Mage (Sorcerer → Enchanter)
The absolute strongest class in the game - walking death machines that end battles before they begin.
Rating: 10/10
Table of contents
- Overview
- Class Progression
- Available Characters
- Statistics
- Why Mage is 10/10
- Strategic Analysis
- Weaknesses & Counters
- Optimal Spell Usage
- Party Composition
- Equipment Recommendations
- MP Management
- Common Mistakes
- Advanced Tactics
- Boss Battle Strategy
- Trial of Toroah Performance
- Leveling Strategy
- FAQ Authors’ Consensus
- Final Verdict
- Next Steps
Overview
“With the sole exception of the Vandalier, this is far and wide, the strongest class in the entire game.” - Jeff Chan
The Mage class is universally rated 10/10 by FAQ authors - the highest possible rating. Once your Mages learn Phase Shift, all other characters become essentially obsolete for dealing damage. Mages are so powerful that battles often end before your other characters can even reach combat.
Class Progression
Level 1-9 Level 10-19 Level 20+
═══════════════════════════════════════════════════
Mage ──────────> Sorcerer ──────────> Enchanter
Advancement Levels
| Level | Class | Key Spells Gained |
|---|---|---|
| 1-9 | Mage | Dark Star (AOE), Blast, elemental spells |
| 10-19 | Sorcerer | Phase Shift (game-changing!), Roman Fire, Meteor |
| 20+ | Enchanter | Salamander (ultimate fire AOE) |
CRITICAL: NEVER choose the Monk path at Level 10! Always go Sorcerer → Enchanter!
Available Characters
| Character | Starting Level | When Joins |
|---|---|---|
| Eleni Dunbar | 7 | Chapter 1, Section 3 |
| Zohar Abu Sa’id | 14 | Chapter 3, Section 1 |
Both should ALWAYS go pure Mage path. Dual mages (Eleni + Zohar) create an unstoppable combination!
Statistics
Stat Distribution
| Stat | Rating | Notes |
|---|---|---|
| ATK | Low | Irrelevant - never use physical attacks |
| DEF | Low | Irrelevant - enemies die before reaching you |
| AGL | High | Good evasion |
| MAG DEF | Very High | Excellent magic resistance |
| MOVE | Average | Standard movement |
“Forget that Mage characters don’t take damage well. Forget that physical attack is laughable. It does not matter.” - Jeff Chan
Why Mage is 10/10
The Phase Shift Revolution
Game-Changing Moment: As soon as Phase Shift becomes available (~Level 12-14), the game fundamentally changes.
Phase Shift Impact:
- Hits 3x3 to 4x4 area (5-6 enemies simultaneously!)
- Massive damage (50-100+ HP per enemy)
- Extreme range (can hit from safe distance)
- No counterattack (spell from far away)
- Low MP cost relative to damage output
What This Means:
- One Phase Shift can eliminate entire enemy groups
- Two Mages casting = entire army deleted
- Other characters never reach combat
- Battles end in 3-5 rounds instead of 15-20
The Salamander Devastation
Ultimate Spell (Level 20+):
- Even more powerful than Phase Shift
- Fire elemental AOE
- Can solo groups of golems
- Essential for Trials
- Boss-killer spell
Range Superiority
Spell Range:
- 4-6 tile range (Phase Shift, Salamander)
- Can attack from complete safety
- Enemies die before closing distance
- Protect mages = they win battles
Strategic Analysis
Why Stats Don’t Matter
Jeff Chan’s Insight:
“Zohar and Eleni will essentially be walking death machines. Anything that gets close dies.”
