With Chain Affinity, TP modifies damage. Anyway, if youll excuse us, weve got some wizarding practice to do. Very useful in case you don't have a RDM or BRD (or if the one you have is too busy to dispel at the moment, or he sucks). It can make the magic attack bonus trait. It has a fairly long range compared to MP Drainkiss for example. Apologies for the confusion! There is a guide as to what job spell combos make what job traits. Increases the accuracy of additional effects of physical blue magic. It also drops from Gwas-y-neidr, a Rank B hunt Mark found in the same zone. Other people say this is definitely not true. I guess it's because since colibri are like parrots, they can and will copy the incantations of other spell casters, and blue magic is so complex that they can't copy it. People can use Thermal Pulse and Charged Whisker to AoE burn mobs, and solo Shinryu with a Primeval Brew. Magical spells of one type can be resisted if used against a mob type that it is weak against. This is called Monster Correlation (BLUs AF helm enhances this effect, as do one of our group one merits). You could also do this as a synced run to just past the first boss, where the first Page 64 mob appears. You'll want to set three elemental magical spells according to the day the NM is claimed. (NOT just Battle on the Big Bridge keep going! You must be alive as it dies in order to learn the spell. If you get a link, perhaps while fighting undead, whip out sheep song, and all the mobs in a small AoE (centered around you) will fall asleep. The fight can be finished in under two minutes and the drop rate is pretty good. LEAVES! You can also get this from Cerberus, the third boss in the World of Darkness 24 man raid. It can also be done solo on a level 70 Blue Mage. lvl 62 - 1000 Needles - Magical - 1000 damage divided between all targets in the AoE (Light) - Useless, plain useless. When gearing for elemental nukes, note there are several stats that are required to do decent damage. lvl 40 - Mysterious Light - Magical - AoE Wind Damage and Additional Effect: Weight - An expensive alternative (73 MP) to the Red Mage's Gravity spell. A very strong, single target, physical spell. Another important note about Blue Magic Spells: we get a few healing spells. It doesnt really seem worth using. It would only do a bit more damage than a bludgeon, but at a much higher cost. Acquisition Duties It has a longer cast time/recast time than head butt, plus it costs more to cast. You'll use hysteric barrage a lot, but you won't use screwdriver by the time you get it. This is because the damage is proportionate to your current HP. I can't even use this spell yet. I couldn't test it for very long because the marid I was fighting wanted to flatten me. It has a cheap set cost (2 set points), and creates the fast cast trait with other spells. To learn them, once youve fulfilled the requirements, speak to Wayward Gaheel Ja in Uldah at (12.5, 13.0) (the Milvaneth Sacrarium) and he will give you totems. You need to use Unbridled Knowledge to gain access to this spell. It has a 3 minute recast so it doesn't always line up with chain affinity. It is also one of the spells you can set to get Conserve MP. Combined with Chain affinity, Efflux can give a sizable spell damage increase. It makes attack bonus when paired with other spells that make that trait. But once you get it, it'll be one of your favorite spells. Heres a quick overview of the places and ways you can acquire Blue Mage spells (after Water Cannon, which you get automatically when you open the class): Your Blue spellbook mentions that some spells share cooldowns with other spells, but doesnt say which. Angels Snack, Dragon Force, and Matra Magic all share a cooldown. Also, if you have another BLU with you in a party, you can use CA Disseverment > CA Vertical Cleave for Darkness (or the other way around, the order doesn't matter). The drop rate seems to be increased if you do unsynced runs of the Extreme version of this fight. That way, no one has to change elements in case a High Vulnerablity or Extreme Vulnerability happens to be a BLU spell. It has a long cast and recast time (as do most breath spells), but it does even less damage than Hecatomb Wave. lvl 61 - Eyes On Me - Magical - Darkness Damage - Another, stronger Darkness based nuke. It's a good spell to use when using charged whisker cleave burn in abyssea with the right atma. Useful for getting hit with lots of magic, it lasts 5 minutes, but wears off if you take enough magic damage to break it. Depending on MND, it cures for over 400 MP (I was getting 488 HP cured at 76 with 100 MND). lvl 85 - Quadratic Continuum - Physical - 91MP - Gorgers - Four hit damage: Damage Varies by TP (Piercing) - Could be a good addition to our bread and butter physical spells (the big 3 or 4 if you count Vertical Cleave). You can also