Red Mage

Red Mage (赤魔道士 [aka madoushi] in Japanese) is one of the iconic basic Final Fantasy jobs, and has been present ever since the launch of the series with FF1. Red Mages are immediately recognizable by their red clothing, including a cape and a hat with a white feather. They can usually wield both swords and daggers as well as rods and staves. The closest job to the Red Mage is Red Wizard, with Sage and Scholar close behind, but the job also resembles for example Blue Mage and Mystic Knight to some degree.

The specialty, so to speak, of Red Mage is their capability to wield both White and Black magic, depending on the game also some other mixtures or even dedicated spells of their own. They are often capable of dealing physical damage as well as magical. Surprisingly for its many appearances, examples of Red Mage characters are few and far between. One is Rainemard Mecru from FF11.

Final Fantasy I

The Red Mage is one of the potential Warriors of Light that can be chosen at the start of the game. The Red Mage's strength is versatility, as it can use many weapons along with access to both White and Black Magic. As it trade off, it isn't as strong as its fellow physical attacks, nor as potent as the other magic users.

Red Mages can be promoted to Red Wizards.

Final Fantasy III

Red Mages in Final Fantasy III, function similarly to how they they were in Final Fantasy I. They have poor stat growth, meaning that they are weaker than other physical and magic jobs. Unlike in Final Fantasy III, there is no straightforward upgrade to the Red Mage as the closest equivalent, the Sage, is primarily magic-based.

The remake gives Red Mages slight buffs: namely by giving them access to fifth level magic and the ability to use swords beyond the Wightslayer and the Tyfring.

Sasune is hinted to revere Red Mages. The Wightslayer, one of the few swords Red Mages can use in the original Famicom game, is found in the left tower and an NPC mentions that all soldiers in Sasune aspire to be Red Mages. Ingus, a knight of Sasune, is portrayed as a Red Mage in the opening cinematic of the remake, as well as in Brave Exvius

Final Fantasy V

"Versatile mages, versed in both black and white magic"

Despite having both Black and White magic as well as physical attacks at their disposal, Red Mages do not bring much to a party when used as is. The most usability this job has is right after getting it. However, through mastering the job you can get one of the most useful mage abilities the game has.

Basics
Unlock: Water Crystal
Command Ability: Red Magic
Innate Abilities: -
AP to Master: 1,159
Bonuses on Mastering (for FRE/MIM): STR, AGI

Stats

redmage_ff5.jpg

Stat Modifiers
Strength: +9
Agility: +6
Stamina: -6
Magic: +8

Abilities

Level 1: Red Magic 1 (20 AP)
Level 2: Red Magic 2 (40 AP)
Level 3: Red Magic 3 (100 AP)
Level 4: Dualcast (999 AP)

Level White Spells Black Spells
Red Magic 1 Cure, Libra, Poisona Fire, Blizzard, Thunder
Red Magic 2 Silence, Protect, Mini Poison, Sleep, Toad
Red Magic 3 Cura, Raise, Confuse Fira, Blizzara, Thundara

Equipment

Weapons: Sword, Dagger, Rod, Staff
Shield: -
Head: Light Helmets, Hats
Body: Light Armor, Robes
Special Accessories: Armlets

Final Fantasy XI

Red Mage is one of the basic jobs from FF11. See here for an in-depth look at the job.

Tactics Advance

Coming soon

Grimoire of the Rift

Coming soon

Dimensions

Coming soon

Explorers

redmage_ffex.jpg

Basics
Role: Damager / Tank
Unlock: learn Curaga, Firaga and Graviga
Condition to Master: clear 10 quests with Red Mage
Master: clear Red Mage's Master Trial

Stats

Note that as jobs don't level up in Explorers, your only two ways to get more are to equip better equipment, and to master your job. Red Mage's basic stats are listed in the below table.

