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War magus
The War Magus, known as Doctor Magus in Japan, combines aspects of Troubadours, Medics and Landsknechts while not learning their special skills, but in turn gaining various abilities of their own. War Magi can learn healing spells like Cure and Salve, though not Salve 3. However since they lack the critical Revive, War Magi shouldn't necessarily replace medics. War Magi can also raise allies' attack, defense, and speed though only one at a time (unlike troubadors, whose songs affect the entire party, but at thrice the TP cost and slightly lower effect). They have decent attack and technique (and the ability to equip swords), good vitality and several skills that allow them to take advantage of an opponent with a status condition (poisoned, paralyzed, cursed...) by inflicting a bind, recovering HP/MP or dealing heavy damage.

When used in combination with a Hexer, the War Magus can be a source of infinite TP for your party. The process is as follows: The Hexer uses Corrupt to inflict the Curse status on all enemies. The War Magus then uses Cursecut to attack a cursed enemy while absorbing TP from it. Afterwards, the War Magus uses Transfer to donate between 10 and 40 TP from itself to another party member. Using this method, a party has the unique ability to withstand the labyrinth indefinitely without returning to town. The only downside is that it will take quite a few levels to get Cursecut—A War Magus learning nothing else won't be able to learn Cursecut until Lv. 14 (16 if Cure is learned). Learning Transfer also requires at least 2 Skill Points, depending on the amount you want to transfer. Caution should be exercised in using this setup, as Transfer can only be used in battle, when the War Magus, especially if the only healer, could be doing something more helpful. If at a sufficient level, Amrita and its successors are sufficient if pricey, if TP recovery is really needed.

ProfileEdit

Description Combining the skills of the medic and the landsknecht for a class useful in nearly every situation, the war magus can effectively fill two roles at once in your limited party. Its skills are primarily healing- and support-based, but its TP draining and transferral abilities allow it to ensure the rest of the party never runs dry. Also War Magi are able to give additional ailments to or getting bonuses from enemies who are already suffering from such effects.
Strengths Faster overall speed than Medics, capable of filling in various niches lacking in a party.
Weaknesses Situational Sword skills; overall performance less powerful when compared to combat or healing specialists.
Force Invoke: With a passionate prayer, the war magus fully restores the entire party's HP and strengthens everyone's elemental resistances.

Description In comparison with their counterparts in Heroes of Lagaard, War Magi have been largely improved. The War variants of their healing skills now activate twice - at the start and end of each turn - allowing them to provide priority aid to give them an edge over the Medics' healing. Barrier is also added, as a way to defend the party from ailments, binds, and debuffs. Their War Edge skills have been condensed and improved, as they can be used even while the War Magus wields a staff, and additional effects trigger on enemies afflicted with any ailment. War Magi also gain Random Disease and Displace to inflict ailments on their own. In particular, their Ailing Slash becomes supremely powerful, capable of doing thousands of points of damage while ignoring cut resistance (but not immunity).
Strengths Priority healing and ailment/bind blocking dramatically increase party survivability, good Luck growth also improves ailment chance.
Weaknesses Cannot control ailment through Random Disease, terrible Agility growth, medium-potency healing.
Force Boost War Edge Power: For 3 turns, War Edge skills will activate their secondary effects even if the target is not afflicted by an ailment.
Force Break Fairy Robe (uses head): Restores HP to the party, removes binds and ailments, and prevents further debuffs, binds and ailments from being applied for the turn.

Stat Progression Edit

Level HP TP STR TEC VIT AGI LUC
1 42 24 5 7 4 4 7
35 208 99 27 28 35 19 20
70 426 176 50 53 63 36 32
99 617 404 67 70 81 55 50

Level HP TP STR TEC VIT AGI LUC
1 30 31 8 8 7 4 8
30 122 161 21 21 20 10 21
70 312 365 43 45 41 21 43
99 495 492 59 63 58 30 60

Grimoire Stones Edit

Skills to generate and pass:

  • Barrier: Incredibly potent preventative skill for characters with nothing to do on odd turns.
  • War Revive: Priority on revival ensures the caster doesn't die before they move.
  • Ailing Slash: Bypasses most physical resistances, giving an excellent offense skill to Sword users.

Skills best used on a War Magus:

  • Curb ATK Up: Raises success rates of Displace, Random Disease, and the binding War Edge skills.
  • Mirage, Nerve, Hypno Bite (Dark Hunter): Offensive skills that inflict ailments which also enable War Edge skills. Helped by the War Magus' good Luck.
  • All Formulas (Alchemist): Independent elemental damage source for War Magi.
  • Link Order II (Sovereign): Wide-spreading elemental damage for War Magi that is not impaired by their low Agility.

Skills Edit

Note: Skills are listed in the same order that is used in the game and do not necessarily unlock one after another. See the "Requires" column to see how to unlock a skill. If that column has dashes in it the skill is accessible at level one; no other skill is needed to unlock it. Skills are normally maxed at level 10, but there are some exceptions where the level cap is 5 or even 1.