solo unsync a run of Tam Tara (Normal) and get it from the last boss. Your party of melees and your mage will love you if you diffusion the party with it. lvl 78 - Cimicine Discharge - Magical - AoE Slow around the caster (Earth) - Those annoying gnats give us another slow move. But it's really hard to burst the damaging ones off your own skill chains, but you CAN burst MP Drainkiss off your own self-darkness. It's not worth it. Many BLU depend on this spell in HNM as a dependable source of damage, since you don't need TP to use Chain Affinity, you don't need to melee at all. It gives resist silence on it's own. This next section goes into detail about each different type of spell. But there are also other magic spells that are useful, if youre geared correctly for them. Does more damage than subduction, but costs more MP, doesn't have any status effects like subduction's gravity II effect. Which are good to use? Recast time is 1 minute and takes 3 spell points to set. Just like a DRK/THF doesnt use sneak attack with Guillotine, dont expect to use sneak attack with bludgeon and expect a HUGE damage increase, only the first hit of the spell will get the damage bonus. Is this supposed to be stronger than Thunderbolt? It is much stronger than pollen, and you can cast it on any party member (but not people outside of the party). lvl 99 - Polar Roar - Magical - 126 MP - AoE ice damage with additonal effect bind - Cehuetzi (beasts) - Obtainable from Cehuetzi (Kumhau and Uktux) and kahmir drifts WKRs and Delve. This means you can't use it for some content, such as Duty Roulette or completing the main campaign, but it can be used in the open world and instanced content when using a pre-made party. Savage Blade > Final Sting > Light skillchain (and most likely certain death if your shadows go down), however, it's harder to SC with Final Sting than other spells, because it has a long cast time. Slap on as much DEF, STR, and VIT as you can, use Cocoon, CA + SA, get behind the mob, and launch your cannonball. You need to set this spell! lvl 75 - Plasma Charge - Magical - Shock Spikes - This spell is essential, not for the short lived shock spikes (similar to Reactor cool, but without the defense up), but for the STR +3/DEX +3 stats it gives, AND the fact that it is part of the two spell Auto Refresh job trait combo (Actinic Burst is the other spell). Heres the list: For each spell Ive listed my suggested best way to get them as well as some alternate ways. This only works on your melee (not sure about ranged attack) damage. lvl 98 - Orcish Counterstance - Magical - 18 MP - Orc (Beastmen) - Increases counter rate (Fire) - Grants a buff (separate from MNK's Counterstance) that gives you a ~10% counter rate that stacks with gear, counterstance, and the counter trait. You use Fast Cast and casting speed in your "Pre-cast" sets when using GearSwap. Flavor Text One of several voidsent curses that rely upon the hubris that living creatures fall prey to upon reaching certain growth malmstones, this spell twists its way into a victim's mind, causing such acute distress that the body's organs are forced to shut down. Your NIN tanks will love you for this spell. Damage varies with TP (Piercing). As of now, there are well over 100 blue mage spells. Except when bombs do it, they die, and this just reduces you to 1 HP, not only that, but it weakens you as if it DID kill you. Another silence spell, but with light water damage. It's not like utsusemi, and /THF is mostly dead, so if you're /NIN, you wouldn't bother with this spell at all. lvl 70 - Asuran Claws - Physical - Six-fold Damage, accuracy varies with TP (Blunt) - This is a new spell, learned from Gnoles. lvl 99 - Carcharian Verve - Magical - 65 MP - Rockfin (Aquan) - Self-buff, raises ATK, M.ATK, and reduces spell interruption rate - Increases attack by 17-18% according to reports. Has no effect on enemies whose level is higher than your own. I tend to stack on STR and MND gear, and hope the MND affects the paralysis potency. You can also get this from Mahisha, a Rank A Elite Mark in The Lochs. If you do, theyll be recorded in the Blue Magic Spellbook under Character in the main menu. lvl 72 - Disseverment - Physical - Fivefold attack with Additional Effect: Poison (Piercing) - One of the few piercing spells we get, and it is the most powerful multi-hit blue magic spell we get. For Carcharian Verve, it only affects the aquaveil duration, I've heard, and not the magic/physical attack bonus. (Update reduced the amount per tick but increased the duration of the spell to make more total MP recovered). Increases damage you deal target by 50%. Monster correlation (bird) will affect the amount of TP reduced (an additional -25 TP). Now, you say to yourself, that is a lot of MP for 1k damage. It can continue darkness with azure lore/CA active. Not much to say