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.

The role of red mages in parties has evolved through the course of FFXI. Early on, the primary responsibilities of red mages including enfeebling, crowd control (keeping links slept), nuking, backup healing and meleeing. However, the red mage's role changed drastically with the release of the Treasures of Aht Urhgan expansion. The expansion introduced several high-level mobs to the game with low defense and low hit points, ushering in the "TP burn" era of FFXI. In these style parties -- in which melee jobs zerg the monsters, killing them quickly -- the responsibilities of the red mage were virtually narrowed to curing and hasting. Mobs in ToAU areas generally don't live long enough to warrant enfeebling or nuking, and bards often take care of crowd control issues.

Over time, much of the playerbase has come to look down on meleeing red mages, saying red mages should be more focussed on resting to maximize their MP usage. Some red mages continue to melee -- some even keep up with regular damage dealers -- although doing so takes lots of effort. In late 2007 and early 2008, Square Enix dropped hints of an upcoming red mage melee buff.

Red mages are extremely versatile in endgame situations. They can nuke, melee and pull in some situations, while performing their more traditional roles such as refreshing, hasting and dispelling in other situations. Red mages sometimes band together in low numbers -- sometimes even solo -- to win battles normally taken on by parties or alliances.


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.
50 Composure 00:05:00 00:01:30 Increases accuracy and lengthens recast time. Enhancement effects gained through white and black magic you cast on yourself last longer.
83 Saboteur 00:05:00 00:01:00 If the next spell you cast is enfeebling magic, its effect and duration will be enhanced.

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 I 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 I 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.
Composure 50 Increases accuracy and lengthens recast time. Enhancement effects gained through white and black magic you cast on yourself last longer.
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.
Fast Cast IV 76 Quickens spell casting.
Magic Burst Bonus 85 Improves magic burst damage.

