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Information
by Scholar of the Red Mage Job, Drashogar
"These fighter-mages can utilize both black and white magic, as well as the arts of the sword."
Considered the jack-of-all-trades, the Red Mage dabbles in a little of all jobs, from fighting skills available to warrior jobs to a few spells from each white and black magics. However, pursuer of many skills, they are masters of none, never having the devastating melee power of true warriors or intensive magic of white or black mage. There specialty lies more in enfeeblement and enhancement magic, which in the beginning is geared more towards enhancing themselves and minor debilitating spells on enemies. Later on, however, that specialty develops into some indispensable abilities, such as regenerative health and defense spells, as well as expedited spell casting for all other magics. In addition to this, their abilities to 'buff' themselves can make them fearsome opponents. |

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As
the Hume is a race known to be a jack-of-all-trades,
they are quite well made to be a Red Mage. While there
are no special perks to a Hume, there are no hinderances,
making humes near perfect for the job. |
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While
lacking in magic, an Elvaan makes a good Red Mage,
albiet typically a farely combat oriented one. While
lack in magic will hurt the Elvaan early on in their
career, they begin to excel later on in levels. |
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Though
much less combat oriented, a Taru as with any magic
using job can make their presence felt with a vast
reservoir of MP and enlightened spell casting abilities.
Taru make good Red Mage, though often more magic oriented
ones. |
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Nearly
as well-rounded as the Humes, Mithra also make good
choice for Red MAge. Their natural reflexes and combat
abilities typically make them, along with the Red
Mage magics, a force to be reckoned with. |
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More
hindered in the Red MAge job than most any other,
a Galka is not really a good choice for a Red Mage.
Though they may be stronger and live longer, their
penalties to magic casting can make the job truly
difficult to play. |
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Getting the Job |
Red Mage is one of the base jobs for characters in Vanadiel. As
such, a player may change to the Red Mage job at any time after creating a character. Optionally, a player may chose to begin the game as a Red
Mage. When doing so, the character's starting equipment will include a full set of level 1 RSE as normal, but in addition a Red Mage will begin
with an Onion Sword and a non-tradable Scroll of Dia. Dia is a level 1 Enfeebling Spell, predetermined to be a Red Mage's natural first spell.
Though starting nation should more be determined by race, the other piece of starting equipment that would be helpful would be either a Bastokan Ring or
a Windurstian Ring, but to obtain one, one would have to play Hume or Galka to be from Bastok, or play Tarutaru or Mithra to be from Windurst. A Nation Ring
starting the game is only helpful however, and should not be a deciding factor in character selection. Choose your character for enjoyment first.
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Job
Traits |
Trait
Name |
Level
Gained |
Description |
Resist
Petrify |
10 |
Grants
the character slight resistance towards petrification spells
and abilities |
Fast
Cast |
15 |
Slightly
reduces the casting time of Magic Spells |
Magic
Attack Bonus |
20 |
Slightly
improves the magic attack power of offensive spells |
Magic
Defense Bonus |
25 |
Grants
the character slight resistance towards magical spells and
abilities |
Resist
Petrify |
30 |
Grants
the character slight resistance towards petrification spells
and abilities |
Clear
Mind |
31 |
Increases
the amount of Magic regenrated when resting |
Magic
Attack Bonus |
40 |
Slightly
improves the magic attack power of offensive spells |
Resist
Petrify |
50 |
Grants
the character slight resistance towards petrification spells
and abilities |
Fast
Cast |
55 |
Slightly
reduces the casting time of Magic Spells |
Magic
Attack Bonus |
60 |
Slightly
improves the magic attack power of offensive spells |
Clear
Mind |
75 |
Increases
the amount of Magic regenrated when resting |
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Job
Abilities |
Ability
Name |
Level
Gained |
Duration
of Use |
Duration
of Recharge |
Description |
"Chainspell" |
1 |
0:00:30 |
2:00:00 |
Allows
rapid fire casting, drastically shortening cast time, eliminating
recast time, and eliminating recast recoil. |
/ja
"Chainspell" <me> |
"Convert" |
1 |
0:00:00 |
0:10:00 |
Instantly
exchanges the current totals of Hit Points and Magic Points.
