Red Mage
The Red Mage is probably one of the most over looked jobs at the start. People see it and say, yeah its nice that you can melee and cast spells. But they see nothing that important about it and decide to go either Sword or Magic. But then you reach level 41 and see all of sudden the Red Mage is the most important job to have in a party. Everyone wants a Red Mage and you find yourself suddenly being plus aside for this halfway melee magic user that cannot make up its mind on which to be. And you hear your friend laughing about how they are getting invites left and right now and you are smacking yourself saying I should have known.
Now a Red Mage is not for everyone, nor would we want a full party of Red Mages, things just would never get done. They have no strength in melee, they can fight, but not damage deal and their Magic will never be the best as a Black Mage. Though they can do some serious magic damage, they will find themselves outlast their enemies though. Why is this, because of a little spell called "Refresh" the most redeeming quality and most highly covenanted spell of the Red Mage and makes them the most popular and demanded job in the game. Red Mages' Refresh allows for the MP to be regenerated at 3 MP per sec, meaning that Paladin's can tank longer, Black Mages do not have to rest as much and White Mages have more than enough MP to heal the party. Its important and the Red Mage is one of the important jobs to any successful party past 41.
Attribute | Hume | Elvaan | Tarutaru | Mithra | Galka |
---|---|---|---|---|---|
HP |
28 |
30 |
24 |
28 |
33 |
MP |
20 |
18 |
26 |
20 |
14 |
Strength |
6 |
7 |
5 |
6 |
7 |
Dexterity |
6 |
6 |
6 |
8 |
6 |
Vitality |
6 |
7 |
6 |
6 |
8 |
Agility |
6 |
5 |
7 |
7 |
6 |
Intelligence |
7 |
6 |
9 |
7 |
7 |
Mind |
7 |
8 |
7 |
7 |
7 |
Charisma |
6 |
6 |
6 |
5 |
5 |
Job Traits
Trait | Level | Description |
---|---|---|
Trait |
Level |
Description |
Resist Petrify |
10 |
Gives resistance to Petrification |
Fast Cast |
15 |
Quickens Casting |
Magic Attack Bonus |
20 |
Increases Magic Attack |
Magic Defense Bonus |
25 |
Increases Magic Defense |
Resist Petrify |
30 |
Gives resistance to Petrification |
Clear Mind |
31 |
Increases amount of MP recovered during healing |
Fast Cast |
35 |
Quickens Casting |
Magic Attack Bonus |
40 |
Increases Magic Attack |
Magic Defense Bonus |
45 |
Increases Magic Defense |
Resist Petrify |
50 |
Gives resistance to Petrification |
Clear Mind |
53 |
Increases amount of MP recovered during healing |
Fast Cast |
55 |
Quickens Casting |
Resist Petrify |
70 |
Gives resistance to Petrification |
Clear Mind |
75 |
Increases amount of MP recovered during healing |
Job Abilities
Ability | Level | Wait to Recast | Duration | Target | Description |
---|---|---|---|---|---|
Chainspell |
1 |
2 hours |
30 sec |
Self |
Reduces casting to almost zero |
Convert |
40 |
10 min |
N/A |
Self |
Exchanges MP for HP |
Magic Spells
Spell Name | Level | Magic Skill | MP | Cast Time (sec) | Wait to Recast (sec) | Description |
---|---|---|---|---|---|---|
Dia |
1 |
Enfeebling |
7 |
1 |
5 |
Deals light damage and lowers defense and slowly takes HP |
Cure |
3 |
Healing |
8 |
2 |
5 |
Restores HP |
Stone |
4 |
Elemental |
9 |
1.5 |
6.5 |
Deals earth elemental damage |
Barstone |
5 |
Enhancing |
6 |
.5 |
10 |
Increases earth resistance |
Poison |
5 |
Enfeebling |
5 |
1 |
5 |
Slowly takes HP |
Paralyze |
6 |
Enfeebling |
6 |
3 |
10 |
Paralyzes enemy sometimes |
Protect |
7 |
Enhancing |
9 |
1 |
5 |
Increases Defense |
Barsleep |
7 |
Enhancing |
7 |
2.5 |
10 |
Increases resistance to sleep |
Blind |
8 |
Enfeebling |
5 |
2 |
10 |
Lowers enemy's accuracy |
Barwater |
9 |
Enhancing |
6 |
.5 |
10 |
Increases water resistance |
Water |
9 |
Elemental |
13 |
1.75 |
7.75 |
Deals water elemental damage |
Barpoison |
10 |
Enhancing |
9 |
2.5 |
10 |
Increases resistance to poison |
Bio |
10 |
Dark |
22 |
1.5 |
5 |
Weakens enemy's attack and slowly takes HP |
Bind |
11 |
Enfeebling |
8 |
2 |
40 |
Binds enemy to spot |
Aquaveil |
12 |
Enhancing |
12 |
5 |
10 |
Reduces chances of spell interruption |
Barparalyze |
12 |
Enhancing |
11 |
2.5 |
10 |
Increases resistance to paralyze |
Slow |
13 |
Enfeebling |
15 |
2 |
20 |
Reduces attack speed of enemy |
Baraero |
13 |
Enhancing |
6 |
.5 |
10 |
Increases wind elemental resistance |
Cure II |
14 |
Healing |
24 |
2.25 |
5.5 |
Restores HP |
Aero |
14 |
Elemental |
18 |
2 |
9 |
Deals wind elemental damage |
