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Azure Lore: Kyte's Guide to Blue Mage

CAUTION!
Junction This article is a personal guide. Information expressed in this guide is one player's opinion and may be more opinion than fact. Strategies and information contained herein may not work for everyone.

No non-minor changes should be made without consulting the author. Changes or questions should be discussed on the talk page.

Junction


Guide is currently a bit outdated- but I am trying to get it up to the current level cap of 99. Most of the midlevel stuff is pretty irrelevant in today's environment, but I'll keep it anyways. If you see something that's outdated, it doesn't mean I'm not aware of it; rather, it just means I've been lazy in updating this. There are a lot of other guides out now in places that more people look, so my incentive to keep this up to date has plummeted.

General Overview

So what is the Blue Mage? A melee attacker? A backline nuker? A healer? A tank? The answer is all of these, although you might not necessarily take advantage of all these functions as you level up. Blue Mages can equip a wide variety of monster-learned spells to characterize themselves into nearly any role. Knowing how to use all these abilities is integral to fully mastering the job.

Job Abilities

Azure Lore

Obtained at Level 1 Recast: 2:00:00

Blue Mage's 2 hour ability.

The ability enhances blue magic. For physical blue spells, this means that it increases the TP modifier to 350%. The stronger the TP mod, the bigger the increase. This is why for spells like bludgeon, you won't see much of an effect; on the other hand, you'll see a large damage jump for Death Scissors.

Offensive magical spells have their multiplier value increased, causing a potent boost in damage for that class of blue magic as well. You can think of this as increasing a scaled magical weaponskill's fTP, such as Primal Rend, except that it can only be increased during our 2-hour due to blue magic's functionality.

However, the most important quality that it now provides is the ability to skillchain and magic burst blue magic without the use of Chain Affinity or Burst Affinity. This enables the execution of long and complex skillchains that can do massive damage to an enemy.

Burst Affinity

Obtained at Level 25 Recast: 2:00

This job ability makes it possible for your "magical" blue spells to be used in a magic burst. At the time at which you get it, this may or may not be viable. Magical blue spells tend to run a higher MP cost than the physical ones, and are typically inefficient. Be that as it may, it does at least appear impressive when a blue mage performs a self-skillchain, followed by a self-magic burst.

Burst Affinity also doubles the modifiers for many of our magical-type spells, giving this ability a use even outside of magic bursting.

Chain Affinity

Obtained at Level 40 Recast: 2:00

A complement to burst affinity, Chain Affinity makes it possible to skillchain with your physical blue spells. At the time at which you obtain it, self-skillchaining is often the best option. However, later on when you get spells like Death Scissors, which have powerful TP mods, using the ability to simply enhance a blue magic becomes a better option.

On top of its function of enabling SCs, it also doubles the secondary mods for physical blue spells. It is for this reason that even when used with 0 TP, a CA'd spell will do more damage than it would otherwise.

Efflux

Obtained at Level 83 Recast: 3:00

This provides a potent TP bonus (+100) effect to the next physical blue magic spell cast. However, it further modifies damage beyond just the in-game description: it improves the base damage granted by blue magic skill. The formula goes from floor(skill*.11)*2+3 to floor(skill*.11)*3+3.

Job Traits

One of the most unique things about blue mage is that it has no native job traits; instead, you gain them through special spell combinations.

The above link shows exactly how this is done, and gives all the possible combinations. Blue can get most of the job traits in the game, and knowing which ones to equip when can be critical.

Subjobs

Blue Mage is a wonderfully diverse job. As such, it is capable of taking advantage of many different subjob combinations.

Ninja

The most common subjob that you will see other blue mages using. However, it is certainly not universally the best and it has continued to lose ground as the level cap has risen.

Job Traits

  • Stealth- Level 5
  • Dual Wield- Level 10
  • Resist Bind- Level 10
  • Subtle Blow- Level 15
  • Dual Wield II- Level 25
  • Subtle Blow II- Level 30
  • Resist Bind II- Level 30
  • Dual Wield III- Level 45

Spells

  • Tonko: Ichi- Level 9
  • Utsusemi: Ichi- Level 12
  • Monomi: Ichi- Level 25
  • Tonko: Ni- Level 35
  • Utsusemi: Ni- Level 37

How this subjob should be used:

Ninja is a decent subjob for maintaining decent melee damage through DWIII while saving set points. However, versus very powerful opponents, the loss of Berserk from not subbing Warrior will hurt.
Utsusemi can provide powerful protection and Tonko/Monomi are certainly nice to have.
Dual Wield gives you an extra hit from the offhand on your WS.
Subtle Blow does affect magic, so this will help reduce the TP feed that multi-hit spells cause.
  • A note about using Dual Wield- PLEASE PLEASE PLEASE put your higher damage weapon in your mainhand. The only conceivable exceptions to this rule are the Martial Anelace, Dissector, and (of course) Tizona. I cannot tell you how many times I see people making this mistake.

