Amplification
Level 70
MP Cost: 48 MP
Ecosystem: Amorphs
Type: Magical: Water
Target: Self
Spell Modifiers None
Set Point Cost: 3 Set Points
Casting Time: 7 Seconds
Recast Time: 120 Seconds
Stat Bonus: HP-5, MP+5

 

Obtained from Monster Family: Flan
TP Moves Effect
Amorphic Scythe: Only used by Custards Two Hit Physical Damage Attack
Amorphic Spikes Five Hit Single Target Physical Damage attack
Amplification Caster receives Magic Att Bonus + Magic Def Bonus
Boiling Point Cone AoE Magic Defense Down
Synergism AoE Drain from other Near Flan
Special Notes on Monster and it's TP Moves

Flan are Black Mages, and happily cast high level ~aga spells and Ancient Magic.

Flan have a high resistance to Physical attacks, but are weak to magic, and take much more damage from spells then most monsters. The Flans seem to have modes where they change shape, and get 'spikey' during which they get even more physically resistant, and weaker to magic.

Synergism will wake any Flans that have been slept that are drained from.

Flan aggro to the use of Job abilities from a fair distance.

 

Obtaining the Spell
Minimum Blue Mage Level Needed To Acquire Spell: Level 61 with Magus Jubbah equipped, 64 without.
Amplification is best hunted in Halvung.

This spell cannot be soloed until level 74 to 75. It is easily Duoed by Two Blue Mages in their 70's. A balanced Trio will work at camp #1. An Exp style party will have no issues in either camp 1 or 2.

One person in your party must have the key item from the cast metal plates to open the Gates of Halvung to reach camp 2. Equipping multiple stun spells will save the day. Sneak and invisibility are needed to reach all camps.

 

Flan Hunting Grounds Camp #1
Name Level Location
Black Pudding 73-75 Halvung

Once you zone into Mount Zhayolm from the staging point, head to a Havlung Zone line at K-8, marked with a '2', and a red path on the map above. You'll need invisible to get past the clusters, and if it's night, sneak to pass the Ghosts. There are Crawlers which will aggro to sound, as will the Clots that are in the tunnels. Take proper precautions.

Once you zone into Halvung move to your camp at H-9, you will need to pass several Crawlers to reach it. So use sneak to get past them.

Camp is right before a gate that you can click on to open. Just past it Three Black Puddings and Three Trolls wander. Wait until you can make a safe pull of a Flan without any Trolls seeing you and grab your target. If you have a ranged wepaon you can pull through the gate. Flan do not link. The Flan may choose to open with a spell. Simply run out of range, and wait for it to come to you. Bring the Pudding up from the gate a bit as to put some distance betwen it and the others in the pull zone. Do not go too far, as the Crawlers are North of you. The Pulls are the hard part of the fight in this camp.

The fights are very simple. The Blue Mage should be ready to Stun at all times, to stop the casting of the Pudding. They are annoying to silence, so stick with the stuns. Keep your Duo partner healed up and kill the Pudding. Any high level tank with shadows can handle these Puddings, with a Blue Mage to support them with Stuns and cures. If you have a small party you'll have no issues.

If you accidently link a troll the best option is to sleep it. Apply sneak, and zone.

 

 

Flan Hunting Grounds Camp #2
Name Level Location
Black Pudding 73-75 Halvung

Proceed to the Halvung Zone at C-9 in Wajaom Woodlands. Sneak and Invisible are needed. Or Grab a Chocobo in town and ride out safely.

Once you zone into Halvung move to your camp at H-11, you will need to pass several Crawlers and Bats to reach it. So use sneak to get past them.

Camp is right before a gate that you can click on to open. Just past it several Black Puddings and Trolls wander. Wait until you can make a safe pull of a Flan without any Trolls seeing you and grab your target. If you have a ranged wepaon you can pull through the gate. Flan do not link. The Flan may choose to open with a spell. Simply run out of range, and wait for it to come to you. Bring the Pudding up from the gate a bit as to put some distance betwen it and the others in the pull zone. Do not go too far, as the Crawlers are about and will aggro. The Pulls are the hard part of the fight in this camp.

