"A magic-user who casts spells to damage, weaken, and strengthen others. Low defense makes them poor in close-quarters combat."
Overview[]
The Wizard is the first mage class available across various species. Wizards start off weak but gain power toward the end of the game. They can offer useful utility spells and debilitate tougher units until you can deal with them, such as Dragons, while eventually becoming a formidable attacker in their own right. It is beneficial to select one primary element to utilize, while you level up the appropriate Augment Element skill throughout the unit's career, otherwise offensive potential will taper off in the late game. They are worth keeping in your party until another more powerful mage class is available. Their Meditate skill is an important skill to transfer to other magic classes.
Can be Used by: Human, Winged, Lamia, Orc, Skeleton & Ghost.
How to Unlock: Classmarks are sold by general Shops from Chapter 1 onward.
Notable Characters
- Bayin (Semi-Unique)
- Chamos (Generic)
Equipment
- Daggers: Basic, Baldur & Damasc only
- Hammers: Caldia Fan only
- Cudgels: Caster type only
- Shields: Buckler & Baldur Shield only
- Body Armor: Robes
- Other Armor: Limited. Access to mage gear.
Basic Ability
Move | Jump | RT | Melee | Ranged |
3 Slow | 1/2 | 25 | Punch | Cast Stones |
Core Stats
Attribute | Level 1 | Growth Rate | Level 50 |
HP | 24 | 244 | |
MP | 166 | ||
STR | 9 | 116 | |
VIT | 10 | 117 | |
DEX | 10 | 117 | |
AGI | 9 | 111 | |
AVD | 15 | 113 | |
INT | 21 | 123 | |
MND | 18 | 116 | |
RES | 28 | 135 | |
ATK | 3 | 7 | |
DEF | 3 | 7 |
Skills[]
Skill | Lvl | SP Cost | TP Use | Notes/Use |
Elemental Magic | 1 | 50 | MP | {Missile, Indirect & Utility} |
Dark Magic | 1 | 50 | MP | {Missile, Indirect & Utility} |
Meditate | 3 | 120 | 15 | Grants 5-10 MP per rank |
Coax | 5 | 220 | 40 | Attempt to recruit Lizard and Lamia units |
Conserve RT | 15 | 390 | 30 | Reduce RT of next spell cast to 0 |
Engulf | 25 | 560 | 50 | Actually increases the RANGE of next spell cast by 3 (despite the in-game description) |
Abilities[]
Skill | Lvl | SP Cost | Notes/Use |
Fortify I-II | 8/18 | 120/370 | Increase DEF stat by 10/20% |
Spellcraft I-IV | 7/20/32/45 | 120/370/560/740 | Increase MAG stat by 10/20/30/40% |
Resistance I-IV | 8/20/32/44 | 200/440/650/830 | Increase RES stat by 10/20/30/40% |
Truestrike I-III | 6/18/30 | 90/370/580 | Increase melee accuracy by 10/20/30% |
Trueflight I-III | 9/19/31 | 120/390/600 | Increase ranged accuracy by 10/20/30% |
Spellstrike I-IV | 5/16/27/38 | 90/350/550/720 | Increase magic accuracy by 10/20/30/40% |
Dodge I-III | 9/19/31 | 120/390/600 | Increase melee avoidance by 10/20/30% |
Sidestep I-III | 4/16/28 | 150/400/610 | Increase ranged avoidance by 10/20/30% |
Spell Ward I-IV | 6/18/30/42 | 150/400/610/800 | Increase magic avoidance by 10/20/30/40% |
Constitution I-III | 9/20/33 | 200/420/610 | Increase HP stat by 10/20/30% |
Insight I-IV | 7/19/31/43 | 170/420/610/790 | Increase MP stat by 10/20/30/40% |
Expand Mind I-IV | 10/20/30/40 | 220/420/600/760 | Increase MP restoration by 10/20/30/40% |
Channeling I-IV | 8/19/30/41 | 200/420/610/790 | Reduce MP costs by 5/10/15/20% |
Swiftfoot I | 23 | 460 | Increase Move by 1 |
Jump I | 23 | 500 | Increase Jump by 1 |
Wade I | 11 | 220 | Allows movement through water at a cost of 2 Move while in water |
Field Alchemy I-IV | 3/8/16/24 | 50/220/370/500 | Allows the use of more powerful/effective items |
Reflect Damage I-II | 17/34 | 350/650 | Reflects 10/20% of damage taken by physical attacks |
Absorb MP I-II | 19/36 | 390/660 | Absorb 20/40% of MP spent by enemies on the unit |
Transferable[]
Skill | Notes/Use |
Trajectory | Highlights path of ranged attacks |
Max TP I-IV | Increase max TP by 25/50/75/100 |
Tactician I-II | Increase TP accumulation by 20/40% |
Treasure Hunt I-II | Improves quality of found hidden items |