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  • Age of Conan has the Herald of Xotli, a mage which uses big weaponry and fire to put on the pain, as well as the Dark Templar, a defensive melee class which can also transfer hitpoints to their allies, and drain their enemies'. The Brear Shaman class is also an offensive melee class that uses 'heals', 'manifestations' and 'spirits' to aid themselves and their allies.
  • Arcanum: Of Steamworks & Magick Obscura allows the player to develop such a character; it's a pretty good build, as no penalties come from wearing heavy armor if you don't get encumbered by it (and your strength should be high anyways in this build).
  • Arknights: Multiple playable Operators have the ability to use Originium Arts in conjunction with their weapons, although whether they deal Arts damage or not is dependent on their archetype and gameplay kit.
  • Allanak's templars in Armageddon (MUD) are both trained to fight and receive magic from their Highlord. It elevates them far beyond the power of any normal man.
  • The very popular and very broken Kensai/Mage class combo in Baldur's Gate, utilizing the unmatched raw damage of the Kensai and the broken protection magic and haste buff of the Mage. There are other Magic Knight class combos, but this is by far the most popular one.
  • In the original Bard's Tale series, the third game's midway point would let you sacrifice a physical character's special abilities (some of the warrior's extra attacks, the paladin's saving throws, the rogue's special abilities, the bard's songs, the monk's unarmed/unarmored bonuses) to make that character a geomancer, a fighter with a repertoire of earth-themed spells and the ability to equip anything a warrior or an archmage could equip.
  • The eponymous main character of Bayonetta is a witch skilled in magic and various melee weapons. The sequel also has the Masked Lumen who fights using a double-bladed halberd in tandem with fire and lightning spells.
  • BioShock: The player character in both games. In addition to your standard array of FPS guns, you also have access to magic-like powers known as Plasmids. There's also the Drill Specialist ability in BioShock 2, which greatly reduces Plasmid cost but limits you to the drill. Lastly, the Big Sister NPCs use Plasmid powers as well as quick melee attacks to rip you apart.
  • Miriam of Bloodstained: Ritual of the Night, is the most powerful shardbinder ever (a person who uses crystal to harness demon magic). She's also been trained in killing demons and is almost as devastating a warrior/gunslinger as she is a magic user.
  • The Sirens of the Borderlands series are of the Mage Marksman variety since they have explicitly supernatural powers in a sci-fi shooter while still being able to use guns just as well as any other classes (with a strong focus on Elemental damage). Amara of Borderlands 3 in particular is the resident Close-Range Combatant who can specialize in melee damage while still being able to deal potent elemental damage.
  • Bravely Default uses a job system based on Final Fantasy V with every character having access to the command of one other class besides the one they're using, so they can effectively make a paladin by giving the White Magic command to the Knight or similar, though some combinations might not have the stats to use one of the commands effectively. There's also equipment that can be used as items with no cost to cast magic spells that any class can use, so even without a magic Command they'd be able to cast the spells their equipment is imbued with. In addition, several classes fit the description on their own:
    • Spell Fencer is a sword favoring Physical Attacker that can imbue their weapon, preferably a sword, with magic, either an element or a status effect. Since this job's Sword Magic Command is based on Physical attack, it's the one that works best when trying to make Magic Knights out of other classes.
    • Ciggma Khint, the Spell Fencer you have to defeat to get the job from, even has a name which is an anagram of "Magic Knight".
    • The Red Mage can use Black and White magic as their command, and specialize in wielding swords. As a counterbalance, their weapon proficiency is higher with swords and they're generally a Jack of All Stats. Their Black and White Magic mastery also stops Level 4, so they're unable to use the high-end spells the Black Mage and White Mage can.
    • The Templar is a tankier Knight class with the same proficiency for swords, shields, and heavy armor as well as a basic command of a stronger attack (though it works differently). As it levels up, it learns Light Magic attacks and very useful support spells like Rampart.
    • The Dark Knight ups the Knight/Templar's armor proficiency by adding a preference for helmets over hats, and can use Katanas just as well as they use Swords. But they immediately have access to Dark Magic attacks that Cast from Hit Points making them a Glass Cannon depending on how you use them.
    • Finally, the Vampire class, which has Power Copying abilities like the classic Blue Mage. Though their magic stats are higher, they can use Swords, and you can choose whether you prefer them as physical attackers or spell-casters. This is important as a lot of the magic gained from enemies runs off the physical stat that the Vampire is naturally weaker in. They also have more classic vampire abilities letting them drain their opponents of blood to restore HP, or Mana to restore MP.
    • The Freelancer class starts off as a Jack of All Stats and ends up a Lightning Bruiser through Magikarp power, and eventually has the perfect stats to be a Magic Knight.
  • There's a few people from the Breath of Fire series that could count, such as Momo and Ryu (as something of a paladin) from Breath of Fire III.
  • The Brief and Meaningless Adventure of Hero Man: Knight Oozies also use Healing Hands and damaging magic, instead of just physical attacks.
  • Of the nine classes in CABAL Online, the Force Blader fits the archetype most cleanly, wielding a Katana and Orb to fight.
  • The main knight characters from Castle Crashers qualify, being able to use elemental attacks in addition to their arsenal of weapons. Especially true if you upgrade your magic and melee attacks at an equal pace.
  • Older RPG-style adventure games can take elements from this, too. Castle of the Winds, for example, lets you clank around in heavy plate armor, swing a two-handed sword... and when you meet a dragon, chuck a ball of lightning at it.
  • Castlevania:
    • Shanoa from Castlevania: Order of Ecclesia is a variation. She mostly uses magic to materialize her weapon and is pretty handy with them. She can also cast several spells at her disposal.
    • Juste Belmont from Castlevania: Harmony of Dissonance also counts. He fights with a whip like all Belmonts and has access to magic, as a descendant of Sypha Belnades.
    • While Alucard mainly uses melee weapons in Castlevania: Symphony of the Night, he also has a number of moderately powerful spells at his disposal. All you need is sufficient Mana and knowledge of the combo/sequence to cast them.
    • Hector of Castlevania: Curse of Darkness. As a Devil Forgemaster he is proficient in rituals and incantations, with additional knowledge of alchemy and crafting. However, he is primarily a melee fighter in gameplay, having a wide-ranging moveset with different kinds of weapons.
  • Aurora from Child of Light is good with a sword and is naturally gifted in light magic.
  • 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.
  • Class of Heroes:
    • The Samurai is the series' go to version of this archetype: A fighter/mage who has devestating physical prowess and a good array of damaging magic to select from.
    • The Paladin (later Saint) and Valkyrie are a more defensive build combining physical attacks with healing magic. Later iterations would instead give them access to Light Magic, which while mostly focused on healing, also includes a number of offensive spells as well.
    • The Novice (AKA General Ed) is a Jack of All Trades that learns a variety of magic while also being able to wield just about any weapon in the game with decent efficiency.
    • The Dragon Knight is essentially a much more physically aligned version of the Paladin/Valkyrie, largely focused on dishing out and tanking physical blows, with an array of support magic to help out in a pinch.
    • The Prince/Princess is primarily a physical attacker, they can also call upon basic to intermediate spells from five of the game's six Elemental Powers, including HP recovery magic and as a bonus, can summon a light-element wisp to aid them in combat.
    • The Tsundere class is a Glass Cannon capable of explosive physical offense and using explosion, ice and thunder magic to hit from afar, in addition to curative magic. The New Class of Heroes spinoff would streamline their spellset into only using ice and healing magic, but otherwise they remain this trope.
  • 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.
    • 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.
  • Lung Xing from The Crystal of Kings is the sole wizard character of the four playable heroes, armed with a Magic Staff instead of swords or arrows unlike the others, but he's a powerful fighter who can taken on hordes and hordes of orcs with his staff. It helps that his weapon can electrocute and paralyze enemies with each strike.
  • This is extremely common throughout the Dark Souls series 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. 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.
    • In Dark Souls, 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. In particular though, any build that revolves around the Moonlight Greatsword will usually fit as well: on top of scaling with STR and DEX like a lot of Non-Ultra Greatswords, the Moonlight also scales with INT...which is very good for a mage build, which makes sense as its trademark Sword Beam is technically a Sorcery.
    • 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.
    • Rounding out the series, players and enemies alike in Dark Souls III can combine spells and swords with ease. Pyromancy is at its absolute strongest in this game - while it requires investment in both Faith and Intelligence, it does extremely high damage and has some of the best weapons for using as spellblades, like a whip that burns anything it touches or even has a sword made of fire that can be used to cast spell, along with giving you access to dark spells and weapons. On the enemy side, just to name a few, the Evangelists you meet in the Undead Settlement are both dangerous with a spiky mace and tend to spam Gnaw at range, Irithyll of the Boreal Valley is swarming with Pontiff Knights who can spit dark magic and Fire Witches who throw flames from their giant catalyst/spear hybrids, the Cathedral Knights of the Cathedral of the Deep use a few buff miracles, the invader Yellowfinger Heysel has a pick that doubles as a magic catalyst and loves to spam offensive spells, and the Final Boss, while clobbering you with a sword, can switch on a whim between a pyromancy build with a curved sword, a miracle-wielder with a spear, and a mostly pure sorcery build with a lot of damaging spells.
  • 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. 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 primarily on curses to allow the Necro to cherry tap monsters to death without much risk.
    • Do not forget the sorceress herself, being fully capable of holding two-handed weapons and heavy armor given enough strength, and with the enchantment spell and some specialization, talent points can surpass any other class in single hit melee damage.
  • 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.
