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    Red Mage Guide by Danielsan

    Version: 1.6 | Updated: 04/23/04 | Search Guide | Bookmark Guide

     \ Dans Red Mage Guide to Final Fantasy 11 /
           \ E-mail : DanAK97@Yahoo.com /
                  \ Version 1.60 /
    The Intro Stuff
    1. Version and Things to come
    2. About me
    3. Why write this FAQ?
    4. Disclaimer
    Getting into the Class
    1. The Red Mage Job
    2. Important Terms
    3. Choosing a Race
    4. Choosing a Sub
    5. Abilities and Traits
    6. Spells and Magic
    7. Equipment
    8. Artifact Armor
    9. Acquiring the AF Equipment
    10. How to play a Red Mage
    11. Where to level
    12. BALLISTA!
    1. Frequantly Asked Questions
    2. Credit and Thanks
    Intro Section 1. Version and Things to come
    Coming in a future version...
    Acquiring the Red Mages AF armor
    A more complete list of quests for scrolls
    Version 1.6	-Added a new section, BALLISTA!
    Version 1.5	-Updated trait stacking
    03/21/04	-Fixed a few quests
    		-Added listing of ALL RDM skill ranks
    		-Small gramatical changes
    Version 1.4	-Added complete info on the Red Mages AF weapon
    02/10/04	-New section on getting the AF equipment
    Version 1.3	-Apparently by fixing gramatical errors, I manage
    02/07/04	to create totally new ones, which I've now totally
    		fixed. I think...
    		-Red Mage AF section partially complete.
    		-Almost completely finished the spell list.
    Version 1.2	-Added a list of spells the RDM can use
    02/05/04	along with level requirement, and MP cost.
    Version 1.1	-Fixed a few gramatical and spelling errors.
    02/04/04	Added a tiny bit more material, nothing stand-out-ish.
    Version 1.0	-The original.
    Intro Section 2. About the Author
    Every FAQ needs one of these, but most need a shorter version then what
    they have, so ill keep it short and sweet. I play a Red Mage (as well
    as many other classes) on the Seraph Server. I go by the handle Danielsan,
    and any e-mails asking me if I know Mr Miagi will be ignored. =P
    Also, dont spam me, flame me, or anything like that... All other e-mails
    that follow a rational thought pattern will (eventually) be responded to.
    I appreciate any corrective information as long as you dont start the
    letter as so..."st0pib n00b my !nf0 pwns j0 fAq"
    Seraph Server : Danielsan (I have not played in weeks due to class)
    E-mail : DanAK97@Yahoo.com
    AIM : DanAK97
    Intro Section 3. Why Write this FAQ?
    I felt like it. I only saw one other Red Mage guide at the time and it seemed a
    very incomplete and vauge, so I decided to create my own.
    Simple as that.
    Plus im currently playing the RDM class, after partying along side many
    at higher levels, and greatly enjoying it.
    Intro Section 3. Disclaimer and the Legal Junk
    So far several websites have official permission to post this FAQ.
    There have been a bunch of others that have formally asked me, and recieved my
    permission, but right now im STILL too lazy to go look up
    who, and so the list remains as is.
    You can use this guide however you want as long as you follow these
    simple rules:
    1. Dont profit from my work (I.E. You cant print and then sell this guide)
    2. The FAQ must remain in its original form. That means dont replace my name
    with your own, you lamer. I did write it after all. Its not like im
    asking you to send Gil to my delivery box, im just asking for the credit
    I deserve.Simply having my name on here wont cost you a thing.
    3. If your going to copy a peice of the FAQ for your own, please cite mine
    and put a link. Even if it just says something short like "Section borrowed
    from Danielsans FF11 RDM FAQ, found @ <link to wherever you got
    it from>"
    4. Send me an e-mail telling me your going to use it, and the url where it
    can be found. You dont even need to wait for a response for me. As long as
    you followed rule 1, 2, and 3 you should be good to go.
    Whew! That was much longer then I wanted it to be....And so without further
    Ado, the FAQ!
    Section 1. The Red Mage Job
    So what exactly is a Red Mage? Well simply put, its a very versatile class that
    can do a little bit of everything. A Red Mage (henceforth RDM) is capable of
    using some Melee Weapons, casting some White Mage (henceforth WHM) spells, some
    Black Mage (BLM) spells, and wearing some armor. However they also have their
    own set of spells that can only be used by a Red Mage.
    What all this means is you can fill gaps in a party if needed, you can cover
    healing but your no WHM, and your nukes will never put out the raw damage a
    BLM is capable of. But for the most part, a Red Mage is a Buff/Debuff class.
    And as simple proof, they are the ONLY Class that has a perfect score in
    Enfeebling. Thus skill will increase slightly faster, and more importantly,
    the Cap (max value for the skill) will be higher then another same level class
    with a lower rank in that skill. A WHM or BLM may be capable of casting debuffs
    but they may find the monsters resist more, and the duration isnt quite what it
    should be. Obviously, the reason is their Enfeeble skill caps (maxes out) at a
    lower value for the same level then a Red Mages would. All classes have
    Rank A skills which will help make it obvious what they should primarilary
    be doing.
    Examples of classes and their Perfect Rank skills...
    Warrior - 2 Handed Axe skill
    White Mage - Healing skill (duh?)
    Red Mage - Enfeebling
    I could list more but I think you get the idea...
    Section 2. Red Mage Skills
    Combat Skills
    Skillname	Rank	Description
    ---------	----	-----------
    Sword		B	Duh...
    Dagger		B	Yeah...
    1h Club		D	Again...
    Archery		D	Bows...
    Throwing	F	F = Failure
    Evasion		D	Pretty Obvious
    Parrying	E	Block attacks w/ weapon, occasionally
    Shield		F	Block attacks w/ shield, sometimes (F!)
