Aurora from Child of Light is good at physical combat with her sword and is naturally gifted with light-elemental spells. Chrono Cross characters have to make physical attacks before they can use their spells, and they can all cast spells, making everyone a Magic Knight.
Crono from Chrono Trigger can both slice enemies with his katana and zap them with powerful lightning magic, which includes the almighty Luminaire spell. Frog is more of the 'paladin' type with healing spells, but being an amphibian also learns a few water-elemental attack spells. From the same game, Magus, despite being an awesome magician, is a hell of a physical beefcake as well, dealing out a lot of damage with his scythes and generally having some of the highest stats in the game, be it physical OR magical.
He IS an optional character, however. The only field he's lacking in when it comes to combining techs, as he's only capable of being part of two unlockable Triple Techs. Dark Messiah actively encourages builds like these, since pure fighters and pure mages both have weaknesses early on which can be cheaply addressed by putting a few points into magic to keep a fighter healed up or combat for when a mage is out of mana.
This is further reinforced by the fact that Sareth is an apprentice mage who still relies somewhat on melee fighting he's not advanced enough to be able to use full magical combat at the beginning which has the mix make sense in the context of the story.
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Additionally, while it's mostly known for its very good melee combat, some of the spells available are so much fun that even the most staunchly melee-focused character might be tempted to try them out, especially the ones that actively go together with melee combat. This is extremely common in Dark Souls because of classes being nothing more than starting status.
Some weapon upgrade paths even allow you to base weapon damage off intelligence or faith instead of strength and dexterity. Pyromancy in particular is practically made for this. It doesn't have any stat requirements, and damage increases simply by upgrading the Pyromancy Flame. There isn't a single build in the game that doesn't benefit from having some pyromancy available because it doesn't have a downside like increasing your soul level. Some sorceries and miracles are buffs that add magic damage to your weapon or in one case, lightning damage , and it's noted in-universe that melee fighters have been known to learn magic specifically to use them.
Much of the same applies to the sequel Dark Souls II. Pyromancy was slightly nerfed since this time its effectiveness relies on stats as well as the Flame. On the enemy side of things, Velstadt the Royal Aegis and his former comrade Raime the Fume Knight are both armored behemoths armed with huge weapons who use magic when the tide of battle turns against them. Velstadt, a noble knight tainted by Dark, will buff himself with Dark power and blast you with hexes after losing half of his health.
Raime became enamored with what was left of a Child of Dark, Nadalia the Bride of Ash, and infused his greatsword with a fragment of her soul. When he loses half of his health, he buffs his sword with dark flames and starts launching fireballs. Diablo II has a few classes of this type. The Paladin who can use both defensive and offensive magical auras and the Assassin with her magical martial arts are the closest fits.
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The Druid can specialize in either magic or physical combat with his shapeshifting tree , but doesn't really count since it's hard for him to do both at once. The Monk class from Hellfire , the unofficial expansion for the original Diablo. In the original game, the starting class mostly just affected the starting stats and character art, so it was possible to build any class into at least a partial spell caster by spending your level-ups right. The Necromancer's skills allow for a 'Meleemancer' build, which relies on primarily on curses to allow the Necro to cherrytap monsters to death without much risk.
The Magic Knight class in the Disgaea series. They were actually the best spellcasters in Disgaea 2 , capable of both outdamaging and outlasting the others. Mao from Disgaea 3 has equal base stats and aptitudes in strength and intellect, and is also proficient with a variety of melee weapons and learns ice magic normally. Characters in other Nippon Ichi games can also be built this way.
Alouette and Papillon and Salome and Valvoga are named characters who naturally fall into the trope. Dragon's Wake : The main antagonist of the game is a Black Knight that uses magical powers as well as a sword and crossbow to hunt and kill dragons.
It allows the character to both cast spells and melee people to death, all while wearing heavy armor. A proper Arcane Warrior build is actually more durable than anyone else in the game, being able to solo dragons. They win simply by outlasting their enemies. Though, thanks to the game's skill system not being adapted for true cross-class characters, they are powerful, but somewhat less effective than the usual examples of this trope.
