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Red Mage (Final Fantasy XI): Misc


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Up to date as of February 01, 2010

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Red Mage Artifact Armor
See also: Red Mage.

The Red Mage is one of the most versatile job classes in all of Final Fantasy XI. They are therefore dubbed the Jack-of-all-Trades, having abilities to cast both White Magic and Black Magic as well as fight with swords and daggers. Their wide variety of skills, though, also means that they are not a master of anything with the exception of Enfeebling. They can neither remove all status ailments or heal as proficiently in high levels as well as a White Mage. They cannot do nearly as much damage as a black mage with offensive magic having no access to Ancient Magic or higher tier Black Magic spells. In combat, they are not as deadly as blue mages with a sword or as handy as a thief with a dagger.

Red Mage is a job that can be played in many different ways. Over time they have been played more and more in place of white mages at higher levels as healer of the party, being acquired as a dual healer and support role since Red Mages do have unique spells that only they can cast, like phalanx and refresh and the most powerful enfeebling magic skill of any job in the game making it easier for Melee's, Tanks and other mage classes within a party to perform their duties. They are also responsible for crowd control when the puller within a party inadvertently brings back a link mob.

The Red Mage is considered one of the most capable classes when it comes to soloing quests, missions and fighting mobs otherwise considered too difficult to take on when outside of a party. Though they take much longer to reduce an enemies HP to zero, their survivability is matched by few other classes when played appropriately.

All races of Vana'diel can make a competent Red Mage. From Tarutaru, who are primarily chosen due to highest MP totals, while Galka which lack in the MP department are more survivable due to higher HP totals and Vitality. Note that as with any job chosen by any race in Final Fantasy XI it is the player that makes the difference in playing a job on a skilled level.


Becoming a Red Mage

A player can begin the game as a Red Mage. If he choses to do so, he will be given an onion dagger as well as a scroll of their first Enfeebling Spell Dia in addition to his normal racial starting gear. Otherwise, he can choose to become a Red Mage at any time simply by changing his job at his mog house or at a nomad moogle.

Red Mage Abilities


Job Abilities

Level Name
01 Chain Spell
40 Convert
50 Composure

Job Traits

Level Name
10 Resist Petrify I
15 Fast Cast
20 Magic Attack Up I
25 Magic Defense Up I
30 Resist Petrify II
31 Clear Mind I
35 Fast Cast II
40 Magic Attack Up II
45 Magic Defense Up II
50 Resist Petrify III
53 Clear Mind II
55 Fast Cast III
70 Resist Petrify IV
75 Clear Mind III

Spell List

Level Spell
01 Dia
03 Cure
04 Stone
05 Barstone
05 Poison
06 Paralyze
07 Barsleep
07 Protect
08 Blind
09 Barwater
09 Water
10 Barpoison
10 Bio
11 Bind
12 Aquaveil
12 Barparalyze
13 Baraero
13 Slow
14 Aero
14 Cure II
15 Deodorize
15 Diaga
Level Spell
16 Enthunder
17 Barfire
17 Shell
18 Barblind
18 Enstone
18 Silence
19 Fire
20 Blaze Spikes
20 Enaero
20 Sneak
21 Barblizzard
21 Gravity
21 Regen
22 Enblizzard
23 Barsilence
23 Blink
24 Blizzard
24 Enfire
25 Barthunder
25 Invisible
25 Sleep
Level Spell
26 Cure III
27 Enwater
27 Protect II
29 Thunder I
31 Dia II
32 Dispel
33 Phalanx
34 Stoneskin
35 Stone II
36 Bio II
37 Shell II
38 Raise
39 Barvirus
40 Ice Spikes
40 Water II
41 Refresh
43 Barpetrify
45 Aero II
46 Poison II
46 Sleep II
47 Protect III
Level Spell
48 Cure IV
48 Haste
50 Fire II
55 Blizzard II
57 Shell III
60 Shock Spikes
60 Thunder II
63 Protect IV
65 Stone III
67 Water III
68 Shell IV
69 Aero III
71 Fire III
73 Blizzard III
75 Thunder III
Merit Bio III
Merit Blind II
Merit Dia III
Merit Paralyze II
Merit Phalanx II
Merit Slow II

Combat Skill Ratings

Skill Skill Ranking Lv 1 cap lv 37 cap Lv 75 cap
Dagger B 5 109 250
Sword B 5 109 250
Club D 4 101 210
Archery D 4 101 210
Throwing F 4 86 189
Evasion D 4 101 210
Parrying E 4 94 200
Shields F 4 86 189