    Magic Skills	Rank	Description (No, Seriously this time!)
    ------------	----	--------------------------------------
    Divine		E	Light Based Spells, like Banish.
    Healing		C-	Helps Healing Magic Spells, more skill = more HP
    Enhancing	B+	Increases duration of SOME (not all) Buffs
    Elemental	C+	Attack spells like Fire, Water, Thunder, etc
    Enfeebling	A+	Affects Debuff Accuracy (IMPORTANT!)
    Dark		E	Affects Dark Accuracy (Bio, Drain, and Aspir)
    On a side note, why do RDM get a divine skill yet no divine spells?
    Section 3. Important Terms
    Str - Strength, factors into melee damage
    Dex - Dexterity, helps melee accuracy and has a small critical hit chance
    Agi - Agility, helps ranged accuracy, and evasion in general
    Vit - Vitality, Helps your defense out
    Int - Intelligence, Magic Damage, Helps defeat enemy spell resistance
    Mnd - Mind, Determines healing spell power, and helps you resist spells
    Cha - Charisma, Mostly a stat for helping Bard songs and Beastmaster charming
    ATTACKER - Any class that deals damage primarily through physical combat.
    Being an attacker does NOT automaticly make you a tank, and vice versa.
    TANK - The member who will be taking the hits. Typically a PLD and/or WAR but
    at very low levels most attackers can get away with it. Provoke is a must if
    your the tank. To best understand Attacking and Tanking, you should go read
    another FAQ, since this is the first and last time I will mention either.
    Both are somewhat outside the scope of the RDM class.
    HATE - Whoever has the most hate will by the one the monster aims at. Doing
    anything that hinders the monster (like attacking, debuffing) or helps the
    party (healing or using abilties), will build up hate. Even sitting down to
    regen HP/MP builds up hate.
    BUFF - Any spell that increases your/party performance. The spell "Enfire",
    which adds fire damage to melee attacks, is a good example.
    DEBUFF - Any spell that decreases your opponents performance. Blind is a very
    common and useful spell, which reduces your targets melee accuracy.
    ENFEEBLING - The skill which is factored into the opponent resisting your
    "Debuffs." A higher skill means the enemy resists less often.
    PULL - One player angers a monster, typically by shooting a bow or throwing a
    boomerang at it. Once the monster is after the player, s/he then retreats to
    the "camp" where the party engages the monster. In an unsuccessful pull, the
    player pulling can sometimes suffer an untimely death. The key is to use
    ranged weapons so as to have a generous headstart.
    CAMP - The spot the party determines will be the battle ground for their
    fights. This lets the mages rest while a puller searches for the next target.
    A very basic and common, yet amazingly efficent tactic. Obviously dont choose
    a spot where aggressive enemies appear.
    BC - Burning Circle - An area where certain special events or boss battles
    are triggered.
    NM - Notorious Monster - A hero monster who is much more powerful then the
    surrounding area would warrent. Be warned, some of these are soloable at level
    15 while others can tear a level 75 party to peices before you can even yell
    "Benidiction!" It really depends on the paticular NM.
    BCNM## - Burning Circle Notorious Monster ## - Basicly I mention this because
    its the affordable way to get refresh. Note that I said affordable, not safe
    or easy. The ## at the end signify what the level cap is. Anyone above the
    level cap thats participating, will be reduced to the capped level for the
    duration of the fight, and believe me, its a LONG Fight. So you may need to
    prepare equipment and spell macros.
    RDM - Red Mage
    WHM - White Mage
    BLM - Black Mage
    AF - Artifact Armor
    JSE - Job Specific Equipment
    RSE - Race Specific Equipment
    TICK - No, not a tiny blood sucking parasite. The ammount of time for a regen
    effect to happen. When talking about Auto-Refresh or Auto-Regen, a tick is
    every 3 seconds roughly (exactly one vandiel minute). When refering to
    Sitting (meditating) a tick is every time you gain that small regeneration of
    HP/MP. Sitting longer yeilds a small but cumulative increase to the regen
    rate, by the way.
    Section 3. Choosing a Race
    Lets face it. Some races just arent built to play certain classes. Galka and
    Elvaan tend to make poor Red Mages. Im not saying you cant be one so dont even
    think of spamming or flaming me, but in my opinion they just arent good choices
    for a classthat centers around having INT and MP. On the other hand, Taru have
    the MP but lack a few of the other stats the RDM might want (Str, Vit). However
    at the higher levels the added MP and INT will really help alot and compensate
    for the lack of other stats, so its all a matter of personal taste and style.
    Pro : High HP, strength and vitality. Elv have good MND too
    Con : The most important stats, Int and MP, are terribbly low
    Neither race is well suited for a RDM. The high HP wont help much because you
    dont really take damage. So while these races may do just fine for the early
    levels, when you start to get higher your low key stats will really start to
    hinder your progress and effectiveness.
    Pro : Well Rounded Stats, Balanced HP and MP, Can easily play all other classes
    Con : No stat excels or stands out
    Humes are well rounded, as are RDM, so Hume make a good choice. The ring Humes
    get for starting in Bastok is HP +3 DEX +1 VIT +1
    Pro : Higher AGI and DEX then Hume. Can play most other classes easily
    Con : Lower Vit and Mnd. Chr doesnt matter much, but its very low. Females only
    Mithra have a slightly higher AGI which helps dodge and DEX which helps your
    melee attacks hit. The lower MND and VIT dont really hurt too much. But damn
    the female character only thing! Damn you Square Enix!! The ring Mithra get
    for starting in Windurst is MP +3, INT +1 AGI +1.
