A caster that causes supernatural phenomena. They are versatile magic specialists, with mastery of both elemental force and healing spells to soothe their allies — making them a valuable asset in battle. However, their defense is quite low, so keep them out of direct danger.
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— Website description.
"A magician attuned to the power in all things", Mage is one of the eight classes of 7th Dragon III Code: VFD. It is based on the future timeline and unlocked in Chapter 4.
Mage is a direct homage to Mage from 7th Dragon, inheriting most of their spells, but also a handful from Healer.
Mages are the quintessential caster class in the game. With powerful spells on hand and unparalleled healing ability, the Mage lends a great edge to parties both offensively and defensively.
Strategy[]
The Mage is by far the best healing class in the game. Naturally high MAT supports Cure's great base healing, and it can also heal the whole team starting at level 4. The team heal is weak at first, but continued investment greatly improves it to the point where it can bring the entire team back from the brink of death. Max out Recover to make all ailments a thing of the past for the entire party for free with priority. If any of the Mage's teammates may die, initiate max-level Dead Man's React, the longest-lasting React skill. Resurrecting the fallen ally on the extra turn gets them right back into the fight for a Cure on the next turn. All this makes them a staple for the active party.
Their offensive spells are no slouch, either. Compared to Rune-Knight and Duelist, Mage focuses on lightning and damaging multiple targets at a time, but deals less damage to single targets. They can attack with any of the three elements on demand to strike weaknesses, and they have good chances to inflict elemental ailments. Cast Veils on allies that draw enemy attention to damage all attackers for low cost. Spending a turn on Mage's Consent is worthwhile because it more than doubles the final damage - fantastic in conjunction with a skill like Mana Bullet, and devastating with End of the World.
Defensively, the Mage has Shieldcraft which sets up a LF buffer that absorbs hits so they don't die as easily - an important feat for the best healer of the game. Otherwise, Mages can stay safe by operating from a backup team.
Party Combinations[]
Mages in the active party want a sturdy teammate, to draw off enemy attention and cast Cure and Veils on. When in an inactive team, their Support and Buddy skills are only situationally impactful at best, but on Unison turns their healing spells can save the 1st team from defeat, or they can exploit the MN cost nullification on expensive attack spells like max-level Shock.
Samurai: Windy Canopy follows up on whatever the Mage decides to attack, and use Cure and Moon Stance to keep the Samurai in a prime position to trigger Viels and Jinka React.
Rune-Knight: Cure is the best healing skill in the game, for its raw potency, the option to target the team, and Mage's very high MAT makes it scale well. Fuel Brave Sword with it. Also put Veils on the Rune-Knight for all the counterattacks.
Standby[]
Mages charge 1 bar of their gauge every turn.
Support Skill[]
Increase 1st Team MAT.
Multiplier of 1.2x. Lasts 1 turn.
Buddy Skill[]
Decrease enemy MAT.
Deals 210% melee ATK-based non-elemental damage to the target, and has a 100% chance of lowering their MAT (0.8x multiplier) for 2 turns.
Places a shielding buff on an ally for a certain number of turns.
When an enemy targets the shielded ally with a melee attack, it will be counterattacked with melee MAT-based fire damage, with a chance to cause Burn (applies a 0.9x multiplier to the target's ATK, MAT, DEF, and MDF) for 5 turns.
Only 1 Veil effect can be placed on a party member at a time. There is no cap on the amount of counterattacks that can activate per turn. Separate actions can trigger multiple counterattacks, though attacks that just hit multiple times will only trigger one. Counterattack damage is based on the MAT of the Mage that cast it. If the target or the Mage that cast the skill dies, the effects of the skill immediately end.
Places a shielding buff on an ally for a certain number of turns.
When an enemy targets the shielded ally with a melee attack, it will be counterattacked with melee MAT-based ice damage, with a chance to cause Freeze (applies a 0.1x multiplier to the target's SPD) for 5 turns.
Only 1 Veil effect can be placed on a party member at a time. There is no cap on the amount of counterattacks that can activate per turn. Separate actions can trigger multiple counterattacks, though attacks that just hit multiple times will only trigger one. Counterattack damage is based on the MAT of the Mage that cast it. If the target or the Mage that cast the skill dies, the effects of the skill immediately end.
Lv. 1: 180% damage. 35% infliction rate. 20% chance to not act.
Lv. 2: 200% damage. 45% infliction rate. 30% chance to not act.
Lv. 3: 220% damage. 55% infliction rate. 40% chance to not act.
Lv. 4: 240% damage. 60% infliction rate. 50% chance to not act.
Lv. 5: 260% damage. 75% infliction rate. 60% chance to not act.
Places a shielding buff on an ally for a certain number of turns.
When an enemy targets the shielded ally with a melee attack, it will be counterattacked with melee MAT-based lightning damage, with a chance to cause Paralysis (chance to not act) for 5 turns.
