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Final Fantasy XII: The Zodiac Age eGuide
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Contents

  • Changelog
    • Updates
  • Foreword
    • Foreword
  • Getting Started
    • Return to Ivalice
    • Character Relationships
  • Treasure Chest System
    • Treasure Chest System
  • Battle System
    • Battle System
  • Gambits
    • Gambits
  • Zodiac Job System
    • Zodiac Job System
    • Party Composition
    • Jobs
    • Archer
    • Black Mage
    • Bushi
    • Foebreaker
    • Knight
    • Machinist
    • Monk
    • Red Battlemage
    • Shikari
    • Time Battlemage
    • Uhlan
    • White Mage
  • Espers and Quickenings
    • Espers
    • Quickenings
  • Trophies
    • Trophies
  • Walkthrough Part 1
    • Introduction
    • The Story Begins
    • Nalbina Fortress
    • Rabanastre 1
    • Dalmasca Estersand (The Stepping)
    • Lowtown 1
    • Giza Plains (Dry)
    • Garamsythe Waterway 1
    • Royal Palace of Rabanastre
    • Garamsythe Waterway 2
    • Nalbina Dungeons
    • Fire Up the Power Relay and Open the Gate
    • Dalmasca Estersand
  • Walkthrough Part 2
    • Rabanastre 2
    • Lowtown 2
    • Back to Rabanastre
    • Bhujerba 1
    • Lhusu Mines
    • Bhujerba 2
    • The Dreadnought Leviathan
    • Ogir-Yensa Sandsea
    • Nam-Yensa Sandsea
    • Tomb of Raithwall
    • Giza Plains (The Rains)
    • Ozmone Plain
    • Jahara—Land of the Garif
    • Golmore Jungle 1
    • Eruyt Village
    • Golmore Jungle/Ozmone Plain
    • The Henne Mines
    • Golmore Jungle 2
    • Paramina Rift 1
    • Mt Bur-Omisace
    • Paramina Rift 2
  • Walkthrough Part 3
    • Stilshrine of Miriam
    • Nalbina Town
    • Mosphoran Highwaste
    • The Salikawood
    • The Phon Coast
    • Tchita Uplands
    • Sochen Cave Palace
    • Sochen Cave Palace (Main)
    • Old Archades
    • The Imperial City of Archades
    • Draklor Laboratory
  • Walkthrough Part 4
    • Balfonheim Port 1
    • Golmore Jungle
    • The Feywood
    • The Feywood (South)
    • The Ancient City of Giruvegan
    • Balfonheim Port 2
    • Ridorana Cataract
    • First Ascent: Horizon of First
    • Second Ascent: Reach of Diamond Law
    • Third Ascent: Mete of Dynasty
    • Balfonheim Port 3
    • Sky Fortress Bahamut
  • Side Events
    • Side Events Part 1
    • Side Events Part 2
    • Side Events Part 3
    • Side Events Part 4
    • Side Events Part 5
    • Other Stuff
  • Weapons, Armor, and Accessories
    • One-Handed Weapons
    • Two-Handed Weapons
    • Ranged Weapons
    • Shields & Armor
    • Accessories
  • Items
    • Items
  • Technicks and Magicks
    • Technicks and Magicks
  • The Bazaar
    • The Bazaar
  • Bestiary
    • Overview Enemies
    • The Dalmasca Sands Enemies
    • Giza Plains Enemies
    • The Garamsythe Waterway Enemies
    • The Barheim Passage Enemies
    • The Lhusu Mines Enemies
    • The Yensan Sandsea Enemies
    • The Tomb of Raithwall Enemies
    • Ozmone Plain Enemies
    • Golmore Jungle Enemies
    • The Henne Mines Enemies
    • Paramina Rift Enemies
    • The Stilshrine of Miriam Enemies
    • The Mosphoran Highwaste Enemies
    • The Salikawood Enemies
    • Phon Coast Enemies
    • Tchita Uplands Enemies
    • The Sochen Cave Palace Enemies
    • The Feywood Enemies
    • The Ancient City of Giruvegan Enemies
    • The Ridorana Cataract Enemies
    • The Pharos Enemies
    • Zertinan Caverns Enemies
    • Cerobi Steppe Enemies
    • The Nabreus Deadlands Enemies
    • The Necrohol of Nabudis Enemies
    • Marks
    • Elite Marks Enemies
    • Espers Enemies
    • Bosses
    • Rare Game Enemies
    • Humanoid Enemies
    • The Archadian Empire Enemies
  • Trial Mode
    • Trial Mode

Final Fantasy XII: The Zodiac Age Guide › Zodiac Job System

Black Mage

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.

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