casting. {2:00:00/0:30}
10-Magic ATK up: Increases elemental spell damage
15-Clear Mind: Increases MP recovered when resting {15}
15-Elemental Seal: Increases accuracy of your next spell. {10:00/Instant}
25-Conserve MP: Occasionally halves MP cost
30-Magic ATK up: Increases elemental spell damage
30-Clear Mind: Increases MP recovered when resting {18}
45-Clear Mind: Increases MP recovered when resting {21}
50-Magic ATK up: Increases elemental spell damage
60-Clear Mind: Increases MP recovered when resting {24}
70-Magic ATK up: Increases elemental spell damage
75-Clear Mind: Increases MP recovered when resting {27}
Sub-Job:
White Mage:
This is by far rated as the number one sub-job for blm's. WHM will give you the power to pull your party through in the case of a true emergency. You can help heal in a pinch in case things go really bad in a hurry. As you get some higher levels there are some nice spells WHM gets that will help you out tremendously in those instances that you actually do catch some agro.
Job Abilities/Traits
20-Magic Defense I
30-Divine Seal {10:00/Instant}
40-Clear Mind I (you already have)
50-Regeneration
60-Magic Defense II
70-Clear Mind II (also already have)
Red Mage:
Red Mages only real advantage as a Sub-Job is their Fast Cast. They have a few token useful spells later on in the game, but you won't have access to those for some time to come. You will get NO job abilities from this job either since their only Ability is at level 40. You will however enjoy a slightly higher INT than if you were to sub whm, but at the cost of a great deal of MP. A few of the RDM specific spells may help out as well. but you won't have access to them until much much later on in the game.
Job Abilities/Traits
20-Resist Petrify
30-Fast Cast
40-Magic Attack Bonus I (already have)
50-Magic Defense Boost
60-Resist Petrify II
62-Clear Mind (already Have)
70-Fast Cast II
Summoner:
Don't even think that using Summons during combat will help you out in any way during combat for and XP party. It just drains your MP that much faster. Subbing SMN has its advantages however. SMN will boost your MND, INT, and CHA a great deal more than any other caster sub will. This sub really doesn't become feasible until 50. Then it actually has a purpose. At 50 you will have a constant Refresh. However just like RDM you will be getting no benefit from job abilities, it's all about the traits once again.
Job Abilities/Traits
20-Max MP Boost
30-Clear Mind I (already have)
40-Resist Slow
50-Refresh
60-Clear Mind II (already have)
60-Max MP Boost
Equipment: Up To 50
This section is by no means a must have list, but it is pretty close if you don't want people to look at you like your frikkin nuts. For instance, DON'T wear something in a slot that could be better used to boost INT or MP. Nothing pisses me off more than getting a BLM in my group and he is wearing HP boosting earrings. I mean are you serious. I don't want to see any shell anything on you. THEY ARE WORTHLESS, with my mini rant done let me begin.
Weapon
1-Maple Wand +1, if you don't need MP
1-Ceremonial Dagger. You just cannot go wrong with this toy if you need MP.
9-Willow Wand +1
18-Yew Wand +1
32-Solid Wand
40-Dusky Staff Big MP boost for those that need it. +22
48-Rose Wand +1
50-Tactician Magician's Wand. If you are feeling thrifty. Windurst CP Item Rank 5
Shield
First off i know what youfre thinking (well maybe i do.) "BLM don't use shields." This is true; however, I added this in for "completenessfs" sake.
29-Faerie Shield Its nice adds +2 resist all. Not necessary, but cute nonetheless.
39-Nymph Shield. Still no necessary, but 2 def and +3 resist all.
Ammo
25-Morion Thathlum. I recommend camping it out. Prices are outrageous now. DO NOT THROW IT.
66-Phantom Thathlum. I know it's over 50, but only other ammo slot you'll need.
Head
1-Copper Hairpin. Good till lvl 10 where you decide MP or INT boost.
10-Brass Hairpin. Don't need if you get Royal Footman's Tunic.
20-Silver Hairpin. Good unless you have Black Tunic
20-Baron's Chapeau: DEF+8 INT+2 Enmity+2
29-Seers Crown. Ok if you can shell out for the +1 of this i highly recommend it.
40-Electrum Hairpin. If you need the MP go for it, otherwise crown is still the hotness.