about it. However, early on, you may find you can pseudo-cure tank in the dunes. lvl 99 - Barbed Crescent - Physical - 52 MP - Fomor (Undead) - Deals physical damage: damage varies with TP: Additional Effect: Accuracy Down (Slashing) - it deals minor damage with an accuracy down. Read more: Heres what its like to attend Final Fantasy XIV Fan Fest. This is actually a great spell, it's cheap to set (2 set points), only 32 MP, it has great damage when not used with CA or efflux, the only problem is that it has a large accuracy penalty compared to other spells. But what job traits will you use? I havent found this to be true but its extremely difficult to gather evidence for this theory one way or the other. Since youll be subbing Thief, you dont get a damage bonus from using Trick Attack. After this, you'll then have a chance of learning the spell, but there is a bit of RNG at play. Glass dance shares with Veil of the Whorl, The Rose of Destruction shares with Chelonian Gate, Peculiar Light and Off-Guard (your tooltips actually mention this one). The poison effect is 4 HP/tick, but only lasts for 30 seconds, so it does around 40 damage worth before the poison wears off. You will need to learn this spell to gain access to the level 30 Class Quest Scream Blue Murder, You can also get this from the last boss of Amdapor Keep (Normal). You may also learn the spell while in a party. This trait is shared by Vertical Cleave. I was able to solo Stone Vigil (Hard) on a max level Blue to the second boss and pick up the spell with no problem but it was relatively slow. Then, to unlock Blue Mage spells, youll need to find the right monster, at the right level, and in the right place. Situational, I never really use it much, but you can get a. Gives a severe poison effect for 30 seconds, weaker than rending deluge. You set this spell because you want to sleep something. For example, Bomb Toss, the spell we learn from goblins, is very powerful in the hands of a goblin. It's nice if you burst it once you can do Gravitation. You can also unsync this fight, but you may want to do the Extreme version if possible as the drop rate for the spell appears to be better on the Extreme version. A Thunder Staff always helps. This is the equivalent to a cure. This makes this a priority. But attack, while it should not be neglected, does NOT affect physical spells. Set this as soon as you hit 81, you will not be disappointed. So Claw Cyclone will give back 20 TP, Bludgeon, Jet Stream, and Frenetic Rip give back 30 TP, and Disseverment and Hysteric Barrage give 50 TP back, all the other single hit spells give 10 TP back. This brings up another point. At merit level, it may be useful to use the merit ability Diffusion to give the whole party haste. lvl 08 - Queasyshroom Physical Damage (Piercing) and Additional Effect: Poison (3 HP/tick) This spell has some use, while it has a weak poison effect, in ballista, this spell STRIPS all shadows from Utsusemi, which is useful. The most important Blue Magic nukes are breath spells. Sushi is also an excellent food to eat, though early levels, it is better to eat Rice Dumplings, since the straight accuracy bonus will be better than the percentage increase you get from sushi, and itll increase your STR and attack as well (good for those sword hits). Gives Magic Burst Bonus trait on it's own, requires 8 set points. It's a balancing act between accuracy and magical accuracy for sudden lunge, headbutt, whirl of rage, and frypan, which are all physical stuns. Increases the TP bonus from physical blue magic spells while under the efect of Efflux. Youd better buy those woodsman/sniper rings, and wear that life belt. lvl 75 - Vertical Cleave - Physical - Physical Damage (Slashing) - This spell does very good damage, especially when you sub /THF and use Sneak Attack. Only other jobs that get free haste are RDM and WHM with their own Haste spell. You cannot learn a spell if you are dead when the mob that cast it dies! But it may not last the whole fight, and if there are any other mobs around you, if can aggro them too if they're in front of you. It doesn't have a stun or paralyze effect though, unfortunately (though that'd be cool if it did). I dont recommend this. For whatever reason, both Blue Physical AND Magical spells can't get mimicked by Colibri. It's an upgraded version of cocoon, it's good for cannonball, but who really uses cannonball post 75 cap? I am fixing these as I find out about them, but in the meantime, please be aware that any recently-changed dungeon boss might NOT have the spell listed. A winner for the Bind effect, and cheap INT/MND from setting it. It's silences, but it is a gaze attack, meaning you need to be facing the mob's face for the silence to stick, else it has no effect. Work on this first. The survey says no. After that, defeat the enemy, and you will have a