Table of Contents

Magus

This page is for the party member. For the boss, see Magus (Boss)

Weapons

Weapon Power Effect Tier +/-
Dark Scythe 60 -
Hurricane 155 Mid +
Star Scythe 170 Good +
Doomsickle 180 Damage boost when allies KO'd High +

Tech Growth

While tech order in Jets is typically randomized, the points required to learn them in turn will be the same for that character no matter the seed.

Tech 1 Tech 2 Tech 3 Tech 4 Tech 5 Tech 6 Tech 7 Tech 8
each 50 50 50 100 50 200 100 1000
cumulative 50 100 150 250 300 500 600 1600

Single Techs

Tech Description MP Change from Vanilla Damage Formula
Lightning 2 Lightning, all enemies 4 MP Reduced to 4 from 8, Power reduced to 12 from 18 (Lv + Mg)*4.8
Ice 2 Water, all enemies 4 MP Reduced to 4 from 8, Power reduced to 12 from 18 (Lv + Mg)*4.8
Fire 2 Fire, all enemies 4 MP Reduced to 4 from 8, Power reduced to 12 from 18 (Lv + Mg)*4.8
Dark Bomb Shadow, small circular AoE centered on enemy 8 Damage increased
Magic Wall Grants Barrier status to one ally
Reduces magical damage by 33%
6 Reduced MP cost to 6 from 8 N/A
Dark Mist Shadow, all enemies 10 (Lv + Mg)*10.0
Black Hole Non-elemental, circular AoE centered on Magus
Magical damage on enemies in range, Doom effect (extra damage if allies are KO'd)
15 Reworked and replaced “Anti Life”. Power of 32
Does damage instead of instant death
(Lv + Mg)*12.8
Dark Matter Shadow, all enemies 20 Base power increased to 42 (Lv + Mg)*16.8

Legacy Techs

Anti Life Magic, non-elemental, single-target
Sacrifices all of Magus's HP to deal damage
15 Replaced “Black Hole”. Power of 63