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+1 Bonus to Mag at level up.

Description

Mag Bonus is a support ability that gives a permanent stat boost to the user's Magic while they gain a level with the ability equipped. It can be used for stat-maxing and level grinding to have higher maximum Magic even without Mag junctions.

Obtained[]

Mag Bonus is learned by the Guardian Forces Siren and Cactuar. Siren is drawn from Elvoret at the top of Dollet communications' tower, or from Tri-Point in the final dungeon. Siren can then learn Mag Bonus for 100 AP after mastering Mag+40%, which itself becomes available after mastering Mag+20% (the player can master them instantly with Circlet and Hypno Crown).

Cactuar is recruited by defeating Jumbo Cactuar on Cactuar Island, reachable on a flying transport, and already has every type of Stat Bonus ability learned.

If the player removes Mag Bonus with Amnesia Greens, there is no way to get it back.

Mechanics[]

Mag Bonus gives the user +1 Magic on top of their normal stat gain when they level up with the ability in effect. When the user is on Level 100, the ability will be ineffective.

Use[]

Mag Bonus is a great ability to have equipped when gaining levels, especially for Quistis, Selphie, and Rinoa for their Limit Breaks. Magic stat determines the damage done with spells and magic-based abilities and determines Draw success, but has no effect on summoning damage or charge time. The maximum Magic value is 255, which the player can reach without stat grinding simply with Mag-J and Mag+% abilities; however, if the player has been leveling up with Mag Bonus, they can reach 255 with fewer spells or lesser magic types.

If the player wants to grind their Magic via leveling up, the player can set Siren to learn their Magic-booster abilities as soon as she is recruited to unlock Mag Bonus at the earliest, and use items to learn the Mag+% abilities where possible. The best min-maxing strategy is to remain on a low level until the player gets Cactuar and then level up with numerous Stat Bonus abilities in effect simultaneously.

As a character can have maximum four support abilities in effect at once, one cannot ever co-equip all Bonus abilities. The player could choose between Str Bonus and Mag Bonus as per the character's best Limit Break's damage type, or leave HP Bonus to the wayside as the ability of lesser importance. After getting all Bonus abilities, a fast leveling up place is on Island Closest to Hell where the player can quickly defeat enemies with Quistis's Degenerator and Death spells in ST-Atk-J even with a low level party. To avoid leveling up before having all Bonus abilities, the player can have KO'd party members, escape random encounters, equip Enc-None, and use Card and Petrify to defeat enemies.

Stat-maxing is unnecessary for a normal playthrough, even for superbosses, but stat grinding will make the party noticeably stronger by the end. Quistis's Shockwave Pulsar can do excess of 9999 damage and so it is always worth maxing out Quistis's Magic stat if the player is ever going to use it. Perfect Magic stat is also great for Rinoa's "Meteor Wing" strategy. Other means of boosting Magic are with the Mag Up item and by devouring a Level39+ Behemoth.

As bosses do not give EXP, before engaging one the player should swap their Stat Bonus abilities for percentage stat boosts or other useful support abilities like auto abilities.

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