  • Possible in Divinity: Original Sin 2. The games uses Skill Scores and Perks over a class system, with the player's initial class only being a starting package. That said, most magic scales off Intelligence, while heavy armor requires Strength. The exceptions are Necromancy, which passively increases all physical damage the character deals, and Polymorph, which either augments the self or disables enemies whose physical armor has been depleted. Either make an excellent compliment to a strength-based warrior build, depending on whether the character is meant to be a tough damage dealer or a controlling tank.
  • Dragon Age:
    • In Dragon Age: Origins, there is a specialization of the basic Mage class called "Arcane Warrior" that fits this trope perfectly. 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. 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.
    • Dragon Age: Origins – Awakening introduces the "Spirit Warrior" (Warrior that taps into the Fade itself) specialization of the Warrior class. Needless to say, it can be stacked with the two from the original game.
    • In Dragon Age II, Templars and Reavers return, but Arcane Warriors do not. This is because all Mages have improved melee abilities: all staves are spears, 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.
  • Dragon Quest:
    • 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 game established all three traditions of making the player character a spellcaster swordsman, tying when you learn spells to your level and learning Heal at level 3 as your first spell.
    • 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.
    • The sage class in Dragon Quest III. Also to a lesser extent, the pilgrim/cleric/priest class. It is also potentially possible for any party member to become one through class changing since characters retain the spells they've learned, such as a warrior becoming a mage or vice versa.
    • Kiryl/Cristo and Meena/Nara from Dragon Quest IV are modeled after the third game's cleric class and could use both healing magic and had access to a handful of strong equipment. 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.
    • Dragon Quest V has Bianca, who is a reliable fighter and a better magician than the main character.
    • Dragon Quest VI had a Magic Knight class which could be accessed after gaining levels in the Warrior and Mage classes. 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.
    • Dragon Quest VIII: More on the Knight side, but the Hero does learn the entire Sizz line of spells. And if you chose to equip Jessica with daggers and then swords then she can use them alongside her magic.
    • The armamentalist class in Dragon Quest IX.
    • Dragon Quest XI: The Luminary has powerful sword skills and the Zap family spells to learn from.
    • 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.
  • The Mystic Knight hybrid class of Dragon's Dogma is capable of using Magick Shields, granting him/her the ability to cast performance-enhancing buffs, static combat spells, and elementally based counter-attacks. 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.
  • Elden Ring:
    • Starscourge Radahn was a master of Mounted Combat, a Master Archer, a fearsome Dual Wielding swordsman, and on top of that the Gravity Master Archmage of the Lands Between. All this, on top of the fact that he was The Strategist and A Father to His Men Four-Star Badass, made him a full-on Master of All and a contender for the position of World's Best Warrior in the past.
    • There’s also the Carian Knights, who are sworn to the Carian royal family of witch-scholars and trained to hunt down sorcerers, such as those gone rogue from Raya Lucaria Academy. The Academy later turned on the Carian family and many of the knights were killed, though one knight, Moongrum, remained to guard Queen Rennala. The Player themselves can easily become a Magic Knight by learning a variety of spells, some used by Carian Knights, and combining that with armor and swordsmanship.
    • Radagon started out as a purely physical champion of Queen Marika the Eternal. Following his marriage to Queen Rennala, he learned, under her teutelage, the secrets of Glintstone Sorcery. When he was later called back to Marika's side to become her consort and Second Elden Lord, he discarded the Glintstone Sorceries and instead founded Golden Order Fundamentalism, a school of magic that demanded both high Intelligence and Faith. In his boss battle he makes use of light bolts and waves of golden light alongside powerful hammer strikes in seamless tandem. This is actually one of the indications implying that Radagon is no longer totally himself, as these bolts don't look anything like the spells of the Golden Order Fundamentalism and more closely resemble the projectiles used by the Elden Beast.
  • The Elder Scrolls:
    • Until the series did away with classes, this trope was in play with several classes, including the Battlemage, the Spellsword, and the Crusader. The Battlemage class traditionally leans more strongly on the mage side and are lightly armored, though in Morrowind they instead wear heavy armor. They supplement their offensive capabilities with Destruction magic and supplement their defenses with Alteration magic. The Spellsword has a greater emphasis on martial skills with a lean on offense, but uses spells in the same classes as the Battlemage to supplement each. Their class description refers to them as "skirmishers and support troops." Finally, the Crusader inverses the Spellsword when it comes to offense and defense, and includes Restoration magic and Alchemy to allow for healing instead of supplemented defense. Given the nature of the series' skill system, many other classes can blend martial prowess with magical abilities as well, and custom classes can be created to take it further.
    • The series' lore has several examples within the Empire and Imperial Legions. The Imperial Legion Battlemages are an organization of Magic Knights within the Legion. Additionally, there is the position of "Imperial Battlemage," which has traditionally served the Emperor more like a cross between a Chancellor and a Court Mage.
    • In lore this is a specialty of the Bretons of High Rock, as their (traces of) elven blood gives them an innate affinity for magic and a resistance to it, while their human-like bodies are generally more resilient than pure elves. Their culture in High Rock is based on that of medieval France, so Bretons have a strong chivalric tradition and each city-state in High Rock has their own knightly order.
    • Likewise, the Altmer (High Elves), known for their sorcery and magical prowess, do employ armed-and-armored soldiers as well. Each and every one of these soldiers use magic as a supplement in combat. However, the "true" Altmer mages (who are typically upper class) look down upon the Altmer "warriors" (who are typically middle or lower-class).
    • The Redguards, a Proud Warrior Race of Scary Black Man Master Swordsmen, have a strong cultural aversion to magic. However, they do make an exception for the school of Destruction magic, as doing more damage is always a good thing in their culture. Given their cultural affinity for swordsmanship and various knightly orders, any Redguard who practices Destruction magic typically automatically becomes one of these. Additionally, their ancient Ansei were so skilled with their Shehai "Spirit Swords" that they were often mistaken as mages by other races due to the feats they could accomplish (right up to using their Shehai as Fantastic Nukes).
    • This is a trait of the Aureals (aka Golden Saints) and Mazken (aka Dark Seducers), two forms of lesser Daedra in service to Sheogorath. They excel both in combat and in magic, where they are capable spellcasters.
    • Likewise, this is a trait of the Dremora, an intelligent race of lesser Daedra in service to Mehrunes Dagon, who they serve as The Legions of Hell. While more combat-focused in general, every Dremora, even the lowest ranking Churls, are capable of casting spells. They typically favor Destruction class spells, especially Playing with Fire, but the higher ranked Dremora are also capable of using Conjuration spells to summon other lesser Daedra to aid them.
    • Spider Daedra, as their name might imply, are a Spider People form of lesser Daedra in service to Mephala. Spider Daedra are equally formidable with melee attacks and Destruction magic, particularly ranged Poison and Shock spells. They can also summon weaker Spiderlings to aid them.
    • Xivilai are an intelligent, massive, and powerful form of lesser Daedra. While they are powerful physical combatants and can wield battleaxes, warhammers, and claymores one-handed, they also possess the ability to use a variety of damaging magic attacks, including Fire and Shock spells, as well as summon Clannfear to aid them in battle.
    • In Morrowind, Mages Guild Archmage Trebonius Artorius is a notably skilled Battlemage. It is this skill that allowed him to rise in the ranks of the Guild, but it quickly became apparent that he was hopelessly incompetent at running Guild affairs. When his mainland superiors got tired of him mucking things up, they Kicked him Upstairs and made him the Guild leader in the most backwater district in the Empire. He has let in badly disguised spies, often gives out comically unrealistic duties to his underlings, and acts petty and immature toward those who offend him. While there is a peaceful way for the Player Character to become Archmage, it leaves you as co-head with Trebonius, which is obviously much less desirable. Instead, you can Challenge The Chief in a duel to the death, receiving a Klingon Promotion to Archmage if you win. Need we remind you that he's an incredibly talented Battlemage despite his incompetencies elsewhere?
    • Skyrim:
      • The Dragonborn is another example of this, as even a starting character has some basic magic skills, and mixing magic and melee/archery is a good combination regardless. The Dragonborn also has access to the Thu'um, which are reality-warping shouts in the dragon language and one of the more potent tools at the Dragonborn's command, so even a Dragonborn who isn't using any traditional spells will likely still be using magic in some form. It's good enough to get them into the College of Winterhold even if they're otherwise a pure Warrior or Thief.
      • All of the Thalmor forces seen in the game (with the exception of their archers) use magic in combat. Even their basic soldiers summon bound swords and use flame magic. They aren't exactly squishy either since they wear full suits of elven armor.
      • The Vigil of Stendarr is a Church Militant order dedicated to eliminating supernatural threats. Vigilants typically wield maces and are capable of using a number of spells, particularly Restoration spells.
      • Even PCs who never cast spells will likely use some sort of magical talent (besides the Thu'um, of course) since enchanting and alchemy are both incredibly useful and some of the easiest skills to learn. A master enchanter can even put two enchantments on one item; so a shirtless barbarian running around with an axe and a mace could theoretically have four magical effects (and two alchemical effects) in total for their weapons along with up to twenty-four magical effects on their outfit (and more if they're using any mods that add items to the other item slots).
  • One of the many classes in Elsword is actually named Magic Knight but is surpassed by the much more effective Rune Slayer, though these are hardly the only examples. Over Taker/Reckless Fist, Pyro Knight/Blazing Heart and Little Devil/Yama Raja are all varying styles of Magic Knight that different characters can become. Chung, in all his forms, is a very strange version; though he wields a massive cannon, swinging it as a melee weapon and firing it as a ranged one, his suit and cannon both are powered by El, and firing it sometimes costs mana and has magical effects.
  • Effectively every character after Ellia in Eternal Darkness, although how useful their spellcasting will be depends on when they appear in the storyline and how large their Mana Meter is. Main character Alex fits the mold the best, though, given she acquires every spell and her magick replenishes twice as fast as anyone else's.
