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O O O O O O O O O O
OOO OOO O O O O OOO OOO OOO
11-Magic
---Healing...Hurting...Magic---
There are many types of magic in FFXI. Most magic requires MP. When you cast a
spell there is delay while you chant a spell. You have to wait for the chanting
to be over to be able to cast your spell. Chanting can somtimes be stopped by
a normal phisical attack. The types of Magic are Black Magic, White Magic,
Summon Magic and Songs. Black Magic is attacking magic ranging from lightning
attacks to setting your self on fire so that when creatures attack you, they
will get hurt. White Magic is the healing Magic and status affecting magic.
White Magic can revive a wandering traveler, or it can poison a goblin thug.
Summons are mystical beasts that attack your opponent until you call them back,
or your MP runs out. For every second your summon is out you loose MP. Songs
are another story though. Songs, unlike Black/White Magic, dont require any MP.
Songs can actually be heard. I mean that you can actually hear the song being
sung. Songs are the stat-boosting, hurting, and healing spells. Basically
Singing is both weak healing and weak hurting.<-Heh...so true.
---Im Leveling Up...But Not Gaining Any Spells---
There is only a very specific way of getting spells. In FFXI you actually have
to buy your spells. However, you can only use spells if you are a high enough
level in your job. You can gain spells by buying them, questing for them, or by
having someone trade them to you.
---You Need Magic---
During the start of the game when you are not partying, you will not need a
person with magic in your group. However, once you get far enough, you will
need magic to get by. A Black Mage and Back Magic are needed to kill of hordes
of enemies. A White Mage and White Magic are needed to heal wandering
travelers. It is as simple as that. You cannot kill any creatures with physical
attacks alone later in the game. Magic is far more powerful that your swords.
---Magic Against Other Magic---
Magic goes in a big circle I will call the "Magic Wheel". The Magic Whell tells
what type of magic is good/bad against other magic types. Elements are what
make the world go round'.
- First Wheel -
Fire > Ice
Ice > Wind
Wind > Ground
Ground > Thunder
Thunder > Water
Water > Fire
- Second Wheel -
Dark > Light
Light > Dark
The second wheel is a bit more confusing. It basically says that Dark does good
damage against Light, and light does good against dark.
NOTE: Silence will make it not possible to cast spells or sing songs.
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BLACK MAGIC BLACK MAGIC
For Black Mage:
Magic Name Lv MP Used Description
Stone I 1 9 Earth Elemental Attack Spell.
Poison I 3 5 HP decreases gradually.
Blind 4 5 Chance of hit decreased.
Water I 5 13 Water Element Attack Spell.
Bind 7 8 Enemy can not move.
Aero I 9 18 Wind Elemental Attack Spell.
Blaze Spikes 10 8 Does Fire Damage to enemy when the enemy hits you.
Bio I 10 22 Poison + ATK Down.
Drain 12 21 HP drained, heals self.
Fire I 13 24 Fire Elemental Attack Spell.
Stonega I 15 37 Earth Spell on Enemies.
Shock 16 25 Thunder Spell + MND down.
Blizzard I 17 30 Ice Elemental Spell.
Warp 17 100 Send to Home Point.
Rasp 18 25 Earth Attack + DEX down.
Waterga I 19 47 Water Spell on Enemies.
Ice Spikes 20 16 Does Ice Damage to enemy when the enemy hits you.
Sleep 20 19 Put enemy to sleep.
Choke 20 25 Wind Attack + VIT down.
Thunder I 21 37 Thunder Elemental Spell.
Frost 22 25 Ice Attack + AGI down.
Aeroga I 23 57 Wind Attack on Enemies.
Poisonga I 24 44 HP decreases gradually.
Burn 24 25 Fire Attack + INT down.
Aspir 25 10 MP taken, restores yours.
Tractor 25 26 Teleport a dead body to location where cast from.
Stone II 26 43 Earth Elemental Spell.
Drown 27 25 Water + STR down.
Firaga I 28 71 Fire Attack on Enemies.
Escape 29 125 Send party members in range out of a dungeon.
Water II 30 51 Water Elemental Spell.
Shock Spikes 30 24 Does Thunder Damage to enemy when the enemy hits you.
Blizzaga I 32 82 Ice attack on Enemies.