Thief

Sneak Attack and Trick Attack stack with most physical blue magic, making a good subjob for boosting physical spell damage and hate control.

Job Traits

  • Evasion Bonus- Level 10
  • Treasure Hunter- Level 15
  • Resist Gravity- Level 20
  • Evasion Bonus II- Level 30
  • Resist Gravity II- Level 40
  • Treasure Hunter II- Level 45

Job Abilities

  • Steal- Level 5
  • Sneak Attack- Level 15
  • Flee- Level 25
  • Trick Attack- Level 30
  • Mug- Level 35
  • Hide- Level 45 (Note: As a subjob, you do not gain the hate dropping aspect of this abiliity)

How this subjob should be used:

This is mostly used for the TH these days. However, we can set TH1, making that benefit a bit more marginal than it once was.
Benthic Typhoon is a good spell to stack with Sneak Attack, although it probably isn't a good idea to go /THF just for this. SA Cannonball might still have a use in the future due to its ranged nature.

Warrior

With berserk and double attack, this subjob does a fine job at boosting sword damage. However, it gives nothing to boost spell damage, aside from giving slightly more STR than most other subjobs.

Job Traits

  • Defense Bonus- Level 10
  • Resist Virus- Level 15
  • Double Attack- Level 25
  • Attack Bonus- Level 30
  • Resist Virus II- Level 35

Job Abilities

  • Provoke- Level 5
  • Berserk- Level 15
  • Defender- Level 25
  • Warcry- Level 35

How this subjob should be used:

It is a decent tanking sub, especially at low levels. Blue mage has Cocoon to enhance defense, and many of our spells give +VIT. We also get several healing spells. What this means is that a BLU can tank in a similar fashion to a Paladin/Warrior, using Provoke and Healing spells for hate. Head Butt also helps, reducing the number of times an enemy attacks in a given battle.
If you're interested in Ballista, Warrior is also an excellent subjob for that as well. The combination of Defender and Cocoon creates an awesome defense against other melee. While the lack of shadows does mean people can TP off you, lets face it: shadows can get stripped pretty easily anyways. This subjob enables you to take the hits of a swarm of people rather well.
In certain situations where you cannot use SA, but the target's evasion isn't too high, /WAR is a good subjob for Cannonball due to Defender's 25% defense boost.
At level 80, the ability to set Dual Wield I through spells makes /WAR the best subjob for increasing the melee side of our damage, making it one the best choices for increasing total damage when extra damage mitigation (i.e. Utsusemi) isn't necessary.

White Mage

Job Traits

  • Magic Defense Bonus- Level 10
  • Clear Mind- Level 20
  • Auto Regen- Level 25
  • Magic Defense Bonus II- Level 30
  • Clear Mind II- Level 35

Job Abilities

  • Divine Seal- Level 15

Spells

  • Cure- Level 1
  • Dia- Level 3
  • Paralyze- Level 4
  • Barstonra- Level 5
  • Poisona- Level 6
  • Barsleepra- Level 7
  • Protect- Level 7
  • Protectra- Level 7
  • Barwatera: Level 9
  • Paralyna: Level 9
  • Aquaveil: Level 10
  • Barpoisonra: Level 10
  • Cure II: Level 11
  • Barparalyzra: Level 11
  • Baraera: Level 13
  • Slow: Level 13
  • Blindna: Level 14
  • Deodorize: Level 15
  • Silence: Level 15
  • Curaga: Level 16
  • Barfira: Level 17
  • Shell: Level 17
  • Shellra: Level 17
  • Barblindra: Level 18
  • Diaga: Level 18
  • Blink: Level 19
  • Silena: Level 19
  • Sneak: Level 20
  • Barblizzara: Level 21
  • Cure III: Level 21
  • Regen: Level 21
  • Barsilencera: Level 23
  • Barthundra: Level 25
  • Invisible: Level 25
  • Raise: Level 25
  • Reraise: Level 25
  • Protect II: Level 27
  • Protectra II: Level 27
  • Stoneskin: Level 28
  • Cursna: Level 29
  • Curaga II: Level 31
  • Erase: Level 32
  • Viruna: Level 34
  • Dia II: Level 36
  • Teleport-Dem: Level 36
  • Teleport-Holla: Level 36
  • Teleport-Mea: Level 36
  • Shell II: Level 37
  • Shellra II: Level 37
  • Teleport-Altep: Level 38
  • Teleport-Yhoat: Level 38
  • Barvira: Level 39
  • Stona: Level 39
  • Haste: Level 40

