OK: 8 CP | Wa: 8 CP | Mo: 16 CP | WM: 8 CP | BM: 16 CP | Ra: 8 CP | Kn: 8 CP |
Th: 24 CP | Sc: 8 CP | Ge: 32 CP | Dr: 16 CP | Vi: 32 CP | BB: 32 CP | MK: 32 CP |
Ev: 28 CP | Ba: 16 CP | Ma: 40 CP | De: 24 CP | Su: 68 CP | Sa: 48 CP | Ni: 72 CP |
Related
Battle Sprite
Upgrades To
RedWiz
Attribute | Start | Growth |
---|---|---|
HP | 30 | D |
Strength | 10 | C |
Agility | 10 | D |
Intelligence | 10 | C |
Vitality | 5 | C |
Luck | 5 | C |
Hit % | 7 | +2/level |
Magic Defense | 20 | +2/level |
The RedMAGE is a true jack-of-all-trades. They can use the second-best Armor to the FIGHTER in the early game, can use most of the best Weapons until the mid-game, and get a decent selection of both Black and White magic. The initial downside to the RedMAGE is that they're very expensive to maintain early on. Later on, the downside is that the RedMAGE quickly loses utility. They do get all the same nukes as a Bl.MAGE except NUKE itself, but they can't cast them as often.
Upgrades To
Red Wizard
Attribute | Start | Growth |
---|---|---|
HP | 30 | D |
Strength | 10 | C |
Agility | 10 | D |
Intelligence | 10 | C |
Endurance | 5 | C |
Luck | 5 | C |
Hit Rate | 7 | +2/level |
Magic Defense | 20 | +2*/level |
The Red Mage is a true jack-of-all-trades. They can use the second-best Armor to the Warrior in the early game, can use most of the best Weapons until the mid-game, and get a decent selection of both Black and White magic. The initial downside to the Red Mage is that they're very expensive to maintain early on. Later on the downside is just that the Red Mage kind of fizzles out. They do get all the same nukes as a Black Mage except Flare, but their melee prowess falls significantly as the game goes on, making them a decent caster with less Spells per day.