Potential Core Nodes
|
420 HP |
— |
|
Swiftness x2 |
— |
|
Channeling x3 |
— |
|
Magick Lore x16 |
— |
|
Ether Lore 1 |
— |
|
Ether Lore 2 |
— |
|
Ether Lore 3 |
— |
|
Remedy Lore 1 |
Remedies remove Sleep, Sap, Immobilize, and Disable. |
|
Remedy Lore 2 |
Remedies remove Petrify, Confuse, and Oil. |
|
Headsman |
Recover MP when dealing fatal damage to a Foe in the amount of Foe level divided by 4. |
|
Inquisitor |
Restores MP when dealing Physical damage. (See Damage to MP chart) |
|
Martyr |
Restores MP upon being damaged. (See Damage to MP chart) |
|
Serenity |
Increases magick damage dealt by 1.2x and magick healing done by 1.5x when HP is full. Increases chance of landing status effects. |
|
Spellbound |
Beneficial statuses last 50% longer |
|
Spellbreaker |
Doubles magick damage, increases healing by 1.5x and increases chance of landing status effects when in Critical status |
|
Warmage |
Restores MP when dealing magick damage. (See Damage to MP chart) |
|
Staves 1 |
Oak Staff |
|
Staves 2 |
Cherry Staff, Wizard’s Staff |
|
Staves 3 |
Flame Staff, Storm Staff |
|
Staves 4 |
Glacial Staff, Golden Staff |
|
Staves 5 |
Judicer’s Staff, Cloud Staff |
|
Staff of the Magi |
Staff of the Magi |
|
Mystic Armor 1 |
Cotton Cap, Cotton Shirt, Magick Curch, Light Woven Shirt |
|
Mystic Armor 2 |
Pointy Hat, Silken Shirt, Topkapi Hat, Kilimweave Shirt |
|
Mystic Armor 3 |
Calot Hat, Shepherd’s Bolero, Wizard’s Hat, Wizard’s Robes |
|
Mystic Armor 4 |
Lambent Hat, Chanter’s Djellaba, Feathered Cap, Traveler’s Vestment |
|
Mystic Armor 5 |
Mage’s Hat, Mage’s Habit, Lamia’s Tiara, Enchanter’s Habit |
|
Mystic Armor 6 |
Sorcerer’s Hat, Sorcerer’s Habit, Black Cowl, Black Garb |
|
Mystic Armor 7 |
Astrakhan Hat, Carmagnole, Gaia Hat, Maduin Gear |
|
Mystic Armor 8 |
Hypnocrown, Jade Gown, Gold Hairpin, Gaia Gear |
|
Mystic Armor 9 |
Celebrant’s Miter, Cleric’s Robes |
|
Mystic Armor 10 |
Black Mask, Black Robes |
|
Mystic Armor 11 |
White Mask, White Robes |
|
Mystic Armor 12 |
Golden Skullcap, Glimmering Robes |
|
Mystic Armor 13 |
Circlet, Lordly Robes |
|
Black Magick 1 |
Fire, Thunder |
|
Black Magick 2 |
Blizzard, Blind |
|
Black Magick 3 |
Aqua, Silence |
|
Black Magick 4 |
Aero, Sleep |
|
Black Magick 5 |
Fira, Poison |
|
Black Magick 6 |
Thundara, Blizzara |
|
Black Magick 7 |
Bio, Blindga |
|
Black Magick 8 |
Aeroga, Silencega |
|
Black Magick 9 |
Firaga, Thundaga |
|
Black Magick 10 |
Blizzaga, Sleepga |
|
Black Magick 11 |
Shock, Toxify |
|
Black Magick 12 |
Scourge, Flare |
|
Black Magick 13 |
Scathe |
|
Green Magick 1 |
Decoy, Oil |
|
Green Magick 2 |
Drain, Reverse |
|
Green Magick 3 |
Bubble, Syphon |
|
Charge |
Restores some MP. Success rate scales with how much MP is missing. Reduces MP to 0 on a failure. When successful, also restores some Mist Charge. See also: Syphon |
|
Charm |
Inflicts Confuse on one Foe. Immunity to Confuse applies. |
missable Nodes
|
70 HP |
Locked |
Quickening |
— |
|
390 HP |
Locked |
Quickening |
— |
|
190 HP |
Locked |
Esper |
— |
|
230 HP |
Locked |
Esper |
— |
|
310 HP |
Locked |
Esper |
— |
|
Hand-bombs 2 |
Locked |
Esper |
Fumarole, Tumulus |
|
Hand-bombs 3 |
Locked |
Esper |
Caldera, Volcano |
|
Makara |
Locked |
Esper |
Makara |
|
Heavy Armor 7 |
Locked |
Esper |
Steel Mask, Mirror Mail |
|
Heavy Armor 8 |
Locked |
Esper |
Platinum Helm, Platinum Armor |
|
Heavy Armor 9 |
Locked |
Esper |
Giant’s Helmet, Carabineer Mail |
|
Poach |
Locked |
Esper |
KO’s a Foe to gain loot. Only works on enemies in Critical Status. Foe does not drop gil, Experience, or items. |
|
Steal |
Locked |
Esper |
Steal an item from a Foe that has an item. Cannot steal after a successful steal. See also: Thief’s Cuffs. |
|
Telekinesis |
Locked |
Esper |
Hits distant and/or flying enemies without needing to equip a ranged weapon. |
| Sign | Role | Weapon | Armor |
|---|---|---|---|
|
Capricorn |
Magick Damage |
Staves |
Mystic |
Black Mages use Staves and Mystic Armor to rain magick damage and destruction down on the creatures of Ivalice. They get all sixteen Magick Lores, as well as three Channelings. This grants them both power and persistence. Staves are unusual weapons that often provide massive bonuses to certain elements, only furthering their specialized roles as heavy artillery. Their Locked Licenses add some Heavy Armor, the ability to use Hand Bombs, and a good pile of Health Points. This Job does one thing, and it does it very well. When you need magick damage, and you will, you need a Black Mage.
Their suite of magick capabilities and Augments makes Black Mages a fantastic “subjob” for any Job which needs to use MP but is not innately equipped with it. With an unimpressive suite of Locked Licenses, you needn’t worry too much about which Espers go where for the Black Mage Job. A Knight or Monk, for example, gains many great healing options from Espers but has no Magick Lore to boost it. Time Battlemage can use this MP-fueled cannon to great effect. Frankly, any character standing idle during battle can benefit from having the ability to call down the Thunder.
While Ashe, Penelo, and Vaan all have very high Magick Power, this only matters if you choose to have them wear equipment to boost those numbers all the way to 99, in which case you might consider using someone else. If any of these three are wearing Heavy Armor or doing a lot of melee damage, they are fantastic choices to give you an all-around punch.