    Pro : Tons of MP, Higher INT, Slightly Higher AGI (then a Hume)
    Con : Drasticly lower HP, Strength, and Vitality. Slightly lower MND
    TaruTaru also make good RDM because of the MP and INT. However the HP MP
    pools are too similar and can cause your Converts to fall short of topping off
    your MP. Also their STR and VIT suck, so they need more then a small AGI boost
    to compensate. And they are so goddamn...short and cute...I just want to...
    punt a field goal with one....The ring Tarus get for starting in Windurst is
    the same as mithra, MP +3, INT +1, AGI +1.
    Section 4. Choosing a Subjob
    This is a very important aspect, and often sparks heated debates between
    players that can lead to unrest in a party, hurt feelings, and petty name
    calling. Lets all take a minute to realize its a game and people are free to
    choose whataver subjob they want. Having said that, be aware that at higher
    levels, a Galka Red Mage/Warrior is not likely to get too many invites
    compared to a Hume Red Mage/Black Mage.
    Subs for Red Mage
    Warrior - You'll have a Defense Bonus, eventually an Attack bonus, and some
    nifty abilities to keep your chain spell company. However, what you really
    want at higher levels is MP and INT and warrior simply fails to deliver. The
    same mostly holds true for all the Non MP using classes such as Theif, Monk,
    Samurai, Ranger, Beastmaster and Dragoon.
    Bard - Bards are very good as a main job but get reamed in the arse when
    subbed. No instrument, and songs that are WAY behind the level that they would
    be useful at, should make you reconsider using Bard as a sub for any class.
    Ninja - Surprisingly, this seems to pop up as a RDM sub very often at low
    levels. Considering that its not a very good sub for a RDM I cant imagine
    why. You dont really get any useful Ninjitsu, and Duel Weild lets you weild
    two weapons, but the delay time is doubled, so whats the point unless your
    going to get a high ninja level, when duel weild stacks and reduces delay time.
    Paladin - This sub actually adds some decent MP, some defense, but lacks in the
    INT area. The MND boost isnt bad, but Paladin makes a better Main job. By no
    means will you be able to tank when subbing PLD.
    Dark Knight - Heres an intresting combo I have yet to try. Compared to Black
    Mage, the INT is only a tiny bit worse (like 2 points), but the MP lacks a
    little, which really hurts your convert ability. Also it doesnt add nearly
    as many useful spells and abilites as BLM. The attack bonuses dont hurt
    either, but RDM would get it around the time their Melee damage really drops
    off compared to an Attack class, making them mostly worthless in the grand
    scheme of things. Weapon bash is a wasted skill, and Using Souleater
    (Sacrificing your HP to do extra melee damage) conflicts with Convert
    (sacrificing your HP to restore MP)
    Summoner - You still have a very high INT, Good MND, and your MP pool will be
    big. However the summons are all half level, which means they kind of suck.
    Auto-Refresh is useful, but RDM get Convert and the Refresh spell 10 levels
    sooner so its not as useful as one might think. So while this is a good sub,
    its not a great sub.
    White Mage - Now were getting to the Good stuff. White Mage is the "prefered"
    sub till mid-high levels. A RDM/WHM has a good HP and MP pool, as well as the
    ability to be a strong backup healer with a solid MND attribute. Clear Mind
    helps regen MP, and it stacks with the RDM clear Mind as well. Divine Seal
    (Whm 15) is a good ability for when you hit RDM 30, and auto-regen at 50
    (whm 25) never hurts. You can get some of the party buff spells (like
    protectra) and your INT is also decent. WHM is the best sub to start, and
    the second best RDM sub after lvl 30 or 35 (in my opinion). This is also
    the prefered sub job for RDM's doing BCNM 40.
    Black Mage - Save the best for last, I always say. This is the prefered sub for
    the higher levels, once you really start to get going. With the 2nd Best MP
    (Summoner is 1st) and the Best INT, this seems to take the cake. Better still is
    the 2nd and 3rd BLM Magic Attack traits stack with the RDM Magic Attack traits,
    making for some excellent spell damage. Black Mages also get Elemental Seal
    is a great ability for debuffing. And at RDM lvl 40 (BLM 20) you will also get
    conserve which sometimes randomly reduces the cost to cast spells. Warp at RDM
    lvl 34 also helps to make you lazy. =P
    Section 5. Abilities and Traits
    Active Abilities - These abilities must be activated by the player. They have
    limited durations, and a refresh time (sometimes called a "cooldown" time)
    before they can be used again, but you already knew that didnt you?
    Chainspell - Level 1
    This is the RDM jobs 2hr. Some people say it sucks but they obviously havent
    been using it correctly. True, its use is not quite as obvious as Manafont
    (the BLM 2hr) or Invincible (PLD 2hr) but in the right situation it can be
    very handy. If used properly you can drop tons of spells on a target in a
    matter of seconds!
    Duration - 30 seconds
    And of course being the "2hr" ability, the refresh time is, 2 Hours.
    Convert - Level 40
    This ability will finally show up in your job skill list at level 40 (by now
    chainspell must have been getting lonely) and its well worth the wait. Its
    simple purpose is to directly and instantly swap your HP and MP values. So
    if you have 2 MP but 500 HP, after using convert you will have 2 HP and 500
    MP (you cannot exceed your BASE HP or MP, which do NOT swap with this ability).
    One last thing, use it VERY carefully while in combat because it can get you
    Duration - Instant HP <-> MP swap
    Refresh Time - 10 minutes
    Passive Traits - These abilities are always "on" and working. And yes, they
    are cumulative.
