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Green Mage (Tactics A2)

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Viera Green Mage.

The green mage lends support on the battlefield, shielding allies and crippling foes.

Green Mage (緑魔道士, Midori Madōshi?) is a job in Final Fantasy Tactics A2: Grimoire of the Rift, exclusive to the viera race. It 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. As in Final Fantasy XII, the Protect and Shell magicks are Green Magick abilities, and the Green Mage assumes supportive duties ordinarily attributed to White Mages.

Notable Green Mages are Ktjn, Syrenead Sie Hyskarias, and Green King Verre of Cinquleur.


To unlock the job, the player must complete the quest "Green Dominion". Afterward, a character must have mastered one White Mage A-Ability to access it.


The Green Mage's Magick stat is sub par compared to other mage types, but because statuses are not affected 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.

Weapons Head Body Equip Shields?
Hammers, Maces Hats Robes, Light Armor No

Move Jump Evasion Unarmed
Attack Raise
Resilience HP MP Atk Def Mgk Res Spd
3 3 0 10 70 E F E E D E 86%


Green MagickEdit

The magicks of the GREEN MAGE lend strength and succor to her allies.

Skill Source Equipment Effect Range AP To Master MP Use
Protect Iron Hammer Grants Protect in an area. 4 150 8
Shell War Hammer Grants Shell in an area. 4 150 8
Tranq Sage Crosier Improves a unit's Accuracy. 4 200 8
Leap Mandragora Allows unit to have increased movement. 4 400 18
Blind Druid Mace Inflicts Blind on one target. 4 150 8
Oil Sledgehammer Inflicts Oil on one target. 4 250 8
Silence Energy Mace Inflicts Silence in an area. 3 200 8
Sleep Battle Mace Inflicts Sleep in an area. 4 200 12


Skill Source Equipment Effect AP To Master
Evade Magick Magick Robe Allows user to avoid damage spells. 250
Absorb MP Lordly Robe Gains MP equal to the MP cost of attacks used on the unit. 250


Skill Source Equipment Effect AP To Master
Spellbound Tiara Buffs and debuffs last longer on the user. 150


  • 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.
  • There are no special battle tactics to easily defeat Green Mages. 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.

Other appearancesEdit

Final Fantasy Trading Card GameEdit


GreenMage TCG

Green Mage appears on a card.

Non-Final Fantasy guest appearancesEdit

Knights of the CrystalsEdit

The Green Mage appears on a gold card.



  • 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.