  • Etrian Odyssey:
    • Etrian Odyssey II: Heroes of Lagaard has the War Magus, described in-game as a hybrid of The Medic and the Landsknecht. Their War Lore gives them access to healing spells and buffs, while their War Edge lets them learn specialized sword slashes which have extra effects on enemies under certain status effects... including Cursecut, which can be combined with their unique Transfer skill to become a bit of a Game-Breaker when used properly.
    • Etrian Odyssey III: The Drowned City: Invoked, yet somewhat downplayed, with the subclass system. Subclassing allows for access to skills from a different class, yet it's restrictive as to what is available and how much a skill could level up. Mixing a physical-oriented class with a magic-oriented one sets this trope in effect.
  • EXTRAPOWER: Attack of Darkforce has the Seven Hikari Warriors'', who are as capable with magic as they are at melee combat, though some members skew closer to one.
  • Fable: The XP system makes it easy to improve both physical and magical skills, even to the point of becoming a Master of All; such a Hero is called a Spellwarrior. Spells like Multi-Strike, Assassin Rush, and Berserk directly enhance the Hero's physical power, and all spells can be cast with a weapon in hand.
  • Fall from Heaven has using armies of these as the Amurite civilization's hat. Many of the late-game units and some of the heroes, particularly Chalid Astrakein and Mardero, also qualify.
  • Many characters and classes from the Final Fantasy series qualify, starting with the Red Mage from the original game (and future iterations of the class in the sequels).
    • The Knight and Ninja class changes from Final Fantasy qualify as well, since they gain minor white and Black Magic abilities, respectively. They still focus primarily on physical attacks, though.
    • Future Dark Knight and Paladin classes, such as Cecil from Final Fantasy IV, also had minor ability in magic.
      • In Final Fantasy IV: The After Years, the Man in Black is a muscle-bound giant of a man, wearing a kilt and armed with a BFS. Not only can he learn more Black Magic than Cecil and even pick up some White Magic, but he has Taunt and usually 1,000 more HP than your toughest fighter when you're introduced to him. Fittingly, he has a huge equipment draw ranging from mage robes and staffs to knightly swords, shields and heavy armor. Heck, the only thing he can't do is status spells, or improve past a certain point. Golbez sure hasn't lost his edge in 17 years.
      • Also, Edge the Ninja from Final Fantasy IV had access to a special form of black magic called Ninjutsu.
    • Final Fantasy V had a Mystic Knight/Sorcerer (the name depends on the translation you're using) Job which had the ability to infuse their sword with magic.
      • Also, using the job system, it is possible to give any physical class a secondary job as a black or white mage. While most have low magic stats, setting the magic command will increase the magic stat by a certain amount based on the level of it.
      • And each class you master grants its stat bonuses to the character's Freelancer class that they start the game with.
      • Big Bad Exdeath himself is an example. Not only is he a powerful wizard, he also wears full body armor and wields a sword.
    • Terra and Celes from Final Fantasy VI also qualify. While being the only two characters to learn magic naturally, both were far from squishy, and could equip swords and armor, including some of the most powerful equipment in the game.
      • Although once magicite started showing up you could make anyone into a Magic Knight.
    • Final Fantasy VII had a very modular (read: Materia) system of setting up abilities. Anyone can use magic. Thus, there was nothing stopping you from loading The Big Guy down with enough magic things to stop a truck by their sheer mass, while trying to groom the White Magician Girl to do more with the staff than focus healing through it.
      • Cloud's original Job in development was "Mystic Knight/Berserker". In the final product, he comes equipped with Ice and Bolt magic, and his stats make him the strongest character and the second-best at magic (third if you count optional party member Vincent, who has the actual second-highest magic stat behind Aerith, but is entirely optional, as already said earlier). Several of his Limit Break techniques allow him to inflict status effects on enemies by hitting them with his sword (specifically, Paralysis and Instant Death).
      • The brief flashback where Sephiroth and the player are working together shows that Sephiroth, an unquestionable Master Swordsman, also totes some serious offensive magic.
    • Final Fantasy VII prequel Crisis Core shows that magic (via Materia) is standard equipment for Shinra's elite SOLDIERs, who are already bioaugmented super soldiers with Super-Strength and Super-Reflexes.
      • During his sparring match with Sephiroth, Genesis infuses his sword with magic in an attempt to counter Sephiroth's Implausible Fencing Powers. It works until Sephiroth shows that he was holding back.
      • In the game, Zack not only uses loads of Materia but can modify and combine different ones to enhance their effects.
    • Everyone in Final Fantasy VIII qualifies, although the game takes a certain level of introspection in Seifer's case. All of his Special Attacks involve burning you with fire magic and then using his gunblade to throw some other non-descript magic at you, and he specifically hooks up with the Big Bad to enhance his magical abilities to kill his rival and protect his mother.
    • Blue Mages are also often a Magic Knight class, particularly in Final Fantasy XI.
      • Red Mages often try to be a Jack version of this, but the trope gets subverted: their physical capabilities tend to fall behind quickly. (In some games so does their magic, but that's another trope...)
      • In Final Fantasy XI, the above comment on Red Mages is true offensively; however, Red Mages can be considered the 'Defensive Limitation' version of this trope, as they are one of the few jobs that can likely take hits from nearly any defeatable monster in the game (the true tanks being Paladin and Ninja). Not to mention that they've been known to take on Gods one-on-one and win... provided you have several hours to kill, spend gil on items to use, maximum skill in the job, and they only use magic to do so.
      • Red Mages don't actually fall behind when properly equipped. They have access to the best one-handed weapons in the game, better armor than most melee, and spells that augment their offenses and defenses. Their only real weak point is the below-average skill levels with weapons and defense but can negate everything except their below-average accuracy with debuffs. Realistically, if you know what you are doing, a level 50+ Red Mage (without Ninja and Utsusemi spam) is effectively invincible against anything that isn't Incredibly Tough (8+ levels higher than you) designated. The reason they don't melee in most situations is that many high-level enemies spam Area of Effect attacks and debuffs and it is far easier to play a full mage in parties that doesn't need to be constantly healed like melee who have no choice.
      • Considering Enspells aren't very good at all by endgame—even with Temper—it's safer to say Red Mages are Combat Pragmatist Barrier Warriors who win by Cherry Tapping and debuffing until they can finish off an opponent with a WS. Blue Mages are much closer to true Magic Knights since they primarily focus on swordplay and use magic for self-skillchains, but they're almost as squishy as a White Mage.
      • Seekers of Adoulin added Rune Fencers, whose specialties include piercing the heavens with their greatswords and eating magic damage. With the right timing, a good Rune Fencer can make Citadel Buster feel like little more than a ray of sunshine. They have respectable competencies in Divine and Enhancing Magic to keep hate on them and further augment their magic defense, and, much like Red Mages, they can enchant their swords for added elemental damage.
    • In many games in the series the Red Mage gets the unique "Doublecast" ability, allowing casting two spells in one turn which patches up the lack of powerful single spells compared to the Black Mage and Summoner.
    • Beowulf from Final Fantasy Tactics.
      • Also Orlandu, Agrias, Meliadoul, and a slew of other characters that you hire/fight against. Unlike Beowulf, their powers differ a bit from regular magic...but that's a good thing because it means they don't consume MP. You can have Orlandu and Agrias use either Lightning Stab or Holy Explosion (or Night Sword in Orlandu's case) every turn, and there's little reason not to.
      • The generic Geomancer class fits the trope very well. They have above-average across-the-board stats but don't excel in any one in particular. They can equip swords but not heavy armor, and their ability Geomancy is the only skill in the game that uses both physical and magical attack power to calculate damage.
    • Also using sword-oriented magic effects (mostly elemental in nature) are characters given the Warrior dressphere in Final Fantasy X-2.
    • Tidus and Wakka are physical fighters capable of buffing their allies or debuffing their enemies, respectively. And if you grind enough, you can customize them into having any sort of magic you want.
    • It's a cinch to create a party of Magic Knights in Final Fantasy XII thanks to the License Board system. Vaan and Ashe are the ones with the stats for it, with Vaan leaning more towards the knight aspect while Ashe favors magic.
    • The entire party (save for Hope) counts as Magic Knights in Final Fantasy XIII, being able to learn a variety of physical and magical talents. Lightning, Snow, and Sazh are the best cases, as they all have primary roles in Commando and Ravager. Lightning specifically, as she's equally versatile with physical and magical attacks and also has equally balanced magic and strength stats.
    • The main character of Final Fantasy Mystic Quest, who eventually gets every spell in the game in addition to his arsenal of weapons. Kaeli may also qualify (as a subversion of the typical White Magician Girl) since she uses an axe as her weapon.
    • Given the nature of Dissidia Final Fantasy (namely, being a massive crossover brawler between Final Fantasy characters), there are several who qualify as this. The Warrior of Light and the Onion Knight can even be considered sort of original, being vague amalgams of the generic roles from their respective games.
      • The Onion Knight is probably the purest example of this trope in the game since his moveset is split perfectly between physical and magic attacks (in order to cater to his Job Class-based EX-Mode, with which he changes class to Ninja with physical attacks, and to Sage with magic attacks.).
    • Final Fantasy Dimensions uses a job system strongly based on the fifth game. In addition, a modified version of the spellblade ability is available to Red Mages.
