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Black Mage  

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Job Description

Tarutaru Black Mage





Experts in Black Magic, specializing in offensive spells. Cannot use heavy armor that would compromise their ability to concentrate.

Spells and Abilities

Job Abilities

Job Abilities are activated abilities unique to a specific job that enhance job performance in some way. This can include, but is not limited to, increasing armor or damage for a short time, initiating a special attack or triggering a party buff.

Name Level Duration Recast Description
Elemental Seal
15
00:01:00
00:15:00
Increases the accuracy of the next spell cast.

Job Traits

Job Traits are passive abilities that are always active for your job. Job Traits often boost stats, increase mp regeneration, or add resistances to status effects.

NameLevelDescription
Magic Attack Bonus I 10 Increase base spell damage by 20%.
Clear Mind I 15 Base HMP becomes 15.
Conserve MP 20 Occasionally decreases MP cost for spells.
Clear Mind II 30 Base HMP becomes 18.
Magic Attack Bonus II 30 Increase base spell damage by 24%.
Clear Mind III 45 Base HMP becomes 21.
Magic Attack Bonus III 50 Increase spell damage by 28%.
Clear Mind IV 60 Base HMP becomes 24.
Magic Attack Bonus IV 70 Increase base spell damage by 32%.
Clear Mind V 75 Base HMP becomes 27.

Two-Hour Abilities

Two-Hour Abilities are job-specific active abilities with a cool down timer of two hours. These are often incredibly powerful abilities, but often have adverse effects as well such as depleting an MP pool or dealing physical damage to the player.

Name Level Duration Recast Description
Manafont
1
60s
2hrs
Ability to cast spells at a cost of 0 MP. Prevents spell interruption from melee attacks.

Spells

Spells are magical effects cast by the player at the cost of MP or reagents with a multitude of results. Beneficial spells can be cast on party members to boost stats or restore health and damage dealing spells can be cast on mobs with devastating results.

Name Level MP Cost Type Cast Time (s) Recast (s) Description
Stone I
1
9
Elemental
1.5
6.5
Deals minor earth damage.
Poison
3
5
Enfeebling
1
5
Causes minor poison damage over time.
Blind
4
5
Enfeebling
2
10
Blinds the enemy, reducing his attack hit percentage.
Water I
5
13
Elemental
2
8
Minor Water Attack.
Bind
7
8
Enfeebling
2
40
Roots the enemy in place so he can't move.
Aero I
9
18
Elemental
2
9
Minor Wind Attack.
Blaze Spikes
10
8
Enhancing
3
10
Engulfs the target in an armor of fire.
Bio I
10
15
Dark
1.5
5
Does minor damage over time and decreases target's attack.
Drain
12
21
Dark
3
60
Steals HP from the enemy. Cannot be used against the undead. Can be used at full HP.
Fire I
13
24
Elemental
2
10
Minor Fire Attack.
Stonega I
15
37
Elemental
2.5
11
Minor area earth attack.
Shock
16
25
Elemental
2.5
10
Causes thunder DoT and decreases target's mind stats.
Warp
17
100
Enhancing
4
10
Transports caster to home point.
Blizzard I
17
30
Elemental
2.5
11.5
Minor Ice Attack.
Rasp
18
25
Elemental
2.5
10
Causes earth DoT and decreases the target's dexterity.
Waterga I
19
47
Elemental
3
12
Minor area water attack.
Ice Spikes
20
16
Enhancing
3
10
Covers you with spikes. Enemies that hit you take magical ice damage and can become paralyzed.
Sleep
20
19
Enfeebling
2.5
30
Puts the target to sleep for 60s if unresisted.
Choke
20
25
Elemental
2.5
10
Causes wind DoT and decreases target's vitality.
Thunder I
21
37
Elemental
3
13
Minor thunder damage.
Frost
22
25
Elemental
2.5
10
Causes ice DoT and reduces the target's agility.
Aeroga I
23
47
Elemental
3
13.5
Minor area wind attack.
Poisonga I
24
44
Enfeebling
2
10
Causes poison DoT to all enemies in target area.
Burn
24
25
Elemental
2.5
10
Causes fire DoT and decreases the target's intelligence.
Aspir
25
10
Dark
3
60
Absorbs mana points from the enemy and adds them to yours.
Tractor
25
26
Dark
3
10
Teleports a corpse to the caster's location.
Stone II
26
43
Elemental
3
14.5
Earth Attack.
Drown
27
25
Elemental
2.5
10
Causes water DoT and reduces the target's strength.
Firaga I
28
71
Elemental
3.5
15
Area fire attack.
Escape
29
125
Dark
15
60
Transports party members within area of effect out of a dungeon.
Water II
30
51
Elemental
3.5
16
Water Attack.
Shock Spikes
30
24
Enhancing
3
10
Covers you with spikes. Enemies that hit you take magical thunder damage and can become stunned.
Sleepga I
31
38
Enfeebling
3
30
Area sleep spell, will last for 60 seconds if unresisted.
Blizzaga I
32
82
Elemental.
4
16.5
Deals area ice damage
Aero II
32
59
Elemental
4
17
Deals wind damage.
Bio II
35
66
Dark
1.5
5
DoT spell which lowers targets attack, and slowly reduces HP. Overwrites Dia.
Thundaga I
36
95
Elemental
4
18
Area thunder attack.
Fire II
38
68
Elemental
4
28.5
Deals fire damage.
Stonega II
40
109
Elemental
4.5
19
Deals area earth damage.
Warp II
40
150
Enhancing
5
10
Transports target party member to their home point.
Sleep II
41
29
Enfeebling
3
30
Puts target to sleep for 90 seconds if unresisted. Overwrites sleep I.
Blizzard II
42
77
Elemental
4.5
20
Deals ice damage to target.
Poison II
43
38
Enfeebling
1
5
Causes poison damage over time.
Waterga II
44
123
Elemental
4.5
20.5
Deals area water attack.
Not Complete

Magic Skills

Skill Grade 3775
Enhancing E 94 200
Enfeebling C+ 105 230
Elemental A+ 114 276
Dark A- 114 269

Weaponskills

Weapon skills are abilities that become available when a player has gained 100+ TP while damaging a mob with their weapon. All weapons, with the exception of Thrown and Instruments have their own set of weaponskills. Weaponskill availability is dependent on a player's skill level with the weapon as well as the weapon itself.

Sub-job Combinations

White Mage Red Mage Summoner

Other Info

This page last modified 2007-10-15 09:36:05.