Wind Crystal

STR: -9 (15) | AGI: +0 (24) | VIT: -2 (22) | MAG: +31 (55)

Innate Abilities: None
Main Ability: !Black

 


Abilities

 

1. !Black LV1 (10AP) - Allows user to cast Fire, Blizzard, and Thunder. Also gives a Magic stat of 40.

 

Decent early-game, but quickly falls off by the time you reach the Water Crystal and already have access to the -ra spells. Not worth it by itself past the first hour or two.

 

2. !Black LV2 (20AP) - Allows user to cast Poison, Sleep, and Toad. Includes spells from all previous tiers. Also gives a Magic stat of 43.

 

Sleep has a couple instances where it's useful, but Toad is mostly useless by the time you actually get it, and Poison is never useful. Still not really worth it.

 

3. !Black LV3 (30AP) - Allows user to cast Fira, Blizzara, and Thundara. Includes spells from all previous tiers. Also gives a Magic stat of 46.

 

Unlike the tier-one spells, the -ra spells last a surprisingly long time before they fall off in power. This is the first tier of Black Magic that will actually be useful outside of the first hour and against Atomos. Recommended.

 

4. !Black LV4 (50AP) - Allows user to cast Drain, Break, and Bio. Includes spells from all previous tiers. Also gives a Magic stat of 49.

 

Bio deals solid damage, and Break is a useful status effect to have. Not essential, but if you get up to this tier in World 2 it'll definitely have some uses.

 

5. !Black LV5 (70AP) - Allows user to cast Firaga, Blizzaga, and Thundaga. Includes spells from all previous tiers. Also gives a Magic stat of 52.

 

The highest tier you realistically need. -ga spells are powerful when boosted with elemental rods, moreso than Flare even, and they will carry you through the rest of the game. Fantastic ability to have.

 

6. !Black LV6 (100AP) - Allows user to cast Flare, Death, and Osmose. Includes spells from all previous tiers. Also gives the full Black Mage Magic stat of 55.

 

Flare is weaker than the boosted -ga spells, and Death and Osmose aren't anything to write home about. The only real reason to grind the 100AP up to this tier is the three extra Magic points you get from reaching this tier. Not essential.

 

7. MP +30% (450AP) - Increases the user's maximum MP by 30%.

 

Pretty poor ultimate ability. You won't get this until the late game, and by then MP issues really aren't a big deal, plus it takes up a slot that would be better filled by many other abilities. Not worth mastering Black Mage for.

 


Status Effects

 
Berserk
 
Berserk [!White] - Always Hits.
 
World 3, Wonder Rod
 
 
Confuse
 
Tempting Tango [!Dance] - Always Hits.
 
Dancing Dagger (World 2, Moogle Village), 50% proc of !Dance
 
Confuse [!White] - 75% Hit Rate.
 
World 3, Wonder Rod
 
 
Death
 
Assassin's Dagger [Weapon] - 25% Proc Rate. Does not bypass Dead Immunity. Kills Heavy enemies. Fully heals Undead.
 
World 3, The Sealed Castle
 
Death [!Black] - 80% Hit Rate. Does not bypass Dead Immunity. Kills Heavy enemies. Fully heals Undead.
 
World 3, Buyable at Mirage for 10000 gil
World 3, Wonder Rod
 
True Edge [!Summon] - Always Hits. May be replaced by Gungnir attack instead. Bypasses Dead Immunity. Fails against Heavy enemies. Does not heal Undead.
 
World 3, Magic Lamp
 
 
Float
 
Confusion [Various] - Inflict Confusion on certain enemies to get Float cast on your party. See the Confusion page for ways to do this.
 
World 2, Drakenvale - Poison Eagle
World 3, North Mountain - Gaelicat
The Rift, Cave - Poison Eagle
 
 
Haste
 
Hermes Sandals [Armor] - Automatically starts battle with Haste.
 
World 3, Buyable at Mirage for 50000 gil
World 3, Phoenix Tower - Cherie (Rare Drop)
The Rift, Dimensional Castle
 
 
Image
 
Blink [!White] - Always Hits.
 
World 3, Wonder Rod
 
 
Mini
 
Mini [!White] - 90% Hit Rate.
 
World 3, Wonder Rod
 
 
Paralyze
 
Remora [!Summon] - 100% Hit Rate.
 
World 3, Magic Lamp
 
 
Poison
 
Poison [!Black] - 99% Hit Rate.
 
World 1, Buyable at Karnak, Crescent for 290 Gil
World 3, Wonder Rod
 
 
Protect
 
Protect [!White] - Always Hits.
 
World 3, Wonder Rod
 
 
Reflect
 
Reflect Ring [Armor] - Automatically starts battle with Reflect.
 
World 2, Barrier Tower - Reflect Knight (Rare Drop)
World 2, Exdeath's Castle - Reflect Mage (Rare Steal)
World 2, Exdeath's Castle - Carbuncle (Common Steal) [Both Forms]
World 3, Phoenix Tower - Lemure (Common Steal)
World 3, Phoenix Tower - Parthenope (Rare Drop)
World 3, Istory Falls
World 3, Istory Falls - Leviathan (Always Drops)
The Rift, Forest - Calofisteri (Rare Steal)
The Rift, Dimensional Castle - Fury (Common Steal)
The Rift, The Void - Barrier (Rare Steal)
 
Ruby Light [!Summon] - Always Hits. Affects entire party.
 
World 3, Magic Lamp
 
Reflect [!White] - Always Hits.
 
World 3, Wonder Rod
 
 
Regen
 
Protect Ring (Armor) - Automatically starts battle with Regen.
 
World 3, Great Pyramid
World 3, Castle Bal - Odin (Rare Steal)
World 3, Phoenix Tower - Soul Cannon (Rare Steal)
World 3, Island Shrine
World 3, Istory Falls
 
 
Shell
 
Shell [!White] - Always Hits.
 
World 3, Wonder Rod
 
 
Silence
 
Mage Masher [Weapon] - 33% Proc Rate.
 
World 1, Karnak Castle - Sorceror (Common Steal)
World 1, Buyable at Jachol for 900 Gi
 
Silence [!White] - 75% Hit Rate.
 
World 3, Wonder Rod
 
 
Sleep
 
Sleep [!Black] - 90% Hit Rate. 
 
World 1, Buyable at Karnak, Crescent for 290 Gil
World 3, Wonder Rod
 
 
Stone
 
Break [!Black] - 75% Hit Rate.
 
World 2, Buyable at Regole, Bal, Quelb, Surgate, Mirage for 3000 Gil
World 3, Wonder Rod
 
Demon's Eye [!Summon] - 99% Hit Rate.
 
World 3, Magic Lamp
 
 
Toad
 
Toad [!Black] - 80% Hit Rate.
 
World 1, Istory
World 3, Buyable at Mirage for 300 Gil
World 3, Wonder Rod