Used for mainhealing. Healing skill actually affects our healing-type blue mage. It's also not a bad subjob for (low-level) spell farming when fighting weaker monsters, since you'll sometimes want the monster to gain TP from hitting you, and some monsters cause annoying status effects.

Red Mage

Job Traits

  • Resist Petrify: Level 10
  • Fast Cast: Level 15
  • Magic Attack Bonus: Level 20
  • Magic Defense Bonus: Level 25
  • Resist Petrify II: Level 30
  • Clear Mind: Level 31
  • Fast Cast II: Level 35

Job Abilties

  • Convert: Level 40

Spells

  • Dia: Level 1
  • Cure: Level 3
  • Barstone: Level 5
  • Protect: Level 7
  • Barsleep: Level 7
  • Bio: Level 10
  • Barpoison: Level 10
  • Aquaveil: Level 12
  • Barparalyze: Level 12
  • Baraero: Level 13
  • Cure II: Level 14
  • Diaga: Level 15
  • Shell: Level 17
  • Barfire: Level 17
  • Barblind: Level 18
  • Sneak: Level 20
  • Regen: Level 21
  • Barblizzard: Level 21
  • Blink: Level 23
  • Barsilence: Level 23
  • Invisible: Level 25
  • Barthunder: Level 25
  • Sleep: Level 25
  • Cure III: Level 26
  • Protect II: Level 27
  • Dia II: Level 31
  • Dispel: Level 32
  • Phalanx: Level 33
  • Bio II: Level 36
  • Shell II: Level 37
  • Raise: Level 38
One of our best nuking subjobs. It comes with a higher tier of Fast Cast, allowing more flexible point use and lowering cast and recast times for spells even further. With enough MND, the relatively low amount of skill provided is no obstacle for capping Stoneskin.
Convert can allow for more liberal MP use- potentially making this the best subjob for raw power, by casting spells at a considerably higher rate than you would be able to otherwise.
Phalanx is useful when taking consistent, but fairly low, damage. Low enhancing skill hurts, but it is still quite useful- especially when AoE burning.

Scholar

Job Traits

  • Resist Silence: Level 10
  • Clear Mind: Level 20
  • Conserve MP: Level 25
  • Max MP Boost: Level 30
  • Clear Mind II: Level 35

Job Abilities

  • Light Arts: Level 10
  • Dark Arts: Level 10
  • Sublimation: Level 35

Strategems

White

  • Penury
  • Addendum: White
  • Celerity

Black

  • Parsimony
  • Alacrity
  • Addendum: Black

Spells

  • Protect: Level 10
  • Paralyna: Level 12
  • Blindna: Level 17
  • Regen: Level 18
  • Shell: Level 20
  • Sneak: Level 20
  • Drain: Level 21
  • Silena: Level 22
  • Invisible: Level 25
  • Sleep: Level 30
  • Protect II: Level 30
  • Dispel: Level 32
  • Cursna: Level 32
  • Raise: Level 35
  • Reraise: Level 35
  • Aspir: Level 36
  • Regen II: Level 37

How this subjob should be used:

It can be an excellent main-healing subjob. The boost to healing skill has a large effect on our healing blue magic.
Dark Arts also renders the subjob's Aspir and Drain spells completely usable, making this another good Campaign subjob, among other possible uses. Access to Reraise is another high point.

Black Mage

Job Traits

  • Magic Attack Bonus: Level 10
  • Clear Mind: Level 15
  • Conserve MP: Level 20
  • Magic Attack Bonus II: Level 30
  • Clear Mind II: Level 30

Job Abilities

  • Elemental Seal: Level 15

Spells

  • Bio: Level 10
  • Warp: Level 17
  • Poisonga: Level 24
  • Tractor: Level 25
  • Escape: Level 29
  • Bio II: Level 35
  • Warp II: Level 40

Now that /RDM provides MAB II, /BLM has lost most of its niche. However, it does still give a few useful utility spells.

