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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.
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 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 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 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 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 |
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 |
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
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
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. |
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. |