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.