chance to learn Ice Spikes. If you die before the enemy does you will not learn the spell. lvl 87 - Empty Thrash - Physical - 33 MP - Craver (Empty)- Does damage in an AoE, TP affects accuracy with chain affinity (Slashing damage) - Another physical AoE spell that might be suited for AoE type fights like the Blitzkrieg assault I've mentioned so much. Shares a recast timer with Shock Strike. The spell descriptions say that certain effects of the spell are modified by TP. lvl 18 - Bludgeon Physical Three-fold damage (Blunt) This spell will be your basic, bread and butter attack for awhile. Maybe if this WASN'T a unbridled learning spell, it'd be more useful. This works exactly like the white magic spell Blink except for one thing. It is a ranged spell, similar to Cannonball. Let's use Ice Spikes as an example. However, it's self-targeting and works with Diffusion. 5 Set points to set. You can also get it from a synced run of the Aery. However, it takes some fancy macroing and timing to do decent damage with self-light (which would involve using Sneak Attack and DEF, STR, and VIT gear). First, some important general notes about Blue Mage spell learning! lvl 64 `- Voracious Trunk - Magical - Steals one beneficial effect (Wind) - This is dispel, but with a twist, you transfer the buff you remove to yourself, so if your target has haste, you get haste. Deals a fixed 1,000 damage which is shared by all enemies around you. It is affected by CHR, which is surprising, but it is also affected by STR, and youll notice a larger return if you increase STR rather than CHR. The level 50 and 60 content can be (mostly) soloed unsync on a level 70 Blue once you have some decent spells, but for the level 70 content you will most likely need a level 90 partner to help you out. I have a gear set for fast casting utsusemi. Does NOT work on spell damage (unlike the stackable boost spell of Fantod). This is a sizable chunk of magical accuracy, because it's 1 PERCENT per upgrade. The same applies for when youre casting bomb toss (or other spells) against stronger foes. lvl 99 - Thrashing Assault - Physical (Slashing) - 119 MP - Meebles (Beastmen) - A Fourfold attack, damage varies with TP - A powerful, albeit slow casting physical spell. Too bad not too many people do skillchains anymore. You may also learn the spell while in a party. It can be useful for building a mobs TP for learning spells. It's trash. You will need to learn this spell to gain access to the level 40 Class Quest Blue Gold. Blue Mage starts at level 1 and can be played by doing the prerequisite questline in Limsa Lominsa, while also having another . Not a big deal for most BLU spells, because they're already fast, but with homam legs, loq. The most MP efficient light damage nuke, with the lowest recast time. Their base accuracy is determined by your main hand weapon's accuracy. Know your enemies well, for as a BLU, you are using your own enemies attacks against them, it is similar to how a BST needs to know how to use the creatures he charms against other enemies. With a versatile and plentiful spellbook, its a job thats less suited to party-based gameplay, and you can only play Blue Mage-exclusive content on your lonesome. If only more buffs increased our physical spells' damage. You can also get this spell from the North Thanalan FATE Go Go Gorgimera if you can find it up. No idea how potent the effect on this spell is. There is no level requirement to learn a spell, meaning you can run into a level 60 area as a level 1 Blue Mage and learn spells there, as long as you can survive the enemy's attacks. It delivers a 21 HP/tick burn DoT on all targets. Also, of big importance is the fact that certain mobs in Aht Urhgan (Colibri and Greater Colibri, but not Lesser Colibri) can mimic magical spells and songs cast at them. Despite these limitations, Blue Mage is a lot of fun and can scratch that collector's itch as you learn all the spells. See the section below on Ways to Learn Blue Mage Spells for more info!). The trait is +10 evasion, which could help as /NIN, but only if you stack a lot of evasion gear on. Limited Job. The power of this spell is notably much weaker than Disseverment, Frenetic Rip, or Hysteric Barrage while costing more MP than any of them. Learn it for completion's sake. The Blue Magic Spellbook displays all learned blue magic spells for blue mages. When they blow themselves up? It can make the double attack trait. You do NOT have to be hit by the spell to learn it. What are Blue Mage spells you can learn in Final Fantasy XIV? ), The dungeon spells that you need to learn to complete the Blue Mage class quests are 100% drop even when unsynced, but I can confirm that it is. It doesn't last very long though. The Denizen of the Dark mob in Necrologos: The Liminal Ones has it. - It's a nice attack, it's conal, so you need to be careful