50-Gold Hairpin Yay for more MP. (Ifm still with the seers +1 at this point. TARU OWN)
Body
10-Royal Footman Tunic. If you don't need MP.
12-Linen Robe. If you do.
19-Priest's Robe. If you need MP.
20-Black Tunic. If you don't.
20-Baron's Sario: DEF+15 INT+1 MND+1
29-Seers Tunic. Just nummy goodness.
33-Custom Tunic, Custom Vest, and Elder's Surcoat. All of these are goodness for you MP deficient races.
40-Comabt Caster's Cloak. This is if you just want the INT boost. I think youfre still better off with the seers +1.
50-Tactician Magician's Coat. I love this one. +1 INT on top of the Seers crown +1's +3 INT. Very sweet.
Hands
20-Garrison Gloves. Good till 29 or your RSE.
20-Baron's Cuffs: DEF+6 MP+4 MND+1
27-Elder's Bracers, Magna Gauntlets, Magna Gloves, and Savage Gauntlets. All of these give a good chunk of mp and all but Savage give INT also.
29-Seer's Mitts. Honestly if you get the +1 version you will use them a LONG time.
50-Mage's Mitts. This is an HQ item. Only buy if you didn't get Seer's +1.
Legs
15-Windurstian Slops. Early MP boost till you can get some INT in this slot.
20-Mage's Slacks. This is HQ. You can wait till 29 for seer's if you want.
20-Baron's Slops: DEF+11 MP recovered while healing+1
29-Seer's Slacks. MMMmmm good. +1 INT and 9 MP. how can you go wrong.
31-Custom Pants, Custom Slacks, Elder's Braguette, Magna F Chausses, Magna M Chausses, and Savage Loincloth. All of these are very nummy, cept the Elvaan one (it has no INT and only 12 mp. I'd go with Seer's Slacks +1)
Feet
18-Garrison Boots. Very nice early on item, but kinda expensive.
20-Mage's Sandals. Good for a bit more mp at +3.
20-Baron's Pigaches: DEF+5 MP+3
29-Custom F Boots, Custom M Boots, Elder's Sandals, Magna F Ledelsens, and Magna M Ledelsens. All of these are very nice. Mp on them all, and INT.
29-Seer's Pumps. This is for anyone that doesnft have their RSE yet. Gives a bit of mind and some MP too.
41-Inferno Sabats. Same same as Seer's Pumps, but more MP.
Neck
20-Black Silk Neckerchief. Nummy goodness. I will use this a very long time.
Back
10-Mist Silk Cape. This is a nicety that you don't really need, but will keep you updated till 32.
32-Black Cape. Buy this at AH. It costs almost double + in the store in windy.
Waist
14-Friar's Rope Good early game belt every caster should get. +5 mp and +1 MND
28-Shaman's Belt. It's like the BLM version of the friar's rope. +1 INT +5 MP
30-Mercenary Captain's Belt. This one is a toss up. Adds +1 to all stats except STR.
32-Hojutsu Belt. Great for the MP needy. +10 MP
40-Druid's Rope. +1 INT, MND, CHA. -10 % spell interruption
50-Desert Stone. For Galka ONLY. Forest Stone. Elvaan ONLY. Jungle Stone. Mithra ONLY. Ocean Stone. Hume ONLY. Steppe Stone. Yes my beloved Taru get hosed on this one. Ours adds no INT at all, and only 20 mp.
Ear
10-Onyx Earring. Hey every little bit helps.
30-Morion Earring. If you can afford it, by all means. BUT you only need one.
31-Black Earring. If you are still having trouble with MP
47-Moldavite Earring. This is a Rare/EX item. So bring some friends to help you get it. This is damn near essential.
49-Night Earring. If you are still MP deficient.
Finger
1-Windurstian Ring. Yeah that's right lol. OWNAGE. This ring is perfect for a BLM till minimum of level 10. I still wear mine at 32.
1-Hermit's Ring. Gravy starting out.
10-Astral Ring. 190k right now, but you really can't go wrong with a pair. You will use it damn near forever.
10-Eremite's Ring. This is the bread and butter of the BLM till 36 when +3 is available.
14-Onyx Ring. If you don't have the cash for Astrals, but still need the MP.
36-Wisdom Ring. I put down the HQ version because the only reason to buy the lower one is if you finally have enough MP and aren't wearing Astrals. (should have eremites on otherwise)
40-Electrum Ring. This is a wonderful alternative to Astrals late in the game if youfre still kinda broke.