HP AP Load
Default 3,250 2,235 130
Master 3,850 2,685 130
STR ACC MAG MND CNC P.DEF M.DEF P.EVA M.EVA MOV LCK
42 55 57 35 58 33 42 37 38 112 44

Abilities

Unique Ability: Chainspell
Default Abilities (default): Adversity, Equip Swords, Equip Daggers, Equip Staves
Default Abilities (Master): Equip Rods, Dual Wield
Proficiency: Low- and high-level magic (any spell with load of less than 45)

Equipment

Weapons (default): Swords, Daggers, Staves
Weapons (Master): Rods

Mobius

redmage_ffm.png

Basics
Unlock: Card Summon
Type: Mage
Elements: Fire, Wind, Earth
Limit Break: Chainspell
Advanced Jobs: Sorcerer
Superior Jobs: Crimson Sword

Stats

Note that in addition to the basic stats below, the various Skill Panel modifications and various abilities from the weapon and ability cards set for this job affect its stats.

Critical: ★★
Speed: ★★★★
Defense:

Level HP ATK BRK MAG
0 432 35 31 0
50 864 71 63 25
100 1,296 106 95 50
150 1,728 142 127 75

For comparison, below are the stats of the Red Mage job with all of the Skill Panel modifications added in. Note that this still means the stats from weapon and ability cards need to be added for the complete stats.

Critical: ★★
Speed: ★★★★
Defense:

Level HP ATK BRK MAG
0 1,982 305 116 660%
50 2,414 341 149 685%
100 2,846 376 180 710%
150 3,278 412 212 735%

Skill Panels

Total Seeds Required
Skill Panel 1st: 278,880 Fire Seed, 87,330 Wind Seed, 46,520 Earth Seed, 10,800 Dark Seed, 5,150 Light Seed, 10 Crystal
Skill Panel 2nd: 460,719 Fire Seed, 234,830 Wind Seed, 79,500 Earth Seed, 21,300 Dark Seed, 12,100 Light Seed, 14 Crystal
All: 739,599 Fire Seed, 322,160 Wind Seed, 126,020 Earth Seed, 32,100 Dark Seed, 17,250 Light Seed, 24 Crystal

Weapons Gained
Skill Panel 1st: Mirage Rod
Skill Panel 2nd: Marz Jezle

Total Skills Gained
Skill Panel 1st: HP +750, ATK +100, Break +30, MAG +285%, Element Starter +8, Break Turns +2, Strengthen Job Limit Break Lv5, Resist Fire +20%, Resist DEF Down +20%, Resist MAG Down +20%, Weak Point Damage Up +20%, Drive Keep Fire x2, Drive Keep Earth x2, Critical Regen
Skill Panel 2nd: HP +800, ATK +170, Break +55, MAG +375%, Element Starter +8, Break Turns +2, Strengthen Job Limit Break Lv4, Resist Fire +25%, Resist DEF Down +30%, Resist MAG Down +30%, Drive Keep Fire x2, Drive Keep Earth x2, Critical Faith, Critical Veil
All: HP +1,550, ATK +270, Break +85, MAG +660%, Element Starter +16, Break Turns +4, Strengthen Job Limit Break Lv9, Resist Fire +45%, Resist DEF Down +50%, Resist MAG Down +50%, Weak Point Damage Up +20%, Drive Keep Fire x2, Drive Keep Earth x4, Critical Regen, Critical Faith, Critical Veil