In essence, it's used to refill MP bar when HP bar is full,
but caution should be used because HP bar will drastically
decrease. |
/ja
"Convert" <me> |
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Job
Specific Equipment (JSE) 50 |
Libra |
To
obtain this item, the character must defeat Bard Fomor in Phomiuna
Aqueducts or the Sacrarium. |
Scorpius |
To
obtain this item, the character must defeat Red Mage Fomor in Phomiuna
Aqueducts or the Sacrarium. |
Cerise
Doublet |
To
obtain this item, the character must complete the "Brigid the Stylist
Returns" Quest in Bastok Markets. To obtain the quest, the player
must speak with Brygid wearing full Artifact Armor. Select the armor
of choice, and Brygid will request you meet her wearing a specific
set of clothing, the list of which will include the JSE Subligar
obtained from Phomiuna Aqueducts as well as in the Sacrarium, which
is rare/ex so must be obtained on your own.
The Subligaria required to complete the RDM JSE is the Libra Subligar,
found as a drop off of Bard Fomor. |
Glamor
Jupon |
To
obtain this item, the character must complete the "Brigid the Stylist
Returns" Quest in Bastok Markets. To obtain the quest, the player
must speak with Brygid wearing full Artifact Armor. Select the armor
of choice, and Brygid will request you meet her wearing a specific
set of clothing, the list of which will include the JSE Subligar
obtained from Phomiuna Aqueducts as well as in the Sacrarium, which
is rare/ex so must be obtained on your own.
The Subligaria required to complete the RDM JSE is the Scorpius
Subligar, found as a drop off of Red Mage Fomor. |
AF1-AF1 |
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The
AF1 quest can be accepted at level 40, and the sword itself is usuable
at level 40. You start the quest by talking to ??? in ??? at (?-?)
The Crimson Trial
??? |
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AF1-AF2 |
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AF2 quest can be accepted at level 51, but the beret itself is not
usuable until level 52. You start the quest by talking to ??? in
??? at (?-?)
Enveloped in Darkness
??? |
AF1-AF3 |
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AF2 quest can be accepted once completing the AF2 Quest, but the
chapeau itself is not usuable until level 60. You start the quest
by talking to ??? in ??? at (?-?)
Unbridled Passion
??? |
AF1-AF4 |
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The
player is charged with obtaining a coffer key and opening a coffer
in Eldeime Necropolis. On opening the coffer in Eldeime, the player
will obtain a key item, a pair of Old Gauntlets. The Old Gauntlets
are taken to Port Jeuno, where in the Auction House area is an Old
Crate. Examining the Old Crate will bring forth the ghost of Bolghertz,
who offers to repair his handiwork, but to do so he must have the
Shadow Flame. To obtain the Shadow Flame, travel to Castle Zvahl
Baileys in Xarcabard. At F-8 in Castle Zvahl Baileys, you come to
find a sealed gate, set with 4 Flame Torches. Examining any one
of the Flame Torches brings forth the spirit of Dark Spark, a NM
Bomb type mob. The party defeats Dark Spark, then examining the
Torch again the player obtains the Shadow Flame. Dark Spark need
only be defeated once for any member in the party needing the Shadow
Flame. Returning to Port Jeuno and examining the crate again, the
Spirit of Bolghertz takes the Shadow Flame and with it recrafts
the artifact hands. |
AF1-AF5 |
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The
player is charged with obtaining a coffer key and opening a coffer
in Garlaige Citadel. |
AF1-AF6 |
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The
player is charged with obtaining a coffer key and opening a coffer
in Castle Oztroja. |
Genkai
5 - Limit Break Fight Level 70 (The Maat Fight) |
The
final genkai is a one-on-one fight against Maat at level 66+ and
a Red Mage testimony is traded to Maat. The testimony can be obtained
from Ruby Quadav in Qulun Dome (Beadeaux), and most Higher Level
Magic Pot type mobs, such as those in Temple of Uggalepih, Delkfutt's
Tower Upper, Ve'Lugannon Palace, Ru'Aun Gardens, and Shrine of Ru'Avitau.