    • Several jobs in Final Fantasy XIV combine martial combat and magic together in various ways. Paladins use magic to bolster their defenses, heal allies, and enfeeble enemies, while Dark Knights use the forces of darkness to strengthen themselves. Gunbreakers use gunblades that fire off special magically-charged cartridges to flash-heat their blades and cast a variety of defensive and supportive spells. Meanwhile, Red Mages, as is par for the course, use rapiers as their weapon of choice, in conjunction with a special magic crystal that amplifies their spellcasting abilities (their specific school of magic focusing on using one's own aether, with the crystal allowing them to get a lot of kick out of a little aether). Furthermore, Ninjas use daggers as their weapons, along with Hand Seals that allow them to cast a variety of magical spells, from creating a Fuuma Shuriken to elemental magics to summoning giant fire-breathing toads. Machinists use specialized Magitek devices to draw aether from around them and convert it into ammunition and electricity for their gadgets. Bards use Magic Music in conjunction with bows and arrows. Monks manipulate aether to strengthen their bodies, with higher-level techniques allowing them to use Ki Attacks. Samurai collect aether in their sword sheathes, which is unleashed when they use iaijutsu techniques. Reapers harnes the Power of the Void to make their Sinister Scythe techniques deadlier, along with allowing a voidsent "Avatar" to temporarily possess them for a brief power boost.
    • In Final Fantasy Type-0, every member of Class Zero can use magic spells while wielding various weapons, with this trope applying most with characters who use melee weapons.
    • The Job System in Stranger of Paradise: Final Fantasy Origin allows the player to mix-and-match any two jobs, which the player can swap between on the fly, combining their strengths. For example, one can use the enchanting capabilities of the Tyrant job to imbue the katanas of the Samurai job with elemental properties, or use the Focus ability of the Monk job to enhance the Break damage inflicted by the Breaker job's Zantetsuken attack.
  • Fire Emblem has a few classes fitting this trope though comparatively, they're rather rare. Although for a while they disappeared completely after the franchise jumped to the Game Boy Advance, necessitated by those games' handling of the Strength and Magic stats, a couple of Magic Knight classes have since cropped up in post-GBA games.
    • Fire Emblem Gaiden: The Priestess class — which is both the starting class of the female protagonist Celica and the promoted form of other female Mages — can wield both swords and magic, as can its promoted classes Princess and Enchantress (the latter only available in the remake Fire Emblem Echoes: Shadows of Valentia). Shadows of Valentia also adds the Harrier, a Falcon Knight promotion that can use both lances and black magic, and the enemy-only Deimos, undead shamans that wield axes and black magic.
    • Fire Emblem: Genealogy of the Holy War and Fire Emblem: Thracia 776 sport far more instances of this than the rest of the franchise. The Mage Knight is a mounted class appearing in both games which wields swords and the three types of nature magic. The Mage Fighter is much the same aside from being a footsoldier class, but it only appears in Genealogy (Thracia does however reuse its sprites for the dismounted Mage Knight). Being that both of these classes promote from straight Mages, they're certainly not equally adept at both disciplines, being much more proficient at magic use. Additionally, Troubadours are capable of wielding swords and healing staves; they promote to a female-exclusive Paladin variation which can use staves in addition to swords and lances, whereas male Paladins cannot use staves. Falcon Knights, which are promoted Pegasus Knights, also gain the use of staves. The Master Knight class, an impossibly broken class exclusive to Leif and Lachesis, wields everything except Dark magic. Even before promotion, Lachesis wields both swords and staves. There are also a handful of boss-exclusive classes that can use varying combinations of magic and physical weapons, including the Baron and Emperor (everything except Light and Dark magic).
    • Fire Emblem: Path of Radiance and Fire Emblem: Radiant Dawn reintroduces the concept on a much smaller scale, exclusive to two characters. Mist, a Cleric who promotes to Valkyrie, wields both swords and staves (whether she does so before promotion depends on the game); unlike in past games, these classes are exclusive to her. Princess/Queen Elincia has a Falcon Knight/Seraph Knight variant class which also wields swords and staves.
    • Fire Emblem: Awakening brings the concept back in full force: it features the Tactician class, which can be promoted to Grandmaster and is exclusive to the player-created Avatar and his/her children; the Dark Knight, a possible Mage promotion which wields both swords and magic tomes; the Dark Flier, who use lances and tomes; and the DLC-only Dread Fighters, capable of using swords, tomes, and axes. Also, the Thief promotion Trickster uses swords and staves, the Cleric promotion War Cleric uses axes and staves, Falcon Knights use lances and staves in this game, and the also-DLC-only Bride uses lances, bows, and staves.
    • Fire Emblem Fates has returning Dark Knight, Falcon Knight, Grandmaster, and Dark Flier (the latter two as DLC exclusives), and introduces even more new classes fitting the mold - there's the Basara, a promotion for Spear Fighters capable of using tomes as well as lances; the Priestess, a promoted Shrine Maiden who can use bows as well as staves, plus her literal Spear Counterpart the Great Master; Maids and Butlers, healers capable of using daggers and shuriken; the Malig Knight, wyvern riders capable of using axes and tomes; Oni Chieftains, a promotion for Oni Savages capable of using axes and tomes; and Adventurers, Fates's version of Tricksters who wield bows and staves. The two Avatar-exclusive classes, Hoshido Noble and Nohr Noble, grant them ability to use, respectively, staves and tomes in addition to swords and Dragonstones.
    • In Fire Emblem: Three Houses, due to the way weapons work in this game, any magic-wielding class can also use physical weapons, although they won't be as proficient with them as dedicated physical units. For some straight examples, the Dark Knight class returns (wielding lances instead of swords this time) along with several newcomers: the Mortal Savant, a black-magic-wielding swordsman; the Holy Knight, a lance-wielding cavalry unit who can use white magic; the Death Knight, the personalized Dark Knight variant used by the character of the same name; the Dancer, a sword-wielding class that can use magic and grant bonus actions to teammates by dancing; and the Enlightened One, Byleth's personal class which favors swords, fists, and white magic, and can also use black magic. DLC includes four additional classes that combine magic and fighting: the Trickster, a white magic-using swordsman; the War Monk/Cleric, a Kung-Fu Wizard using white magic and brawling techniques; and the Dark Flier, a dark counterpart to Pegasus Knights that use black magic and swords.
  • Ganryu, based on the legend of Miyamoto Musashi, turns Musashi into a badass warrior with magic powers which he'll use to kick ass.
  • Gems of War:
    • The Knight Coronet of Sword's Edge, in addition to being a tough-looking armoured figure, has an aura of magic and is explicitly called mystical in his flavor text.
    • Arcanus is a Silverglade knight and elf who gains four magic and enchants himself every time he attacks. He's great if you can keep him alive long enough to power up; he's closer to Squishy Wizard than tough warrior.
    • The Paladin is a holy knight from Whitehelm, pulling from divine powers. The higher his armor, the greater his attack, and a lot of Whitehelm divine types grant extra armor.
  • The Geneforge has the Servile and Agent classes, capable of both high-end magic and melee combat at the expense of Shaping skills. The servile is inclined more towards physical combat and enhancement magic, while Agents tend towards battle magic.
  • The heroes of the Golden Sun series qualify, since everyone is capable of using offensive magic psynergy, even 'fighter-types' like Isaac, Garret or Felix. However, Venus adepts like Isaac, Felix, and Matthew are much more balanced between psynergy and physical power, while characters like Garet and Piers have very little Psynergy Points to use in battle forcing them to focus more on physical strength.
  • Grim Dawn
    • The game is based around dual-classing, so it's quite easy to glue an Occultist, Arcanist, or Necromancer to a Soldier.
    • The Demolitionist, Oathkeeper, Shaman, Occultist, and Nightblade have skills that involve enchanting their weapons with a certain damage type, either temporarily or (semi)permanently. This can easily cross over with Mage Marksman, due to Post Modern Magic-enchanted shotguns are just as easy to come by as magic swords, although some skills demand you use a melee or ranged weapon to work.
    • The soldier itself has an Evolving Attack by the name of Cadence. Its Capstone upgrade allows it to do Elemental Damage.
    • Necromancers have an offshoot of a spell that conjures dinosaur bones under the enemies' feet: tearing the still-living bones out of their enemies' bodies! This can only be done if they wield two-handed melee weapons.
  • Almost inevitable in Guild of Dungeoneering due to the game's use of Random Drops and Equipment-Based Progression. It's entirely possible to start out using an Apprentice and have him find a big stick that turns him partways into a Smash Mook, then a spellbook that grants him fire magic, and a steel skullcap that lets him No-Sell physical attacks. Similarly, the battlescars "Mystical" (grants one rank of Arcane magic), "Pyromaniac" (grants one rank of Fire magic), and Veteran (grants one rank in Slashing weapons) can proc on any dungeoneer who wins a quest.
  • Guild Wars, with its primary/secondary class setup, allows for countless varieties of Magic Knights, who can choose to focus on any type of spellcasting or melee fighting they choose. Essentially pick one of Warrior/Ranger/Assassin/Dervish/Paragon and one of Monk/Elementalist/Mesmer/Necromancer/Ritualist/Paragon, and you have yourself a Magic Knight.
    • Hell, the Dervish and Paragon do a pretty good job being Magic Knights regardless of their secondary.
      • Assassins aren't exactly bad at it either. Though, it should be noted that it's generally a good idea not to try to be a Magic Knight unless you're one of those three classes anyway. Warrior/Monks are an excellent example. Sure, you could put points into healing as well as your physical attack abilities, but really you're just tearing up a perfectly good build; indeed, this specific example gets ruined so badly that there's even a specific derogatory word for them: Wammo.
      • Note that "Wammo" took on its derogatory tone later. In pre-release and shortly after retail, Wammos were extremely overpowered.
  • In Guild of Dungeoneering, due to Equipment-Based Progression and random drops, any class can use magic and swordsmanship in conjunction.