Magic Skill Ratings

Skill Skill Ranking Lv 1 cap Lv 37 cap Lv 75 cap
Enfeebling Magic A+ 6 114 276
Enhancing Magic B+ 5 109 256
Elemental Magic C+ 5 105 230
Healing Magic C- 5 105 220
Dark Magic E 4 94 200
Divine Magic E 4 94 200

Red Mages in Final Fantasy XI

Red Mages have a multitude of utility in Final Fantasy XI since they bridge the gap between White Mage and Black Mage and have additional abilities only available to their job. They are skilled with swords, though not to a impressive extent, and have the capacity to do decent damage in that manner. Where they really shine, though, is through enhancing and enfeebling, to boost the abilities of themselves and their allies and impose debilitating status ailments on the enemy.


  • Can use both White Magic and Black Magic as well as use his or her weapon and effectively melee during battle.
  • Best Enfeebling Magic and Enhancing Magic
  • One of only four jobs that can Dispel enemy buffs.
  • Phalanx and Stoneskin, allows Red Mages to solo a great deal of enemies.
  • One of only two jobs that can use Enspells.
  • Fast Cast allows much shorter casting times.
  • At Level 41, they get Refresh which gives them 3 MP every three seconds, for a total of 150 MP. This spell gives the Red Mage nearly unlimited MP, making it possible for the Red Mage to begin serving as Healer within a party.
  • Due to having the highest Enhancing and Enfeebling skills in the game, Red Mage is capable of soloing many difficult monsters - including the "elemental" Avatars - given enough time and patience.


  • Magic and Melee abilities are less effective than those of more specialized jobs.
  • Generally takes more of a support role in EXP parties, and healer role in the higher level EXP parties.
  • Before Level 40, Red Mages recover MP at a slower rate than other mage classes.


Since Red Mage is one of the more versatile jobs in Final Fantasy XI, there are many viable subjob choices. Below is listed the most commonly used subjobs and their applications but there are certainly instances where players may want, use, or enjoy trying something different.

Black Mage

Black Mage was, for a long time, the most common of all Red Mage subjobs. It remains one of the two most workable subjobs for Red Mage in party and alliance based combat. The major draw of subbing Black Mage is its Conserve MP trait, access to area effect damage, Drain, Aspir, and Sleepga spells, and the ability to cast Escape which can make the difference, while partying within an area where Escape is applicable, in a complete party defeat. At higher levels, the Black Mage is the main subjob for all Red Mages that participate in Dynamis events.

White Mage

White Mage has become increasingly popular as a healer role for groups considering the scarcity of White Mages. While not as efficient as a White Mage, a Red Mage does offer some advantage, especially if a Red Mage can effectively bridge the gap between being both support and healer. White Mage offers Red Mages access to status removal spells and area of effect Curaga spells.

Dark Knight

Dark Knight is a common subjob for Red Mages participating in Sky or other end-game battles. This has to do almost exclusively with Dark Knight's early access to the spell Stun. Combined with Haste spells and gear as well as natural and worn Fast Cast, a Red Mage makes the best chain-stunner in the game, helping to disable the enemy from doing much of anything. For soloing purposes, this can also be an enjoyable subjob for the use of Aspir and Drain and access to heavy damage weapon skills like Vorpal Blade.


Ninja is a very popular subjob used primaraly for soloing and hunting NM's. Using Ninja subjob opens many doors for Red Mages, including the ability to solo the Avatar NM's and fight many high level normal monsters and NM's for EXP. This can only work by skilled use of the spells Stoneskin, Phalanx, Utsusemi: Ichi and Utsusemi: Ni which when combined can give 100% Damage Reduction for several minutes.


Warrior is often used by red mages when helping other people with various tasks that do not constitute a large challenge. The spell Phalanx plus Stoneskin can make Red Mages pretty resilient to low damage amounts. Warrior abilities, like Provoke in particular, help the Red Mage tank relatively easy engagements versus some "decent challenge" or easier opponents.

Blue Mage

A recent subjob choice, Blue Mage makes soloing quite a bit easier for Red Mages. While offensive spells will be much less effective, defensive and curative spells are still very useful.

v · e · dFinal Fantasy XI Jobs
Basic Jobs
Warrior - Monk - Thief - White Mage - Black Mage - Red Mage
Original Advanced Jobs
Beastmaster - Bard - Paladin - Dark Knight - Summoner - Ranger
Rise of the Zilart Jobs
Ninja - Samurai - Dragoon
Treasures of Aht Urhgan Jobs
Blue Mage - Corsair - Puppetmaster
Wings of the Goddess Jobs
Dancer - Scholar

This article uses material from the "Red Mage (Final Fantasy XI)" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


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