  • Stat Increases and Passive Skills are passive benefits that grant bonuses without being activated.
  • Search Skills are out-of-battle skills, mostly for gathering materials or controling monster behaviour.
  • Sword Skills are the War Magi in-battle skills, abusing status ailments on the enemy for extra effects.
  • Healing Skills are exactly like the Medics Skills, allowing the War Magus to heal one or more targets.
  • Shaman Skills are similar to the Troubadour Skills, mostly giving single target boosts.
  • Extra shows skill detail or any special bonuses that are gained at certain levels.
Skill Description Type Requires Extra
HP Up Increase maximum HP. Stat Increase -----
TP Up Increase maximum TP. Stat Increase -----
STR Up Increase strength. Stat Increase -----
TEC Up Increase technique. Stat Increase -----
VIT Up Increase vitality. Stat Increase -----
AGI Up Increase agility. Stat Increase -----
LUC Up Increase luck. Stat Increase -----
Esc Up Increase chances of successfully escaping from battle. Stat Increase ----- Max Lv1
War Edge Needed to learn sword skills. Mastery Skill -----
War Lore Needed to learn shaman and healing skills. Mastery Skill -----
Regenall Restores a small amount of HP to the party on every turn. Passive Skill ----- Max Lv5
Blindcut Sword slash that binds the heard of a blinded enemy. Sword Skill War Edge Lv1

STR Up Lv1

Venomcut Sword slash that binds the legs of a poisoned enemy. Sword Skill War Edge Lv2

STR Up Lv2

Sleepcut Sword slash that does heavy damage to a sleeping enemy. Sword Skill War Edge Lv3

STR Up Lv3

Fearcut Sword slash that recovers HP when attacking a terrified enemy. Sword Skill War Edge Lv4

STR Up Lv4

Stuncut Sword slash that binds the arms of a paralyzed enemy. Sword Skill War Edge Lv5

STR Up Lv5

Cursecut Sword slash that recovers TP when attacking a cursed enemy. Sword Skill War Edge Lv10

STR Up Lv6

Max Lv5
Cure Restores a small amount of HP. Healing Skill War Lore Lv1
Cure 2 Restores a medium amount of HP. Healing Skill War Lore Lv3
Cure 3 Restores full HP. Healing Skill War Lore Lv5 Max Lv5
Salve Restores a small amount of HP to the entire party. Healing Skill War Lore Lv7

Cure Lv3

Max Lv5
Salve 2 Restores a medium amount of HP to the entire party. Healing Skill War Lore Lv10

Cure 2 Lv4

Max Lv5
Warmight Shaman spell that increases an ally's attack power. Shaman Skill War Lore Lv2 Max Lv5
Rockskin Shaman spell that increases an ally's defense. Shaman Skill War Lore Lv2 Max Lv5
Elkspeed Shaman spell that increases an ally's speed. Shaman Skill War Lore Lv2 Max Lv5
Erase Shamanic spell that erases an enemy's status benefits. Shaman Skill War Lore Lv3 Max Lv5
Transfer Shamanic spell that transfers the war magus's TP to an ally. Special Skill TP Up Lv1 Max Lv5
Chop Chop wood for materials at item points. Search Skill ----- Max Lv5

Skill Description Type Requires Uses
War Lore Mastery Increases strength of War Lore healing and raises effects of other War Lore skills. Mastery None
War Heal Heal an ally once at the beginning of the turn and once again at the end. War Lore War Lore Mastery Lv1 Head, TEC/VIT
War Heal Line Heal a row once at the beginning of the turn and once again at the end. War Lore War Heal Lv5 Head, TEC/VIT
War Heal All Heal the party once at the beginning of the turn and once again at the end. War Lore War Heal Line Lv5 Head, TEC/VIT
Warmight Increases 1 ally's offenses for 3 turns. War Lore War Lore Mastery Lv3 Head
Rockskin Increases 1 ally's defenses for 3 turns.
Artery For 3 turns, allies will recover some HP after acting. Only activates once per ally. War Lore War Lore Mastery Lv5 Head, TEC/VIT
War Response For 3 turns, all allies will recover HP when the targeted enemy acts. War Lore Artery Lv3 Head, TEC/VIT
Random Disease Chance to inflict Poison, Paralyze, Blind, Sleep, Curse, or Fear to target enemy. War Lore War Lore Mastery Lv7 Head, LUC
Displace Removes binds and ailments from an ally, with a chance of transferring them to target enemy.
Barrier May block ailments/binds/debuffs for the party. War Lore, Guard Random Disease Lv3
Displace Lv3
Arm
War Revive Revive an ally at the beginning of the turn. Has a chance to revive the ally again at the end of the turn. War Lore War Lore Mastery Lv10 Head
War Edge Mastery Allows Sword skills to be used with a Staff. While a Sword is equipped, maximum TP increases. While a Staff is equipped, attack power increases. Mastery None
Strength Slash Melee cut attack to 1 enemy. If it has an ailment, their physical and elemental attack is decreased for 7 turns. War Edge War Edge Mastery Lv1 Arm, STR/TEC
Guard Slash Melee cut attack to 1 enemy. If it has an ailment, their physical and elemental defense is decreased for 7 turns.
Headcut Melee cut attack to 1 enemy. If it has an ailment, may also bind head. War Edge War Edge Mastery Lv5 Arm, STR/TEC/LUC
Armcut Melee cut attack to 1 enemy. If it has an ailment, may also bind arms.
Legcut Melee cut attack to 1 enemy. If it has an ailment, may also bind legs.
Ailing Slash Melee cut attack to 1 enemy. Ignores resistance (but not immunity). Deals double damage to enemies afflicted with ailments. War Edge War Edge Mastery Lv10 Arm, STR/TEC
Vampire Allies in your row are healed when you damage enemies with status afflictions. Passive Ailing Slash Lv5
HP Up Increases maximum HP. Stat Up None
TP Up Increases maximum TP. Stat Up None
Phys ATK Up Increases physical attack power. Stat Up None
Curb DEF Up Increases resistance to binds and status effects. Stat Up None
Chop Allows the user to find more resources while chopping. Gather None

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