4: Red Mage
Advantages: The Red Mage has a unique advantage over the other classes
in the fact that they can use decent weapons and armor, and both White
and Black magic. While they cannot use every spell in the game or class
restricted magic (Harm is probably the most noteable of these spells)
or any of the level 8 spells, they can be a vaulable addition to any
party. His fighting power is equal to a Thief more or less, and with
the addition of two types of magic, you can make him either a healer
or an offensive type of character.
Disadvantages: The first and foremost disadvantage to using a Red Mage
is the cost of keeping him up to speed with both weapons and armor
along with his spells. While he can use both types of magic, he can
only use 3 of the 6 spells (6 only if they aren’t spells he can’t
use or level
so trying to decide on how to make him better fit
into your current party can be time consuming, and you cannot remove
a spell if you don’t like it, so try to decide wisely. While he is
the strongest of the three mage classes, his HP is rather low, and
he will need to be taken care of either by himself or anyone else
who has healing spells. Another downside is the fact that he doesn’t
gain spell levels as quick or as fast as the pure mage class will.
4a: Red Wizard
Advantages: The Red Wizard finishes what the Red Mage couldn’t. He can
now equip better weapons and armor, and can now use the higher level
spells. His HP increases slightly, allowing him to be used more as a
full fledged combat character rather than one to be used when healing
isn’t required. Since he is restricted to several of the various other
weapons which can’t be bought nor can he equip, he has plenty of space
in his inventory (at least 3/4 empty slots) for which he can hold the
magic casting weapons which he can use in combat while conserving his
magic and helping the other magic users conserve as well.
Disadvantages: The Red Wizard suffers from many of the disadvantages of
the Red Mage, though not as extreme. He can use better armor now and
requires less healing than before, plus he can use his own spells to
heal himself. Another problem deals with what to equip him with. He
can now use helmets and gauntlets, and while these are somewhat
defensive in nature, the ProRing lessens his defense and removes
one of this items so you’ll have to decide whether you’ll want him
immune to the Rub spell, or have a higher defense and evade rating.
5: White Mage
Advantages: The White Mage is the most defensive class in the game.
Focusing mostly on healing and defensive magic, the White Mage is
almost essential to the success of any party. Able to use all the
healing magic to be found, the White Mage can heal even the most
weakened of your party just a little at a time (Cure), to full
(Cur4) with one spell. The White Mage also excels in combat vs
the undead with the Harm group of spells, which hit all enemies
at once, but are ineffective against others, but if you wish to
save your Fir2 and Fir3 when fighting undead, go for Harm instead.
Disadvantages: The White Mage suffers severely in terms of combat
ability and defense. The White Mage can only use one weapon for
the longest of times, until you reach Crescent Lake to buy a Silver
Hammer (I tend to use the Iron Hammer over the Wooden Staff or Power
Staff for my weapon of choice), thus limiting offense badly. The White
Mage also doesn’t gain much HP per level, and with the lack of very
protective armor, it won’t take many hits to take down a White Mage, so
you’ll need to be careful and keep them near the back. You’ll also have
to watch the remaining magic available to the White Mage, as a magic
user without any remaining magic points available are not much use to a
party either on the field or during battle.
5a: White Wizard
Advantages: The White Wizard doesn’t have many advantages over the
White Mage other than the fact that they can now use the remaining
spells which the Mage couldn’t. A few new weapons are available for
the White Wizard to equip, or use in battle such as Thor’s Hammer
which uses Lit2 when held in battle, or the Heal Staff which uses
the Heal spell. Various new armors are also available increasing
defense to a more managable level, but not as much as needed.
Disadvantages: The White Wizard even with new found abilities still
cannot compete with other classes in combat, and with the lack of a
true offensive spell which will hurt all monsters instead of undead
only means that the White Wizard will have to depend on other classes
while fighting in order to succeed. The White Wizard still retains the
HP problem that the White Mage had, but with a few healing items
available that shouldn’t remain much of a problem other than the fact
that they can only be used while fighting.
6: Black Mage
Advantages: The Black Mage is the ultimate when it comes to attacking
foes in battle with his magic. Though limited in nature, the damage the
mages spells can do far exceeds the damage that an ordinary weapon
does. (At low levels this is mostly true, especially if you can find a
monster weak to a certain spell where is damage is increased.) The
Black Mage can use various types of Black Magic, ranging from the
standard offensive (damage) spells to combat reduction spells such
as Slow and Dark, to the immobilization spells like Hold and Stop.
Any one of these can give the party a decisive advantage, yet care
must be given when using these spells as not to eat away the remaining
magic points of any level as you may need them at a later time.
Disadvantages: The Black Mage is almost non-existant in terms of
offense and defense once his magic has been used. In this case it
almost seems that you are fighting with a party of 3 (or less depending
upon how many Black Mages or other Magic Users you have without magic).
The Black Mage has horrible HP, and has very few weapons to choose from
to fight with while you try to conserve your magic or he has run out. A
few magic using items are available, but not till much later in the
game, so it would be best to save up your magic for foes which are on
the verge of defeating your party. He doesn’t react well to hits, so
you should spend your gold on armor for him before his magics, as a
weaker attack spell will be more use to you than a dead magic user
which amounts to no spells at all.
6a: Black Wizard
Advantages: Now that the Black Mage is now a Black Wizard a few more
advantages open up to him. He can now use all the spells without
restriction (other than the fact that you can only buy 3 per level
and up to 9 times) and he now has a new weapon available for him. Upon
reaching Gaia, you can purchase him a CatClaw for the one-time price of
65,000 gold. While this costs more than a level 8 spell, it soon pays
for itself. The weapon greatly increases his attack power over what it
was, he can now damage enemies in battle without the use of magics.
(Well low level magics that is, its not like we’re talking the power of
a Knight, Ninja, or Master here.) A few new armors are available for
his use, adding a few precious points to his absorb rating.
Disadvantages: The Black Wizard is not much different than the Black
Mage in terms of disadvantages. His HP is not very high, almost to
the point of pointless where he could have 1 HP would not be much
different than 250 HP (ok so I lied but sometimes I wonder what
the point of him even gaining HP is considering the amount of
damage that some of the later monsters can inflict in one hit) when
you may take several hundred damage from a physical hit and most
certainly a spell like Nuke or Nuclear (shakes his fist @ Warmech)
which can even down a Knight at full health. Again once he expends
all his magic he is not much use to your party unless you have the
magic using items (see further below in the walkthrough for a full list
of these items) it would best not to expose him to harms way.