Conventional Wisdom Says:
- Low DEF = vulnerable
- Low ATK = weak damage
- Must protect fragile units
Reality:
- Enemies never reach them (killed by spells)
- Physical attack irrelevant (use spells)
- Protection = keeping them in back (easy)
Battle Impact
Typical Scenario:
- Round 1: Mages cast Phase Shift on enemy clusters
- Round 2: 4-6 enemies dead or critically wounded
- Round 3: Second Phase Shift eliminates another group
- Round 4-5: Battle over
Your Other Characters:
- Knights still walking toward enemies
- Archers get 1-2 shots
- Healers barely needed
- Mages already won
“Spells like Phase Shift and Salamander end battle so quickly, other characters may never get chance to get into fray.” - Jeff Chan
Weaknesses & Counters
Only Weakness: Other Mages
Enemy Mages:
- Have high Magic Defense (like your Mages)
- Take less damage from spells
- Can actually survive Phase Shift
- Most dangerous enemy type
Solution:
- Use Archers to snipe enemy Mages
- Use Airmen to rush them
- Focus-fire with multiple units
- Kill enemy Mages FIRST (always priority #1)
Physical Vulnerability
If Enemies Reach Mages:
- Low physical defense
- Can die in 2-3 hits
- Problematic if surrounded
Prevention:
- Position mages in back
- Frontline fighters protect them
- Use terrain (elevated positions)
- Kill enemies before they close distance (usual outcome)
Optimal Spell Usage
Essential Spells
Priority Spells to Learn:
| Level | Spell | Type | Priority | Notes |
|---|---|---|---|---|
| ~5 | Dark Star | AOE | HIGH | First area spell |
| ~12 | Phase Shift | AOE | CRITICAL | Game-changer! |
| ~15 | Roman Fire | AOE Fire | MEDIUM | Elemental option |
| ~18 | Meteor | Single | MEDIUM | Boss killer |
| ~22 | Salamander | AOE Fire | CRITICAL | Ultimate spell |
Spell Priority Guide
Against Groups of Enemies:
- Phase Shift - Always first choice
- Salamander - When available (Level 20+)
- Dark Star - Early game alternative
Against Single Targets (Bosses):
- Meteor - Highest single-target damage
- Focused elemental - Exploit weaknesses
- Phase Shift - Still good even vs. 1 enemy
Against Golems:
- Salamander - Golems weak to fire
- Phase Shift - Still effective
- Physical attacks worthless (high DEF)
Party Composition
The Dual Mage Strategy
BOTH Eleni AND Zohar should be Enchanters! This is non-negotiable for optimal play.
Why Two Mages:
- Turn 1: Eleni Phase Shifts left side, Zohar Phase Shifts right side
- Result: Entire enemy formation devastated
- Backup: If one runs out of MP, other continues
- Trials: Essential for golem-heavy battles
Recommended Formation:
[Knight] [Ash] [Knight]
[Eleni] [Healer] [Zohar]
[Archer] [Archer] [Archer]
Mages in protected center position
Frontline shields them
Healers keep everyone alive
Archers support
Equipment Recommendations
Weapon Progression
| Chapter | Weapon | ATK | Cost/Source |
|---|---|---|---|
| Ch. 1-2 | Iron Staff | +8 | 200G |
| Ch. 2-3 | Magic Staff | +10 | 500G |
| Ch. 3-4 | Spirit Staff | +15 | 2000G |
| Ch. 5-6 | Arkstaff | +20 | 8000G |
Arkstaff is the best mage weapon in game. Prioritize purchasing for both Eleni and Zohar!
Armor Progression
| Chapter | Armor | DEF | Cost/Source |
|---|---|---|---|
| Ch. 1 | Wool Robe | +4 | 70G |
| Ch. 2 | Master Robe | +10 | 350G |
| Ch. 3-4 | Mystic Robe | +18 | 1400G |
| Ch. 5-6 | Mojo Robe | +26 | 5180G |
Helm Progression
| Chapter | Helm | DEF | Cost/Source |
|---|---|---|---|
| Ch. 1 | Light Band | +2 | 60G |
| Ch. 2-3 | Iron Cap | +5 | 250G |
| Ch. 3-4 | Steel Band | +9 | 1000G |
| Ch. 5-6 | Rune Crown | +13 | 3700G |
MP Management
The MP Problem
Challenge:
- Powerful spells cost significant MP
- Phase Shift: ~15-20 MP per cast
- Salamander: ~20-25 MP per cast
- Can run out mid-battle
Solutions:
1. Mage Gems
- Restore MP during battle
- Stock 10-20 for important battles
- Essential for Trials
2. Elixirs
- Full HP/MP restore
- Emergency backup
- Expensive but worth it
3. Conservative Casting
- Don’t waste Phase Shift on weak enemies
- Use Dark Star on fodder
- Save big spells for tough foes
4. Dual Mage Rotation
- Eleni casts while Zohar conserves
- Alternate to manage MP pools
- One always has MP available
Common Mistakes
Mistake #1: Going Monk Path
WRONG!