    Trait Name	level
    ----------	-----
    Resist Petrify	10
    Fast Cast	15
    Magic Attack	20
    Magic Defense	25
    Resist Petrify	30
    Clear Mind	31
    Fast Cast	35
    Magic Attack	40
    Magic Defense	45
    Resist Petrify	50
    Resist Petrify - This trait prevents you from being petrified as easily, and
    supposedly reduces the duration even if you are. I havent seen it in action
    too much, and I doubt anyone will find it very useful. And yes they obviously
    stack, so having two resist traits will be stronger then just one.
    Fast Cast - Finally, at level 15 the RDM gets a useful trait! Although the
    effect may seem small its there. Once you get the 2nd Fast cast you will
    notice a drastic casting time decrease, and the RDM AF has another Fast Cast
    trait on it (specificly the headgear)
    Magic Attack - You may not find this too useful at level 20, but you'll be
    glad to hame them later on. This somewhat raises the damage your elemental
    skills do (Stone, Water, Aero, etc)
    Magic Defense - Really, this one is self explanatory. And though it wont stand
    out much, its effects are there and can come in handy at times.
    Clear Mind - The RDM gets this trait very very late, compared to both the WHM
    and BLM but its much needed as your MP becomes more and more important as you
    gain levels. Of course at 40 you get convert which easily offsets the lack of
    multiple clear minds the other mage jobs get to stack.
    NOTE: If your sub a job that gives a trait which is identical to one of your
    main jobs traits, the first instances of the trait DO NOT STACK. The second
    third and so on DO STACK. For example, the FIRST Black Mage Magic Atk up
    trait and Clear Mind trait will NOT Stack with the Red Mages FIRST Magic Atk
    and Clear Mind traits, but all the rest will stack. Why Square Enix did this
    I cannot say but it has certainly been a topic of great confusion and
    misunderstanding in the past.
    Section 6. Spells and Magic
    Spells for a Red Mage are pretty easy to figure out. The easiest way is to go
    to your local Auction House and look under Scrolls, then either White or Black
    Magic. The levels and classes that can use that spell will all be listed. Red
    Mage can use a fair number of both spells, but note that there are drawbacks.
    In most instances, the level requirement is higher then either a WHM or BLM,
    or the spell has a diminished effect.
    For example, Stone is a lvl 1 BLM spell, and Cure is a level 1 WHM spell, but
    RDMs cannot learn Cure till level 3 and Stone till level 4. Another example is
    protect. At level 7, a RDM can learn Protect, which targets a single person.
    But a WHM at level 7 can learn ProtetRA which hits the entire party with
    protect for the same MP cost as one protect spell. Also there are many spells
    that ONLY a White mage or Black Mage can learn. However Red Mages do get a few
    spells to call their own.
    Unquie Red mage spells mostly consist of the En's. These add damage to your
    melee attacks. Its pretty simple, you cast on yourself and for the duration of
    the spell every melee hit you land will also deal small elemental damage. This
    works best with fast weapons that hit often. All of the spells are fairly easy
    to acquire through the towns spell shop or the AH. If your having trouble
    affording or finding a certain spell scroll, odds are its one that can be
    acquired through a quest or NM drop.
    Here is a list of all the spells a Red Mage can cast. Im missing MP value for
    a few still.
    Spell		level	MP		Description
    -----		-----	--		-----------
    Dia		1	7	Lowers targets defense and deals 1 damage/tick
    Cure		3	8	Restores targets HP, Cap is 30 HP
    Stone		4	9	Earth based damage to target
    Poison		5	5	Deals 1 damage/tick
    Barstone	5	6	Increases your earth resistance
    Paralyze	6	6	Target randomly "skips" actions (is paralyzed)
    Protect		7	9	Improve targets defense by 10 points
    Barsleep	7	7	Increases your sleep resistance
    Blind		8	5	Lowers targets accuracy
    Water		9	13	Water based damage to target
    Barwater	9	6	Increases your water resistance
    Bio		10	22	Lowers targets attack and deals 1 damage/tick
    Barpoison	10	9	Increases your poison resistance
    Bind		11	8	Target is unable to move (can still attack)
    Aquaveil	12	12	Reduces spell interruption
    Barparalyze	12	11	Increase your Paralyze resistance
    Slow		13	15	Slow targets attack speed
    Baraero		13	6	Increase your wind resistance
    Aero		14	18	Wind based damage to target
    Cure II		14	24	Restores targets HP, Cap is 90 HP
    Diaga		15	12	Casts an Area of effect version of Dia
    Deodorize	15	10	Prevents enemies from smelling you
    Enthunder	16	12	Adds lightning damage to your melee attacks
    Shell		17	18	Improves targets magic defense
    Barfire		17	6	Increases your fire resistance
    Silence		18	16	Target is unable to cast magic
    Barblind	18	13	Increase your blind resistance
    Enstone		18	12	Adds earth damage to your melee attacks
    Fire		19	24	Fire based damage to target
    Sneak		20	12	Prevents enemies from hearing you
    Enaero		20	12	Adds wind damage to your attacks.
