Mage Mage

Type Base Class
Weapons Tome
Move 5

Str STR --
Wil WIL +2
Cel CEL +1
Ski SKI --
Def DEF --
Res RES +2
Vit VIT --
Luc LUC --
Fai FAI --
Guil GUI --
Sanctity Symbol SAN --
Apt APT --

With a brief incantation and a slight flick of the wrist, a proper Mage can invoke destruction. Charged with arcane forces, these individuals can control and manipulate the battlefield like a conductor leads an orchestra.


  • Mages have a large variety of abilities to choose from, making them quite versatile.
  • Their accessibility to various elements can allow them to exploit elemental weaknesses.
  • Several mage skills have strong crowd control effects and can target multiple enemies at once.
  • Mages can also be supportive to their team and enchant their allies with Defensive or Support skills, boosting their power and granting them advantages against certain aspects.
  • Defensive skills, such as Relent Gale, allow a Mage to compliment them with the appropriate skills to cause additional effects.
  • Blink is a very powerful movement tool with little to no FP costs; especially when coupled up with Whispering Cant.
  • Elemental Augment, if it hits an Elemental Resistance, does not deduce Momentum.
  • Certain spells have compatibility with Excel Charges, gaining additional effects by using them up.


  • Mage, by itself, lacks the raw power to do large amounts of damage.
  • A mage will require considerable amounts of FP to be able to keep up with the usage of their skills.
  • An overlooked drawback is the weakness granted by enchants. The damage increase from this weakness is considerable, and will prove to be worrying when faced.
  • Without Whispering Cant, Silence can and will lock you out from using your skills.
  • Listen. No matter how much you try to find more drawbacks, Mage is just really good.
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