Aero II 34 59 Wind Elemental Spell.
Bio II 35 66 Poison + ATK down.
Thundaga 36 95 Thunder Attack on Enemies.
Fire II 38 68 Fire Elemental Spell.
Stonega II 40 109 Earth Attack on Enemies.
Warp II 40 150 Warp Party to Home Point.
Sleep II 41 29 Put enemy to sleep.
Blizzard II 42 77 Ice Elemental Spell.
Poison II 43 38 HP decreases gradually.
Waterga II 44 123 Water Spell on Enemies.
Stun 45 25 Shortly prevents an enemy from attacking.
Thunder II 46 86 Thunder Elemental Spell.
Aeroga II 48 138 Wind Attack on Enemies.
Freeze 50 307 Special Ice Attack Spell.
Stone III 51 92 Earth Elemental Spell.
Tornado 52 322 Special Air Attack Spell.
Firaga II 53 158 Fire Attack on Enemies.
Quake 54 337 Special Earth Attack Spell.
Water III 55 98 Water Elemental Spell.
Sleepga II 56 58 Put enemies in radius to sleep.
Burst 56 352 Special Thunder Attack Spell.
Blizzaga II 57 175 Ice attack on Enemies.
Flood 58 368 Special Water Attack Spell
Aero III 59 106 Wind Elemental Spell.
Flare 60 383 Special Fire Attack Spell.
Thundaga II 61 193 Thunder Attack on Enemies.
Fire III 62 113 Fire Elemental Spell.
Stonega III 63 211 Earth Attack on Enemies.
Blizzard III 64 120 Ice Elemental Spell.
Waterga III 65 231 Water Attack on Enemies.
Thunder III 66 128 Thunder Elemental Spell.
Aeroga III 67 252 Wind Attack on Enemies.
Stone IV 68 138 Earth Elemental Spell.
Firaga III 69 277 Fire Attack on Enemies.
Water IV 70 144 Water Elemental Spell.
Blizzaga III 71 299 Ice Attack on Enemies.
Aero IV 72 150 Wind Elemental Spell.
Thundaga III 73 322 Thunder Attack on Enemies.
Fire IV 73 157 Fire Elemental Spell.
Blizzard IV 74 164 Ice Elemental Spell.
Thunder IV 75 171 Thunder Elemental Spell.
For Dark Knight:
Magic Name Lv MP Used Description
Stone I 5 9 Earth Elemental Attack Spell.
Poison I 6 5 HP decreases gradually.
Drain 10 21 HP drained, heals self.
Water I 11 13 Water Element Spell.
Bio I 15 22 Poison + ATK Down.
Aero I 17 18 Earth Elemental Spell.
Bind 20 8 Enemy can not move.
Aspir 20 10 MP taken, restores yours.
Fire I 23 24 Fire Elemental Attack Spell.
Poisonga I 26 44 HP decreases gradually.
Blizzard I 29 30 Ice Elemental Spell.
Sleep 30 19 Put enemy to sleep.
Absorb-MND 31 33 Absorbs MND of the enemy and adds it to the player.
Tractor 32 26 Teleport a dead body to location where cast from.
Absorb-CHR 33 33 Absorbs CHR of the enemy and adds it to the player.
Thunder I 35 37 Thunder Elemental Spell.
Absorb-VIT 35 33 Absorbs VIT of the enemy and adds it to the player.
Absorb-AGI 37 33 Absorbs AGI of the enemy and adds it to the player.
Stun 37 25 Shortly prevents an enemy from attacking.
Absorb-INT 39 33 Absorbs INT of the enemy and adds it to the player.
Bio II 40 66 Poison + ATK down.
Absorb-DEX 41 33 Absorbs DEX of the enemy and adds it to the player.
Stone II 42 47 Earth Elemental Spell.
Absorb-STR 43 33 Absorbs STR of the enemy and adds it to the player.
Poison II 46 38 HP decreases gradually.
Water II 48 51 Water Elemental Spell.
Aero II 54 59 Wind Elemental Spell.
Sleep II 56 29 Put enemy to sleep.
Fire II 60 68 Fire Elemental spell.
Blizzard II 66 77 Ice Elemental spell.
Thunder II 72 86 Thunder Elemental spell.
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