Paladin

Job Traits

  • Undead Killer: Level 5
  • Defense Bonus: Level 10
  • Resist Sleep: Level 20
  • Shield Mastery: Level 25
  • Defense Bonus II: Level 30
  • Auto Refresh: Level 35

Job Abilities

  • Holy Circle: Level 5
  • Shield Bash: Level 15
  • Sentinel: Level 30
  • Cover: Level 35

Spells

  • Cure: Level 5
  • Protect: Level 10
  • Cure II: Level 17
  • Shell: Level 20
  • Cure III: Level 30
  • Protect II: Level 30
  • Flash: Level 37

How to use this subjob:

Possible blood tanking applications. Flash and shield bash aid with holding hate and some damage mitigation. Auto Refresh is available without needing to set it. Sentinel and Cover are also useful tools, and it gives some healing skill for increasing healing blue magic potency.
I can see it being interesting in PvP.

Dark Knight

Job Traits

  • Attack Bonus: Level 10
  • Resist Paralyze: Level 20
  • Arcana Killer: Level 25
  • Attack Bonus II: Level 30

Job Abilities

  • Arcane Circle: Level 5
  • Last Resort: Level 15
  • Souleater: Level 30

Spells

  • Bio: Level 15
  • Aspir: Level 20
  • Poisonga: Level 26
  • Sleep: Level 30
  • Absorb-MND: Level 31
  • Tractor: Level 32
  • Absorb-CHR: Level 33
  • Stun: Level 37

How this subjob is used:

Between 20 and 30, it's a pretty decent DD subjob due to Attack Bonus. However, I wouldn't use it in exp after that.
It has possible application for zerg fights. Souleater stacks with our physical spells, and can add a lot of damage to our multi-hit spells. Better keep an eye on your HP though!
While I can't think of any applications off-hand, the spells Absorb-MND and Absorb-CHR could be used to boost some of our magical blue spells, such as Mind Blast and Eyes on Me, at places where there are too-weak monsters around and you're fighting NMs where our physical spells are ineffective. Aspir and drain are also usable in this fashion
Dark Knight's job abilities and Stun spell all cause a significant amount of enmity, making it a good tanking subjob in some situations. Once again, Jailer of Love comes to mind.

Dancer

Job Traits

  • Evasion Bonus: Level 15
  • Resist Slow: Level 20
  • Subtle Blow: Level 25
  • Accuracy Bonus: Level 30

Job Abilities

  • Sambas: Level 5
Drain Samba: Level 5
Aspir Samba: Level 25
Drain Samba II: Level 35
  • Waltzes: Level 15
Curing Waltz: Level 15
Curing Waltz II: Level 30
Healing Waltz: Level 35
  • Steps: Level 20
Quick Step: Level 20
Box Step: Level 30
Stutter Step: Level 40
  • Flourishes I: Level 20
Animated Flourish: Level 20
Desperate Flourish: Level 30
  • Jigs: Level 25
Spectral Jig: Level 25
  • Flourishes II: Level 40
Reverse Flourish: Level 40

Notes:

Another situationally good subjob. Possible applications include soloing in Campaign. Waltz allow you to heal yourself without using MP, allowing more MP available for other purposes. Aspir Samba allows for some MP recovery when facing targets with MP (i.e. most Campaign monsters). Steps are useful enfeebles, and will help increase exp. reward in campaign.
Its most common current use, however, is Dynamis. It provides job abilities on low timers that can be spammed in an attempt to proc.

Monk

Job Traits

  • Subtle Blow: Level 5
  • Counter: Level 10
  • Max HP Boost: Level 15
  • Subtle Blow II: Level 25
  • Max HP Boost II: Level 35

Job Abilities

  • Boost: Level 5
  • Dodge: Level 15
  • Focus: Level 25
  • Chakra: Level 35

Notes about this subjob:

It is a decent subjob for levels 10-20, due to the fact that Boost is kind of nice to use before a WS. However, I personally wouldn't choose it.
Its more important use is for Breath Spells. If you're going for maximum damage, then this subjob will boost your HP the best.

Ranger

Job Traits

  • Wide Scan: Level 1
  • Accuracy Bonus: Level 10

Note: This subjob is only useful 20-30 due to the accuracy bonus. After that point, it is only useful for widescan.