50-Sorcerer's Ring. OK there is much controversy on this ring. i suggest reading up on it before buying.
Black mage Scroll Listing and Location Chart.
(Listing is courtesy of "FFXI Mystery Tour")
Food Choices and Usage
Pies
Apple Pie:
{12/30:00} MP+25 AGI-1 INT+3
Melon Pie:
{12/30:00} MP+25 AGI-1 INT+4
Pumpkin Pie:
{12/30:00} MP+40 AGI-1 INT+3 CHR-2
Rolanberry Pie:
{12/30:00} MP+50 AGI-1 INT+2
Juices
Pineapple Juice:
{1/4:00} (MP+1/3sec) MP+80
Yagudo Drink:
{1/3:00} (MP+2/3sec) MP+120
Other:
Crimson Jelly:
{1/3:00:00} hMP+2 MP+12%(85) INT+6
Artifact Set 1
AF1 Casting Wand/The Three Magi:
Level 41 - 12dmg_216dly MP+20
Client: Chumimi (Heaven's Tower/Star Tree Farm)
Pre-requisites: Must be a Black mage of at least level 40.
Quest:
- Speak with Chumimi in the basement of Heavenfs Tower (go left once inside the tower). The NPCfs here are having an argument, at some point you will be given an option to agree with one, doesnft matter who you side with.
- Eventually Shantotto will ask you to bring her a Glowstone. To do this, first you will need a Faded Crystal. A Faded Crystal is obtained by trading any Crystal (most use Earth Crystals as they are the cheapest and most abundant) to Tele Crystal (Crag of Dem, Crag of Mea, Tele Vhazl, etc.).
- Now that you have your Faded Crystal, You will need to go to Xarcabard. Once in Xarcabard, head to E-8, in the middle left of E-8 you will see two <>.
- You will want the one that is in the Gorge surrounded by the lights, not the one near the Torch.
- Clear area of unwanted Mobs and be ready to fight. Trade the Faded Crystal to the <> to spawn A Chaos Elemental. Kill it and it will drop a Glowstone.
- Take the Glowstone back to Chumimi for your reward.@
AF2 Wizards Sabots/Recollections:
Level 52 - DEF+11 MP+10 AGI+3 Spell Interruption Rate -20% Enmity-1
Client: Chumimi (Heaven's Tower/Star Tree Farm)
Quest:
- Speak with Chumimi once again to start this Quest.
- Next, head to Jeuno and by the AH in Ru eLude Gardens, you will find Latyin, talk to him.
- Now off to the Crawlerfs Nest. Once there, after the drop off, take the 3rd passage from the left. This will lead to a large square room with Exorays.
- You will have to wait for it to be a rain condition so a Water Elemental can spawn. Once you find one, kill it to get a Bag of Grain Seeds.
- Go back and trade the Seeds to Chumimi.
- Next you need to head out to Castle Zvahl Baileys. Find Demon Commanders, usually found at the bottom of the holes, and kill them for a Whine Cellar Key (other Demons are also reported to drop this Key).
- After you have the Key, go to Castle Zvahl Keep. Once inside, at the end of the long passage, take a right.
- You will pass through an Iron Gate to a room full of Goblins. To your right should be another Iron Gate, and an Ore Door.
- Trade the Key you got to the Ore Door for a cut-scene and your reward.
Wizards Gloves/Borghertz's Sorcerous Hands:
Level 54 - DEF+13 MP+12 CHR+3 Elemental Magic+15 Enmity-1
Client: Guslam (Upper Jeuno / Durable Shields)
Quest:
Speak to Guslam in the Durable Shields shop to begin the Quest. You will need to go to Garlaige Citadel to get an Old arm Guard from a coffer (key drops from Wraith, Fallen Major, Fallen Mage).
- After you get the Arm Guard, go back to Guslam, and then talk to the Galka behind the counter.
- Next, you need to go to the Tenshodo HQ (Lower Jeuno) and talk to Yin Pocanakhu, she will require a small fee.
- Now, head to Port Jeuno and investigate the <> in front of the Duty Free shop. After the cut scene you are asked to retrieve the Shadow Flame.