Only 1 Veil effect can be placed on a party member at a time. There is no cap on the amount of counterattacks that can activate per turn. Separate actions can trigger multiple counterattacks, though attacks that just hit multiple times will only trigger one. Counterattack damage is based on the MAT of the Mage that cast it. If the target or the Mage that cast the skill dies, the effects of the skill immediately end.
The counterattack cannot miss.
Priority level 3.
Mana Bullet
16
Very high magic dmg: one.
5
Skill Development 2
Progression
Lv. 1: Skill learned. Cost 3500 SP.
Lv. 2: Damage ↑. Cost 5000 SP.
Lv. 3: Damage ↑. Cost 7500 SP.
Lv. 4: Damage ↑. Cost 9000 SP.
Lv. 5: Damage ↑. Cost 9500 SP.
Notes
Formula:
Lv. 1: 350% damage.
Lv. 2: 400% damage.
Lv. 3: 450% damage.
Lv. 4: 500% damage.
Lv. 5: 550% damage.
Deals ranged MAT-based non-elemental damage to one enemy.
Deals ranged MAT-based non-elemental damage to one enemy.
Has a chance to cause Bleed for 3 turns.
Fills 5% of the EX Gauge per hit.
Accuracy multiplier of 1.5.
Mage's Consent
18
Very high increase to next magic attack.
5
Skill Development 2
Progression
Lv. 1: Skill learned. Cost 4000 SP.
Lv. 2: Power increase ↑. Cost 7000 SP.
Lv. 3: Power increase ↑. MN: 18→21. Cost 8000 SP.
Lv. 4: Power increase ↑. Cost 8500 SP.
Lv. 5: Power increase ↑. MN: 21→25. Cost 9000 SP.
Notes
Formula:
Lv. 1: 2.1x MAT multiplier.
Lv. 2: 2.2x MAT multiplier.
Lv. 3: 2.3x MAT multiplier.
Lv. 4: 2.4x MAT multiplier.
Lv. 5: 2.5x MAT multiplier.
Places a buff on the Mage that multiplies the Mage's MAT on their next magical attack.
The buff lasts indefinitely and will not be used up until the Mage uses a magical attack. Support skills, MANA Burn, and regular attacks are neither affected by nor waste the charge. Can be used on their EX skill, End of the World.
Due to how the game calculates damage, this results in much more than double damage.
End of the World
40
-
1
Post Chapter 5.1
How to Unlock
After Chapter 5.1, Director Yoshida explains EX skills and gives pointers on how to unlock them. The prerequisite is to first have a Lv. 50 character of respective class and set them as leader.
Once all objectives are cleared, the EX skill is unlocked for all characters of that class.
Notes
Cost 9900 SP to learn.
Deals 7x (Actually 10.5x) ranged MAT-based non-elemental damage to all enemies.
Has an 80% (Actually 160%) chance to inflict Bleed for 3 turns. The Bleed hits for 260/312/322 damage.
Has a 150% (Actually 300%) chance to inflict Paralysis for 3 turns. The Paralysis has an 85% chance to prevent the enemy from acting.
Healing[]
Name
MN Cost
Description
Max Level
Prerequisite
Cure
3
Restore LF: one ally.
10
None
Progression
Lv. 1: Base skill.
Lv. 2: LF restoration ↑. Cost 250 SP.
Lv. 3: LF restoration ↑. Cost 500 SP.
Lv. 4: LF restoration ↑. Can target all allies. Cost 1000 SP.
Lv. 5: LF restoration ↑. Cost 1500 SP.
Lv. 6: LF restoration ↑. Cost 2000 SP.
Lv. 7: LF restoration ↑. Cost 3000 SP.
Lv. 8: LF restoration ↑. Cost 4000 SP.
Lv. 9: LF restoration ↑. Cost 5000 SP.
Lv. 10: LF restoration ↑. Cost 6000 SP.
Notes
Formula:
Lv. 1: 40 Base heal.
Lv. 2: 60 Base heal.
Lv. 3: 80 Base heal.
Lv. 4: 100 Base heal. 0.3x group heal multiplier.
Lv. 5: 125 Base heal. 0.3x group heal multiplier.
Lv. 6: 150 Base heal. 0.33x group heal multiplier.
Lv. 7: 175 Base heal. 0.5x group heal multiplier.
Lv. 8: 200 Base heal. 0.5x group heal multiplier.
Lv. 9: 225 Base heal. 0.7x group heal multiplier.
Lv. 10: 250 Base heal. 0.7x group heal multiplier.
Healing = Base Heal + (MAT / 10)
Heals one ally.
At level 4 and above, it can be toggled to target the entire party with reduced healing.
Lv. 5: Cures all ailments. Priority level 3. Costs 0 Mana. Targets the entire party.
Resurrect
4
Revive a fallen ally.
