The green mage lends support on the battlefield, shielding allies and crippling foes.
Profile[edit | edit source]
Green Mage specializes in using Green Magick, a school of spells dedicated to granting status buffs to allies and inflicting status ailments upon enemies. Green Mages wield hammers and maces, and are one of the most physically powerful mage classes, second only to the Blue Mage.
The Green Mage's highest stat is Magic Attack even if they learn no spells that use it. Protect and Shell are Green Magick abilities, and the Green Mage assumes supportive duties ordinarily attributed to White Mages.
The Green Mage's Magick stat is sub par compared to other mage types, but because statuses are unaffected by the Magick stat, this does not pose a major problem. The Green Mage's Speed growth is second only to the Assassin, which makes it unique as a mage. The Tranq spell makes many of the lower-accuracy abilities more usable, such as Beat Down, Death, and Viola. Their only weaknesses are their weak defensive and offensive stat growth.
Tranq and Leap are favorable to use as an Assassin, since Assassins should be nimble and dexterous. Tranq boosts the accuracy of inflicting debuffs by another 30%. It can be useful against units with poor Resilience, like Paladins, and most seeq jobs. It does not improve debuff abilities with halved accuracy like Graviga and Beat Down.
It is a good idea to use Oil and pair Green Mages with Black Mages' Fire magicks and Summoners' Ifrit. This can aid in disposing monsters specifically weak to Fire, such as Ice Flan and Ice Drakes, and especially the speedy Dreamhares.
An easy way to fight Green Mages is to have multiple units with Charm inducing abilities. Inflicting Silence can also render them useless. Slow is useful as well, due to their speed. Pairing up with Green Mages to use Tranq on long-range units, such as Archers or Fusiliers with their Concentration Support can easily give them a dose of their own medicine by using abilities like Cupid or Charmshot.
Abilities[edit | edit source]
The magicks of the GREEN MAGE lend strength and succor to her allies.
|Create an invisible shield around units in a small area. Raises DEFENSE.|
|Surround units in a small area with a veil of divine protection. Raises RESISTANCE.|
|Soothe the target's nerves. Raises ACCURACY.|
|Stimulate the muscles in the user's legs. Raises MOVE and JUMP.|
|Conjure a black mist to BLIND the target.|
|Coat the target with a film of black, sticky OIL.|
|Steal the target's voice. SILENCE in a small area.|
|Put units in a small area to SLEEP with a powerful gas.|
Reaction[edit | edit source]
|Evade Magick||Magick Robe||Resist spells that deal damage.||250|
|Absorb MP||Lordly Robe||Gains MP equal to the MP cost of attacks used on the unit.||250|
Support[edit | edit source]
|Spellbound||Tiara||Extends the duration of buffs and debuffs on the user.||150|
Other appearances[edit | edit source]
Green Mage appears in Final Fantasy Trading Card Game as Ice- and Water-elemental Backup cards.
Non-Final Fantasy guest appearances[edit | edit source]
The Green Mage appears on a gold card.
Behind the scenes[edit | edit source]
The Green Mages in the quest "Green Dominion", the quest required to unlock the Green Mage job, are all named "Miss Midori". Midori means "green" in Japanese.