Setting Up
Assuming the system is installed without errors any Administrator can use the command bluespawn to generate 99.9% of the content in game. You may have to separately add blueben, the mondainsquester in charge of everything, but I can't recall. Use your global command to double check.
A little back end note, it does use a persistence item to manage tracking all the added items for easy removal, this allows you to update the generator and hope in game and run a remove then add command to update everything. It spawns at 0/0/0 in Malas to prevent internal map cleaners form wiping it.
How to Become a Blue Mage
Find out where your GM placed a guy dressed in blue named Ben at and run up to talk to him, he's the placeholder for everything.
If you have less than 50.1 Forensics, which means you can start at 50.0 just fine, Ben will offer a New Haven style quest to train your Forensics up and land a spiffy blessed item.
If you have more than 50.0 he'll offer a series of questions, they are almost word-for-word per Final Fantasy 11's blue mage sign up too. Depending on your answers you'll be offered a go-fetch quest that'll have you running through Ilshenar. And if you don't like the one offered, you can just try answering differently.
I'm forgetful on the exact locations I used, flame is near the Chaos moongate, Sky is in the angel place through the spider cave, either Stone or Gale is in the acid cave area somewhere, and one of them appears as a fishing pole on the dock north of Doom was is the easiest to get. The item is invisible to everyone but Staff and the quester and it automatically pops into your pack if you get near it. Return to blue ben and you can complete your sign up with a final confirmation.
Why did you take away my Skills!?
So one of the big things about blue magic expansion is that it was designed around a 700.0 skill limit with class-archtype play and back in the haydays FSATS was ran on every single shard and was the single most broken system out there. Not kidding, there are ways to exploit the system for 100+ resistances and through leveling HellCats had the same above cap stats as a dragon, including the hp-scaled breath weapon, except they used one pet slot and had a +250% instinct bonus to melee damage for a full set. Rather than allowing everything to stack, I went the other way. And if you're not doing this on your shard that runs FSATS, well spoiler alert.
Now the system only adjusts your actual skill value. It's possible to take Magery to 50.0 and use the Tokuno arty for +15, the Crystaline Ring for +20, and w/e else to take your Magery to cap. This increases the value of skill granting items and makes you think a little more about the kind of equipment you'll want to wear later on.
The Spells
There are 25 spells to learn. Most of them are learned by getting hit with them after becoming a blue mage or by inspecting the corpse of a creature capable of using blue magic by using the bm command: "
[bm study"
You can cast these spells either by simply using the bm command without any additional augments which will generate a gump listing all the spells you know along with both an information button and a button to cast the spell or you can type or macro it directly by using the name of the spell without spaces (or even its indexing number). IE. "
[bm dragonforce"
* Angel's Snack: this spell consumes a refresh, lesser cure, and lesser heal potion to pass those effects and some curse removal to everyone in your party. Unlike most spells, you can only learn this spell from eating a specially dropped item form the holy angels at the end of the snowy mountain path.
* Auto Life: Buff type effect that automatically casts resurrection on the target when they die except I used my own gump which allows you ro run around with it open in order to get somewhere safe.
* Bad Breath: generates a cone that attempts to apply several debuffs on everyone within it, the range and effectiveness is based on your forensics skill.
* Blow Up: I just had to add it, you blow your self up dealing twice your HP in damage to an area around you. Funny, fun, and potentially that one spell you need against your GM's one-hit auto-kill boss they added to many 0s to.
* Demi: halves the HP of the target but capped at 100hp loss. It's not damage and you won't get looting rights for it but you will flag for threat. Doesn't work on Peerless or Champions.
* Dragon Force: A rather interesting spell, you trade your caster skills for melee skills. Useful for a pure caster to set up using the special moves. It's effects stack and when fully buffed the spell becomes a target-based effect so you can shoot "dragon's breath" at enemies.
* Fifty Needles: One of my favorites, shoots up to 25 needles at your opponent and each one deals 1 damage. Yeah I know it's not fifty but it's still cool.
* Flame Thrower: The powerhouse of all the spells offered. It creates a line 3 tiles wide full of flaming death. It's greatest advantage is the number of fire debuffs in the game that allow it to deal up to 100+ damage against your primary targets.
* Frog Drop: It's a complicated spell scaled by having certain items in your backpack. The more you have the longer, more damaging, and more varied the frog colors will be. It's an area damage-over-time effect that's nice for setting things up. Unlike most spells this one can only be learned from a quest (see finding qunia).
* Guard Off: a resistance debuffer. See also flame thrower.
* Level4Holy: Deals energy damage based on the total skill points your target has and how close to being devisiable by 4 it is.
* Magic Hammer: It's pretty much demi but for mana. Monsters seem to generate it too fast but it may be applicable in PvP.
* Matra Magic: Trades your HP for mana and is a serious buff to use among caster teammates or even your self since you can easily recover HP from a couple spells, bandage, or potions.
* Mighty Guard: buffs your resistance values.
* Mind Blast: a caster-counter, it deals more the necromageish your target is and also debuffs their intelligence value which means less maximum mana.
