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

  1. Overview
  2. Class Progression
    1. Advancement Levels
  3. Available Characters
  4. Statistics
    1. Stat Distribution
  5. Why Mage is 10/10
    1. The Phase Shift Revolution
    2. The Salamander Devastation
    3. Range Superiority
  6. Strategic Analysis
    1. Why Stats Don’t Matter
    2. Battle Impact
  7. Weaknesses & Counters
    1. Only Weakness: Other Mages
    2. Physical Vulnerability
  8. Optimal Spell Usage
    1. Essential Spells
    2. Spell Priority Guide
  9. Party Composition
    1. The Dual Mage Strategy
  10. Equipment Recommendations
    1. Weapon Progression
    2. Armor Progression
    3. Helm Progression
  11. MP Management
    1. The MP Problem
  12. Common Mistakes
    1. Mistake #1: Going Monk Path
    2. Mistake #2: Exposing Mages
    3. Mistake #3: Using Physical Attacks
  13. Advanced Tactics
    1. Elevation Advantage
    2. Terrain Usage
    3. Target Priority
    4. Spell Timing
  14. Boss Battle Strategy
    1. Standard Boss Approach
    2. Multi-Boss Battles
  15. Trial of Toroah Performance
    1. Why Mages Dominate Trials
  16. Leveling Strategy
    1. Eleni (Joins Level 7)
    2. Zohar (Joins Level 14)
  17. FAQ Authors’ Consensus
    1. Jeff Chan (Atom Edge)
    2. Syonyx
    3. Shotgunnova
  18. Final Verdict
  19. 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:

  1. Round 1: Mages cast Phase Shift on enemy clusters
  2. Round 2: 4-6 enemies dead or critically wounded
  3. Round 3: Second Phase Shift eliminates another group
  4. 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:

  1. Phase Shift - Always first choice
  2. Salamander - When available (Level 20+)
  3. Dark Star - Early game alternative

Against Single Targets (Bosses):

  1. Meteor - Highest single-target damage
  2. Focused elemental - Exploit weaknesses
  3. Phase Shift - Still good even vs. 1 enemy

Against Golems:

  1. Salamander - Golems weak to fire
  2. Phase Shift - Still effective
  3. 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

  1. Enemy Mages - Kill first (biggest threat)
  2. Clustered Groups - Maximum Phase Shift value
  3. Dangerous Bosses - Before they act
  4. 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

  1. Clear minions first with Phase Shift
  2. Focus boss with Meteor
  3. Repeat until boss dies
  4. Healers keep party alive
  5. 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


“Walking death machines. Anything that gets close dies.”

Mage - The Absolute Strongest Class


Copyright © Konami Co., Ltd. | Guide compiled from FAQs by Jeff Chan, Lancel0t, Shotgunnova, Syonyx, Richard Uyeyama, and Wolverine Inc.