Diaga |
15 |
Enfeebling |
12 |
1.5 |
6 |
Deals light damage to area, lowers defense and slowly takes HP |
Deodorize |
15 |
Enhancing |
10 |
2 |
8 |
Become undetectable by smell |
Enthunder |
16 |
Enhancing |
12 |
3 |
10 |
Enhances weapon with thunder element |
Shell |
17 |
Enhancing |
18 |
1 |
5 |
Increases Magic Defense |
Barfire |
17 |
Enhancing |
6 |
.5 |
10 |
Increases fire elemental resistance |
Silence |
18 |
Enfeebling |
16 |
3 |
10 |
Mutes enemy to be unable to cast spells |
Barblind |
18 |
Enhancing |
13 |
2.5 |
10 |
Increases resistance to blind |
Enstone |
18 |
Enhancing |
12 |
3 |
10 |
Enhances weapon with earth element |
Fire |
19 |
Elemental |
24 |
2.25 |
10.25 |
Deals fire elemental damage |
Enaero |
20 |
Enhancing |
12 |
3 |
10 |
Enhances weapon with wind element |
Sneak |
20 |
Enhancing |
12 |
3 |
10 |
Become undetectable by sound |
Blaze Spikes |
20 |
Enhancing |
8 |
3 |
10 |
Fire elemental protection that deals damage when hit |
Barblizzard |
21 |
Enhancing |
6 |
.5 |
10 |
Increases ice elemental resistance |
Regen |
21 |
Enhancing |
15 |
4 |
12 |
Slowly restores HP (5HP) |
Gravity |
21 |
Enfeebling |
24 |
1.5 |
60 |
Slows enemy movement |
Enblizzard |
22 |
Enhancing |
12 |
3 |
10 |
Enhances weapon with ice element |
Blink |
23 |
Enhancing |
20 |
6 |
10 |
Uses shadows to take damage for you |
Barsilence |
23 |
Enhancing |
15 |
2.5 |
10 |
Increases resistance to silence |
Barthunder |
25 |
Enhancing |
6 |
.5 |
10 |
Increases thunder elemental resistance |
Invisible |
25 |
Enhancing |
15 |
3 |
10 |
Become undetectable by sight |
Sleep |
25 |
Enfeebling |
19 |
2.5 |
30 |
Puts enemy to sleep |
Cure III |
26 |
Healing |
46 |
2.5 |
6 |
Restores HP |
Protect II |
27 |
Enhancing |
28 |
1.25 |
5.25 |
Increases defense |
Enwater |
27 |
Enhancing |
12 |
3 |
10 |
Enhances weapon with water element |
Thunder |
29 |
Elemental |
37 |
3 |
13 |
Deals lightning damage |
Dia II |
31 |
Enfeebling |
59 |
1.5 |
6 |
Deals light elemental damage, lowers defense and slowly takes HP |
Enfire |
24 |
Enhancing |
12 |
3 |
10 |
Enhances weapon with fire element |
Blizzard |
24 |
Elemental |
30 |
2.5 |
11.5 |
Deals ice elemental damage |
Dispel |
32 |
Enfeebling |
25 |
3 |
10 |
Removes one status enhancement from enemy |
Phalanx |
33 |
Enhancing |
21 |
3 |
10 |
Gives resistance to damage |
Stoneskin |
34 |
Enhancing |
29 |
7 |
30 |
Reduces damage you take |
Stone II |
35 |
Elemental |
43 |
3.25 |
14.5 |
Deals earth elemental damage |
Bio II |
36 |
Dark |
66 |
1.5 |
5 |
Weakens enemy's attack and slowly takes HP |
Shell II |
37 |
Enhancing |
37 |
1.25 |
5.25 |
Increases magic defense |
Flash |
37 |
Divine |
25 |
.5 |
45 |
Temporarily blinds enemy |
Raise |
38 |
Healing |
150 |
15 |
60 |
Revives character from KO |
Barvirus |
39 |
Enhancing |
25 |
2.5 |
10 |
Increases resistance to disease |
Water II |
40 |
Elemental |
51 |
3.5 |
15.75 |
Deals water elemental damage |
Ice Spikes |
40 |
Enhancing |
16 |
3 |
10 |
Ice elemental protect that deal damage when hit |
Refresh |
41 |
Enhancing |
40 |
5 |
18 |
Regenerates MP (3MP) |
Barpetrify |
43 |
Enhancing |
20 |
2.5 |
10 |
Increases resistance to petrification |
Diaga II |
45 |
Enfeebling |
60 |
1.75 |
6.25 |
Deals light elemental damage to area, lowers defense and slowly takes HP |
Aero II |
45 |
Elemental |
59 |
3.75 |
17 |
Deals wind elemental damage |
Poison II |
46 |
Enfeebling |
38 |
1 |
5 |
Slowly takes HP |
Sleep II |
46 |
Enfeebling |
29 |
3 |
30 |
Puts enemy to sleep |
Protect III |
47 |
Enhancing |
46 |
1.5 |
5.5 |
Increases defense |
Cure IV |
48 |
Healing |
88 |
2.5 |
8 |
Restores HP |
Haste |
48 |
Enhancing |
40 |
3 |
20 |
Increases attack speed |
Fire II |
50 |
Elemental |
68 |
4.25 |
18.5 |
Deals fire elemental damage |
Blizzard II |
55 |
Elemental |
77 |
4.5 |
19.75 |
Deals ice elemental damage |
Shell III |
57 |
Enhancing |
56 |
1.5 |
5.5 |
Increases magic defense |
Thunder II |
60 |
Elemental |
86 |
4.75 |
21 |
Deals lightning elemental damage |
Shock Spikes |
60 |
Enhancing |
24 |
3 |
10 |
Lightning elemental protect that deal damages when hit |
Dia III |
61 |
Enfeebling |
112 |
2 |
7 |
Deals light elemental damage, lowers defense and slowly takes HP |
Protect IV |
63 |
Enhancing |
65 |
1.75 |
5.75 |
Increases defense |
Stone III |
65 |
Elemental |
92 |
5.25 |
22.5 |
Deals earth elemental damage |
Water III |
67 |
Elemental |
98 |
5.5 |
24 |
Deals water elemental damage |
Shell IV |
68 |
Enhancing |
75 |
1.75 |
5.75 |