  • In Guild Wars 2, the Guardian fills this role, using holy magic, being able to use both magical and melee weapons, and having heavy armor. All scholar classes (Elementalist, Mesmer, and Necromancer - with the Necromancer being a Black knight) are cloth-wearing mages that can be built to be Magic Knights or Battlemages, through wielding melee weapons available to their professions. On 25th of January 2015, A new profession announced - The Revenant - Is the third solider profession brought to the game. Revenant's wear heavy armor, deal melee damage as well as possess powers of the mists. They call upon spirits from Legends to empower them and channel during battle. Though not much is known of the Revenant as of yet, they could be considered to be Black Knights - due to their affiliation with demons and other necromantic elements.
  • In Gyromancer, rebel knight Qraist Kingsley is quite a skilled mage, which is noted as being unusual for a knight. Magic is actually central to his plans, but he needs more power - that, not flight from the king's authority, is his main reason for being in Aldemona Wood.
  • You play as one in Hands of Necromancy, a sorceror taking on the forces of hell. Your equipment includes your magic staff, sword, and scythe, and you're quite skilled in close-range combat as well.
  • Heroes of Might and Magic, as the name implies, allows the Heroes to specialize in either form or a mix between the two. The only exception being the Orc Warlords in V, which can't learn any spells at all.
    • In III, every faction has a Might-based hero type and a Magic-based one. The type of a hero determines the passive growth of their stats, their chance of getting skills of each category, and often their unique specialty. But not all Might-based heroes work the same way, depending on each faction's particular hat. For instance, Stronghold - the Barbarian Hero faction - is skewed heavily towards Might, so even their Magic heroes - Battlemages - will have a stat growth and skill acquisition balanced between physical and magical, while the Might heroes - Barbarians - will learn very little magic at all. The Tower, meanwhile, will have a balanced Might hero (the Alchemist), while their Wizard is, well... the archetypal Squishy Wizard.
    • Might and Magic has a few classes like this (exactly which depend on what game it is). Most had Paladins (Priestly-Fighters, some had Archers (Wizardly Fighters who also are Exactly What It Says on the Tin), but VIII had Dark Elves (replacing Archers) and Vampires (replacing Paladins) instead.
  • Hexen: The Priest class.
  • Hollow Knight:
    • Soul Warriors are both skilled at wielding a nail (the equivalent to a sword for the insects of Hallownest) and capable of using the teleportation and homing spell attacks of their purely magic-focused kin, the Soul Twisters.
    • The player character themself fights with the nail they start with, and also unlocks several different offensive spells throughout the game. How much the nail combat and magic are mixed in this case is largely up to an individual player's playstyle and charm build.
  • I=MGCM: All Magical Girl Warrior heroines fight demons with their strange weapons for physical attacks. Most heroines cast magical attacks from their weapons, while Ao and Eliza cast magical attacks from their hands. However, Aka's an exception and falls into a variant of Kung-Fu Wizard instead, since she slaps enemies as her physical attack.
  • King Arthur: The Role-Playing Wargame has all your Knights of the Round Table classifed as Champion, Sage or Warlord. Warlord type Knights most closely follow this trope, as Champions and Sages are more specialized in melee combat or magic respectively. Regardless every Knight is a potent melee fighter and spellcaster.
  • Kingdom Hearts:
    • Sora is a Magic Knight, Jack of All Stats, and the most powerful playable character.
    • By definition, most Keyblade wielders are some form of Magic Knight with varying levels of knight and mage, with characters like Riku, Terra, and Eraqus specializing in swordfighting, Xehanort and Aqua prefer magic, while Sora, Roxas, Xion, Vanitas, and Ventus are somewhere in between.
    • Most of Organization XIII count as well, since each one has their one choice of weapons and Elemental Powers, though some specialize in one or the other to various degrees.
  • Want to be one of these in Kingdom of Loathing? Go ahead; just keep a different spell every time you ascend and you can use it as a non-mysticality class. Hell, everyone used to keep Entangling Noodles around just because it was so useful (It used to give 2-3 turns of stun, but now it's a lot weaker on non-Pastamancers).
    • A successful basement dive requires this, as the road to level 500 is paved with tests of endurance and magical energy, and populated with opponents immune to physical or spell damage. The post-ascension stat gains make it feasible to employ a wider range of magical knightliness.
  • In Kingdoms of Amalur: Reckoning, a player who chooses not to focus on any of the three main skill trees of Might, Sorcery, and Finesse and instead spread their skill points between two of those disciplines will develop into a hybrid class. Might/Sorcery is a tank built to withstand both physical and elemental damage, and convert a portion of it into mana. Finesse/Sorcery is more of a Fragile Speedster whose dodge maneuver is replaced with a short-range teleport that also poisons nearby enemies. Spreading skill points equally between all three disciplines unlocks the Universalist who lacks any class-specific techniques and takes longer to get access to mid- and top-tier skills, but makes up for it by being better than other classes at what they do have access to.
  • Kirby:
    • Meta Knight has no problem summoning huge tornadoes and shooting Sword Beams in between slashing at Kirby with Galaxia. And Galacta Knight is an even more powerful Magic Knight, summoning a Storm of Blades, shooting a laser from his lance, and causing several bolts of lightning to appear.
    • Dark Matter wields a sword in the first half of the fight, but outside of charging at Kirby, it's much more content to use the blade to shoot projectiles.
    • The standout example, however, is Queen Sectonia, whose fighting style includes both devastating magic and some really impressive physical attacks.
    • Another standout example are The Three Mage Sisters, with a mix of melee weapons and powerful magic as their fighting styles.
  • Every Jedi class in Knights of the Old Republic qualifies as this, since they all use some degree of Force powers (the setting's equivalent to magic) and they can all use lightsabers when melee combat is required. The only big difference between classes is simply how much they focus on "magic" over combat. Even Jedi Consulars (the closest the game gets to a "pure" mage) can slug it out when necessary.
    • Carries over into Star Wars: The Old Republic, with the Force-using classes for the Republic and the Sith Empire, with the Consular and Sith Inquisitor especially. Specializing as a Jedi Sage or Sith Sorcerer gives them access to even more powerful Force abilities.
  • Langrisser II for the Sega Genesis takes this one a bit too far. ALL playable classes except Fighter and Pirate (which we can only assume is Lester's starting class) get magic, and most kind of knights end up having a good mix of buffing magic and offensive spells. However, the difference with mages is that their MP and magic power/range stay rather low and there's not much they can do about it (they can equip wands, which are not worth giving up a real weapon for, and they can't equip orbs). In fact, out of the 10 playable characters, 9 can potentially choose the actual "Magic Knight" class after their second class change.
  • The titular Dragoons in The Legend of Dragoon, who are able to use magic and armor infused with the powers of dragons according to element.
  • The Legend of Zelda:
    • Link qualifies in certain games where he's given spells, which includes all of the Zelda games produced by Nintendo except the original and The Legend of Zelda: Twilight Princess. Though even those two Links could still use Magic Wands at least. Particularly in Zelda II: The Adventure of Link. Though a lot of the time, he's more of a gadget user, channeling raw magic into canes, medallions, and other types of magic-powered tools.
    • The Twilight Princess incarnation of Zelda would also qualify, to a degree. She's shown wielding a sword in a cutscene, and also has quite considerable magical power.
    • In The Legend of Zelda: A Link to the Past, Ganon wields a trident in conjunction with his formidable magic powers in the final battle. Usually he is exceptional at both physical combat and magic, and actually being better than most dedicated fighters or mages. Being a giant demon pig capable of casting spells that rip open dimensions can do that. He's also skilled in two-handed weapons, dual wielding, and strong enough to ruin entire islands...while having most of his power still sealed.
  • The main hero of Light Crusader uses a sword but can also use spells when an element is equipped on him.
  • The Lord of the Rings Online MMORG allows Lore-masters (otherwise you classical stuff-and-spell wizards) to wield a sword on higher levels, making them much closer to that trope. Minstrels from the same game, who use songs with magical effects along with shields, medium armor, and variety of weapons, are even closer to this trope.
    • The highest level Lore-Masters can dual wield a sword and a staff at the same time when using the proper optional, unlockable "legendary trait". Since a staff is supposed to be a two-handed weapon, this is a bit of a Game-Breaker.
    • More recent updates have made this an innate ability of the class, upon reaching a certain level, rather than spending a Legendary trait slot. The former trait was modified to instead buff the Lore-master's survivability and melee damage. Of course, the class is still extremely squishy — only capable of wearing Light Armor and unable to use shields — so trying to play them as a Magic Knight is high-risk, high-reward compared to playing as a more traditional mezzer/Nuker.
  • Every member of Maxim's bloodline in the Lufia series qualifies:
  • Luminous Arc 2 have the protagonist, Roland, becoming a Rune Knight to use one of six elemental magic in battle if the Witch he's Engaged to was deployed as well. The effects of Engagement give Roland use of magic, give a nice boost to one of his stats, and an elemental Flash Drive. The game also have Master Mattias, Bharva, and late in the game, the Stinger Squad via vastly improved Runic Engines.
    • Luminous Arc 3 basically have an academy for Magi Knights, which Refi attends.
  • Alex, the protagonist of Lunar: The Silver Star, fits this bill, particularly in the Sega CD version of the game. In every version, he gains access to the extremely powerful Dragon spells, in addition to being the strongest fighter in the game (eventually outstripping even Kyle, the team's main tank). In the Sega CD version of the game, he had access to a wide variety of Fire spells, as well as Healing magic and the occasional "Kill Every Enemy on Screen" spell.
  • Notable subversion: the main character of the old ZX Spectrum Magic Knight series (actually named Magic Knight) suffers greatly in the actual knight department, although she can cast lightning bolts strong enough to weld golden sundials back together in Knight Tyme.
  • Elta, the protagonist of Magician Lord.