No subjob is allowed and Maat will have the same ability as a
RDM except that he uses hand-to-hand instead of a melee weapon
such as Dagger or Sword. When fighting Maat, expect him to use Asuran
Fist almost repeatedly, and though it is possible to win without
seeing a devastating Chainspell, it is rare.
A few things to know about the Maat fight. First, Maat won´t
attack you until you hit him, so you´ll always get the first
swing in. Second, no one is sure if there´s any special
condition that will get Maat to quit (i.e. Thf needs to steal).
Maat will also use Chainspell very early in the fight. He
often uses Combo, Shoulder Tackle and Spinning Rush.
-- How I fought Maat --
I had a flawless Maat fight on first try >.>, and since I know Maat is a toughie for many RDM's, so while I was probably just lucky, I'll outline what I did.
Things to know/do IMHO:
* Get level 70, cap elemental and enfeebling magic skills before you even begin to think about this fight.
1) If you're windurstian, get the 40,000CP rank 8 Master Caster's Bracelets. +7 enfeeb and +7 elemental is just incredible in this fight, and it's guaranteed to work since Palborough Mines (where your Maat fight is) is pretty much never under Windy control.
2) Pluto's Staff -- unless you're going the risky chainspell nuke/ss/blink approach from the get-go, being able to Sleep Maat is critical to success.
3) Use Marron Glace for food for the extra MP (+85). Not having subjob really hurts your MP pool.
4) Splurge on Vile Elixer (and maybe a +1 -- you can always sell it back if you don't use it). Since MP is very valuable in this fight, when you Convert, a Cure IV -> Cure III -> Vile Elixer is enough to top both your HP/MP off as a Hume.
5) Go into the BC with only MP+ gear on. Rumor is, you go into the fight with less stats, Maat matches it and thus isn't as powerful. But don't take off that MP gear or you'll lose the benefit of having that extra MP at the beginning of the fight. Right after entering BC, start running up to the arena while equipping your gear back on -- make macros for this since you have no time to waste. You have no time to waste because you don't want Maat to Blink himself or put other nasty buffs on. He will probably have time to put up 1 or 2 buffs by the time you get to him.
6) Since MP is valuable, always stick to Sleep 1, not Sleep II. Use Sleep II and Bind as backups in case of resists. Sleep 1 will stick just as often as Sleep II it seemed. Sleep II simply lasts longer (like 3x longer, upwards of 90 seconds, vs 30 seconds with Sleep 1).
7) Spider Torque or Enfeebling Torque. (+5 and +7 enfeeb respectively, I did it with the +5).
8) Go on Windsday once you've got all the appropriate enfeebling gear -- that'll let you get some +10% bonuses on your Aero III sticking and potency. I didn't have Elemental Torque, which ended up being ok, I didn't have any resists at all.
9) Practice your approach and macros on ~Even Match mobs such as Ruby Quadav @ Qulun Dome.
10) Fencer's Earring (level 70), -30% magic damage taken, was about 1k on AH.
11) Check out what race-specific waist-gear you can get that boosts MP. Hume gets Ocean Rope which is +45 MP and has some +INT also.
12) Defeat Maat between 5 and 6 minutes into the fight if you can.
After 7 minutes, Maat will start making your life miserable with
the Asuran Fist spam and whatnot. |
| Job
Specific Equipment (JSE) 72 |
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Crafted
on Fire Crystal
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Crafted
on Earth Crystal
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Crafted
on Fire Crystal
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Crafted
on Fire Crystal
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Crafted
on Wind Crystal
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Weapon
Skill Notorius Monster - WSNM Sword |
[
Savage Blade ]
The final weapon skill is Savage Blade (Light, Fragmentation, Scission).
Just like the other final weaponskills, this one has to be quested.
