BuiltWithNOF

Red Mage

Recommended races: Tarutaru, Hume and Mithra

Where most jobs in FF XI specialize in doing one thing, the Red Mage is a generalist who learns to do a bit of everything. Want to cast both healing and damaging spells? Want to do so in armor and using a sword? If so, the Red Mage is for you.

The Red Mage is a fighter / mage, able to use both swords and spells. The Red Mage gets some of the healing magic of a White Mage, some of the destruction magic of a Black Mage and a little bit of their own magic thrown in as well. This being said, the Red Mage learns most of their spells at higher levels (i.e. later) than White / Black Mages learn theirs.

Red Mages are good (but not great) in melee combat - their combat skills are roughly equal to those of a thief. Red Mages are not as good at mitigating damage as a Warrior or a Monk.

Red Mages have strong defensive skills: they get both Shield (allowing them to block attacks with their shield) and Parry (allowing them to parry attacks with their weapon).

Red Mages can solo fairly well. This is due to their good armor selection, good weapon selection and offensive / defensive spells. There can be times, however, when Red Mages have trouble finding a party - many parties want a specialist as opposed to a generalist.

Red Mages can wear most armor (as opposed to Black and White Mages that have a more limited armor selection). They also have access to a wider variety of weapons than the Black and White Mage. This can make Red Mages more expensive to play, as they are constantly upgrading their spells, their armor and their weapons.

Red Mages get all types of magic, as they draw from the spell lists of both Black and White mages (and a few of their own unique spells as well). Note that all mages need to learn a spell before they can cast it. Learning a spell involves buying the spell scrolls (similar to how warriors must buy weapons) and then learning (using) it to put it into their spell book.

 

 

 

 

 

 

 

 

 

 

Red Mage Starting Ability Scores

 

 

 

Hume

Elvaan

Tarutaru

Galka

Mithra

 

 

HP

28

30

24

33

28

 

 

MP

18

16

24

12

18

 

 

STR

6

7

5

7

6

 

 

DEX

6

6

6

6

8

 

 

VIT

6

7

6

8

6

 

 

AGI

6

5

7

6

7

 

 

INT

7

6

9

7

7

 

 

MND

7

8

7

7

7

 

 

CHR

6

6

6

5

5

 

 

 

 

 

 

 

 

 


Red Mages are a normal difficulty class to play through the low levels (you do not need much MMOG experience to play a warrior in FF XI).

 

Red Mage

Name

LV

Dur

RU

Target

Effect

Continual Magic

1

 

120

Self

Shortens the delay and keep casting magic

Job Traits

Resist Petrify

10

 

 

Self

Resist to Petrify

Fast Cast

15

 

 

Self

Sometimes shorten magic casting time

Magic Attack Up

20

 

 

Self

Increase magic attack

Magic Defense Up

25

 

 

Self

Increase magic defense

Magic Attack Up II

40

 

 

Self

Increase magic attack

Magic Defense UpⅡ?

45

 

 

Self

Increase magic defense

Resist Petrify

50

 

 

Self

Resist to petrify

 

 

 

 

 

Dur = Duration; RU = Reuse Time (in minutes)


Red Mage combat skills: dagger, sword, club, staff, archery, marksmanship, throwing, evasion, shield, parry, divine magic, healing magic, enhancement magic, enfeebling magic, elemental magic, and dark magic.