    Blazing 	20	8	Deals fire damage to enemys who attack you
    Gravity		21	24	Lowers targets movement and evasion
    Barblizzard	21	6	Increases your ice resistance
    Regen		21	15	Automaticly restores 5 HP/tick
    Enblizzard	22	12	Adds ice damage to your melee attacks
    Blink		23	20	Causes next attack/spell to miss you
    Barsilence	23	15	Increase your silence resistance
    Blizzard	24	30	Deals ice based damage to target
    Enfire		24	12	Adds fire damage to your melee attacks
    Sleep		25	19	Puts target to sleep
    Barthunder	25	6	Increases your lightning resistance
    Invisible	25	15	Prevents enemies from seeing you
    Cure III	26	46	Restores targets HP
    Protect II	27	28	Increases targets defense
    Enwater		27	12	Adds water damage to your melee attacks
    Thunder		29	37	Lightning based damage to target
    Dia II		31	59	Lowers targets defense more, deals 1 hp/tick
    Dispel		32	25	Remove a helpful enchantment from target
    Phalanx 	33	21	Gives you a certain level of damage resistance
    Stoneskin	34	29	Absorbs a certain ammount of damage
    Stone II	35	43	Stronger Earth based damage to target
    Bio II		36	66	Lowers targets attack more, deals 1 hp/tick
    Shell II	37	37	Increase targets magic defense
    Raise		38	150	Brings a dead player back to life
    Barvirus	39	25	Increase your virus resistance
    Water II	40	51	Stronger Water based damage to target
    Ice Spikes	40	16	Deals ice damage to enemys who attack you
    Refresh		41	40	Automaticly restores 3 MP/tick
    Barpetrify	43	20	Increase your petrify resistance
    Aero II		45	59	Stronger Wind based damage to target
    Poison II	46	38	Stronger version of Poison
    Sleep II	46	29	Stronger version of Sleep
    Protect III	47	46	Increase targets defense
    Cure IV		48	88	Restores targets HP
    Haste		48	40	Increase targets attack speed
    Fire II		50	68	Stronger fire based damage to target
    Shell III	57	56	Increase targets magic defense
    Shock Spikes	60	24	Deals thunder damage to enemys who attack you
    Protect IV	63	64	Increase targets defense
    Stone III	65	108	Earth based damage to target
    Water III	67 	119	Water based damage to target
    Shell IV	68		Increase targets magic defense
    Aero III	69	159	Wind based damage to target
    Fire III	71	145	Fire based damage to target
    Blizzard III	73	158	Ice based damage to target
    Cure V		73	144	Restores targets HP
    Thunder III	75		Lightning based damage to target
    Quests for Items and Scrolls
    Yes I know alot of these are BLM only, many of the quest scrolls are. But
    BLM IS the "prefered" RDM sub at high levels after all...
    I dont know the exact levels of fame required, im too lazy to go look it up
    and its too much work to find out myself. Remember, you can never have too
    much fame, so if the quest isnt offered, just do some other quests.
    -=Star Struck=-
    Client : Koru-Moru, Windurst Walls
    Reward: Circlet, lvl 9 RDM Headgear
    Required: Medium Fame
    Trade him a meteorite (its rare/ex). It can be found on enemies in the
    East/West Sarutabartua areas. Its a very very low drop rate. The
    circlet is pretty good for the lvl.
    -=Legendary Plan B=-
    Client: Kopuro-Popuro, Windurst Woods, Manustery
    Reward: Scentless Armlet
    Required: Medium Fame, "The All-New C-2000" and
    "A Greeting Cardian" quests cleared.
    Bring this ambitious Taru a, Revival Root, a Wolfs Hide, and a piece
    of Luminicloth. The Cloth is actually a little pricy for a low
    level character.
    -=Know One's Onion=-
    Client: Kohlo-Lakolo, Port Windurst, Behind Warehouse
    Reward: Blazing Spikes Scroll
    Required: Medium Fame, "Truth, Justice, and the Onion Way" Quest Cleared
    Trade 4 Wild Onions to Kohlo-Lakolo. Buy from the AH, or kill the
    goblins in the Sarutabarutas and Horutoto Ruins for them.
    -=Mean Machine=-
    Client: Unlucky Rat ,Bastok Metalworks, 1st floor, Cermet Factory
    Reward: Warp scroll, lvl 17 BLM
    Required: At least a little fame
    Simply go to the Auction house and buy a Slime Oil, then trade it to him.
    There are no low level slimes that can drop this, that im aware of, plus its
    very cheap at the AH.
    -=Making the Grade=-
    Client: Fuepepe, Windurst Waters, Aurastery
    Reward: Aspir scroll lvl 25 BLM
    Requirement: Medium Fame
    The quest can be very easy and cost you a few thousand gil, or it
    can be very hard, take hours and a full party of level 40+ characters.
    The easiest way is to simply buy the "Test Answers" from the Misc section
    of the Auction house. The hard way is to journey deep into the Inner
    Horutoto ruins and kill the Wendigos (Skeletons) for the test Answers.
    -=The Rumor=-
    Client: Novalmauge, Chateau d'Oraguille, G-8
    Reward: Drain scroll
    Required: At least a little fame
    Novalmauge wants some Beasts Blood. Buy at the Auction House. Too Easy.
    More quests coming...uhh....eventually?
    Section 7. Equipment, Weapons and Armor
    This section is really a no brainer. The Auction house is the best way to tell
    what you should be wearing, simply go into the approiate section, sort by
    level, then sort by job (in that order, doing it backwards nerfs things up).
    Armor - Basicly you should be wearing decent armor, similar to the attacker
    classes (not quite as good as the tanks at higher levels). Try to aim for rings
    and earings that add MP, INT, MND, and mabye resistance to Air. "Air
    resistance you say? Wtf??"
    The short answer is the the status effect "silence." It is the bane of every
    job that contains the word "Mage", and having a resistance to air also doubles
    as a resistance to silence. The Air Solea footgear adds Air resist and Evasion,
    which makes for a good peice of footgear that will last you a while. But its up
    to you really, Silence doesnt come into play all that often so it really takes
    a backseat to the other stats. The "Converts HP to MP" rings are very useful for
    Non-Taru RDM. Taru might actually want a "Converts MP to HP" ring. Evasion up
    gear is also a good idea.
    Weapon and Shield - Just find a good short sword and decent shield. The shield
    isnt too important, as long as you have something in that spot for the sake of
    your shield skill. At the earlier levels (till late 30s I guess) you can still
    hit well and deal good damage despite your best weapon skill (1 handed sword)
    not being a Rank A. But as the levels go by, you will slowly notice you start
    to miss way too much and dont deal enough damage to those "ITs". At that point
    you may want to keep both a good Sword, and a Club that adds +int/mnd so you
    can switch as needed.