- Now for the hard part, you will need to go to Castle Zvahl Baileys. After you get inside go straight (at the crossroads) and find a torch (G-8). Investigating the torch will spawn Dark Spark, once dead get the Shadow Flame from the torch.
- Take this to the <> in front of the Duty Free shop for your reward.
Wizards Tonban:
Level 56 - DEF+27 MP+14 Evasion+5 Dark magic skill+15 Enmity-1
Client: Treasure Coffer: The Eldieme Necropolis
Key Droppers:
Tomb Warrior
Tomb Mage
Haunt
Sprrigan
Wizards Coat:
Level 58 - DEF+38 MP+16 VIT+5 Enfeebling magic skill+10 Enmity-3
Client: Treasure Coffer: Monastic Cavern
Key Droppers:
Orcish Champion
Orcish Dreadnought
Orcish Dragoon
Orcish Farkiller
AF3 Wizards Petasos/The Root of the Problem:
Level 60 - DEF+20 MP+25 INT+4 [LTG]+10 Enmity-4
Client: Chumimi (Heaven's Tower/Star Tree Farm)
Quest:
After talking to Chumimi, go trade some Silk cloth to Koru-Moru (E-7).
- Now you will need to go to the Toraimarai Canal. You will have to pass the Magic Gate to enter. To do this, you need 3 types of
Mage (BLM, RDM, WHM), or you can trade a Rolanberry to Kupipi (Heavens Tower) if youfre past Mission 8 to get a Pass for the door.
- Once in the Canal, investigate the <> on a wall around (H-7), then investigate <> around (I-9) while you have Manafont active.
- Now, head to the circular room at (J-8), be ready to fight, and investigate the <> there to spawn An NM Magic Sludge.
- Defeat him and investigate the <> again.
- Go back and talk to Chumimi for your reward.
(information for this Quest may be wrong, help me correct it if necessary)
Artifact Set 2
Name: Sorcerer's Sabots
Stats: Level 71 - DEF+14 MP+18 INT+2 Enmity-1 "Conserve MP"+5
Location: Dynamis: Jeuno
Name: Sorcerer's Gloves
Stats: Level 72 - DEF+15 MP+24 Dark magic skill +10 Enmity-2 Bonus damage added to magic burst
Location: Dynamis: Windurst
Name: Sorcerer's Tonban
Stats: Level 73 - DEF+30 MP+13 INT+3 Enmity-2 Elemental magic affected by day
Location: Dynamis: Bastok
Name: Sorcerer's Coat
Stats: Level 74 - DEF+41 MP+12 Elemental magic skill +5 Enmity-2 Adds "Refresh" effect
Location: Dynamis: Beaucedine
Name: Sorcerer's Petasos
Stats: Level 75 - DEF+23 MP+23 Enfeebling magic skill +5 Elemental magic skill +10 Enmity-2
Location: Dynamis: Xarcabard
Race Stats at Level 75[/u]
Hume
BLM/WHM--BLM/RDM--BLM/SMN
HP--911-------929-------873
MP--686--------667------744
STR--57--------57--------55
DEX--64--------66--------65
VIT--57---------56--------55
AGI--65--------65---------66
INT--69---------72--------73
MND--64--------62--------63
CHA--65--------63--------66
Elvaan
BLM/WHM--BLM/RDM--BLM/SMN
HP---992------1010------954
MP---609------590-------667
STR--62--------62--------60
DEX--61--------63--------62
VIT---60--------59--------58
AGI--59--------59---------60
INT---63--------66--------67
MND--69--------67--------68
CHA--65--------63--------66
TaruTaru
BLM/WHM--BLM/RDM--BLM/SMN
HP--755--------773--------717
MP--885--------866--------943
STR--51--------51----------49
DEX--64--------66----------65
VIT--54---------53---------52
AGI--68--------68----------69
INT---76--------79---------80
MND--61--------59---------60
CHA--65--------63---------66
Mithra
BLM/WHM--BLM/RDM--BLM/SMN
HP--991--------929--------873
MP--686--------667--------744
STR--54--------54----------52
DEX--71--------73----------72
VIT---54--------53---------52
AGI--70--------70----------71
INT---69--------72---------73
MND--61--------59---------60
CHA--59--------57---------60
Galka
BLM/WHM--BLM/RDM--BLM/SMN
HP--1113------1131------1075
MP--500--------481--------558
STR--60--------60----------58
DEX--64--------66---------65
VIT---64--------63---------62
AGI---62-------62----------63
INT---66--------69---------70
MND--64--------62---------63
CHA--59--------57---------60
Race:
TaruTaru:
With a nearly bottomless MP pool from which to draw on a Taru can go on nuking long after others have run their supplies dry. With this vast MP pool at their disposal they have a great deal more room for items to increase their stats instead of dumping it all into MP boosting equipment.
