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A) Azure Lore
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Available at: Level 1
Recast Time: 2 hours 0 minutes
Duration: 30 seconds
Description: Enhances the effect of blue magic.
Azure lore is BLU's 2-hours, it can cause some heavy damage if the
party is in danger, just make sure you have MP before you use it.
No, contrary to what your LS/ you might think, it does not help you learn
spells faster. Don't even try it. >_>
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B) Burst Affinity
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Available at: Level 25
Recast Time: 2 Minutes
Duration: 30 seconds
Description: Makes it possible for your next "magical" blue magic spell
to be used in a Magic Burst.
Burst Affinity (or BA, for short), will help you deal some pretty nice
damage if your party has a decent Skillchain setup. Just make sure to
macro it with INT equipment right before you cast your magical blue spell.
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C) Chain Affinity
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Available at: Level 40
Recast Time: 2 Minutes
Duration: 30 seconds
Description: Makes it possible for your next "physical" blue magic spell
to be used in a skillchain. Effect varies with TP.
Just like BA, Chain Affinity (or CA) will let you become even more useful in
parties. It is possible to create a self-skillchain if you have 100% TP and
your CA timer is ready. Since you will be using physical blue spells for
this, make sure you macro some STR rings before you decide to skillchain.
For more information about Blue Magic and Skillchains, please check section
8 of this part of the guide entitled: "Blue Mage Skillchains"
-----Merits------
When you reach level 75 in any job you can begin to "Merit" that job along with attributes that will carry over to all your other jobs making it possible to make yourself even more versatile through new spells abilities and upgrades on other attributes, abilities, and spells
Group 1 Name Description
Burst Affinity Recast Additional upgrades to this skill will lower the recast timer by 4 seconds per merit.
Chain Affinity Recast Additional upgrades to this skill will lower the recast timer by 4 seconds per merit.
Magical Accuracy Upgrades to this skill will increase Blue Magic Accuracy by 2 per merit.
Monster Correlation Increases the effect of using monster family related weaknesses by 1 per upgrade.
Physical Potency Upgrades to this skill will increase Blue Magic Physical Potency by 2 per merit.
Group 2 Name Description
Assimilation Increases Blue Magic points by 1 per upgrade.
Convergence Increases the power of your next magic-based Blue Magic spell, but limited AOE spells to single target. Each additional upgrade to this ability adds 5 Magic Attack and 5 Magic Accuracy.
Diffusion Makes your next self-buff Blue Magic spell AOE to all party members within range. Each additional upgrade to this ability will lower the recast timer by 2 minutes and 30 seconds.
Enchainment Adds a TP bonus to Chain Affinity. Each additional upgrade to this trait increases the TP bonus granted by 10.
. Blue Magic Points
============================================
As soon as you start playing Blue Mage, you will only have 10 'Blue Magic
Points', this points limit the number of spells you can have equipped at
any given time. Be careful because once you change your Blue Magic
spells, you'll be unable to cast any Blue Magic for 1 minute. Every 10
levels, the maximum Blue Magic Points that you can have will increase,
as seen in the following chart:
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|Level | B.P. | Max. Equippable Spells |
---------------------------------------
1-10 10 6
11-20 15 8
21-30 20 10
31-40 25 12
41-50 30 14
51-60 35 16
61-70 40 18
71-75 45 20
So at level 75, you will be able to equip a maximum of 20 spells, with
45 Blue Magic Points available to use.
In Final Fantasy V, the Blue Mage job was first introduced, and it has
become one of the most popular FF jobs ever since. BLU (in FFXI) has the
ability to learn diverse enemy abilites in order to become stronger. Also,
in order to prevent people from Power-Leveling, S-E added Job Traits and
Status Enhancements for most of the magic, so you better stop leveling and
hunt for more abilities!
============================================
1. Learning Blue Magic
============================================
In order to learn Blue Magic, your main job must be set to BLU. You CANNOT
learn magic if you use BLU as a sub. Once you kill a monster which used a
LEARNABLE magic during the fight, you have a chance of learning Blue Magic,
please note that it is not guaranteed, but it is said that the stronger the
mob, the higher the probability of learning magic (i.e. Easy Prey mobs have
a lower % than Tough mobs).
You can kill Too Weak mobs to learn their abilites as long as they use
it. Contrary to what people initially thought, it's IMPOSSIBLE for you to
miss Blue Magic at a certain level, you can just go back to, let's say,
Sarutabaruta in order to learn Wild Oats from Tiny Mandragoras (as long as
you don't kill them first, haha).
It is also possible for you to learn magic that you can't use yet. Example:
I learned Coccoon at level 6, Coccoon is a level 8 ability. It is possible
to learn Blue Magic that is up to 10 levels above one's level, I learned
Blood Drain at level 12 (and Blood Drain is a level 20 magic).
Contrary to popular belief, Azure Lore does NOT help you learn Blue Magic, so
do not even try to waste your 2-hours on a Crawler just because you're
getting desperate.
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2. Damage Dealing
============================================
There are two types of Blue Magic; Physical and Magical. Physical seems to
be enhanced by STR whereas Magical is influenced by both MND (Pollen) or
INT (-breath attacks).
Early on (Level 5-10) you should depend entirely on Foot Kick to deal
damage.
"Wait! I used Foot Kick against a Mandragora and the DMG sucks!"
Similar to the Elemental Compass, BLUs have to rely on the Creatures
weaknesses and strengths chart (like BSTs).
All of the mobs in Vana'diel can be classified into 3 different chains.
Chain one: Plantoids > Beasts > Lizards > Vermin > Loop
So for example, if you use Wild Oats (Mandragora ability - Plantoid based)
against a Dhalmel (Beast) you would have a higher chance of succesfully
hitting the enemy with your Blue Magic, it will also deal more damage.
Chain two: Aquans > Amorphs (Hecteye, Slime, Flan, Kraken) > Birds > Loop
Example: Screwdriver will deal less damage against Birds and it is likely
to be resisted at lower levels.
Chain three: Demons <-> Dragons
Both are effective against each other.
Chain four: Undead <-> Arcana (dolls, golems, bombs, cardians, weapons)
Both are effective against each other.
Please make sure to have this chart somewhere nearby, as it can make the
difference between heavy resistance and uber damage

. This chart also
has an impact on Job Traits. Yes, it's that important.
A) Intimidation Traits
----------------------
Strangely enough, the Killer effects are related to the Monster
Weaknesses and Strengths chart. Remember how Plantoids have an advantage
against Beasts? Well, if you equip two Plantoids Abilities such as Wild
Oats and Sprout Smack, you will automically 'have' the Beast Killer Job
Trait. Here's a list of the current known 'Killer' traits.
Description: Remember that "Killer" traits will make monsters of that
particular family feel intimidated. This is great if you are
soloing/farming a specific type of monster and want it to stop
attacking once in a while.
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|Lv.| Trait | Spells Needed |
|----------------------------------------------------|
| 4 Beast Killer Wild Oats, Sprout Smack |
|20 Lizard Killer Foot Kick, Claw Cyclone |
|34 Undead Killer Smite of Rage, Bludgeon |
|44 Plantoid Killer Power Attack, Mandibular Bite |
|60 Arcana Killer Dimensional Death, Terror Touch |
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WOOOOOOOOOO!!!! IM TIRED ILL ADD MORE LATER.
HOPE U LIKE IT!