Red MageThis is a featured page

The Red Mage (RED) class becomes available by gaining levels in the basic classes (Fighter, Defender, White Mage and Black Mage). You gain access to Red Mage by gaining 10 levels in any two basic jobs, OR 5 levels in any 3 basic jobs, OR 3 levels in all four basic jobs. Red Mages are skilled at doing a variety of things, blending weaponry and magic. As such, they can be very versatile..

Abilities

Proficiency in Red Mage allows prerequisites across all basic classes to be broken, for weapons and armor. Thus, if one is Red 6, they may equip Weapons and Armor for Fgt 6, Def 6, Wht 6, and Blk 6, regardless of their proficiency in those classes.

Level 1:
Enfire (15exp)-Bestows the Fire Element upon target's equipped
weapon/armor. 50% chance of wearing off per attack. W: Target's attacks
may cause burns with 25% probability. A: Target is made temporarily immune
to Burns
Enblizzard (16exp)-Bestows the Ice Element upon target's equipped
weapon/armor. 50% chance of wearing off per attack. W: Target's attacks
may cause freezing with 25% prob. A: Target is made temporarily immune to
Freezing
Enthunder (22exp)-Bestows the Thunder Element upon target's equipped
weapon/armor. 50% chance of wearing off per attack. W: Target's attacks
may cause paralysis with 25% prob. A: Target is made temporarily immune to
Paralysis
Level 2:
Ray(20exp)-35-70 Light-E damage to one target
Level 3:
Auto-Haste (If points fall below points-upon-revival, "Haste" is
automatically cast.)
Level 5:
Enaero (22exp) Bestows the Wind Element upon target's equipped
weapon/armor. 50% chance of wearing off per attack. W: Target's attacks
may cause Confusion with 25% prob. A: Earth attacks will not hit target.
Enwater (24exp) Bestows the Water Element upon target's equipped
weapon/armor. 50% chance of wearing off per attack. W: Target's attacks
may cause Knockdown with 25% prob. A: Magic Power is boosted by 10%
Level 6:
Oust (24exp) Attempts to blow away one monster with 50% probability.
Monster must have less HP than caster has points, or it will fail. When
blown away, monster will not grant Experience or Gold, but will have double
the chance of dropping items
Level 7:
Red Parry (Phys/Mag Damage is reduced by half for the rest of the
day.)
Level 8:
Extract (Converts any mote into Experience points; destroys the
mote.) Exp Cost: ---
Level 9:
Damage/Magic Damage - 5 (before applying defense)
Level 10:
Enquake (Bestows the Earth Element upon target's equipped
weapon/armor. 50% chance of wearing off per attack. W: Target's attacks
will cause 25% damage to those around those he/she hits. (25% of main hit).
Flying enemies may not be hit by this. A: Target's Armor is 3x more likely
to break the weapons of those who attack it.) Exp Cost: 30
Level 11:
Auto-Regen (If points fall below points-upon-revival, "Regen" is
automatically cast.)
Level 12:
Warp (50% chance of switching points with the person next-up in
rank.) Exp Cost: 30
Level 13:
Attack Power/Spell Damage + 15 (replaces + 5)
Level 14:
Umber (60-110 Dark-E damage to one target) Exp Cost: 33
Level 15:
Imbue (Cast this spell to bestow any status spell that you know
upon target's weapon. 50% chance of bestowing that status with attack; 50%
chance that the effect will wear off with every attack.) Exp Cost: The
chosen spell's cost.
Level 16:
Enlight (Bestows the Light Element upon target's equipped
weapon/armor. 50% chance of wearing off per attack. W: 50% chance of
Blinding targets. A: Defends against instant-KO attacks, Curses, and
Hauntings.) Exp Cost: 60
Level 17:
Banish (Attempts to blow away two monsters, each with 90%
probability. Monsters must have less HP than caster has points, or it will
fail. When blown away, monsters will not grant Experience or Gold, but will
have double the chance of dropping items.) Exp Cost: 90
Level 18:
Damage/Magic Damage - 15
Level 19:
Endark (Bestows the Dark Element upon target's equipped
weapon/armor. 50% chance of wearing off per attack. W: 25% chance of
instant-KO on targets. A: Defends against Blindness, Increases Attack
Power by 25%) Exp Cost: 70
Level 20:
Auto-NulAll (If points fall below points-upon-revival, "NulAll" is
automatically cast.)
Level 20:
Crimson Tide (Phys. Attack that does unarmed attack power worth
of damage on all enemies in play, or ten opponents on the scoreboard.
Damage is drained as bonus points.) Exp Cost: 75
Sage class opened.
Dragoon class opened.

Equippable Weapons

All Fgt, Wht, and Blk weapons equal to or below current Red Mage level

Equippable Armor

All Def, Wht, and Blk armor equal to or below current Red Mage level

Upgrades

Level 4: Physical attack and spell damage is increased permanently by 5 points. To any attack you make, you will do an additional 5 points of damage (this happens before any % bonuses you might also obtain).


BigWook
BigWook
Latest page update: made by BigWook , Feb 20 2008, 1:00 AM EST (about this update About This Update BigWook Edited by BigWook

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