The fights are very simple. The Blue Mage should be ready to Stun at all times, to stop the casting of the Pudding. They are annoying to silence, so stick with the stuns. Keep your Duo partner healed up and kill the Pudding. Any high level tank with shadows can handle these Puddings, with a Blue Mage to support them with Stuns and cures. If you have a small party you'll have no issues.

If you accidently link a troll the best option is to sleep it. Apply sneak, and zone.

~~~

Due to the fact that there are several Bats on the way to camp, a level 72 BLU/BST can solo the spell here.

The Bats are all DC to EM at level 72, and any two of them can kill one of the Flans. The Crawlers can range up to 75, so they may be T, and not good pets if you are doing this at 72.

Wait until you have made the pet swap before involving yourself in the fights, as hate is very easy to shift. You do not want to become the Tank! Stun the Flan's spells, and let your pet eat the mele damage. With luck you will learn the spell!

 

 

Flan Hunting Grounds Camp #3
Name Level Location
Ebony Pudding 79-80 Mount Zhayolm

To get to camp #2, zone into Mount Zhayolm from the staging point , head to the Gates of Halvung at J-7. You'll need invisible to get past the clusters, and if it's night, sneak to pass the Ghosts. To open the gate you need to have the key item one gets from checking the Metal Plate ??? spawns. To get the quest, click the gates then find the active ??? that will give you the key item.

Now head to H-7 where the camp is. To reach it you need to pass sight aggro Trolls, and sight, and Job Ability aggro Flans, your targets. There is also one sound aggro Clot in the tunnel that your camp will be in. It's far enough back to not be an issue, but take care to not aggro it. There can be True Hearing Wamoura along the way. Give them some distance when passing them.

Once you are in camp, you can pull the Puddings to you with a ranged weapon. Since they aggro Job Abilities this is the safest way to snag them one at a time.

The fights here can be difficult, but a solid party should have no problems with the battles. If you have exped for 70+ levels there is no surprise how to kill these. Keep the tank alive, stun any nasty magic the Pudding Tries to cast, and have some mages to put the hurt on with nasty spells.

Many Blue Mages have reported that a solid 4-man group can work here. Blue Mage, Tank, Black Mage, and Healer. If everyone is skilled and careful it seems to work. The Puddings seem to sleep well, so if things are getting out of hand that is an option, so If there is trouble, sleep the Pudding, and sneak past the clot and Zone to the West.

 

 

Flan Hunting Grounds Camp #4
Name Level Location
Fighting Flan ??? Troll Mercenaries Besieged

Amplification can be learned in a Troll Mercenaries Besieged. You, a party, or alliance member must get the killing blow on the Fighting Flan for a chance to learn the spell. You do not need to have had engaged the monster yourself to learn the spell.

 

 

Flan Hunting Grounds Camp #5
Name Level Location
Flux Flan ??? Salvage - Arrapago Remnants
Princess Pudding ??? Salvage - Bhaflau Remnants

Amplification can be learned in Salvage. You need the 1500 Assault points to enter, and to be in the right section. Your party should be able to handle them. They seem much weaker here then in Camp #1.

 

 

Special notes about the spell a Blue Mage may like to know
Can I solo it? Not easily. You will need a solid exp party set up, or a duo depending on camp.
Do I need any special items? Yes, stun spells are a must. Have sneak and invisible items or spells to reach camp. A party member must have the key item Metal Hatch Plate to open the Gates of Halvung to reach camp. A warp item will save a walk home.
Do Flan like to use the move? They seem to use it at least once per fight. It's not rare.
The Spell Adds 10 Magic Attack Bonus and 10 Magic Defense Bonus

Do you have more information on this spell, or a better/new way to hunt it? Send an e-mail here, with the words: Blue Mage Spells in the subject line. We'll consider your information in the next page update.

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