* Night: mass paralyze except it also hits you. Causes you to snore while paralyzed and should send the packet to darken your screen for a bit.
* Shadow Flare: a mass area damager pure and simple.
* Shield: probably doesn't work in the version you have. Reduces damage taken by partially depleting your mana.
* Stare: Attempts to invoke a creature's target on any valid target near them. It can mean you ebolting an ally or your heal spell hitting your self instead of your almost dead ally. It's fun for the whole family.
* Switch: one of my favorite greifing spells, you trade places with your target so just imagine the shenanigans you could do with this in Fellucca.
* Traveler: A none working spell intended to teleport you to nearly any valid location using the in-game maps. Finally, the ultimate go command for everyone.
* Trine: lays some symbol that explode if someone walks over them. Useful for instant traps.
* Vanish: It's like invisibility but better! You're randomly shunted up to two tiles away and granted a number of stealth steps to walk even further away. Useful to dodging people that have detect hidden or can cast reveal.
* White Wind: the main healing spell of blue magic. It's mass based and scaled by your current HP, you *can* hang back and play healer with this spell, the buffs, and angel's snack.
The Moves
There are 5 moves available to use as well. They all require wrestling and you cannot be armed.
* Drain Touch: Each hit creates a stacking penalty that imposes a -1.0 loss to every skill. Yes, a bunch of guys can deck a creature from grandmaster to 0.0 with this thing.
* Goblin Punch: Pretty much wrestling + random damage.
* Limit Glove: gain a bonus to damage based on how low your HP is.
* Poison Claw: poisons your punched opponent. It's capable of inflicting one grade higher than the standard magery spell if your forensics & magic resist's total is 225+.
Thrust Kick: kicks your opponent so hard they slide away from you. Get creative with this thing, use it to slam them across a Trine mine or by some time to heal your self.
The Quests
Once you're a blue mage Ben randomly generates a quest each time you talk to him. Three of them are slayer quests which grant blue mage clothing and their upgrades.
Blue Clothing can also be bought for 100,000 gold from Ben if your a blue mage. It's blessed and grants a +5% bonus in all resistances. The first teir quest randomly grants you an item but you can drag and drop any blue clothing onto Ben to trade. Sadly the release posted does not offer the same thing on the upgrade deeds.
The deeds generate randomly as a 1st tier and 2nd tier upgrade allowing you to buff each piece of clothing twice. You can freely mix and match but choosing matching named will grant an additional bonus. Here's the table.
Insightful: Hit +12%, Defend +12%, Nightsight. Double; HCI +25%, DCI +25%.
Hasted: +1 FCR, +10% Melee Speed. Double; +2 FCR, +1 FC, +20% Speed.
Arcanic: +5% SDI, +10% LRC, & +5 Mage/Necro. Double; +10% SDI, +20% LRC, +10 Mage/Necro.
Skillful: 7 Tactics & Wrestling. Double; +15 Tactics/Wrestling.
Mighty: +10 Str & +15 HP. Double; +20 Str, +30 HP.
Nimble: +10 Dex & +15 Stamina. Double; +20 Dex, +30 Stam.
Intelligent: +10 Int & +15 Mana. Double; +20 Int, +30 Mana.
Regenerative: Regen All +3. Double; Regen All +7.
Resistive: Resist All +5 (total +10). Double; Resist All +15 (total +20).
Efficient (necklace only): Lower Mana Cost 15%. Double; Lower Mana Cost 30%.
The necklace is intended to be dropped in a later quest and all blue clothing can be dyed using a special gump that offers many of the BOD hues (24 in all) and such so you're "blue" mage could very will run around calling them selves the pink despair. Obviously a full set of fully upgraded items would be pretty powerful but before you get your nerf bat out remember they had to kill seven Shadow Wyrms, seven Beholders, seven Ancient Lichs, and seven Balrons for each second level upgrade or 252 kills in all, and that's not even counting the first level deed.
There is also a Finding Qunia quest. The teleporter is located in the city in Ilshenar with Dragoons in it. Qunia offers a couple rare drops including Forks which are the only weapon you can use the blue moves with and a special blessed bag that can be used, and only used, to hold the items for the frog drop spell. And finally he can drop an upgrade deed to improve one of his dropped forks.
* Needle Fork: special built in slayer vs the same creature types as the slayer quests.
* Silver Fork: pretty much as the name suggests, silver slayer.
* Bistro Fork: debuffs your target's fire resistance (hello flamethrower!)
* Gastro Fork: It's swing animation changes on each swing and literally some swings are faster than others and others deal more damage. Who doesn't like a dose of crazy with their weapons?
The Dungeons
The system also adds a new dungeon located on Ilshenar in the mountains. Teh first level of the cave is full of goblins while the second is full of dangerous, and super powerful, ore elementals based on the design of when I first created the mobile abilities. It's a fancy way of saying the "poison gas" attack will literally poison you. You can also learn mighty guard from some nearly invincible crabs, I hope you brought your armor ignoring moves. The third level has a fairy you can escort out to learn Auto-Life and the last level has no escape at this time but is currently the only place a Beholder spawns and thus is also the only place you can learn the Stare spell.