"A magic-user who casts spells to damage, weaken, and strengthen others. Low defense makes them poor in close-quarters combat."


Wizard Portrait
The first mage-type class available across various species. Wizards start off weak, but gain power towards the end of the game. It's worth keeping one in your party until another mage class is available. This unit can offer important utility by shutting down tough units until you can deal with them such as dragons, while eventually becoming a formidable attacker in their own right. It's important to select 1 primary element to attack with and train up the Augment Element skill throughout the unit's career, or offensive potential will taper off in the late game. Their Meditate skill is an important skill to transfer to other Magic Classes.

Can be Used by: Human, Winged, Lamia, Orc, Skeleton, Ghost

Enchantress Portrait
How to Unlock: Wizard Classmarks are available in any shop from Chapter 1

Notable Characters:

  • Bayin (Semi-Unique)
  • Chamos (Generic)


Basic Ability:

Move Move Type Jump (up/down) Base RT Melee Attack (empty) Ranged (empty)
3 Slow 1/2 25 Punch Cast Stones

Core Stats:

Attribute Base Rating Level-Up Growth Level 50 Rating
HP 244
MP 166
STR +116
VIT +117
DEX +117
AGI +111
AVD +113
INT +123
MND +116
RES +135


Skill Lvl SP Cost TP Cost Notes/Use
Elemental Magic (-Divine) 1 50 each MP {Missile, Indirect & Utility}
Meditate 3 120 15 Grants a small amount of MP (Skill.Lvlx3-5)
Coax 5 220 40 Attempt to recruit Lizard and Lamia Units
Conserve RT 15 390 30 Reduces RT cost of next Spell to 0
Engulf 25 560 50 Increases range of magic skills by 3


Skill Lvl Cost Notes/Use
Fortify I-II 8/18 120/370 Increases DEF stat by 10/20%
Spellcraft I-IV 7/20/32/45 120/370/560/740 Increases MAG stat by 10/20/30/40%
Resistance I-IV 8/20/32/44 200/440/650/830 Increases RES stat by 10/20/30/40%
Truestrike I-III 6/18/30 90/370/580 Increases melee accuracy by 10/20/30%
Trueflight I-III 9/19/31 120/390/600 Increases ranged accuracy by 10/20/30/40%
Spellstrike I-IV 5/16/27/38 90/350/550/720 Increases magic accuracy by 10/20/30/40%
Dodge I-III 9/19/31 120/390/600 Increases melee avoidance by 10/20/30%
Sidestep I-III 4/16/28 150/400/610 Increases ranged avoidance by 10/20/30%
Spell Ward I-IV 6/18/30/42 150/400/610/800 Increases magic avoidance by 10/20/30/40%
Constitution I-III 10/21/33 200/420/610/790 Increases HP stat by 10/20/30%
Insight I-IV 7/19/31/43 170/420/610/790 Increases MP stat by 10/20/30/40%
Expand Mind I-IV 10/20/30/40 220/420/600/760 Increases MP restoration by 10/20/30/40%
Channelling I-IV 8/19/30/41 200/420/610/790 Reduces MP costs by 5/10/15/20%
Field Alchemy I-IV 3/8/16/24 50/220/370/500 Allows use of more powerful/effective items.
Absorb MP I-II 19/36 390/660 Absorb 20/40% of MP spent by enemies on equipped unit
Swiftfoot I 23 460 Increases Move by 1
Jump I 23 500 Increases Jump by 1
Wade I 11 220 Allows movement through water at cost of 2 Move while in water.
Reflect Damage I-II 17/34 350/650 Reflects 10/20% of damage taken by physical attacks back


Skill Notes/Use
Trajectory Highlights path of ranged attacks.
Tactician I-II Increases TP accumulation by 20/40%
Absorb MP I-II Absorb 20/40% of MP spent by enemies on equipped unit
Treasure Hunt I-II Improves quality of found hidden items
Max TP I-IV Increases max TP by 25/50/75/100



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