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Red Mage (FFXI)  

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Job Description

Hume Red Mage
Hume Red Mage
Capable at using both White and Black magic as well as being adept at swordsmanship, the Red Mage takes far longer to master powerful spells than White or Black Mages due to the broad range of their abilities. However, a Red Mage's strength lies in debuffing a foe for the rest of his companions as well as boosting party efficiency through the use of spells like Refresh which boosts MP regeneration.


Spells and Abilities

Job Abilities

Job Abilities are activated abilities unique to a specific job that enhance job performance in some way. This can include, but is not limited to, increasing armor or damage for a short time, initiating a special attack or triggering a party buff.

Level Name Recast Duration Effect
40 Convert 00:10:00 N/A Switches your mana and hit point pools.

Job Traits

Job Traits are passive abilities that are always active for your job. Job Traits often boost stats, increase mp regeneration, or add resistances to status effects.

Name Level Description
Resist Petrify I 10 You gain an innate bonus to resist Petrification.
Fast Cast 15 Quickens spell casting.
Magic Attack Bonus I 20 Increases the damage of offensive spells.
Magic Defense Bonus I 25 Increases magical defense.
Clear Mind 30 Increases base mana regeneration.
Resist Petrify II 30 You gain an innate bonus to resist Petrification.
Fast Cast II 35 Quickens spell casting.
Magic Attack Bonus II 40 Increases the damage of offensive spells.
Magic Defense Bonus II 45 Increases magical defense.
Resist Petrify III 50 You gain an innate bonus to resist Petrification.
Clear Mind II 55 Increases base mana regeneration.
Fast Cast III 55 Quickens spell casting.
Magic Attack Bonus III 60 Increases the damage of offensive spells.
Magic Defense Bonus III 65 Increases magical defense.
Resist Petrify IV 70 You gain an innate bonus to resist Petrification.
Clear Mind III 75 Increases base mana regeneration.

Two-Hour Abilities

Two-Hour Abilities are job-specific active abilities with a cool down timer of two hours. These are often incredibly powerful abilities, but often have adverse effects as well such as depleting an MP pool or dealing physical damage to the player.

Level Name Recast Duration Effect
1 Chainspell 02:00:00 00:00:30 Reduces the recast time between spells.

Spells

Spells are magical effects cast by the player at the cost of MP or reagents with a multitude of results. Beneficial spells can be cast on party members to boost stats or restore health and damage dealing spells can be cast on mobs with devastating results.

Level Name Recast Cast Time Effect
1 Dia I 00:00:05 00:00:01 Lowers an enemy's defense and gradually deals light elemental damage.
3 Cure I 00:00:05 00:00:02 Heals a small amount of the target's HP.
4 Stone I 00:00:06.5 00:00:01.5 Deals minor earth damage to an enemy.
5 Barstone N/A N/A Increases resistance to Earth damage.
5 Poison 00:00:05 00:00:01 Causes minor poison damage over time.
6 Paralyze 00:00:10 00:00:03 Paralyzes the target for a short duration.
7 Protect I 00:00:05 00:00:01 Enhances target's defense by 10.
7 Barsleep 00:00:10 00:00:02.5 Increase target's resistance against sleep spells.
8 Blind 00:00:10 00:00:02 Blinds the enemy, reducing his attack hit percentage.
9 Water I 00:00:08 00:00:02 Deals minor Water damage to an enemy.
9 Barwater 00:00:10 00:00:03 Increases resistance to Water damage.
10 Barpoison 00:00:10 00:00:02.5 Increases resistance to Poison spells.
10 Bio I 00:00:05 00:00:01.5 Does minor damage over time and decreases target's attack.
11 Bind 00:00:40 00:00:02 Roots the enemy in place.
12 Aquaveil 00:00:10 00:00:02 Reduces the chance of having a spell interrupted.
12 Barparalyze 00:00:10 00:00:02.5 Increases the target's resistance against paralysis.
13 Slow 00:00:20 00:00:02 Reduces target enemy's attack speed.
13 Baraero 00:00:10 00:00:03 Increases resistance to Wind damage.
14 Aero 00:00:09 00:00:02 Deals minor Wind damage to the target.
14 Cure II 00:00:05 00:00:02 Restores approximately 90 HP of the target.
15 Deodorize 00:00:08 00:00:02 Target cannot be detected by scent tracing mobs.
15 Diaga I 00:00:06 00:00:01.5 Inflicts light damages on multiple targets within range and lowers their defense.
16 Enthunder 00:00:10 00:00:03 Adds Thunder damage to your weapon, procs on successful hit.
17 Shell 00:00:05 00:00:01 Minor increase to target's magic defense.
17 Barfire 00:00:10 00:00:00.5 Increases resistance against fire.
18 Silence 00:00:10 00:00:03 Silences the target enemy.
18 Barblind 00:00:10 00:00:02.5 Enhances your resistance against blindness.
18 Enstone 00:00:10 00:00:03 Adds Earth damage to your weapon, procs on successful hit.
19 Fire I 00:00:10 00:00:02 Deals minor Fire damage to the target.
20 Sneak 00:00:10 00:00:03 Target cannot be detected by sound tracing mobs.
20 Blaze Spikes 00:00:10 00:00:03 Engulfs the target in an armor of fire, procs when struck in combat.
20 Enaero 00:00:10 00:00:03 Adds Wind damage to your weapon, procs on successful hit.

Weaponskills

Weapon skills are abilities that become available when a player has gained 100+ TP while damaging a mob with their weapon. All weapons, with the exception of Thrown and Instruments have their own set of weaponskills. Weaponskill availability is dependent on a player's skill level with the weapon as well as the weapon itself.

Combat Skill Skill Rating Level 37 Level 60 Level 75
Sword B 109 196 250
Dagger B 109 196 250
Club D 101 183 210
Archery D 101 183 210
Throwing F 86 159 189

Sub-job Combinations

Black Mage White Mage Ninja Summoner Dark Knight

Other Info

This page last modified 2007-10-11 11:04:01.