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.
21 Gravity 00:01:00 00:00:01.5 Weighs an enemy down, lowering its movement speed and evasion.
21 Barblizzard 00:00:10 00:00:00.5 Increases resistance against Ice.
21 Regen I 00:00:12 N/A Buff that regenerates 5 HP every 3 seconds.
22 Enblizzard 00:00:10 00:00:03 Adds Ice damage to your weapon, procs on successful hit.
23 Barsilence 00:00:10 00:00:02.5 Increases the target's defense against silence spells.
23 Blink 00:00:10 00:00:06 Makes the target harder to hit, increasing the chance of evading damage.
24 Blizzard I 00:00:11.5 00:00:02.5 Deals minor Ice damage to the target.
24 Enfire 00:00:10 00:00:03 Adds Fire damage to your weapon, procs on successful hit.
25 Sleep 00:00:30 00:00:02.5 Puts the target to sleep.
25 Invisible 00:00:10 00:00:03 Target cannot be detected by sight tracing mobs.
25 Barthunder 00:00:10 00:00:03 Increases resistance against Lightning.
26 Cure III 00:00:10 00:00:03 Heals a large amount of the target's HP.
27 Enwater 00:00:10 00:00:03 Adds Water damage to your weapon, procs on successful hit.
27 Protect II 00:00:05 00:00:01 Increases the physical defense of the target.
29 Thunder I 00:00:13 00:00:03 Deals minor Lightning damage to the target.
31 Dia II 00:00:06 00:00:01.5 Inflicts damage over time on the target and lowers its defense.
32 Dispel 00:00:10 00:00:03 Removes one buff from a mob.
33 Phalanx N/A N/A Grants a certain amount of damage resistance.
34 Stoneskin 00:00:10 00:00:07 Decreases the amount of damage the target takes in battle.
35 Stone II 00:00:14 00:00:03 Deals moderate Earth damage to the target.
36 Bio II 00:00:05 00:00:01.5 Does damage over time and decreases the target's attack.
37 Shell II 00:00:05 00:00:01 Medium increase to target's magic defense.
38 Raise I 00:01:00 00:00:15 Raises the target from dead and restores 25% of lost experience.
39 Barvirus 00:00:10 00:00:02.5 Enhances your resistance against disease.
40 Ice Spikes N/A N/A Enemies that hit you take ice damage on hit with a chance of becoming paralyzed.
40 Water II 00:00:15 00:00:03.5 Deals moderate Water damage to the target.
41 Refresh 00:00:20 N/A Target regains 3 mana points every 3 second. Lasts 150 Seconds.
43 Barpetrify 00:00:10 00:00:02.5 Enhances your resistance against petrification.
45 Aero II 00:00:17 00:00:04 Deals moderate Wind damage to the target.
46 Sleep II 00:00:30 00:00:03 Puts an enemy to sleep.
46 Poison II 00:00:05 00:00:01 Causes major poison damage over time.
47 Protect III 00:00:05.5 00:00:01.5 Greatly Increases the physical defense of the target.
48 Haste 00:00:20 00:00:03 Increases attack speed of the target.
48 Cure IV 00:00:08 00:00:02.5 Restores a large amount of target's HP.
50 Fire II 00:00:28 00:00:04 Deals moderate Fire damage to the target.
50 Enthunder II 00:00:25 00:00:03 Adds Thunder damage to your weapon, procs on successful initial hits on attack rounds. Decreases target's resistance against earth.
52 Enstone II 00:00:25 00:00:03 Adds Earth damage to your weapon, procs on successful initial hits on attack rounds. Decreases target's resistance against wind.
54 Enaero II 00:00:25 00:00:03 Adds Aero damage to your weapon, procs on successful initial hits on attack rounds. Decreases target's resistance against ice.
55 Blizzard II 00:00:20 00:00:04.5 Deals moderate Ice damage to the target.
56 Enblizzard II 00:00:25 00:00:03 Adds Blizzard damage to your weapon, procs on successful initial hits on attack rounds. Decreases target's resistance against fire.
57 Shell III 00:00:05 00:00:01 Large Increase to target's magic defense.
58 Enfire II 00:00:25 00:00:03 Adds Fire damage to your weapon, procs on successful initial hits on attack rounds. Decreases target's resistance against water.
60 Thunder II 00:00:21 00:00:05 Deals moderate Lightning damage to the target.
60 Enwater II 00:00:25 00:00:03 Adds Water damage to your weapon, procs on successful initial hits on attack rounds. Decreases target's resistance against lightening.
60 Shock Spikes 00:00:10 00:00:03 Engulfs the target in an armor of lightning.
63 Protect IV 00:00:05.5 00:00:01.5 Significantly increases the physical defense of the target.
65 Stone III 00:00:22 00:00:05 Deals significant Earth damage to the target.
67 Water III 00:00:24 00:00:05 Deals significant Water damage to the target.
68 Shell IV 00:00:05 00:00:01 Very large increase to target's magic defense.
69 Aero III 00:00:25 00:00:06 Deals significant Wind damage to the target.
71 Fire III 00:00:26.5 00:00:06 Deals significant Fire damage to the target.
73 Blizzard III 00:00:27 00:00:06 Deals significant Ice damage to the target.
75 Thunder III 00:00:27 00:00:06 Deals significant Lightning damage to the target.
75 Merit Paralyze II 00:00:20 00:00:03 Paralyzes an enemy.
75 Merit Bio III 00:00:15 00:00:01.5 Deals dark damage that weakens an enemy's attacks and gradually reduces its HP.
75 Merit Dia III 00:00:07 00:00:02 Lowers an enemy's defense and gradually deals light elemental damage.
75 Merit Slow II 00:00:20 00:00:03 Reduces an enemy's attack speed.
75 Merit Phalanx II 00:00:10 00:00:03 Gives a party member certain amount of damage resistance.
75 Merit Blind II 00:00:20 00:00:03 Blinds an enemy, lowers its accuracy.
76 Regen II 00:00:16 00:00:04 Gradually restores target's HP.
77 Stone IV 00:00:31 00:07:00 Deals earth damage to an enemy.
77 Protect V 00:00:10 00:00:02 Enhances target's defense.
78 Baramnesia 00:00:10 00:00:03 Enhances your resistance against Amnesia.
80 Water IV 00:00:36 00:00:08 Deals water damage to an enemy.
81 Gain-VIT 00:00:10 00:00:05 Enhances Vitality.
82 Refresh II 00:00:23 00:00:05 Gradually restores target party member's MP.
83 Addle 00:00:19 00:00:05 Addles an enemy, decreasing its Magic Accuracy and increasing its spellcasting Time.
83 Aero IV 00:00:34 00:00:08 Deals wind damage to an enemy.
84 Gain-MND 00:00:10 00:00:05 Enhances Mind.
86 Fire IV 00:00.34 00:00:08 Does elemental fire damage to an enemy.
87 Gain-CHR 00:00.10 00:00:05 Enhances charisma.
87 Shell V 00:00.10 00:00:02 Enhances magic defense by 24.2%.
87 Shell V 00:00.10 00:00:02 Enhances magic defense by 24.2%.
87 Break 00:00.30 00:00:03 Petrifies an enemy.
87 Blizzard IV 00:00.36 00:00:08 Deals ice elemental damage to an enemy.
87 Gain-AGI 00:00.10 00:00:05 Enhances agility.

