The RPG “mage” archetype is a tired script. We’ve been conditioned for decades to expect the glass cannon: a character who can melt a boss with a fireball but collapses if a stiff breeze hits them.

In Wild Arms 3, Gallows Carradine looks like he fits that mold. He has the highest Sorcery (SOR) stat, he’s the natural candidate for your heavy-hitting elemental Mediums, and he’s usually the guy you task with casting Extend for party-wide buffs.

But if you’re ignoring his ARM upgrades because “he’s just the magic guy,” you’re falling for a trap that’s been slowing down your turn economy for twenty years.

Don’t let the “caster” aesthetic fool you. If you ignore the massive 30 Weight stat on his stock Longhorn ARM, Gallows is just a very powerful spectator waiting for a turn that arrives too late.

The FP Tax

The core of Wild Arms 3 isn’t mana; it’s Force Points (FP). You don’t start a fight with the ability to drop a high-level Arcana; you earn it. You gain FP by taking actions, and the most reliable action is the standard “Attack” command.

Gallows’ ARM, the Longhorn, is a beast. It has the highest base SHT (Shot) power in the game. (Yeah not what you thought it meant 😉).

When you dump your Gella into his ARM’s SHT and BLT (Bullet) stats, you aren’t just making his physical hits harder, you are building a more efficient engine for his magic. A Gallows that can one-shot a trash mob with a standard physical attack is a Gallows that is gaining massive FP chunks without burning through his turn-priority.

A spec sheet of Gallows - Wild Arms 3 Gallows ARM upgrade guide
Exhibit A: A Level 100 Gallows with a massive +179 SHT investment but a stock WGT -0. Despite the high level, this build is essentially an anchor; his Gatling still costs a full 30 FP per bullet, ensuring he stays slow, inefficient, and trapped in his own “mage” stereotypes.

The Weight of Sorcery

The most overlooked stat in the ARM smithy is WGT (Weight). In most RPGs, “upgrading” a weapon implies it gets heavier or more complex. In Filgaia, upgrading WGT reduces it. For Gallows, this is non-negotiable.

His base reaction speed is abysmal. If he’s weighted down by a stock ARM, he’s going to act last. In a game where “Full Mail” or “Shield” needs to be up before the boss breathes fire, a slow mage is a dead mage. By stripping the weight off the Longhorn, you’re ensuring his magic actually happens when it’s relevant, not as a post-mortem for your party.

The Gatling Contingency

There will be moments where magic isn’t the answer. Certain late-game optional bosses have MGR (Magic Resistance) stats that make Arcana look like a light drizzle. This is where the “Bullet” upgrades pay off.

Gallows has a massive HP pool and solid defense. If you’ve invested in his ARM, he can pivot from a caster to a physical tank that uses the Gatling command to dump his high FP pool into a series of physical strikes. Because his ARM scales so well with SHT upgrades, he can often out-damage Jet or Clive in specific burst windows.

The Resolution

Stop treating Gallows’ ARM as a secondary tool. In Wild Arms 3, his gun is the battery for his sorcery.

  1. Max out SHT first: If he’s going to swing, make it count so he builds FP faster.
  2. Dump into WGT: A mage that acts last is just a spectator.
  3. Add 2-3 BLT: You need enough shells to make a Gatling run worth the FP cost when magic fails.

Building Gallows as a pure caster is a relic of bad design habits from other games. In the wasteland, versatility isn’t just a “nice to have”it’s the only way to stay ahead of the patch cycle. Upgrade the Longhorn. Your Arcana will thank you.

The Reliquary: Where we strip away the nostalgia to see how classic systems actually function. Check out the full archive of deep-dives and mechanical breakdowns here.

Leave a Reply

Your email address will not be published. Required fields are marked *

Trending