with it. But it takes a lot of MND equipment to do decent damage, as well as magic attack bonus spells, equipment, and equipping spells for the trait Magic Attack Bonus (unless you sub BLM or RDM). Bristle and Whistle cannot both be active at the same time, even though they do not share a cooldown. Has a 1 minute duration. Since most of them drop powerful Blue Magic spells and the chance to learn it is 100% when Synced, which ones are viable to get as a solo BLU? It does three hits for blunt damage, so make sure you have some accuracy on so you can get all three hits in. Deals earth damage to all enemies in a cone before you with a potency of 310 for the first enemy, 30% less for the second, 60% less for the third, and 70% less for all remaining enemies. lvl 01 - Foot Kick Physical Damage (Blunt) No Thrills, basic low damage spell. Magic and Job Traits Combat Skills Combat Skills See Also: Level-by-level Skill Cap Chart Merits lvl 62 - Body Slam - Physical - AoE Physical Damage (Blunt) - Not very useful, you don't really need AoE physical damage much, and it isn't a great amount either. Note that I haven't done voidwatch yet, but I dug around and found some information about it. It DOES work with diffusion, unlike with one of Scholar's abilities unable to make WHM or RDM haste AoE for the party. So this actually has a use. I tried a crashing thunder and a thunderbolt against rocs, both with burst affinity up, and the thunderbolt did more damage with the benefit of stunning for a good long time. But it can be combined with Diffusion. You can target someone outside of the party to cure them. Trait: Dual Wield. Creates the Counter job trait. lvl 97 - Thunder Breath - Magical - 193 MP - Wyvern (Dragon) - Deals magical lightning breath damage to enemies in a cone AoE (Lightning) - Deals 67.5% of your current health in thunder damage. You can also use burst affinity to burst off your own skillchains to help increase damage, however, this is most worth it in the cases of spells like Digest, MP Drainkiss, or Magic Hammer, since those spells give you HP or MP back. lvl 44 - Blitzstrahl - Magical - Damage (Thunder) and Additional Effect: Stun - It does low damage unless you stack up on INT and MND gear, slow casting and recast time, this isn't a suitable stunning spell, since when you want to stun something, you want to stun it fast, and this spell is anything but fast. lvl 99 - Atramentous Libations (Atra. Deals unaspected damage with a potency of 120 to all enemies in a straight line before you. This gives you more set points (but not set slots) by 1 per upgrade. 3. level 2. So, if youre struggling with the game, check out our Final Fantasy XIV new player guide youll be rolling EX raids in no time. If you need another stun that can do decent damage, you can set this (also part of the Store TP trait combo). This is a Level 2 Blue Mage ability that requires 20 ABP to learn - and once you've got it, you can of. I did it this way!) The modifiers are cure potency, and your max HP. Auric. Most of the time in fact, against strong mobs, the spell will fail. At the most it's a toy. You will need to learn this spell to gain access to the level 58 Class Quest Blue in the Face. You can also do this by unsyncing The Navel (Extreme) with a level 90 buddy. It adds +20 magic attack for only 30 seconds, so make it count, that's probably enough to cast one or two good spells. Shares a recast timer with Glass Dance. Further more, it also cures the amount of HP less than a Cure II. Deals unaspected damage with a potency of 20. Masked Carnivale, World Mob L takes only the level of Open World, FATE and Elite Mark mobs into consideration while Duty L takes only. We include affiliate links in articles. Why the hell do they give us this trait? The damage isnt significant, the VIT down effect is important, especially on mobs like Crabs that have High VIT and DEF. It's a gaze attack where you need to be right in front of the mob with it facing you. lvl 72 - Saline Coat - Magical - Increases Magical Defense (Light) - This handy spell is useful for times when you have to face a lot of magic, such as astral flow and other AoE magic (like Central Temenos 3rd Floor where you have to fight the Yagudo SMN NM: Pee Qoho the Python). A 400 Expiacion followed by a 700 damage Vertical Cleave can result in a 700 damage Darkness when not resisted (for example). Anyway, combines with Acrid Stream to make the Double Attack trait. Doing darkness with this spell, if it hits multiple targets, it does several darkness SCs on the mob you were initially targeting. Increases the damage dealt by blue magic usable under the effects of Unbridled Learning. Since Abyssea came out BLU are wanted for abyssea for yellow (elemental) triggers for NMs. lvl 99 - Sweeping Gouge - Physical (Slashing) - 29 MP - Raaz (Beasts) - Two hit attack: additional