To obtain the quest, a Red Mage must be level 73 and have Sword
skill at 240 or more.
Speak to Curilla in Chateau d’Oraguille and receive the "Sapara
of Trials", a level 71 Sword. It's not a spectacular weapon, but
very perfectly usable in experience parties. Like all trial weapons,
there is a latent effect on it. As soon as it is equipped, Maximum
HP will increase by 20, and Fire and Wind Resistance will increase
by 10.
To break the latent, a player must use Weaponskills on Easy Prey
or tougher enemies. The Weapon starts with 300 points on the Latent.
A player accumulates points at the rate of 1 point for using a Weaponskill,
2 points for closing a first level Weaponskill (i.e. Transfixion,
Scission, Reverberation), 3 points for closing a level 2 Weaponskill
(i.e. Fusion, Fragmentation, Distortion), and 5 points for closing
a level 3 Weaponskill (i.e. Light, Darkness).
When the trial is completed, though the weapon description still
shows the Latent Effect attributes, the effect of the latent effect
disappears and the bonuses will be lost even when equipped. For
Red Mage, this is not a difficult quest except that at this level,
a Red Mage seldom gets a chance to melee
Once the latent effect disappears, return to Curilla and trade back
the weapon in exchange for another key item called “Map to the Annals
of Truth” which spawns the WSNM that needs to be fought. Head to
the Quicksand Caves with a competent party and go to I-6 of the
I-6 Western Altepa entrance, which can only be reached when all
4 Gem Columns have been activiated. To activate a Gem Column (Ruby
Column, Sapphire Column, Emerald Column, etc), Quicksand Caves must
be entered from various different locations and an alternate exit
in particular must be found that leads to each column individually.
Activating the columns is an endeavor that itself will require teamwork.
Once activating all 4 columns, the Altepa Gate will open and allow
entrance to the required section of Quicksand Caves. The ??? is
near the east wall of a mini-cliff inside an open cavern, lying
north through a three-way split. Examining the ??? will spawn Girtablulu,
a scorpion NM. Once defeated, examine the ??? again to get the "Annals
of Truth". Return to Chateau d’Oraguille and speak to Curilla and
receive " Savage Blade ".
Savage Blade is usually weaker than its predecessor Swift Blade,
but only a Paladin may obtain Swift Blade, so this easily becomes
one of the strongest weaponskills available in a Red Mage’s arsenal.
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Weapon
Skill Notorius Monster - WSNM Dagger |
[
Evisceration ]
The final weapon skill is Evisceration (Light, Fragmentation, Transfixion).
Just like the other final weaponskills, this one has to be quested.
To obtain the quest, a Red Mage must be level 71 and have Dagger
skill at 230 or more.
Speak to Jakoh Wahcondalo in Kazham and receive the "Dagger of Trials",
a level 71 Dagger. It's not a spectacular weapon, but very perfectly
usable in experience parties. Like all trial weapons, there is a
latent effect on it. As soon as it is equipped, Maximum HP will
increase by 20, and Earth and Ice Resistance will increase by 10.
To break the latent, a player must use Weaponskills on Easy Prey
or tougher enemies. The Weapon starts with 300 points on the Latent.
A player accumulates points at the rate of 1 point for using a Weaponskill,
2 points for closing a first level Weaponskill (i.e. Transfixion,
Scission, Reverberation), 3 points for closing a level 2 Weaponskill
(i.e. Fusion, Fragmentation, Distortion), and 5 points for closing
a level 3 Weaponskill (i.e. Light, Darkness).
When the trial is completed, though the weapon description still
shows the Latent Effect attributes, the effect of the latent effect
disappears and the bonuses will be lost even when equipped. For
Thief, this is not a difficult quest as that the favored weaponskill
for accuracy and damage at this point is Shark Bite, which most
often will skillchain Light or Fragmentation.
Once the latent effect disappears, return to Jakoh Wahcondalo and
trade back the weapon in exchange for another key item called “Map
to the Annals of Truth” which spawns the WSNM that needs to be fought.