5
None
Progression
Lv. 1: Base skill.
Lv. 2: LF after revival ↑. Cost 700 SP.
Lv. 3: LF after revival ↑. Cost 1300 SP.
Lv. 4: LF after revival ↑. Cost 2500 SP.
Lv. 5: LF after revival ↑. Cost 3000 SP.
Notes
Formula:
Lv. 1: Revived at 40 Life.
Lv. 2: Revived at 80 Life.
Lv. 3: Revived at 120 Life.
Lv. 4: Revived at 160 Life.
Lv. 5: Revived at 200 Life.
Not affected by MAT.
Speed multiplier of 2.
Dead Man's React
0
Chance of +1 turn if an ally dies. 4 turns.
5
None
Progression
Lv. 1: Skill Learned. Cost 500 SP.
Lv. 2: Effective turns: 4→5. Cost 700 SP.
Lv. 3: Effective turns: 5→6. Cost 1300 SP.
Lv. 4: Effective turns: 6→7. Cost 2500 SP.
Lv. 5: Effective turns: 7→9. Cost 3000 SP.
Notes
Formula:
Lv. 1: 4 turns.
Lv. 2: 5 turns.
Lv. 3: 6 turns.
Lv. 4: 7 turns.
Lv. 5: 9 turns.
Places a buff on the Mage for a certain number of turns.
If a party member dies, the Mage gets a 100% chance to gain an extra turn.
Other[]
Name
MN Cost
Description
Max Level
Prerequisite
Shieldcraft
2
Create a shadow shield to block attacks.
10
None
Progression
Lv. 1: Skill learned. Cost 1000 SP.
Lv. 2: Shield LF ↑. Cost 1300 SP.
Lv. 3: Shield LF ↑. Cost 1600 SP.
Lv. 4: Shield LF ↑. Cost 1900 SP.
Lv. 5: Shield LF ↑. Cost 2400 SP.
Lv. 6: Shield LF ↑. Cost 3000 SP.
Lv. 7: Shield LF ↑. Cost 3500 SP.
Lv. 8: Shield LF ↑. Cost 4000 SP.
Lv. 9: Shield LF ↑. Cost 4500 SP.
Lv. 10: Shield LF ↑. Cost 5000 SP.
Notes
Formula:
Lv. 1: Shield Life 40.
Lv. 2: Shield Life 80.
Lv. 3: Shield Life 120.
Lv. 4: Shield Life 150.
Lv. 5: Shield Life 170.
Lv. 6: Shield Life 190.
Lv. 7: Shield Life 210.
Lv. 8: Shield Life 250.
Lv. 9: Shield Life 270.
Lv. 10: Shield Life 300.
Places a shield on the Mage that blocks all incoming damage until the shield is destroyed.
The shield takes the Mage's DEF and MDF into account when taking damage. The shield cannot be repaired in any way, and a new one cannot be placed until the old one is destroyed. The shield cannot protect the Mage against status effects. Excess damage is also completely blocked instead of bleeding through to the Mage, however this only works for single hit attacks. Attacks that hit multiple times can damage the Mage if the earlier hits broke the shield. Damage against the shield will not trigger reflect damage against Cursed enemies.
MANA Burn
-
Auto. High magic dmg: one.
5
Skill Development 2
Progression
Lv. 1: Skill Learned. Cost 1500 SP.
Lv. 2: Damage ↑. Cost 2000 SP.
Lv. 3: Damage ↑. Cost 2500 SP.
Lv. 4: Damage ↑. Cost 4500 SP.
Lv. 5: Damage ↑. Cost 6500 SP.
Notes
Formula:
Lv. 1: 300% damage.
Lv. 2: 330% damage.
Lv. 3: 360% damage.
Lv. 4: 400% damage.
Lv. 5: 450% damage.
Has a 12% chance of attacking one enemy with ranged MAT-based non-elemental damage at the end of a turn.
Not affected by Mage's Consent, nor will it use up Mage's Consent's charge.
Cannot activate at the same time as MANA Restore.
Cannot miss.
MANA Restore
-
Auto. Restore MN at turn end.
5
None
Progression
Lv. 1: Skill Learned. Cost 2000 SP.
Lv. 2: MN restoration ↑. Cost 3000 SP.
Lv. 3: MN restoration ↑. Cost 4000 SP.
Lv. 4: MN restoration ↑. Cost 5000 SP.
Lv. 5: MN restoration ↑. Cost 6000 SP.
Notes
Formula:
Lv. 1: Restores 10% of maximum Mana.
Lv. 2: Restores 12% of maximum Mana.
Lv. 3: Restores 15% of maximum Mana.
Lv. 4: Restores 17% of maximum Mana.
Lv. 5: Restores 20% of maximum Mana.
At the end of a turn, if the Mage does not have a full Mana pool, they have a 12% chance to recover a portion of their maximum Mana.