    Section 8. Red Mage AF
    Quest for AF1: A Red Ordeal
    Weapon - Fencing Degen
    Level req. 41
    Damage 22
    Delay 224
    MP +10
    Int +1
    Mnd +1
    Other AF Quests Later. For now, heres the stats, so you can drool over them =P
    Headgear - A spiffy red hat with a white feather, like in original Final Fantasy
    Defense 23
    Level req. 60
    MP +20
    Int +3
    Elemental skill +10
    Enhances Fast Cast trait
    Body - A red vest, it stands out but not nearly as much as the hat
    Level req. 58
    Defense 44
    MP +14
    Cha +5
    Spell interuption -10%
    Enfeebling skill +10
    Gloves - Red of course, but as with all the other peices, not as stand outish as
    the hat. The hat is like a beacon that simply screams "Im a high level Red
    Level req.54
    Defense 16
    MP +12
    Dex +4
    Resist Dark +10
    Parry skill +10
    Legs - No more descriptions, go find a screen shot. A picture is worth a
    thousand words. Im pretty sure www.playonline.com has a good one.
    Level req. 56
    Defense 33
    MP +13
    Mnd +3
    Healing skill +10
    Enhancing skill +10
    Feet - Red Boots. Screenshot. Find.
    Level req.52
    Defense 13
    MP +11
    Agi +3
    Resist water +10
    Shield skill +10
    Section 9. Acquiring the Red Mage AF
    You must do the AF peices in order, from top to bottom. I will have them
    all listed in the correct order once I discover how to get other peices.
    -=Red Ordeal (AF1)=-
    Client: Sharzalion, South San d'Oria, the Pub/Inn
    Reward: Fencing Degen (RDM AF Weapon)
    Talk to Sharzalion. She will ask for an item, something like Orcish Food.
    The NM that drops the key that leads to this item is in Davoi. It will
    eventually spawn at E-9 once you kill the place holder orcs. The NM is a
    very dangerous Black Mage named Purpleflash. Hes a big fan of the GA's and
    II's (such as Firaga or Stone II) so Shell II is a MUST. I think the NM is
    only level 45-50, so with 2 players above 55 you should be able to take
    him out.
    Once he drops the Storage Key, you need to find the "Storage Hole" in Davoi.
    This is easier said then done, as the spot seems to teleport randomly around
    the zone, every 60-120 seconds. (This is not an exact time, just an educated
    Once you find the hole, quickly trade it the key and get your Orcish Food.
    Then simply return and trade it back to your cilent.
    NOTE: If you /shout asking (nicely) where the storage holes, nearby players
    may tell you if they spot it.
    Section 10. How to Play a Red Mage
    In this section I will typify and generalize what a RDM should and should not
    be doing in a normal (successful) battle.
    When soloing early on (lvl 1-10), simply start by casting a debuff or two from
    a distance, then engage the enemy in melee. Theres not much more to it then
    In a party you should be focusing on debuffs. Blind, Paralyze, Dia, those kind
    of spells. Later, the battles sometime last long enough that the debuffs will
    wear off, and so obviously, you will need to recast them. Having a RDM can take
    away the need for a BLM and WHM to blow part of their time and MP on Debuffs
    that work less often and for shorter periods of time. Debuff Examples are
    causing enemy to inflict less damage with Bio, lose attacking time when
    Paralyzed, miss altogether with Blind, and lose defense with Dia. Then you
    basicly move into melee and start attacking. Also, you can do backup healing
    since those debuffs are generally very cheap. Because the enemy is less
    dangerous and inflicts far less damage, this means less pressure on the WHM
    to heal. More WHM MP means more EXP chains, making RDM a valuable job. Its
    probably more efficent to have a RDM and a WHM then to have two WHM, though
    dont quote me on that.
    Once you get Convert (lvl 40 Ability) and learn Refresh (lvl 41 Spell) Red Mages
    become more popular. Many times you will be invited to a party where they dont
    really want you to do anything except cast a few debuffs, and then constantly
    keep all their mages refreshed. It happens. Also a RDM / WHM can make an
    excellent Main Healer when looking to chain enemies, because they can refresh
    themselves, and Convert between battles. But typically at 40, you should no
    longer need a guide telling you what to do, you should know already to debuff,
    En/Melee when needed, Backup heal, and Magic Burst at every oppertunity.
    Strategic retreats - This is another area where the RDM shines. When shit hits
    the fan and you need to run, more often then not half your party will fall to a
    grisly fate before reaching the zone. And if the White Mage uses benidiction,
    then s/he is mostly likey the first to fall. However as a Red Mage part of your
    job is to see it never comes to such a thing. There are several ways to help
    prevent this situation from ever occuring but your 1/6th the party, so if the
    other 5/6th manage to botch things up theres not a thing you can do to stop it.
    However there are plenty of ways to walk away from such a situation without a
    single death.
    The first is Bind. A level 11 spell that prevents and enemy from moving. It
    doesnt hold strong enemies for more then a few seconds but sometimes thats
    enough for your party to make their escape. Enemies can still use spells or
    ranged attacked. Not that great at higher levels.