Hume:
With their fair mix of stats these don't make terribly bad BLM's you will still have to pay a little more mind to your MP than some other races. You will have to play a careful balancing game between MP and INT boosting equipment.
Elvaan:
Elvaan have the second lowest MP in the game. Most of your equipment will be devoted to MP items. As far as raw INT scores go your kinda hurting in that area as well. You will have a tough time keeping up with some of the more powerful nukers in the game, but on the bright side you won't be pulling too much agro.
Mithra:
With the second highest MP in the game, and some fairly descent INT, I rate these number 2 in the nuking power struggle. Mithra have more flexibility in choosing their items. They can pretty much do whatever they want. Go a little heavier on the MP items so you have some extra power to throw out and you'll go far ... fast.
Galka:
Would be Galka BLM's be ready to shell out a ton of gil on high end items. With your astoundingly low MP and so-so INT you will really have your work cut out for you. Work hard, farm a-lot, and you will persevere and prove to be a force to be reckoned with.
Job Abilities/Traits[/color][/b]
1-Manafont: Spell cost drops to 0. Non-interruptible casting. {2:00:00/0:30}
10-Magic ATK up: Increases elemental spell damage
15-Clear Mind: Increases MP recovered when resting {15}
15-Elemental Seal: Increases accuracy of your next spell. {10:00/Instant}
25-Conserve MP: Occasionally halves MP cost
30-Magic ATK up: Increases elemental spell damage
30-Clear Mind: Increases MP recovered when resting {18}
45-Clear Mind: Increases MP recovered when resting {21}
50-Magic ATK up: Increases elemental spell damage
60-Clear Mind: Increases MP recovered when resting {24}
70-Magic ATK up: Increases elemental spell damage
75-Clear Mind: Increases MP recovered when resting {27}
Sub-Job:
White Mage:
This is by far rated as the number one sub-job for blm's. WHM will give you the power to pull your party through in the case of a true emergency. You can help heal in a pinch in case things go really bad in a hurry. As you get some higher levels there are some nice spells WHM gets that will help you out tremendously in those instances that you actually do catch some agro.
Job Abilities/Traits
20-Magic Defense I
30-Divine Seal {10:00/Instant}
40-Clear Mind I (you already have)
50-Regeneration
60-Magic Defense II
70-Clear Mind II (also already have)
Red Mage:
Red Mages only real advantage as a Sub-Job is their Fast Cast. They have a few token useful spells later on in the game, but you won't have access to those for some time to come. You will get NO job abilities from this job either since their only Ability is at level 40. You will however enjoy a slightly higher INT than if you were to sub whm, but at the cost of a great deal of MP. A few of the RDM specific spells may help out as well. but you won't have access to them until much much later on in the game.
Job Abilities/Traits
20-Resist Petrify
30-Fast Cast
40-Magic Attack Bonus I (already have)
50-Magic Defense Boost
60-Resist Petrify II
62-Clear Mind (already Have)
70-Fast Cast II
Summoner:
Don't even think that using Summons during combat will help you out in any way during combat for and XP party. It just drains your MP that much faster. Subbing SMN has its advantages however. SMN will boost your MND, INT, and CHA a great deal more than any other caster sub will. This sub really doesn't become feasible until 50. Then it actually has a purpose. At 50 you will have a constant Refresh. However just like RDM you will be getting no benefit from job abilities, it's all about the traits once again.
Job Abilities/Traits
20-Max MP Boost
30-Clear Mind I (already have)
40-Resist Slow
50-Refresh
60-Clear Mind II (already have)
60-Max MP Boost
Equipment: Up To 50
This section is by no means a must have list, but it is pretty close if you don't want people to look at you like your frikkin nuts. For instance, DON'T wear something in a slot that could be better used to boost INT or MP. Nothing pisses me off more than getting a BLM in my group and he is wearing HP boosting earrings. I mean are you serious. I don't want to see any shell anything on you. THEY ARE WORTHLESS, with my mini rant done let me begin.