Increases magic defense |
Aero III |
69 |
Elemental |
106 |
5.75 |
25.25 |
Deals wind elemental damage |
Cure V |
73 |
Healing |
135 |
2.5 |
10 |
Restores HP |
Life as a Red Mage
As a Red Mage you will more than likely be just a career job rather than a sub job. The job of Red Mage is such that it is only really made to be a main job and not a sub job. The spells of the Red Mage are not useful as sub job because of the overlap that in both White Mage and Black Mage areas, but lacks the full potency of either. Also the spells that become important to a Red Mage can not be obtained as a sub job. Thus Red Mage is a career job or main job at the very least.
Being a Red Mage you will be expected to be a part White Mage and part Black Mage, and even melee even on. You will more than not enfeeble to start off your fight and then go in for melee early on in levels. Though as you advance your ability to fight physical will become diminished as well as your importance in the party structure change. Being able to heal on demand will be important as well, but knowing what the party lacks and trying make up for those gaps will be your job. If there is no White Mage in your early parties you will be the healer, no Black Mage you will be a Black Mage, but past level 20 the requiring of a White Mage will be important so the gaps most often filled would be Black Mage. Otherwise you shall be doing your own job adding to increase the strengths of the party.
By level 41 you will have the ability Convert and spell Refresh which will become staples of your everyday life as a Red Mage. Your job shifts greatly from offensive to more supportive. You will be casting Refresh on the mages and paladins, trying to cast a few enfeebling spells between cast times and making sure the party remains alive. The importance of your job as maintaining the party's efficiency and lowering downtime will be critical. This will be demanded of you thorough the rest of the time you are a Red Mage and will be the most important job, which sometimes can be forgotten about in the heat of battle. Always remember Refresh will be needed without it the mages will run out of MP.
Leveling early on will be a simple job for you because you have the power of the White Mage, Black Mage and a touch of Warrior all wrapped up inside you. The ability to hold swords and wear heavier armor will be an advantage the other mage jobs do not have as is the ability to cast spells an ability the other melee jobs do not have. This hybrid of jobs will allow you to continue to fight for longer period of time and do more damage to monsters. You might not have to the full power of a warrior, but you will not be physically weak as a White Mage or Black Mage. This allows for soloing to be very easy and you can advance far on your own with a party. Though even still, by level 15 you will no doubt want to level in a party because it will be faster experience points.
Being a Red Mage you will need the stats of Mind and Intelligence if you are to be a White Mage and Black Mage hybrid. Strength and Defense will not be a major concern as you will not be on the frontlines as you rise in levels. The type of equipment that you will have will start out as a warrior and then turn to mage equipment as you become more magic focused.
Picking a sub job for your Red Mage will become important in deciding how you plan to fight. In a more party oriented situation the best picks for a sub job are White Mage or Black Mage because of the extra MP and stats more than anything else, the relevance of the spells are pointless and most you will already have. Most Red Mage often pick Black Mage since a Red Mage's focus is often shifted towards enfeebling and offensive magic rather than defensive and healing magic. Though soloing for a Red Mage a more melee class is picked, more often it is Ninja, which at level 75 becomes very advantageous because of the Utsusemi spell combined with Blink, Stoneskin and Phalanx a Red Mage can become virtually untouchable the only thing stopping them is MP (which Convert solves).
Things to remember as a Red Mage is that you are not a melee job after level 41. Fighting is not important as using Refresh. Refresh is the one and only reason you are in the party, you want experience points, then you much reduced downtime. Refresh is that key, never forget that and remember your casting when it runs out. Without the refresh your mages will come to a stop.