Why It’s Terrible:
- Dilutes pure magical power
- Hybrid healing/offense excels at neither
- Wastes highest-rated class (10/10)
- Cannot undo decision
NEVER go Monk! Always Sorcerer → Enchanter!
Mistake #2: Exposing Mages
RISKY!
Common Error:
- Moving mages to frontline
- Leaving them unprotected
- Positioning where enemies can reach
Why It Fails:
- Low physical defense
- Die quickly if surrounded
- Losing mage often = game over
Solution:
- Always keep mages in back
- Fighters screen them
- Use range advantage
Mistake #3: Using Physical Attacks
INEFFICIENT!
Temptation:
- “Save MP, use staff to hit”
- Physical attack to conserve spells
Why It’s Bad:
- Pitiful damage (5-10 HP maybe)
- Wastes turn
- Exposes mage to counterattack
- Defeats purpose of Mage class
Solution:
- Always cast spells
- Stock MP items
- That’s what Mages do!
Advanced Tactics
Elevation Advantage
- Position mages on high ground
- Increased spell range
- Line of sight bonuses
- Natural protection
Terrain Usage
- Use walls/obstacles for cover
- Enemy can’t reach = can’t hit
- Choke points funnel enemies
- Spells hit chokepoint = mass death
Target Priority
- Enemy Mages - Kill first (biggest threat)
- Clustered Groups - Maximum Phase Shift value
- Dangerous Bosses - Before they act
- Golems - Only magic works well
Spell Timing
- Round 1: Usually wait (let enemies cluster)
- Round 2-3: Phase Shift when 4+ enemies grouped
- Save some MP: Don’t blow entire load early
- Boss Rounds: Meteor/Salamander for big damage
Boss Battle Strategy
Standard Boss Approach
- Clear minions first with Phase Shift
- Focus boss with Meteor
- Repeat until boss dies
- Healers keep party alive
- Physical characters support
Multi-Boss Battles
- Use Salamander on groups of bosses
- Can hit 2-3 bosses simultaneously
- Massive damage to all
- Combined with physical attacks = quick kills
Trial of Toroah Performance
Why Mages Dominate Trials
Chaos Trial (All Golems):
- Golems have extremely high physical DEF
- Physical attacks do ~5-10 damage
- Phase Shift does ~60-80 damage
- Mages essential for golem Trials
Logos Trial (27 Enemies):
- Long spiral staircase
- Would take forever with physical
- Phase Shift clears groups quickly
- Salamander ends clusters
Heaven Trial (Boss Rush):
- 28 elite enemies
- Need massive AOE damage
- Dual mages = clear path through
- Physical characters can’t keep up
Trials are designed for Mages. Attempting without them is masochistic.
Leveling Strategy
Eleni (Joins Level 7)
- Ch. 1-2: Use extensively, advance to Sorcerer at 10
- Ch. 2-3: Learn Phase Shift, become death machine
- Ch. 4-5: Advance to Enchanter at 20
- Ch. 5-6: Learn Salamander, unstoppable
Zohar (Joins Level 14)
- Ch. 3: Immediately useful, already Sorcerer
- Ch. 3-4: Already has Phase Shift!
- Ch. 4-5: Advance to Enchanter at 20
- Ch. 5-6: Dual Enchanters = victory
Zohar joins already powerful (Level 14 Sorcerer). Immediate impact!
FAQ Authors’ Consensus
Jeff Chan (Atom Edge)
Rating: 10/10 Quote: “Far and wide, the strongest class in the entire game” Emphasis: Phase Shift makes other characters obsolete
Syonyx
Rating: Highest tier Focus: Magical attack specialists Strength: Strong against armor Recommendation: Essential party members
Shotgunnova
Rating: Top tier Usage: Critical for difficult battles Note: Trials nearly impossible without
Final Verdict
MANDATORY CLASS
You MUST have Mages to win:
- Strongest offensive class
- Essential for Trials
- Makes difficult battles manageable
- No viable substitute
Both Eleni AND Zohar should be Enchanters
- Not a suggestion
- Not optional
- Required for optimal play
Next Steps
- Continue reading about Priest Class (9/10 - second-best)
- Review Eleni’s Character Page for mage-specific story
- Review Zohar’s Character Page for second mage
- Check Spell Reference for complete spell lists
- Plan Party Composition around dual mages
“Walking death machines. Anything that gets close dies.”
Mage - The Absolute Strongest Class