Dragoon

Job Traits:

  • Attack Bonus: Level 10

Job Abilities

  • Jump: Level 10

Note: I would only use this subjob between 20 and 30. In fact, that's what I did- although I suspect /RNG would of been a better DD subjob. I don't have RNG leveled though, so I went with this. Honestly, I wouldn't go out of my way to level /RNG or /DRG for just this short level range.

If the enmity system is ever overhauled, it may one day be useful for reducing hate through High Jump.

Equipment

When looking for blue mage equipment, Accuracy and strength, along with attack and dexterity are the most important stats. Haste, accuracy, and attack will help your normal melee the most, while strength (and very often, dexterity) will boost your spell potency. Attack does not affect blue spells. Physical spell accuracy is based off blue magic skill and melee accuracy, so you will need to maintain a good accuracy percentage or your spells will fail.

Subbing thief for sneak attack allows you to macro swap in as much strength as you can without worrying about the spell missing (provided of course that it's a single-hit spell, otherwise the subsequent hits will be eligible for missing given poor accuracy). Many spells also have DEX modifiers, so throwing some of that in where you can't get strength isn't a bad idea either.


The items are listed in order of level. Subsequent equipment on this list doesn't necessarily mean it is an upgrade. Many are either alternatives, side-grades, or have a completely different use, such as resting for MP. I mostly only list the NQ versions; this does not mean you shouldn't try to get the HQs. This section mostly focuses on items that might be useful for experience parties; for special endgame builds, refer to the next section.

Note: I am not including any augmented gear in the main section of the equipment guide, due to the variety and rarity of augments available.

Weapon

Swords

Wax Sword +1: Level 1
Xiphos: Level 7
Royal Archer's Sword: Level 10
Scimitar +1: Level 13
Flame Sword: Level 18
Nadrs: Level 24
Gladiator: Level 27
Mithran Scimitar: Level 28
Centurion's Sword: Level 30
Bastokan Sword: Level 34
Immortal's Scimitar: Level 40
Combat Caster's Scimitar: Level 40
Shotel: Level 42
Combat Caster's Scimitar +1: Level 43
Immortal's Shotel: Level 50
Musketeer Commander's Falchion: Level 55
Greed Scimitar: Level 60
Ifrit's Blade: Level 65
Wing Sword: Level 69
Senior Gold Musketeer's Scimitar: Level 71
Martial Anelace: Level 72
Dissector: Level 72
Shiva's Shotel: Level 72
Koggelmander: Level 72
Demon Slayer: Level 73
Dragon Slayer: Level 73
Perdu Hanger: Level 73
Fragarach: Level 74
Beast Slayer: Level 75
Erlking's Blade: Level 75
Hofud: Level 75
Tizona: Level 75
Firmament: Level 77
Vetala Sword: Level 80
Falcata: Level 87
Isador: Level 89
Swiftwing: Level 95
Ephemeron: Level 95

Club

Chances are, you'll never use a club while leveling BLU. However, I will include in a few that I feel are notable or somewhat interesting. It is a good idea to have a club on you for procing weaknesses in Abyssea.

Pilgrim's Wand: Level 10
Flan Smasher: Level 68
Grandeur: Level 69
Mistilteinn: Level 70
Kerykeion: Level 71
Seveneyes: Level 71
Perdu Wand: Level 73

Staff

Blue Mage has no native staff skill; however, the elemental staves are of varying importance to BLU.

Light Staff: Level 51
Dark Staff: Level 51
Fire Staff: Level 51
Earth Staff: Level 51
Ice Staff: Level 51
Thunder Staff: Level 51
Water Staff: Level 51
Wind Staff: Level 51
Mekki Shakki: Level 73


Most won't be of much while exping; however I would definitely pick up a Dark Staff and a Light Staff in the very least. The Mekke Shakki is on there for the +5 STR- the same as a Vulcan's Staff- making it useful for SA spells.


HQ staves are pretty inexpensive now, so you really should go for those. It's one of the more noticeable upgrades you can make.

Shield

Blue Mage has no native shield skill, and can equip barely any shields. However, the few that we can use are noteworthy, and quite useful.