  • The player character, Roy Temperance, can be built this way in Mars: War Logs. He's a Technomancer, and as such has the power to control and generate electricity with the proper equipment. With points in both the Combatant and Technomancer trees, you can easily be a mostly melee fighter who charges his weapon with electricity, protects himself with an electric shield, and attacks enemies outside melee range with lightning strikes.
  • In Mass Effect, biotic users are the equivalent of magic users. The Soldier class is a warrior, the Adept is a mage, and the Vanguard is a mix of the two therefore it's a Magic Knight. Also by unlocking certain achievements, the player can choose a single skill as a "bonus talent" in any class. So a soldier or infiltrator can pick up a biotic skill, or an adept might learn to wield sniper rifles or shotguns.
    • Shepard enjoys many magic knights among their allies. Urdnot Wrex, Jacob Taylor, Thane Krios, and Aria T'Loak are all modified Vanguards. There is also Samara, Morinth, and Javik; Adepts with the ability to use assault rifles. Jack occupies an odd middle-ground between the Vanguard and Adept classes. Among the Sentinel party members, Kaidan Alenko grew into a magic knight between games while Nyreen Kandros is one from the moment she appears.
    • Any asari that joins their military is required to be a magic knight.
  • Master of the Monster Lair: All three playable characters. Owen is primarily a physical attacker who also specializes in healing and support spells. Kate is primarily a blaster mage but she's also decent at physical attacks if you raise her STR stat and give her a good spear or bow. Gloop can use both types of magic and use any equipment, at least as long as he's mimicked the right enemies.
    • Some enemies also combine magic and physical combat in this way. Mage cats, who use healing magic as well as decent bows, are a good example, as are the demon armors who use powerful spears as well as the Devastation spell.
  • In Midnight Suns, the Hunter has an innate access to magic due to their bloodline, but their spells are entirely specialized in melee combat, as they were trained since birth to fight against their demon sorceress mother and other forces of darkness. While the Hunter is less versatile than someone like Dr. Strange or Nico Minoru, their prowess on the battlefield more than compensates.
  • Archers and Paladins do this for Elemental and Self magic respectively in Might and Magic 6.
    • 7 carries over the classes, and also Rangers, who do it for both spell categories (Archers are set up as a hybrid of Knights and Sorcerors, Paladins are set up as a hybrid of Knights and Clerics, and Rangers are set up as a hybrid of Knights and Druids).
  • In Mitsumete Knight R: Daibouken Hen, all six main characters are basically this, with some of them more skilled at magic than physical weapons, and vice-versa. The sliding scale of the characters, from more skilled at magic, to more skilled at weapons, is the following: Sophia - Linda - MacLeod - Raizze - Lesley - Hanna.
  • In Mordheim: City of the Damned:
    • This is the hat of the Sisters of Sigmar: all-female warrior clerics that have some heroes that can cast powerful divine magic of Sigmar and also fight very well with warhammers and maces, although they cannot equip any ranged weapons. The Impressive unit for the Sisters, the Maiden of Sigmar is an extremely adept close-combat combatant who casts spells and she is also Immune to Bullets to boot.
    • The Warrior Priest for the Witch Hunters also encourages this playstyle with his passive, where hitting an enemy in melee increases his casting chances by 15% for the rest of the turn.
    • The Wolf Priest of Ulric is a Hired Sword who can be hired by the Mercenaries, Sisters of Sigmar or the Witch Hunters. He's a strong melee warrior who can wear any armor and use almost any melee weapon plus he has some potent divine magic of Ulric.
    • Conversely the Doomweaver is a Hired Sword for the Skaven of Clan Eshin, the Cult of the Possessed or the Undead. He's a pretty good fighter in melee (certainly better than a Magister) who can use any armor and almost all one-handed melee weapons plus a staff and has strong supportive and offensive spells that taps directly from the Winds of Magic. He can definitely add a lot to the Possessed who have notoriously squish heroes and to the Skaven who are almost entirely squishy as a warband.
  • Mother:
    • Ness from EarthBound (1994). As his party specializes in PSI powers or items, Ness qualifies as its definitive tank. To say nothing of the fact that after Magicant and the destruction of Ness' Nightmare, he gets a significant boost in power anyway, making his stats much higher than anyone else in your party.
    • Ninten in Earthbound Beginnings. Of course, his tank status is not as pronounced because of Teddy and a leveled up Pippi, but considering that Pippi never fights directly alongside your party again after you talk to the Podunk mayor and Teddy can be lost permanently to heavy injuries fighting off a powerful robot, and has to be if you haven't reactivated EVE before getting him to join you, so he's not around for long, he can take the most punishment for most of the game.
    • Lucas in Mother 3 is The Medic, and has lots of defensive stuff and is the only character who can buff parties, but at the end of the day, he generally has the highest damage output by just attacking. He is quite slow, which makes it so that you can't rely on him to save your characters from getting KO'ed.
  • In NetHack, the Knight class starts out as a heavily armored but weaker combat character, but has the ability to become an effective spellcaster as well, once some spells have been learned and magic-friendly armor acquired. OTOH, even the Wizard can be fairly effective at bashing things with a staff or stabbing them with a magic dagger.
  • Nexus Clash initially assigns characters to a fighter or mage role, but all have the option of diversifying into this trope later. Characters who go this way from fighter roots (like the Nexus Champion) become Jack-of-all-trades-themed Magic Knights while those that start as mages (like the Archon) take on more of a Glass Cannon flavor.
  • Ninja Gaiden:
    • The protagonist Ryu Hayabusa. Not only is he a trained martial artist and weapons master but he can use spells called Ninpo that allow him to control the elements for special attacks.
    • Rachel is a Fiend hunter with immense strength that allows her to lift and use her massive hammer. She can also use two spells; Blades of Ouroboros and Magic of Raging Aphrodite.
    • Momiji fights with a naginata and is skilled in fire ninpo.
    • Ninja Gaiden 3 has the Regent of the Mask, Ryu's main adversary throughout the game. He is skilled with a rapier and trained in magic that allows him to perform feats such as casting illusions and firing energy blasts.
  • Octopath Traveler: Some jobs that specialize in physical combat still have elemental skills, such as the Thief's Wildfire technique. The hidden Runelord job exemplifies this, able to infuse any element into their strikes. You can also invoke this by giving physical-oriented characters magic-based subjobs and vice-versa.
  • Octopath Traveler II continues the trend by retaining some physical classes with elemental attacks, shuffling the Dancer's skillset to include a few physical attacks along with the support and elemental skills, and introducing the Conjurer class (which is very similar to the Runelord job). And, again, the player can invoke this depending on their subjob choices.
  • Odin Sphere: The remake turns Gwendolyn, Cornelius, and Oswald into this. They're still martial warriors, but now they're capable of casting spells that utilize ice, lightning, and darkness respectively.
  • Due to every class of Path of Exile sharing the same (prodigiously huge) Tech Tree and certain skill gems, it's possible to start with a witch (a Zookeeper/Nuker mage class) and end up swinging a broadsword and wearing heavy plate armor. Likewise, a Marauder (a DPS tank) could end up throwing thunderbolts and fireballs to support his zombie horde and wearing silk robes. The Templar class starts as a magic knight.
    • The above examples are classes breaking their supposed archetype. Making a build that makes use both weapon attacks and spells for damage requires more specialization. Wands in particular can be built for this, with the Wandslinger passive granting increases physical damage equal to your increased spell damage, and the Spellsinger gem which causes the supported spell to fire whenever you attack with a wand. The Inquisitor Ascendancy class for Templars has a few skills that supports this; one that grants more attack damage for spells cast recently and adds your weapon's damage values to your spells, and another that grants a buff that gives a massive cast speed and mana cost reduction bonus that requires attacking with your weapon regularly to maintain. There are also triggered support gems such as Cast on Critical Strike, but weapon damage tends to not be a major factor in those builds.
  • In the Persona series, most characters who possess the power to summon the eponymous Guardian Entities are this since they'll usually have both Persona-based magic skills and a non-magical close-ranged weapon (swords, spears, pipes, fans, chairs, etc.). The axe-wielding Shinjiro from Persona 3 is the only known Persona user with no spell-based attacks, and even then, you're probably going to have his Persona do most of the fighting for him.
  • The protagonists of each primary Phantasy Star game — Alis, Rolf, Chaz, and the third-generation characters of PSIII (especially Sean) — are all Magic Knights.
    • The games generally avert this in-universe; true Magic is something that can only be used by members of a race of psychics called Espers, with "techniques" being usable by almost anyone and generally treated as something of a martial arts trick. Kyra, being the only known Esper who can equip heavy-type armors and use a weapon that isn't a staff, fits the Magic Knight trope best.
  • Phantasy Star Online provides some leeway as to what character classes can equip what weapons and magic techniques (except for Androids, who can't use magic at all), but two classes stand out: the HUnewearl (a female newman Hunter) can develop better proficiency for magic than other hunter classes while maintaining full use of melee weapons, while the FOmar (a male human Force) is better apt at using melee weapons than other Force classes.
    • Phantasy Star Online 2 makes it easier to build Magic Knight classes: thanks to the subclass system, players can play as a Hunter or Fighter while having access to the Force and Techer's suite of magic abilities, or vice versa. However, this kind of playstyle is hard to master since only a fraction of your subclass's stats are added to your main class, leaving you with weakened magic or melee combat abilities (unless you can get your hands on a melee weapon with magic attack stats, or a magic weapon with melee attack stats). Episode 3 introduces a dedicated Magic Knight class called the Bouncer, which uses Dual Blades for melee combat and Jet Boots for magic.
  • Pillars of Dust:
    • Carlton and Gregg start with physical attacks, but can learn spells from shops.
    • Ibis is a Battlemage, meaning he has both magic spells and decent base attack.