Skill Panel 1st
1-1
New job: Red Mage
(default)
ATK +3
(30 fire)
HP +100
(200 wind)
Resist Fire +5%
(100 fire)
Break +3
(20 fire)
Element Starter +1
(150 wind)
Drive Keep: Fire
(100 fire)
MAG +5%
(50 fire)
MAG +10%
(20 fire)
Element Starter +1
(150 fire)
Resist MAG Down +20%
(80 wind)
MAG +5%
(80 fire)
Strengthen Job Limit Break
(300 fire)
MAG +10%
(60 fire)
ATK +10
(100 fire)
Mirage Rod
(1 Crystal)
1-2
Resist Fire +5%
(270 fire)
ATK +3
(120 fire, 50 wind)
HP +150
(300 wind, 300 fire)
Weak Point Damage Up +20%
(1,000 fire, 1,000 light)
Break +3
(120 fire, 80 wind)
Element Starter +1
(750 wind, 50 dark)
Drive Keep: Earth
(400 earth)
MAG +10%
(120 fire, 80 wind)
MAG +15%
(200 fire, 120 wind)
Element Starter +1
(750 fire, 50 light)
Break Turns +1
(900 wind, 50 dark)
MAG +10%
(200 fire, 120 earth)
Strengthen Job Limit Break
(900 fire)
MAG +10%
(200 wind)
ATK +10
(200 fire, 120 wind)
Mirage Rod+
(2 Crystal)
1-3
Resist Fire +5%
(3,600 fire)
ATK +9
(1,000 fire, 400 wind)
HP +200
(2,500 wind, 500 fire)
Critical: Regen
(3,000 fire, 3,000 dark)
Break +9
(1,000 fire, 500 wind)
Element Starter +1
(6,000 wind, 500 dark)
Drive Keep: Fire
(5,000 fire)
MAG +20%
(1,000 fire, 900 wind)
MAG +25%
(1,600 fire, 1,000 wind)
Element Starter +1
(6,000 fire, 500 light)
Resist MAG Down +20%
(3,000 fire)
MAG +15%
(2,000 fire, 1,000 earth)
Strengthen Job Limit Break
(6,000 fire)
MAG +20%
(2,000 wind)
ATK +20
(2,000 fire, 1,000 wind)
Mirage Rod +2
(3 Crystal)
1-4
True Mirage Rod
(72,000 fire)
ATK +15%
(7,000 fire, 3,000 wind)
HP +300
(7,000 wind, 3,000 fire)
Resist Fire +5%
(10,000 fire)
Break +15
(7,000 fire, 1,500 wind)
Element Starter +1
(30,000 wind, 3,600 dark)
Drive Keep: Earth
(40,000 earth)
MAG +30%
(5,000 fire, 4,500 wind)
MAG +50%
(10,000 fire, 5,000 wind)
Element Starter +1
(30,000 fire, 3,600 light)
Break Turns +1
(36,000, 3,600 dark)
MAG +20%
(14,000 fire, 5,000 earth)
Strengthen Job Limit Break
(30,000 fire)
MAG +30%
(12,000 wind)
ATK +30
(14,000 fire, 7,000 wind)
New job: Sorcerer
(4 Crystal)
Skill Panel 2nd
2-1
Resist Fire +5%
(20 fire)
ATK +10
(20 fire)
HP +150
(20 wind)
Resist Fire +5%
(20 fire)
Break +10
(20 fire)
Element Starter +1
(20 wind)
Drive Keep: Fire
(20 fire)
MAG +10%
(20 fire)
MAG +15%
(20 fire)
Element Starter +1
(20 fire)
Resist MAG Down +30%
(20 wind)
MAG +10%
(20 fire)
Strengthen Job Limit Break
(20 fire)
MAG +15%
(20 wind)
ATK +15
(20 fire)
Marz Jezle
(2 Crystal)
2-2
Resist Fire +5%
(12,000 fire)
ATK +10
(1,000 fire, 750 wind)
HP +150
(2,500 wind, 1,000 fire)
Critical: Veil
(3,500 fire, 3,500 light)
Break +10
(1,000 fire, 1,000 wind)
Element Starter +1
(8,000 wind, 800 dark)
Drive Keep: Earth
(8,000 earth)
MAG +10%
(1,000 fire, 1,000 wind)
MAG +15%
(1,500 fire, 1,000 wind)
Element Starter +1
(10,000 fire, 500 light)
Break Turns +1
(5,000 wind, 1,000 dark)
MAG +10%
(3,500 fire, 1,000 earth)
Strengthen Job Limit Break
(10,000 fire)
MAG +15%
(2,500 wind)
ATK +15
(3,500 fire, 1,000 wind)
Marz Jezle+
(3 Crystal)
2-3
Resist Fire +5%
(30,000 fire)
ATK +20
(4,000 fire, 1,500 wind)
HP +200
(5,000 wind, 1,500 fire)
Critical: Faith
(7,000 fire, 7,000 dark)
Break +15
(4,000 fire, 2,000 wind)
Element Starter +1
(15,000 wind, 2,000 dark)
Drive Keep: Fire
(20,000 fire)
MAG +25%
(3,000 fire, 2,500 wind)
MAG +30%
(5,000 fire, 3,000 wind)
Element Starter +1
(15,000 fire, 2,000 light)
Resist MAG Down +30%
(15,000 wind, 2,500 light)
MAG +25%
(7,000 fire, 3,000 earth)
Strengthen Job Limit Break
(15,000 fire)
MAG +20%
(7,000 wind)
ATK +30
(7,000 fire, 3,000 wind)
Marz Jezle +2
(4 Crystal)
2-4
True Marz Jezle
(99,999 fire)
ATK +30
(10,000 fire, 4,500 wind)
HP +300
(10,000 wind, 4,500 fire)
Resist Fire +5%
(15,000 fire)
Break +20
(10,000 fire, 4,500 wind)
Element Starter +1
(45,000 wind, 5,000 dark)
Drive Keep: Earth
(60,000 earth)
MAG +40%
(7,500 fire, 7,000 wind)
MAG +55%
(15,000 fire, 7,500 wind)
Element Starter +1
(45,000 fire, 5,400 light)
Break Turns +1
(54,000 wind, 5,500 dark)
MAG +40%
(21,000 fire, 7,500 earth)
Strengthen Job Limit Break
(45,000 fire)
MAG +40%
(18,000 wind)
ATK +40
(21,000 fire, 7,500 wind)
New job: Crimson Sword
(5 Crystal)