effect defense down - A weaker attack, but gives a defense down effect. People say our physical spells are fast enough, which is true, but what about the magical spells? You can learn spells during fights in the Masked Carnivale. lvl 99 - Diffusion Ray - Magical (Light) - 238 MP - Chariots (Archaics) - Deals light damage to targets in range (frontal AoE) - Obtainable from Chariot mobs. It heals yourself and all party members in range (but not alliance members). lvl 99 - Foul Waters - Magical - 76 MP - Acuex (Amorphs) - Frontal Cone AoE water damage with the additional effect: drown (31 HP/tick) - This is an interesting one. So it only potentially has use when you're using /THF (cannonball), /RDM (magic nukes), or /SCH (healing, campaign battle). Do not end the fight dead! It's more expensive for a cure, but as you gain higher levels, you get higher cures and more HP. In HNM cases, you would find yourself more useful to not skillchain at all, and use Chain Affinity + Sneak Attack + Cannonball (or Vertical Cleave, depending on whether the mob is kited or not and your gear set up). Also, this spell is a MUST for when you use Cannonball. If used when Waxing Nocturne is active, its effect will transition immediately to Waning Nocturne. The only time you are required to have a full party of synced Blue Mages is if you want credit in your Blue Log. I don't know how potent the attack down is on this spell. Zanshin can increase your accuracy by letting you attack again after missing an attack. Also, Bomb Toss is dependent on INT for damage. Reduces damage taken by 90% and nullifies most knockback and draw-in effects. To learn Blue Magic, all spells (with the exceptions of those listed under "Special Means") are learned by defeating a mob after it has used the spell you're looking for. Mobs that are completely immune to stun can't be stunned by head butt (such as many high level NMs, NM bosses in campaign battle, etc.) This spell does generate a lot of hate, so it can be used as a hate tool. Tested on a player with 10 buffs up. It's often you'll end up with the trait, but it's not that useful. lvl 62 - Memento Mori - Magical - Magic Attack Bonus (Ice) - Very important if you plan on casting magical nukes, though they don't affect breath spells. Unbridled Knowledge - It's a long lasting stun (terror), stronger than Jettaura, and actually useful for delve I (Shark, T-Rex, and Bee) boss runs. Note that many spells have more than one possible option for learning, and my favorite method might not be yours! Recast timer is reset if target is KOd in battle before the effect expires. This increases your physical spells' damage. I'm not sure which boosts damage more for that, STR/VIT or the defense from. lvl 38 - Blank Gaze - Magical - Gaze attack Dispel (Light) - It's unique because it's a light based dispel like BRD's magic finale. Just like a DD needs accuracy to hit a mob, a Blue Mage needs accuracy to insure not just their sword hits connect, but their spells connect too. Deals lightning damage with a potency of 130 to all enemies in a straight line before you. Its good in ballista for getting your opponent to stand still. Regurgitation is better when you get it at higher levels. lvl 66 - Frost Breath - Magical - Ice damage in a fan-shaped AoE with Additional Effect: Paralyze (Damage dependent on HP) - This is one of the best breath spells you can use. Useful for support situations in parties, though it draws in hate. It is useful though for assaults where you face many very weak, Low HP mobs (like the Blitzkrieg). It adds more damage to your next spell of any kind. Rather than adding new skills to your arsenal by increasing your level, you get new Blue Mage spells by learning them from monsters by defeating them in battle and using each ability in the. lvl 99 - Restoral - Magical (Light) 127 MP - Gears (Archaics)- Heals HP of caster - A self heal. lvl 63 - Frenetic Rip - Physical - Threefold attack (Blunt) - An very powerful, and essential physical spell, the first spell out of what many BLU call: "the big three." It costs a lot of MP, but it does good damage, more than the physical spells would do at the times you need it. Very useful for a Unbridled Learning spell. Requiescat to CA quad. However, you WILL want to equip this when you get it just because it offers points toward Auto-Refesh. It adds a considerable amount of damage to your magical spells. That means dual wielding magic damage clubs to maximize damage. The safe bet is Strength, since all spells are modified by a stat dependent on your STR, then are modified by whatever other stats its dependent on. Make of that what you will! Fairly fast recast time compared to sleep spells, but the sleep doesn't last as long as the spell Sleep (though the duration depends on how much TP you have if you use Chain Affinity). Great for Almace wielding BLUs.