  • Hybrid classes introduced in Pillars of Eternity II: Deadfire allow for characters to be built as this, mixing a spell-casting class with a martial class. A number of party members can also be built this way, but Serafen stands out as having his backstory built around the concept: a pirate with both a wild, barbarian's fighting style and the talents of a cipher.
  • Dakkon in Planescape: Torment. The Karach sings true!
    • The Nameless One can inadvertently become one of these due to his unique leveling system and equipment selection. If you level him as a fighter, then switch to mage later, you keep all the physical stats you earned from a fighter, but you are functionally still a full mage in terms of casting.
  • A good number of Pokémon fall under this category. Their defensive stats and speed vary, but they can all deal decent physical and special damage and often have a large enough move pool to take advantage of both. They find their place on the team in the form of "mixed sweepers" (unless their user raises them to specialize in one offensive type or the other.) Prime examples of these Pokemon include Infernape, Lucario, Magmortar, Hydreigon, Eelektross, Greninja, Azelf, Deoxys (particularly Deoxys-A,) Giratina in both forms, Jirachi, and Celebi.
    • Generation VI brings us Aegislash, the Steel/Ghost possessed sword with stats of 150 in attack AND special attack in its attack forme.
    • Other less prominent examples include Seviper, Zoroark, Salamence, Emboar, Honchkrow, Raichu, and Houndoom.
  • Princess Maker 2: Your daughter can become one if you train her with those skills.
  • Puyo Puyo:
    • Schezo is the most prominent example in the series, being a sword-wielding dark mage, whose sword also happens to be magical. While the nature of the series de-emphasizes the close combat, his chain-counting callouts feature lines that utilize his sword to attack.
    • Lagnus is also one, though he plays up the 'knight' aspect in comparison to Schezo, and utilizes light magic. Madou Monogatari Saturn even gives him Gaia Healing, a powerful healing rain, making him The Paladin in Arle's party.
  • The Paladin from the Quest for Glory series qualifies: In Quest for Glory III earning the Heal ability automatically adds the Magic skill, enabling the Paladin to learn almost all of the spells in the game (except for the handful that being the Wizard class in mandatory for, such as Summon Staff).note  More mundanely, it's possible to start as a Fighter and add the Magic Skill at character creation as early as Quest for Glory I.
  • Quest 64 has the Red and White Rose Knights which show up in the latter portion of the game. They are imposing armored knights who cast attack spells by swinging their swords (The Red cast Wind Cutter and the White cast Fire Arrow) and occasionally buff themselves (Agility for the Red and Defense for the White).
  • Stocke from Radiant Historia can chop, dice, throw fire and heal you in a pinch. Raynie wields both a spear and a wider variety of elemental magic.
  • The Sage and the Professor/Scholar of Ragnarok Online is capable of being a Magic Knight. Unfortunately, he/she suffers from being a melee type now... (shift from attack speed to faster casting times), a Glass Cannon for his magical roots, slower casting time, and luck (Auto Spell has a 25% chance of automatically casting while attacking physically).
  • Rave Heart: Klein can learn physical skills as well as skills that make use of his INT. His ATK and INT growth are also about the same, unlike other characters who specialize in one of these stats.
  • RealityMinds: Rasheed is a swordsman who can cast offensive magic. He doesn't have the more powerful Ein series of spells, but he can cast all the stat-lowering spells and has his own unique skill to lower the enemies' resistance to these spells.
  • Rise of the Third Power: Gage wields a spear and has decent HP growth, but mainly fights using storm magic.
  • In the Rune Factory game series, if you choose to train your combat skills and your magic skills, you can definitely become one of these, slinging deadly fireballs as easily as you beat foes into submission with your sword.
    • Rune Factory 4 invokes this trope by name in its description of the Magic Charm accessory, which uses either the Attack or Magic Attack stat for all attacks, depending on which is higher.
  • Frantz and Angela from Rusty Hearts, though their focus differs between each other. Frantz has greater emphasis in melee combat with a sword, while Angela leans more towards magic.
  • Sacred and its sequel had several characters (i.e. classes) with this sort of potential, most notably the Wood Elf in the first game, the Inquisitor in the second, and the Seraphim in both. Oddly enough, though there is a character called a Battlemage in the first game, and who claims at creation to be good at combat too, he's very squishy and is best played as a pure magic user.
  • With the exception of the main character, who is a Badass Normal, just about every playable character from SaGa Frontier 2. Every character can use a combination of both anima and weapon artes, and some of the most powerful artes in the game combine anima with weapon attacks.
  • The SNES version of Shadowrun had an odd variant of this. You could run around, and cast magic, and even throw a little cyberware into your flesh. Sounds fine... but the Tabletop RPG it's based on tends to have a rather strict separation between magic and cyberware — namely, the more you slap metal into you, the less able you are to toss magic missiles. This also happens in the Genesis version, where spellcasters are better off not installing any cyberware.
    • The XBox360 shooter version is the same way, allowing deportation and cybercrap in the same character.
  • Shining Series:
    • Arthur from the original Shining Force definitely fits this trope. Even though at first he's really weak, he becomes significantly stronger than almost any other knight, magic or not. At this point his magic pretty much sucks, but he's still the only useful fighter that can use magic besides the Bare-Fisted Monk.
    • Max, the main character, who, on top of being a good fighter, has some use in magic. Mainly it's for the "he who fights and runs away..." spell Egress, though he can cast the spell called Supernova.
    • From Shining Force II onwards, most of the main characters in the series could learn Bolt magic. The heroes in Shining Force III take it up a notch in their final promotion forms by learning the super-powerful Inferno spell.
  • In Shop Heroes, Francesca's class is Spellcaster, but she's based at the Fighter's Guild. Her art shows her with both a sword and a magic staff, and she can use both — although her highest weapon affinity is actually for guns, if you can provide them.
  • Solasta: Crown of the Magister Taking the Sellsword background on any arcane caster like Bard, Sorcerer, Warlock or Wizard gives them Medium Armor proficiency, averting the Squishy Mage trope and putting you into Magic Knight territory.
  • SoulCalibur V newcomers Z.W.E.I. and Viola both command additional, supernatural abilities beyond their melee weapons (a sword for Z.W.E.I. and a steel talon for Viola). Z.W.E.I. can summon an ethereal wolf familiar called "E.I.N." during the fight and Viola is able to manipulate an orb of magical energy.
  • Soul Calibur VI sees Hwang make a return with his trademark Korean sword techniques, but he goes on an infiltration mission which goes wrong and he is subsequently caught and murdered by Won Gabok, a cultist leader loyal to Soul Edge. Rescued and brought back to life by a Taoist sage, Hwang learns how to channel the Six Heavenly Arts and use Taoist talismans to supplement his swordplay and better protect himself from supernatural forces.
  • Spiritual Assassin Taromaru have you playing as the titular character, a Ninja with magic powers who alternates between using ninjutsu and sorcery to kick tons and tons of ass.
  • Faize Sheifa Beleth from Star Ocean: The Last Hope. He casts attack symbology from the get-go, he can wear the same armor as Edge, and his weapon is a rapier. His replacement, Arumat is on the other side of the spectrum as a scythe wielding warrior with access to Earth and Fire symbols. Edge himself supplements his sword skills with low-level healing and mid-level Light symbols.
  • Some characters in the Suikoden series wielded swords in the front row, and were still very proficient in using rune spells.
    • The main character of each game is almost always an example, starting out as an excellent physical fighter and later gaining access to one of the incredibly powerful True Runes. The sole exception is Chris Lightfellow from the third game, whose magic stats are so low that she can't even use her Rune's fourth-level spell without excessive power-leveling (or farming lots of stat-increase items for her).
  • The main character of Summoner, Joseph, plays this fairly straight. He's a competent swordsman and can wear decent armor, he buffs and heals very well (and slings damage magic not-quite-so-well, especially if you're playing him as a front-liner), and as the titular Summoner he can conjure spirits, golems, and other monsters of great power.
  • Super Robot Wars X features the first magical robot for the original characters, the Xelguard. Expectedly, it calls upon the power of Dogma, basically the equivalent of sorcery there, and in addition to summoning some elements like winds and lightning or other summoning materials, it is also capable of getting close and laying a severe beatdown with its limbs.
    • Super Robot Wars T marks the debut of the titular Magic Knights of Magic Knight Rayearth above and the Xelguard makes a cameo appearance. Naturally, the Cephiran Magic Knights are quick to note Xelguard's usage of magic.
  • The (now defunct) online game Tabula Rasa all-but based the game on the concept, with general logos that everyone could use, and other ones related to job specialty.
  • Super Smash Bros.:
    • Robin, the Player Character from Fire Emblem: Awakening, fights much like s/he did in their original game, wielding numerous magical tomes along with a sword.
    • The Dragon Quest Hero takes this even further than in their home series, having a wide variety of offensive, defensive, and utility spells at their disposal while armed with a sword and shield.
    • On the Assist Trophies side, there's Krystal and Alucard. The former using her staff to shoot icy blasts to freeze foes and attack at close quarters, and the latter wields the Crissaegrim sword while using various vampire transformations such as Super Smoke and turning into a bat.
  • Sword of Rapier's protagonist Katharine is not only a skilled fencer, but after obtaining a magical bracelet early in the game, she demonstrates a natural talent for casting magic which she can use in battle.
  • Tactics Ogre: The Knight of Lodis has the Warlock. It can be unlocked by having a character gain the medal: Pen and the Sword. Valkyrie, female counterpart, can also count.
  • Most magic users in Tales Series have decent capacity for physical combat, though the exact degree varies.
    • Kratos and Zelos in Tales of Symphonia. Though they had significant stats for both, they have less techs for magic and fighting.