Pictlogica

redmage_ffp.png

Memoria Type: Normal, Number: 007, 008
Equip: Sword, Rarities: ♦ - ♦♦♦
Stats (grade I): HP 25-52, STR 10-21, DEF 0, SPD 1-10, INT 5-16, LCK 1-10
Stats (grade II): HP 41-98, STR 17-36, DEF 0, SPD 8-21, INT 13-32, LCK 8-21
Stats (grade III): HP 78-165, STR 28-51, DEF 0, SPD 16-30, INT 25-48, LCK 16-30
Affinities: Physical x0.9, White magic x1.8, Black magic x1.8, Summoning x1.0, Against Flying x1.0

Fusion Items: Blue Drop, Red Mage Knowledge
Job Change: -
Pictlogica Prize: 100 gil (male), 20 Green Element (female)
Obtain: Explore Yourself, Giant's Cave drop

Record Keeper

Stats

Job: Red Mage
Obtain: clear Darill's Tomb
Obtain Memory Crystal: clear Giant of Babil 2 (Force)
Obtain Memory Crystal II: -

redmage_ffrk.png
Stat Level 1 Level 50 Level 65 Level 80
HP 97 2,073 2,678
ATK 5 51 65
DEF 5 41 54
MAG 8 82 101
MDEF 8 74 94
MND 8 75 96
ACC 20 22 23
EVA 20 22 23
SPD 69 91 99

Abilities

Abilities
Black Magic (Rarity 3)
White Magic (Rarity 3)

Limit Break
Level 1 - Doublecast: Fire
Equip Feathered Hat (III) - Doublecast: Thunder

Native Record Materia
Limit Break - Magic Attack: Flame I

Equipment

Weapons
Daggers, Swords, Spears, Rods, Staves, Bows

Armor
Hats
Light Armor, Robes, Armlets

Accessory
Can equip

Trivia

Red Mages have appeared quite a few times in the FF-TCG series. They have been under the Lightning and Fire elements.

tcg_1003.jpg tcg_1101.jpg tcg_4001.jpg tcg_7081.jpg
1-003C Red Mage 1-101C Red Mage 4-001C Red Mage 7-081C Red Mage
tcg_9003.jpg tcg_9105.jpg tcg_9106.jpg tcg_10001.jpg
9-003C Red Mage 9-105C Red Mage 9-106C Red Mage 10-001C Red Mage
tcg_10081.jpg
10-081C Red Mage

Category: Jobs

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