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Warmage
Warmage
Abilities
Specialty Battle Magic
Starting Ability Water Bolt
Fire Bolt
Passive #1 Leech Mana
Passive #2 Elemental Mastery
Counter Haste
Movement MoveMove: 4 JumpJump: 4 SwimSwim
Equipment Scythe, Mace, Rod, Robe, Light Armor
Details
Class
Requirements
Plague Doctor 3
Fellblade 4

Description[ | ]

'Warmages' earned their name by wading into the thick of battle, fusing magic and weaponry to devastating effect. These masters of both body and mind embody the concept of "high risk, high reward."- In-Game Description

Growth[ | ]

HP MP ATK DEF MND RES SPD
6.0 3.0 4.5 3.5 4.75 3.25 1.13

Abilities[ | ]

Battle Magic[ | ]

Name AP MP Range Area Shape Type Vs.
Water Bolt
Fire Bolt
0 6 0-2, Vert. 10 Single AbilitySpell Res
Deals 1.2x WaterWater / FireFire (MND) damage to the target.
Infused Edge 250 4 Weapon Single AbilitySkill Def
Does a Regular Attack to the target and then follows it with a single-target version of any Spell cast directly on the target (Regardless of the spell's usual targeting style).
Earth Bolt
Thunder Bolt
150 6 0-2, Vert. 10 Single AbilitySpell Res
Deals 1.2x EarthEarth / ThunderThunder (MND) damage to the target.
Water Burst
Fire Burst
250 14 Self 5, Vert. 4 Cross AbilitySpell Res
Deals 1.15x WaterWater / FireFire (ATK+MND) in a small area around the character.
Earth Burst
Thunder Burst
250 14 Self 5, Vert. 4 Cross AbilitySpell Res
Deals 1.15x EarthEarth / ThunderThunder (ATK+MND) in a small area around the character.
Leech Mana 200 PassivePassive
Character's Regular Attack converts some of the damage dealt into MP.
Pulsar 300 18 0-3, Vert. 10 Single AbilitySpell Res
2.1x Magical (MND) damage to the target.
Haste 150 CounterCounter
Grants HasteHaste to the character after being targeted by any damaging offensive action. A unit with Haste with gets its turn sooner.
Elemental Mastery 350 PassivePassive
The character ignores part of the target's elemental resistance (if less than 100) when dealing damage of the Fire, Water, Earth, or Thunder damage.


Mastery Bonus[ | ]

HP+5, ATK+5, MND+5

Notes[ | ]

Elemental Mastery does not reduce the target's elemental resistance if it is 100 or more. If the target has between 0 and 99 resistance, it will lose 50. If the target has less than 0 resistance, it will lose 25. Resistance cannot be brought lower than -150.

Leech Mana recovers 10% MP from the damage dealt to a maximum of 15MP per target; in principle a character can absorb more MP from the regular attack of a multi-target weapon. The damage includes overkill damage (for example, dealing 100 damage to a target with 1HP left will still absorb 10MP) and also damage absorbed by Mystic Shield.

Infused Edge overrides both the range of a spell (changing it to weapon range), and its area (changing it to single). This can be combined with ranged weapons such as Guns to increase the effective range of a spell. It also works with Dual Wield - the character will attack with both weapons (if both are within range), then follow up with their spell. Because the initial attack of Infused Edge is a regular attack, the Evade Attack counter will prevent all damage.

Infused Edge works with any ability categorized as a Spell, even non-damaging ones like Heal I or Dispel. Even if you are using a non-damaging spell, the character will still make a regular attack against the target as normal.

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