    The second, and much more efficent way, is Gravity. A level 21 spell, this
    reduces the targets Evasion, and movement speed. As you may know, Monsters
    have a nasty habit of hitting you while giving chase, even though they seem
    to be too far away and you can never seem to hit them if the situation is
    reversed. Most enemies are exactly as fast as a human character and some are
    faster....there are very few (if any at all) that are slower. But gravity cuts
    down monster movement speed to half! This spell easily allows you and your
    party to escape the monsters drasticly oversized melee range, and flee to
    The third and most popular way is sleep. At level 25 RDM learn sleep and so
    unless someone damages the monster, it will typically stay asleep for a long
    time (a long time to escape, not long enough to sit down and heal) Ive seen
    groups of monsters that were totally immobilized by a high level Bard and Mage
    using sleep spells and songs so dont underestimate the power of sleep. Just
    let your party know not to hit it anymore.
    Just be warned when the status wears, and the enemy is unbound, unweighted,
    or awake, YOUR most likely going to be their new best friend. Blink or Stoneskin
    would be a wise choice.
    Section 11. Where to level
    level 1-10 - Sub or no sub, you should be able to solo till about level 10.
    Start the battle by drawing your weapon from a distance, then casting a spell
    on the enemy. Level 1-5 all you really have is Dia, which is fine. At level
    6 you get paralyze which is a slow casting spell, making it a prime choice
    to start the battle with. Basicly cast your debuffs, then smack the enemy
    with your sword till it goes down, curing yourself as needed.
    level 10-14 - now you need to start partying. Perfection wont be demanded so
    relax and learn the ropes, youve got some space to screw up still, at this
    point deaths dont hit your EXP nearly as hard as later on. Better to make your
    mistakes early when they wont cost you as much. Basicly one person should pull
    to the area youve decided to camp, and inbetween battles all the mages rest
    for MP. Simple and basic concept.
    level 15-20 - I suggest going to valkurm dunes, since you will want to unlock
    your sub job there at level 18 anyways.
    The following is an excerpt from Tyrant234's Subjob/Advanced Job FAQ, also
    found at Gamefaqs.com
    There are two places you can obtain a sub-job.  The first
    of which is Selbina, in the Valkurm Dunes, halfway between
    San d'Oria and Bastok.  The second is Mhuara, a port city
    Northeast of Windurst.
    Once you receive the SubJob quest from either Selbina or
    Mhaura, you cannot go to the other town and attempt to do
    that quest.  Be absolutely certain you want to do the quest
    in the town that you are in before talking to the NPC that
    enables that quest.  Those NPC's are Isacio and Vera, from
    Selbina and Mhaura respectively.
    In my opinion, the Selbina SubJob quest is the easier of the
    two as Snippers, Damselflies and Ghouls are nowhere near
    the difficulty of a Bogy at this stage in the game.  However,
    Bogy's are not near the rarity of a Ghoul, and Ghouls do tend
    to have a very low drop rate for the Magicked Skull.
    In order to get a SubJob in Selbina, several conditions
    must be met:
    1) You must have a Damselfly Worm
    2) You must have a Magicked Skull
    3) You must have a Crab Apron
    4) You must be level 18.
    In order to get a SubJob in Mhaura, several conditions
    must be met:
    1) You must have a Dhalmel Spit
    2) You must have a Mighty Rarab Tail
    3) You must have a Bloody Robe
    4) You must be level 18.
    And thats all from Tyrant234's Subjob/Advancedjob FAQ.
    I personally agree. Both Ghouls and Bogys only show between the hours of
    22:00-4:00 but Bogys are a level 25 monster, and a very nasty one at that.
    But if you have a high level friend who doesnt mind coming to kill a bogy
    for you, the drop rates on the Bloody Robe arent too bad. From my experiance
    they drop the robe about 1/3rd of the time.
    level 20-28 - You must make the dangerous walk to Jueno eventually, and 20 is
    the level most people choose to go. Thats because the chocobo quest is doable
    at 20 (NOTE: Now its 15 but it used to be 20) and this way you dont need to
    leave and go back to valkurum to get your sub job unlocked. You can also start
    leveling at Quifim (connected to port jueno) at level 20. The enemys there
    start getting weak at 26 or 27, and By 28 you cant even chain enemies for
    good exp anymore. Thats when you know its time to move on.
    After that, most people move to Khazam, or one of the areas surrounding Jueno,
    but where you go is up to you...
    Section 12. BALLISTA!
    Ballista is an awesome new (at the time of my writing this) feature that has
    been added. You get to join a team of people from the same nation (Windurst,
    SanDoria, or Bastok) and duke it out with people from other nations, in a
    game that appears to be a wacky mix of Soccer, Halo, and Kill the Carrier.
    The rules are simple (more detailed rules at playonline.com)
    You /quarry to find items such as Petras. You can also occasionally find
    HP/MP potions, or invisible powder.
    Petras are used to score goals. TO score a goal you must touch a ROOK while
    you have at least 1 petra and the gate breech status. Your team will gain
    points equal to the number of petras you have, you will then lose all petras
    and your gate breech status.
    By killing an enemy player you recieve "Gate Breech" status which means your
    allowed to score.
    /quarry digs for items
    /sprint is like a mini version of flee that anyone can use, but you CANNOT
    use it if you have 1 or more petras.
    /scout tells you where the nearest ROOK is
    If you DIE you have 3 options (You will Never lose ANY exp during Ballista)
    Respawn: Back to a predetermined point. Full Status, No Weakness, But you lose
    ALL Petras and Gate Breech Status.
    Auto-Raise (Wait): An auto raise type effect will eventually kick in, bringing
    you back to life on the spot. Full HP, Half MP, No Weakness, but again you
    lose ALL Petras and Gate Breech Status.
    Raise: Only occurs a teamates Raises you. You recieve the Weakness effect
    (lasts for 5 min), same as any ordinary raise. However you get to keep all
    your collected Petras and I think (im not sure) you keep Gate Breech. This
    can be dangerous cause one good hit from a powerful foe could bring you down
    again, giving that enemy the gate breech status. Plus, 150 MP is ALOT when your
    fighting in a 60 minute battle. Endurance is key
    Basic Strat
    So far I have just started playing so I have little else to say YET. However
    RDM seem to be a very valid class for this game, since they can bind enemy
    players, and heal friendlies. I plan to participate in many many ballista
    events during the next few weeks so if you see me, /wave!
