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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.

Name Level Description
Convert 40 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.

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.

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.

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.

Sub-job Combinations

Black Mage White Mage Ninja

Other Info

Category: FFXI Job Classes
This page last modified 2007-09-23 10:58:47.