The Mage (SC)

"'You don't have to pick any type of magic. You can just do whatever you like. And get really good at it.'"

Story
After Ruby Caverns fulfilled his wish of more available Magic, and Emerald Chambers provided a testing ground for these spells, the Mage finally compiled a definitive version of pocket spells. A versatile class, with strong Damage over Time options and some team buffing that comes with it, the Mage does pay for its power in fragility. Low health, defense and dodge; be sure to protect the Mage against major damage by placing him in the backline.

Moveset
All moves are assumed to be without any Skill upgrades.


 * Fire Wand (Ranged): -25% damage, inflict 120% Fire (3 turns, 2 damage), inflict 3 turns -10% Fire Resist
 * Poison Wand (Ranged): -50% damage, inflict 120% Poison (3 turns, 3 damage), inflict 3 turns -10% Poison Resist
 * Light Wand (Ranged): -75% damage, inflict 120% Stun, inflict 3 turns -10% Stun Resist
 * Staff Bash (Melee): -33% damage, ignores Defense
 * Holy Spell (Defense): gain 2 turns Blessed, Backward 1
 * Wind Blade (Melee): -33% damage, ignore/remove Stealth, Push 1
 * Call Fire (Offense): buff party with +10% Attack, +10% Ranged damage, +20% Fire Resist
 * Call Earth (Defense): buff party with +10% Defense, +10% Melee damage, +20% Poison Resist
 * Power Spell (Offense): buff anyone with +25% Attack and +2 Speed

Relics

 * Rare: Sapphire Spikes (+33% Melee damage, +1 Speed)
 * Rare: Swift Cloak (+15 Dodge, -5 Accuracy)
 * Rare: Triple Book (+25% Fire/Poison/Stun Chance)
 * Mythic: Mage's Magic (effects last 1 turn longer)
 * Mythic: Wand of Impact (+20 Accuracy, -33% Fear)
 * Legendary: "Scroll of Time" (+4 Time for Camping)
 * Vault: Lantern of Ice (Utilities never fail, +2 Camping hours)

Strategy
In Sapphire Caves, the Mage mostly fullfills a support plus Damage over Time role. The three Wands should be a good source of damage (arbeit a bit slow), and especially the Power Spell and Call Fire can hugely help teammates to quickly execute enemies. The strength of ignoring Defense and shuffling enemies around shouldn't be underestimated either. Against the Mage, a high Defense stat means next to nothing.

The downside is the base stats. Quite a bit fragile and perhaps even hard to handle. The Mage also lacks skills to shuffle himself back to his original position, so shuffling him may turn really bad. The Mage's slow damage output doesn't help him with fast and dangerous fights, but is excellent for handling many boss battles, who progress multiple turns per round and quickly burn through their damage over time.

His relics give you the tools to make the Mage a very potent DPS option, but the more defensive option is also available. The extra time for Camping can also allow for many neat combos and a huge stack of Sweet/Sour berries! Absolutely amazing for the Vault especially, where the Statues rack up their defenses all the time...