Weapon
1-Maple Wand +1, if you don't need MP
1-Ceremonial Dagger. You just cannot go wrong with this toy if you need MP.
9-Willow Wand +1
18-Yew Wand +1
32-Solid Wand
40-Dusky Staff Big MP boost for those that need it. +22
48-Rose Wand +1
50-Tactician Magician's Wand. If you are feeling thrifty. Windurst CP Item Rank 5
Shield
First off i know what youfre thinking (well maybe i do.) "BLM don't use shields." This is true; however, I added this in for "completenessfs" sake.
29-Faerie Shield Its nice adds +2 resist all. Not necessary, but cute nonetheless.
39-Nymph Shield. Still no necessary, but 2 def and +3 resist all.
Ammo
25-Morion Thathlum. I recommend camping it out. Prices are outrageous now. DO NOT THROW IT.
66-Phantom Thathlum. I know it's over 50, but only other ammo slot you'll need.
Head
1-Copper Hairpin. Good till lvl 10 where you decide MP or INT boost.
10-Brass Hairpin. Don't need if you get Royal Footman's Tunic.
20-Silver Hairpin. Good unless you have Black Tunic
20-Baron's Chapeau: DEF+8 INT+2 Enmity+2
29-Seers Crown. Ok if you can shell out for the +1 of this i highly recommend it.
40-Electrum Hairpin. If you need the MP go for it, otherwise crown is still the hotness.
50-Gold Hairpin Yay for more MP. (Ifm still with the seers +1 at this point. TARU OWN)
Body
10-Royal Footman Tunic. If you don't need MP.
12-Linen Robe. If you do.
19-Priest's Robe. If you need MP.
20-Black Tunic. If you don't.
20-Baron's Sario: DEF+15 INT+1 MND+1
29-Seers Tunic. Just nummy goodness.
33-Custom Tunic, Custom Vest, and Elder's Surcoat. All of these are goodness for you MP deficient races.
40-Comabt Caster's Cloak. This is if you just want the INT boost. I think youfre still better off with the seers +1.
50-Tactician Magician's Coat. I love this one. +1 INT on top of the Seers crown +1's +3 INT. Very sweet.
Hands
20-Garrison Gloves. Good till 29 or your RSE.
20-Baron's Cuffs: DEF+6 MP+4 MND+1
27-Elder's Bracers, Magna Gauntlets, Magna Gloves, and Savage Gauntlets. All of these give a good chunk of mp and all but Savage give INT also.
29-Seer's Mitts. Honestly if you get the +1 version you will use them a LONG time.
50-Mage's Mitts. This is an HQ item. Only buy if you didn't get Seer's +1.
Legs
15-Windurstian Slops. Early MP boost till you can get some INT in this slot.
20-Mage's Slacks. This is HQ. You can wait till 29 for seer's if you want.
20-Baron's Slops: DEF+11 MP recovered while healing+1
29-Seer's Slacks. MMMmmm good. +1 INT and 9 MP. how can you go wrong.
31-Custom Pants, Custom Slacks, Elder's Braguette, Magna F Chausses, Magna M Chausses, and Savage Loincloth. All of these are very nummy, cept the Elvaan one (it has no INT and only 12 mp. I'd go with Seer's Slacks +1)
Feet
18-Garrison Boots. Very nice early on item, but kinda expensive.
20-Mage's Sandals. Good for a bit more mp at +3.
20-Baron's Pigaches: DEF+5 MP+3
29-Custom F Boots, Custom M Boots, Elder's Sandals, Magna F Ledelsens, and Magna M Ledelsens. All of these are very nice. Mp on them all, and INT.
29-Seer's Pumps. This is for anyone that doesnft have their RSE yet. Gives a bit of mind and some MP too.
41-Inferno Sabats. Same same as Seer's Pumps, but more MP.
Neck
20-Black Silk Neckerchief. Nummy goodness. I will use this a very long time.
Back
10-Mist Silk Cape. This is a nicety that you don't really need, but will keep you updated till 32.
32-Black Cape. Buy this at AH. It costs almost double + in the store in windy.
Waist
14-Friar's Rope Good early game belt every caster should get. +5 mp and +1 MND
28-Shaman's Belt. It's like the BLM version of the friar's rope. +1 INT +5 MP
30-Mercenary Captain's Belt. This one is a toss up. Adds +1 to all stats except STR.