    MAGE TIP: Bring Juice for MP regen. You will ALWAYS be low on mana, unless your
    hiding, and thus, not helping your team.
    MELEE TIP: Bring Selbina Milk for HP regen. Its not worth a lot of HP but it
    can sure save your butt, and its pretty cheap.
    Closing Section 1. Frequantly Asked Questions
    Wouldnt be much of a FAQ without this section eh? If you have any questsions
    not covered in this FAQ feel free to e-mail me.
    Q. If Red Mage can do some of everything, doesnt that make it the best class?
    A. No! It makes it a very versatile class but you can only do so many things
    at once. Red Mage is the best AT Enfeeble. Just like White is the best AT
    Healing, and Black Mage is the best AT getting the party killed by casting
    stonega into a room full of bats....well you get the idea
    Q. Can I solo after level 10?
    A. Solo for EXP? Not really, this is a game that emphasizes partying. Only
    the beastmaster can effectivly solo for EXP after 15.
    Q. Why cant I be a Galka? Or an Elvaan? I dont care what you say, im being
    a Galka RDM anyway!
    A. Your absolutely right! its your character and your choice, and no one has
    any right to tell you what you can and cannot do as long as it doesnt infringe
    on their rights. But I do suggest you go read my section titled "choosing a
    race" beforehand. Here is an actual quote from a party leader, during one of
    my many party experiances.(our party was all about lvl 20, 5 members)
    PT Leader "No ones /inv.... except a level 20 RDM/WAR.... elvaan  =/  Should
    we invite him?" Rest of Party, almost as if responding in usion "No"
    So as you can see, you CAN be whatever Race you want, but dont expect parties
    to fight over you.
    Q. Is Red Mage Expensive? I can never seem to afford everything I want!
    A. Red Mage does seem costly at first but its not nearly as bad as a Ranger
    or Ninja. Also you can skip alot of spells if your short on gil. The most
    important thing to do is to stay current with your debuffs, and try to get
    stat + items. Also make sure you have a decent sword and shield, No one will
    be expecting you to tank or take much damage so DEF boosting armor should
    come last.
    Q. What foods and drinks should I be using?
    A. At lower levels, honey can be found on the bees, so I suggest you simply
    store it away till you start to party. You should be able to save up a
    stack of 12, or mabye even two stacks. Honey restores a few extra HP and MP
    when meditating, and lasts a half hour. Juices add auto-refresh but only
    last for a few minutes. Both of those items help with exp chains. The
    strength and duration of the refresh vary by the juice type. Later you
    will want to start using Khazam Pinnapples and Apple Pies. Pineapples give +5
    INT and Apple Pies give +5 INT and +25 MP but Pineapples are much cheaper.
    Both last 30 minutes.
    Q. So whats the deal?! Do Bio and Dia stack, or cancel each other?!
    A. Sadly I have no hard evidence to prove either side, but far more experianced
    players seem to believe they cancel, rather then stack. I guess I would have
    to say they cancel as well since I dont recall ever seeing Bio and Dia active
    at the same time on me. But thats specious reasoning now isnt it...
    Q. Why cant I be a really good Galka RDM? I can just use my RSE and get a big
    boost to MP and INT! Then I have really high HP, MP and INT! So there!
    A. Dont kid yourself into thinking that at level 60 your going to want to
    still be wearing your level 30(ish) RSE equipment. Everyone else in your party
    will just laugh and laugh....
    Q. You mentioned in your 'Where to level' section that the minimum level for the
    chocobo quest has dropped to 15, but that's not exactly accurate.  I'm pretty
    sure you still have to be 20 to do the actual quest, but now you can RIDE at 15
    [if you change to a lower level class].
    A. Thats entirely possible but all of my characters did the quest well before
    the limit was dropped to 15 so I have no way of knowing. Just to clarify, at
    15 you can ONLY rent from inside a town (cant rent at Gate Mea, Dem, etc)
    and the riding time is half, 15 minutes. No riding gear helps either.
    Q. *flame*flame* elvaan and galka make graet RDM @nD pwn @ll u suk n00b *spam*
    A. Go fly a kite near some powerlines.
    Q. I saw you on a different server then seraph, and you were a real asshole.
    A. Wasent me, I ONLY play on SERAPH.
    Closing Section 2. Credits, Thanks, and stuff that simply dosent fit anywhere
    First of all, Thank you to all my friends and family who have tolerated me
    and my antics over the years, youve all been a great source of inspiration!
    Thanks to the members of my linkshell, "Strength in Lunacy" for proving that
    sanity and sleep are both greatly over rated.
    My special thanks to:
    "Simozene" for his help with information gathering,
    "Medicus" for his motivational speeches about how school is more important,
    "Faranim" for being such a spoony bard, I mean helping with quests,
    "Keichan" for loaning (and borrowing) obscene ammounts of money,
    "Lhexh" for looking up lots of stuff I was just too lazy to check,
    and last but not least,
    "Lethos" for providing me with horrible misfortunes to laugh at/about.
    "<generic-monster-of-DEATH> hits Lethos for <severe-overkill> damage"
    No matter how many times it happens, its always funny, if not funnier
    My Thanks goes out to both "Square Enix" for making such an addicting game,
    and "GameFAQs" for being the first to host my FAQ.
    And last (but certainly not least) I thank myself for putting upaid, and
    unrewarding hours into writing this FAQ based on my experiance. Go Me!

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