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Two of the Warrior specializations, Templars Anti Magic Knights—in fact, an average Templar would not appreciate being called a magic knight and Reavers Warriors empowered by dragon blood also fit the bill. Needless to say, it can be stacked with the two from the original game. This is because all Mages have improved melee abilities: all staves are blades on a stick , which greatly improves close combat, and Rock Armor is stronger and an entry-level spell, meaning there's no reason not to take it regardless of build.
Also, Hawke's father Malcolm taught himself how to use a sword to better hide his magic. He passed these skills on Carver and non-mage Hawke. Dragon Age: Inquisition has the Knight Enchanter specialization, which is all about getting up-close and using a Laser Blade to cut through enemies. It turns out the Circle basically appropriated the originally elven Arcane Warrior style, with a new name and some minor adjustments. The Templar and Reaver specializations are still around, though Cassandra's Seeker abilities come from another source while Iron Bull never actually became a Reaver so much as he managed to train himself to fight like one.
There's also the Tempest, rogues who alter their bodies through alchemy.
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Dragon Quest loves this trope: For starters, the hero in most games. They could use a balance of healing and offensive magic, usually being fire-based, although heroes are usually the only characters in the game that can use the stronger lightning-based magic. Heroes are also capable of using the strongest weapons and armor in the game.
This originates from the very first game, where the Hero was the only playable character, and as such needed to be able to do everything. Dragon Quest II featured an exception: the prince of Cannock was a magic knight, while the hero was more of a Lightning Bruiser and was the only party member who had no magic at all. It is also potentially possible for any party member become one through class changing since characters retain the spells they've learned, such as a warrior becoming a mage or vice versa.
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Kiryl was focused more on healing magic, while Meena had more offensive magic. The secret party member, Psaro , has access to both powerful equipment and magic. The Hero class from that game also qualified as both this and Jack-of-All-Trades. The ranger and paladin in Dragon Quest VII and once again the hero class is available to anyone who has mastered 3 advanced classes. This game was also an interesting case as equipment choices were based on the character, rather than their class.
The armamentalist in Dragon Quest IX. Potentially any mon in Dragon Quest Monsters. The Elf in Dragon's Crown. Unlike the other player characters who could only use physical or magical attacks, the Elf could fight physically with her bow, dagger, and kicks, and fight magically with her Elemental Lore. Magick Archers present another hybrid option suited towards those who want a mix of combat finesse and magical attacks. While virtually all the characters in Dungeon Fighter Online are this to some extent, the straightest examples are the Asura and Dark Templar.
Both are heavily armored classes that retain the melee capability of their Slayer base class and supplement it with powerful magic.
The Dark Templar favors delivering her shadow magic via more traditional spell-casting, while the Asura has an affinity for Full-Contact Magic , releasing powerful waves of magic with swings of his sword. Dungeon Siege uses a classless system; as a result fighter-mage builds are very easy to develop. The expansion to the sequel lets you mix melee and nature magic to become a Fist of Stone , or ranged and combat magic to become a Blood Assassin. The third game features Reinhart Manx, a mage who can punch people with a Power Fist , Katarina, who mixes Lescanzi Black Magic with gunslinging and Anjali, an Archon who uses a spear for melee attacks.
Ness from EarthBound. And then later on, it developed the hand guard and a metal tip on the end of it. And that was, you know, if you were on a mounted horse you wanted something long so you could engage in battle without getting down from the horse.
And they had the crossguard hilt and the pommel, which you've all seen Excalibur. It's that classic looking sword - very large, I would imagine, pretty heavy. I never picked one up. And they, depending on how much money you had, determined how fancy your sword was. Yeah, you talked about the war hammer a couple of times. I imagine that's probably what you would have liked. And I just imagine, like, some guy in some sorta mail just beating somebody's head in with this thing.
They had axes, which also could slice you up, and the mace - the metal - wasn't the mace the metal ball on the end of the chain [inaudible]? They did think though that - although they did use archers in war, the knights kinda - a lot of them thought that was a little bit cowardly -.