32-Hojutsu Belt. Great for the MP needy. +10 MP
40-Druid's Rope. +1 INT, MND, CHA. -10 % spell interruption
50-Desert Stone. For Galka ONLY. Forest Stone. Elvaan ONLY. Jungle Stone. Mithra ONLY. Ocean Stone. Hume ONLY. Steppe Stone. Yes my beloved Taru get hosed on this one. Ours adds no INT at all, and only 20 mp.
Ear
10-Onyx Earring. Hey every little bit helps.
30-Morion Earring. If you can afford it, by all means. BUT you only need one.
31-Black Earring. If you are still having trouble with MP
47-Moldavite Earring. This is a Rare/EX item. So bring some friends to help you get it. This is damn near essential.
49-Night Earring. If you are still MP deficient.
Finger
1-Windurstian Ring. Yeah that's right lol. OWNAGE. This ring is perfect for a BLM till minimum of level 10. I still wear mine at 32.
1-Hermit's Ring. Gravy starting out.
10-Astral Ring. 190k right now, but you really can't go wrong with a pair. You will use it damn near forever.
10-Eremite's Ring. This is the bread and butter of the BLM till 36 when +3 is available.
14-Onyx Ring. If you don't have the cash for Astrals, but still need the MP.
36-Wisdom Ring. I put down the HQ version because the only reason to buy the lower one is if you finally have enough MP and aren't wearing Astrals. (should have eremites on otherwise)
40-Electrum Ring. This is a wonderful alternative to Astrals late in the game if youfre still kinda broke.
50-Sorcerer's Ring. OK there is much controversy on this ring. i suggest reading up on it before buying.
Black mage Scroll Listing and Location Chart.
(Listing is courtesy of "FFXI Mystery Tour")
Food Choices and Usage
Pies
Apple Pie:
{12/30:00} MP+25 AGI-1 INT+3
Melon Pie:
{12/30:00} MP+25 AGI-1 INT+4
Pumpkin Pie:
{12/30:00} MP+40 AGI-1 INT+3 CHR-2
Rolanberry Pie:
{12/30:00} MP+50 AGI-1 INT+2
Juices
Pineapple Juice:
{1/4:00} (MP+1/3sec) MP+80
Yagudo Drink:
{1/3:00} (MP+2/3sec) MP+120
Other:
Crimson Jelly:
{1/3:00:00} hMP+2 MP+12%(85) INT+6
Artifact Set 1
AF1 Casting Wand/The Three Magi:
Level 41 - 12dmg_216dly MP+20
Client: Chumimi (Heaven's Tower/Star Tree Farm)
Pre-requisites: Must be a Black mage of at least level 40.
Quest:
- Speak with Chumimi in the basement of Heavenfs Tower (go left once inside the tower). The NPCfs here are having an argument, at some point you will be given an option to agree with one, doesnft matter who you side with.
- Eventually Shantotto will ask you to bring her a Glowstone. To do this, first you will need a Faded Crystal. A Faded Crystal is obtained by trading any Crystal (most use Earth Crystals as they are the cheapest and most abundant) to Tele Crystal (Crag of Dem, Crag of Mea, Tele Vhazl, etc.).
- Now that you have your Faded Crystal, You will need to go to Xarcabard. Once in Xarcabard, head to E-8, in the middle left of E-8 you will see two <>.
- You will want the one that is in the Gorge surrounded by the lights, not the one near the Torch.
- Clear area of unwanted Mobs and be ready to fight. Trade the Faded Crystal to the <> to spawn A Chaos Elemental. Kill it and it will drop a Glowstone.
- Take the Glowstone back to Chumimi for your reward.@
AF2 Wizards Sabots/Recollections:
Level 52 - DEF+11 MP+10 AGI+3 Spell Interruption Rate -20% Enmity-1
Client: Chumimi (Heaven's Tower/Star Tree Farm)
Quest:
- Speak with Chumimi once again to start this Quest.
- Next, head to Jeuno and by the AH in Ru eLude Gardens, you will find Latyin, talk to him.
- Now off to the Crawlerfs Nest. Once there, after the drop off, take the 3rd passage from the left. This will lead to a large square room with Exorays.
