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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.
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Red Mage Starting Ability Scores
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Hume
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Elvaan
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Tarutaru
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Galka
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Mithra
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HP
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28
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30
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24
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33
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28
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MP
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18
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16
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24
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12
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18
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STR
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6
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7
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5
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7
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6
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DEX
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6
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6
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6
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6
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8
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VIT
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6
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7
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6
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8
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6
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AGI
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6
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5
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7
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6
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7
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INT
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7
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6
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9
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7
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7
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MND
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7
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8
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7
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7
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7
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CHR
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6
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6
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6
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5
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5
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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
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Name
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LV
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Dur
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RU
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Target
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Effect
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Continual Magic
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1
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120
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Self
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Shortens the delay and keep casting magic
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Job Traits
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Resist Petrify
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10
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Self
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Resist to Petrify
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Fast Cast
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15
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Self
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Sometimes shorten magic casting time
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Magic Attack Up
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20
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Self
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Increase magic attack
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Magic Defense Up
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25
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Self
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Increase magic defense
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Magic Attack Up II
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40
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Self
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Increase magic attack
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Magic Defense UpⅡ?
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45
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Self
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Increase magic defense
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Resist Petrify
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50
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Self
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Resist to petrify
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Dur = Duration; RU = Reuse Time (in minutes)
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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.
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