Magic Skills

Magic Skill Skill Rating Level 37 Level 60 Level 75 Level 90
Enfeebling Magic A+ 114 203 276 361
Enhancing Magic B+ 109 196 256 341
Elemental Magic C+ 105 190 230 315
Healing Magic C- 105 190 220 305
Dark Magic E 94 171 200 255
Divine Magic E 94 171 200 255

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 Level 90
Sword B 109 196 250 335
Dagger B 109 196 250 335
Club D 101 183 210 280
Archery D 101 183 210 280
Throwing F 86 159 189 229

Sub-job Combinations

Red Mage is versatile enough to gain a decent benefit out of any subjob. These however are the most commonly seen.

Black Mage
White Mage
Ninja
Scholar
Dark Knight
Blue Mage

Merits

When you reach level 75 in any job you can begin to "Merit" that job along with attributes that will carry over to all your other jobs making it possible to make yourself even more versatile through new spells abilities and upgrades on other attributes, abilities, and spells

Group 1
Name Description
Convert Recast Reduces recast timer by 20 seconds per upgrade.
Fire Magic Accuracy Increases Magic Accuracy of Fire spells by 3 per upgrade.
Lightning Magic Accuracy Increases Magic Accuracy of Lightning spells by 3 per upgrade.
Earth Magic Accuracy Increases Magic Accuracy of Earth spells by 3 per upgrade.
Ice Magic Accuracy Increases Magic Accuracy of Ice spells by 3 per upgrade.
Wind Magic Accuracy Increases Magic Accuracy of Wind spells by 3 per upgrade.
Water Magic Accuracy Increases Magic Accuracy of Water spells by 3 per upgrade.
Group 2
Name Description
Dia III Powerful Dia that lasts 30 seconds, additional upgrades increase duration by 30 seconds but will cap at 90 seconds.
Blind II More effective than Blind, each additional upgrade to this spell increases it's effect by 1 and Magic Accuracy by 2.
Paralyze II More effective than Paralyze, each additional upgrade to this spell increases it's effect by 1 and Magic Accuracy by 2.
Bio III Powerful Bio that lasts 30 seconds, additional upgrades increase duration by 30 seconds but will cap at 90 seconds.
Slow II More effective than Slow, each additional upgrade to this spell increases it's effect by 1 and Magic Accuracy by 2.
Phalanx II Usable on party members, causes a certain amount of damage reduction. Lasts 120 seconds, but additional upgrade to this skill will increase the damage reduction by 3 and the duration by 30 seconds until it caps at 180 seconds.

Artifact and Relic sets

Artifact Artifact +1 Relic Relic +1
Warlock's Chapeau Warlock's Chapeau +1 Duelist's Chapeau Duelist's Chapeau +1
Warlock's Tabard Warlock's Tabard +1 Duelist's Tabard Duelist's Tabard +1
Warlock's Gloves Warlock's Gloves +1 Duelist's Gloves Duelist's Gloves +1
Warlock's Tights Warlock's Tights +1 Duelist's Tights Duelist's Tights +1
Warlock's Boots Warlock's Boots +1 Duelist's Boots Duelist's Boots +1
Fencing Degen Duelist's Belt

Empyrean Set

Level Empyrean (NQ) Empyrean +1 Empyrean +2
80 Estoqueur's Collar
81 Estoqueur's Houseaux Estoqueur's Houseaux +1 Estoqueur's Houseaux +2
83 Estoqueur's Fuseau Estoqueur's Fuseau +1 Estoqueur's Fuseau +2
84 Estoqueur's Cape
85 Estoqueur's Chappel Estoqueur's Chappel +1 Estoqueur's Chappel +2
87 Estoqueur's Gantherots Estoqueur's Gantherots +1 Estoqueur's Gantherots +2
89 Estoqueur's Sayon Estoqueur's Sayon +1 Estoqueur's Sayon +2
90 Estoqueur's Earring

Other Info

This page last modified 2011-04-13 23:54:32.