- You will have to wait for it to be a rain condition so a Water Elemental can spawn. Once you find one, kill it to get a Bag of Grain Seeds.
- Go back and trade the Seeds to Chumimi.
- Next you need to head out to Castle Zvahl Baileys. Find Demon Commanders, usually found at the bottom of the holes, and kill them for a Whine Cellar Key (other Demons are also reported to drop this Key).
- After you have the Key, go to Castle Zvahl Keep. Once inside, at the end of the long passage, take a right.
- You will pass through an Iron Gate to a room full of Goblins. To your right should be another Iron Gate, and an Ore Door.
- Trade the Key you got to the Ore Door for a cut-scene and your reward.
Wizards Gloves/Borghertz's Sorcerous Hands:
Level 54 - DEF+13 MP+12 CHR+3 Elemental Magic+15 Enmity-1
Client: Guslam (Upper Jeuno / Durable Shields)
Quest:
Speak to Guslam in the Durable Shields shop to begin the Quest. You will need to go to Garlaige Citadel to get an Old arm Guard from a coffer (key drops from Wraith, Fallen Major, Fallen Mage).
- After you get the Arm Guard, go back to Guslam, and then talk to the Galka behind the counter.
- Next, you need to go to the Tenshodo HQ (Lower Jeuno) and talk to Yin Pocanakhu, she will require a small fee.
- Now, head to Port Jeuno and investigate the <> in front of the Duty Free shop. After the cut scene you are asked to retrieve the Shadow Flame.
- Now for the hard part, you will need to go to Castle Zvahl Baileys. After you get inside go straight (at the crossroads) and find a torch (G-8). Investigating the torch will spawn Dark Spark, once dead get the Shadow Flame from the torch.
- Take this to the <> in front of the Duty Free shop for your reward.
Wizards Tonban:
Level 56 - DEF+27 MP+14 Evasion+5 Dark magic skill+15 Enmity-1
Client: Treasure Coffer: The Eldieme Necropolis
Key Droppers:
Tomb Warrior
Tomb Mage
Haunt
Sprrigan
Wizards Coat:
Level 58 - DEF+38 MP+16 VIT+5 Enfeebling magic skill+10 Enmity-3
Client: Treasure Coffer: Monastic Cavern
Key Droppers:
Orcish Champion
Orcish Dreadnought
Orcish Dragoon
Orcish Farkiller
AF3 Wizards Petasos/The Root of the Problem:
Level 60 - DEF+20 MP+25 INT+4 [LTG]+10 Enmity-4
Client: Chumimi (Heaven's Tower/Star Tree Farm)
Quest:
After talking to Chumimi, go trade some Silk cloth to Koru-Moru (E-7).
- Now you will need to go to the Toraimarai Canal. You will have to pass the Magic Gate to enter. To do this, you need 3 types of
Mage (BLM, RDM, WHM), or you can trade a Rolanberry to Kupipi (Heavens Tower) if youfre past Mission 8 to get a Pass for the door.
- Once in the Canal, investigate the <> on a wall around (H-7), then investigate <> around (I-9) while you have Manafont active.
- Now, head to the circular room at (J-8), be ready to fight, and investigate the <> there to spawn An NM Magic Sludge.
- Defeat him and investigate the <> again.
- Go back and talk to Chumimi for your reward.
(information for this Quest may be wrong, help me correct it if necessary)
Artifact Set 2
Name: Sorcerer's Sabots
Stats: Level 71 - DEF+14 MP+18 INT+2 Enmity-1 "Conserve MP"+5
Location: Dynamis: Jeuno
Name: Sorcerer's Gloves
Stats: Level 72 - DEF+15 MP+24 Dark magic skill +10 Enmity-2 Bonus damage added to magic burst
Location: Dynamis: Windurst
Name: Sorcerer's Tonban
Stats: Level 73 - DEF+30 MP+13 INT+3 Enmity-2 Elemental magic affected by day
Location: Dynamis: Bastok
Name: Sorcerer's Coat
Stats: Level 74 - DEF+41 MP+12 Elemental magic skill +5 Enmity-2 Adds "Refresh" effect
Location: Dynamis: Beaucedine
Name: Sorcerer's Petasos
Stats: Level 75 - DEF+23 MP+23 Enfeebling magic skill +5 Elemental magic skill +10 Enmity-2
Location: Dynamis: Xarcabard