Pelte: Level 8
Tortoise Shield: Level 30
Flat Shield: Level 30
Spellcaster's Ecu: Level 42
Astral Shield: Level 58
Astral Aspis: Level 68
Harpy Shield: Level 69
Legion Scutum: Level 71
Genbu's Shield: Level 74
Acheron Shield: Level 75

Note about shield useage-

Shields perform three purposes for BLU. First, and most obvious, they give an added layer of defense. While we lack shield skill, many of our subjobs give at least some to us. Even with low skill, it can still help. In addition, they give added points of defense, which brings me to my next point. The second purpose of Shields is to boost Cannonball damage, which is partly based off our DEF. For that purpose, the Acheron Shield is best. Third, many give helpful extra stats, such as MP.
In terms of pure protection, the Genbu's Shield is best. The damage reduction and evasion can be invaluable for enhancing survivability, excellent for any tanking BLU who wishes to keep a sword equiped. The defense on it is only a few points lower than the Acheron Shield, so if you had to choose one for inventory space's sake, I would pick this one.
Another note: When soloing as /NIN, you don't necessarily need to dual wield. Remember- you solo with /NIN for its shadows. If you feel that the added protection would benefit you more than the added damage from an off-hand weapon, then use this shield.

Neck

Justice Badge: Level 7
Wing Pendant: Level 7
Armiger's Lace: Level 9
Focus Collar: Level 18
Spike Necklace: Level 21
Peacock Charm/Amulet: Level 33
Chivalrous Chain: Level 60
Kubira Bead Necklace: Level 70
Fortitude Torque: Level 73
Ancient Torque: Level 74
Ziel Charm: Level 80

Body

Scale Mail: Level 10
Lizard Jerkin: Level 17
Baron's Saio: Level 20
Mercenary Captain's Doublet: Level 30
Wonder Kaftan: Level 33, Taru only
Savage Separates: Level 33, Mithra only
Magna Jerkin/Magna Bodice: Level 33, Elvaan only
Brigandine: Level 45
Jaridah Peti: Level 55
Scorpion Harness: Level 57
Vivacity Coat: Level 57
Magus Jubbah: Level 58
Assault Jerkin: Level 67
Enkidu's Harness: Level 72
Mirage Jubbah: Level 74
Homam Corazza: Level 75
Morrigan's Robe: Level 75

Hands

Legionnaire's Mittens: Level 10
Royal Footman's Gloves: Level 10
Linen Cuffs +1: Level 12
Guerilla Gloves: Level 13
Battle Gloves: Level 14
Custom Gloves: Level 27, Hume only
Wonder Mitts: Level 27
Gigas Bracelets: Level 30
Combat Mittens: Level 30
Ogygos's Bracelets: Level 40
Enkelados's Bracelets: Level 50
Magus Bazubands: Level 56
Pallas's Bracelets: Level 60
Creek Mitts: Level 62, Taru only
Wood Gauntlets/Gloves: Level 62, Elvaan only
Finesse Gloves: Level 65
Cobra Mittens: Level 68
Alkyoneus's Bracelets: Level 70
Dusk Gloves: Level 72
Enkidu's Mittens: Level 72
Homam Manopolas: Level 75

Legs

Phlegethon's Trousers: Level 15
Mettle Leggings: Level 17
Baron's Slops: Level 20
Garrison Hose: Level 21
Bastokan Subligar: Level 25
Magna M/F Chausses: Level 31, Elvaan only
Magus Shalwar: Level 54
Cobra Unit Subligar: Level 68
Volunteer's Brais: Level 70
Vendor's Slops: Level 71
Ruby Seraweels: Level 71
Dusk Trousers: Level 72
Enkidu's Subligar: Level 72
Mirage Shalwar: Level 72
Crimson Cuisses: Level 73
Denali Kecks: Level 75
Homam Cosciales: Level 75
Galliard Trousers: Level 75
Morrigan's Slops: Level 75
Desultor Tassets: Level 75
Aurore Brais: Level 78

Feet

Leaping/Bounding Boots: Level 7
Mettle Leggings: Level 17
Savage Gaiters: Level 29, Mithra only
Wonder Clomps: Level 29, Taru only
Mountain Gaiters: Level 38
Storm Gambieras: Level 50
Tabin Boots +1: Level 59
Marine Boots: Level 61, Hume only
Creek Clomps: Level 61
Rutter Sabatons: Level 67
Cobra Leggings: Level 68
Mirage Charuqs: Level 71
Dusk Ledelsens: Level 72
Enkidu's Leggings: Level 72
Setanta's Ledelsens: Level 74
Denali Gamashes: Level 75
Homam Gambieras: Level 75
Aurore Gaiters: Level 78
Areion's Gamashes: Level 86

Source entry: Azure Lore: Kyte's Guide to Blue Mage. Cached on this server on 3 November 2026.

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