Head to the Gustav Tunnel with a competent party and go to J-8 of
the second map, most easily reached by taking following the right
hand wall with sneak on through the aggressive monsters, and the
area will definitely need to be cleared before the fight as most
monsters attack on various different agro types, including low HP
agro. The ??? is near the north wall just after a bottle neck divide
between rooms. Examining the ??? will spawn Baronial Bat, a large
bat NM. Once defeated, examine the ??? again to get the "Annals
of Truth". Return to Kazham and speak to Jakoh Wahcondalo and receive
"Evisceration".
Though Evisceration is usually weaker than its predecessor Shark
Bite, only a Thief may obtain Shark Bite, so Evisceration is the
most powerful dagger weaponskill that will be available. |
AF2-AF1 |
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Dynamis
- San d'Oria |
AF2-AF2 |
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Dynamis
- Bastok |
AF2-AF3 |
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Dynamis
- Jueno |
AF2-AF4 |
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Dynamis - Beaucedine |
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AF2-AF5 |
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Dynamis - Xarcabard |
Relic Weapon |
|
Dynamis - Windurst |
Malefic
Dagger (Dagger)
[ Lv.75 RDM/THF/BRD DMG:1 Delay:200 In Dynamis: D23 Dly200 [DKN]+7] |
100 Byne Bill x4
Cantarella
Orichalcum Ingot
Deodorizer |
Dynamis
Dagger (Dagger)
[ Lv.75 RDM/THF/BRD DMG:23 Delay:200 In Dynamis: D26 Dly200 [DKN]+9] |
M.Silverpiece x14
Brass Dagger
Poison Dagger
Misericorde |
Batardeau
(Dagger)
[ Lv.75 RDM/THF/BRD DMG:32 Delay:200 In Dynamis: Weaponskill "Mercy Stroke"] |
L. Jadeshell x61
Attestation of Celerity |
Mandau
(Dagger)
[ Lv.75 RDM/THF/BRD DMG:32 Delay:176 Attack+20
Additional Effect: Poison Weaponskill "Mercy Stroke"] |
R.Goldpiece x1
Ornate Fragment at The Sanctuary of ZiTah : L-7 |
Relic Weapon |
|
Dynamis – Windurst |
Glyptic Sword (Sword)
[ Lv.75 RDM/PLD DMG:1 Delay:240 In Dynamis : D40 Dly240 [LTG]+7] |
M. Silverpiece x4
Koh-I-Noor
Orichalcum Chain
Cermet Chunk |
Dynamis
Sword (Sword)
[ Lv.75 RDM/PLD DMG:40 Delay:240 In Dynamis: D48 Dly240 [LTG]+9] |
100 Byne Bill x14
Bronze Sword
Mythril Sword
Wing Sword |
Caliburn
(Sword)
[ Lv.75 RDM/PLD DMG:49 Delay:240 In Dynamis Weaponskill
"Knights of Round"] |
L. Jadeshell x61
Attestation of Glory |
Excalibur
(Sword)
[ Lv.75 RDM/PLD DMG:49 Delay:233 Attack+20 Additional
Effect:Additional Damage According to Current HP Weaponskill "Knights
of Round"] |
10,000 Coin x1
Holy Fragment at Dragons Aery : Pond |
Merits
- Red Mage Exclusive |
Convert
Recast
|
This
Merit incrementally reduces the recast time of the "Convert"
Ability |
| Fire
Magic Accuracy |
This
Merit incrementally increases the accuracy of all "Fire"
Spells |
| Ice
Magic Accuracy |
This
Merit incrementally increases the accuracy of all "Ice"
Spells |
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Wind Magic Accuracy |
This
Merit incrementally increases the accuracy of all "Wind"
Spells |
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Earth Magic Accuracy |
This
Merit incrementally increases the accuracy of all "Earth"
Spells |
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Water Magic Accuracy |
This
Merit incrementally increases the accuracy of all "Water"
Spells |
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Thunder Magic Accuracy |
This
Merit incrementally increases the accuracy of all "Thunder" Spells |
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