    • In the sequel, Marta starts out more of a 'white mage,' but is competent in physical combat, and later learns damaging spells as well. Possibly just because Tales' real-time combat makes a pure mage irritating to keep around, and a pure healer that can only heal one person at a time has mixed usefulness in a game where using an item doesn't cost you a 'turn.'
    • Most characters in Tales of Destiny were a mage-knight of a specific element to one degree or another, some more physical (Stan) and some castier (Philia). Ditto Tales of Innocence. In Tales of Hearts' Kohak and Kunzite are both close-range fighters with a spell list, and Hisui is a Mage Archer.
    • Everyone in Tales of Destiny 2 has physical and magical skill sets, although it was clear who was meant to be frontliners (Kyle and Loni), nukers (Reala and Harold), or do a little bit of both (Judas and Nanaly).
    • Raven from Tales of Vesperia qualifies, but he also has many unique abilities to compensate for his averageness.
      • Flynn from the PS3 port of Vesperia also applies, if possibly only slightly. He's the only character apart from Estelle who can use Light-element spells (on purpose, anyways. Patty can cast them as well but it's a random chance in her case), plus he's a very capable swordsman. He's more of the "Knight first, Mage second" type considering his physical skills outnumber his spells.
    • Virtually everyone in Tales of Graces qualifies to an extent. Aside from Asbel, who is a physical attacker only, every other character is capable of both casting spells and being used as a melee attacker. However, it's obvious some characters have more prowess at one or the other and Lightning Bruiser Sophie's magic is limited to healing and support artes making her more Combat Medic than magic knight. Among the party, Richard is the most textbook example of a magic knight, with his skills evenly divided between short-range melee attacks and long-range spells.
      • Technically, everyone in Graces is a magic knight from a meta-perspective, as Assualt Arte damage is calculated using the physical attack stat, and Burst Arte damage is calculated using the magic attack stat.
    • Tales of the Abyss has Anise, a Squishy Wizard who rides around on a giant stuffed puppet with impressive physical skills as well as being the go-to party member for dark-elemental magic, and Jade "the Necromancer" Curtiss, who specialises in fonic artes, yet has impressive skills with a spear as well (including using a fonic arte to store his spear in the skin of his arm when he's not using it).
      • Abyss also has Asch who, in addition to having all of Luke's sword skills, also possesses a number of high-level spells long before anyone else in your party will have access to anything that powerful. Unfortunately, his stats more closely resemble those of a pure swordsman, rendering his spells fairly useless since he lacks the magical attack power to back them up and cannot modify any of them with fields of fonons.
    • Tales of Xillia has Milla, Rowen, and Elize. The first leans more towards the "knight" side of the equation, her unique ability allowing her to transform her magic artes into physical artes, and having more physical artes overall. The second leans more towards the magic, his ability instead increasing its potency using button inputs, though you can alternatively forgo it in favor of much faster casting speed using a skill. The third strikes something of a balance, her unique ability allowing her to switch between enhanced magic and enhanced physical artes, and having skills that let you specialize in either regard. Her frailness tends to make the latter approach a practical option only in the hands of a player, though.
      • Tales of Xillia 2 adds a fourth into the equation in the form of Muzét, who has an equal split between physical and magical artes, though her abilities favor the use of the latter. It also introduces a new skill for all four characters to use that increases their casting speed proportionate to how many hits they've dealt in their current combo, which can allow you to seamlessly incorporate magic artes into them once you've dealt enough hits, making for some very stylish and flashy combos.
    • Tales of Berseria has Eleanor and Eizen. Eleanor leans towards melee, with magic as a plan B for certain opponents. Eizen can be equipped to use either or both to devastating effect.
  • Tales of Maj'Eyal has a ton of these. You start out with the Arcane Blade and Shadowblade, and can unlock around six others, eventually getting one Magic Knight class for every meta-class except "Mage." Temporal Wardens add Bow and Sword in Accord to the mix for ultimate versatility.
  • The Tiamat Sacrament:
    • Az'uar is capable of decent melee damage and can learn elemental spells as he evolves with Runes, which are separate from his breath skills. He can also use Soul Gems to learn support and healing skills.
    • Kelburn can dual wield, has the ability to use the unique skills of Rune Blades, and can temporarily learn single-target versions of Az'uar's breath skills, making him a strong elemental attacker, too.
  • Tokyo Mirage Sessions ♯FE:
    • Itsuki Aoi is the only character in the game to have good Strength and Magic stats, and is the only character who can learn both the attack-boosting skill Power Charge and the magic-boosting skill Concentrate.
  • Touhou Project's Youmu Konpaku. Explicitly stated to be quite good at both using her swords and magic. Things get especially hairy when she starts using both at the same time (Asura Sword, Hell God Sword, Hungry King Sword, and her Last Word...heck, all of her spellcards to some degree, even if some are supposed to be her using her swords to fling danmaku or cut bullets). Using her in the fighting games demands this of the player as well.
  • Most combatants in the Trails Series count as this because combat orbments are used for both physical stat enhancements and casting arts. Though many characters tend to learn more towards one side of the equation while others (usually the protagonist of each game) can handle melee and magic equally.
  • Trinity: Souls of Zill O'll: Areus is a gladiator who's an expert with swords and elemental magic.
  • The Druid and Paladin classes from the Ultima series - with the Druid leaning more toward magic and the Paladin more toward physical combat. (And in the later games, the "Avatar" class that only the protagonist gets.)
    • Actually, let's break this down by game a little. In Ultima IV, there are 8 classes, and 3 of them are entirely one or the other- Mage, Warrior, and Shepherd. The other three are all hybrids. Ultima V'' is where this trope really comes into its own, though- there are only three classes for NPCs now- Mage, Warrior, and Bard, where the Bard is a Magic Knight. Then the protagonist is of class "The Avatar", which can get as good at magic or fighting as anyone else and is The Hero.
  • Uncommon Time has Meirin, the only one of your magic-users whose physical attacks aren't worthless. Interestingly, she actually has the best magic attack growth in the game despite this, even outclassing Aubrey.
  • Vagrant Story's protagonist Ashley Riot is proficient in a wide variety of weapons and fighting styles, and can teach himself spells from the grimoires he finds over the course of the game.
  • Sienna, the Bright Wizard from Vermintide, specializes in Playing with Fire from afar, but she's perfectly capable of wading into battle with hordes of skaven mooks with sword in hand if need be. Vermintide II ups the ante with her Unchained class, a tank class which sacrifices ranged ability for short-range powers and the ability to endure and dish incredible amounts of damage — as long as she can manage to avoid a Heroic RRoD from channeling so much raw magic.
  • Most Hero characters in Warcraft III fit into this role as their abilities usually can be used both for magical and non-magical attack.
    • As well as Strength casters from Defense of the Ancients. Earthshaker and Dragon Knight are good examples of this.
  • The Shake King in Wario Land: Shake It!. He's physically imposing, has the same brute force-based attacks as Wario, mainly for the first half of the battle... and can shoot both massive laser beams and lightning bolts all over the arena.
  • In Warrior Kings, for the campaign Artos can become this trope if he joins the Pagan faction. He'll become an axe-wielding Barbarian Hero who can curse or transform non-priestly enemies. He should be this trope if he joined the Imperial faction, but a very nasty bug prevents his Fireballs power from causing any damage (it's the same ability that an Inquisitor has and those fireballs are top-tier because of how much damage they do to anything).
  • The main character of Warriors of Might and Magic, Alleron, is probably one since he can use any kind of weapons, armors, and shields and can still cast spells.
  • Wild AR Ms 3 lets any of the 4 characters learn magic through equipping Guardians. However, only two characters can get close to Magic Knight, Clive and Gallows. The other two, Virgina and Jet, have poor physical stats and poor magic stats respectively.
  • Geralt (and all witchers) from The Witcher is a lightly armored swordsman with a small array of magical abilities (parlor tricks in comparison to a real mage's arsenal, but enough to get the job done). He's also a bit of an engineer and an alchemist, able to make things like bombs, traps, and healing potions.
  • Wizardry was one of the earliest examples with its advanced classes of Samurai and Lord, who were both strong fighters and could cast spells. Later long after Wizardry ended in North America, the ongoing Japanese versions gave the Ninja class some limited magic.
  • The World Ends with You: Neku Sakuraba is unique among Players in that he is capable of using every pin in the Game. This means he can wield "positive" psychs, like Shockwave and Vulcan Uppercut, and "negative" psychs, like Pyrokinesis and Thunderbolt, with equal proficiency.
  • World of Warcraft is full of such hybrids:
    • Paladins and Shamans are the original Magic Knights and both classes play the roll of Church Militant; Paladins use holy magic to buff themselves and their allies, while Shamans use elemental magic and stationary totems to similar effect. At first, Paladins and Shamans were exclusive to the Alliance and Horde, respectively, but this made them a pain to balance against each other, so eventually they were allowed to be played by races on both sides.
    • Druids also muck around in Magic Knight territory to a degree. At first their spellcasting was limited to their basic humanoid form, but a talent was added to their offensive spellcasting tree that nets them a substantial armor boost, essentially giving them plate-level armor. That this talent also results in them turning into a giant owl-bear-deer thing is regarded as a bonus by druid players.
    • The Wrath of the Lich King expansion adds the Death Knight, fallen warriors who augment their martial abilities with necromancy.
    • Demon Hunters and Monks, also added in later expansions, are primarily melee-focused, but both classes use magic to augment their abilities.
  • X-COM: Your soldiers can become powerful psionics. This in no way impedes their ability to fight aliens with guns.
  • Xenoblade Chronicles X has the Fullmetal Jaguar and Partisan Eagle classes, which specialize in close combat and have many melee attacks that have elemental properties along with attacks that also inflict debuffs.


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