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Battlemages equally skilled with maces and magicks.

Final Fantasy XII: The Zodiac Age description

Red Battlemage, is a License Board in the Zodiac versions of Final Fantasy XII. It is represented by the zodiac sign of Cancer. Red Battlemage is a "jack of all trades" job, with a variety of magick.

The Red Battlemage has access to 142 licenses, which require 8,111 LP to unlock, as well as up to 14 additional licenses through summon licenses costing 915 LP, and 3 additional licenses costing 220 LP through Quickening licenses.

Profile[]

Red Battlemages have the largest selection of magick to choose from: some black magick, white magick, time magick, and their exclusive class is arcane magick. Their main weapon is the mace, whose damage is enhanced by the character's Magick stat. For Strength builds, they also have the option of greatswords. Red Battlemages can equip mystic armor to improve their magick and shields to improve their evasion. They have not only the powerful Balance, but also the Souleater with which to controllably lower their HP. Similarly, Souleater can aid in getting more combo attacks, that are more likely at low HP. Being on critical health also boosts magick damage by activating the Spellbreaker license, once purchased.

Red Battlemages do not learn Last Stand or Shield Block augments. They only have one Swiftness augment.

In The Zodiac Age version, the player can choose two license boards for each party member. A good combination with Red Battlemage is Black Mage, boosting their Magick stat and letting the character use the Flame Staff to boost Red Battlemage's ultimate spell, Ardor. If used on oiled enemies, this can be the best damaging move in the game. A similar fire-boosting weapon, the Burning Bow, is available with Archer. Archer also gets three Swiftness licenses, unlocks all the Item Lores and gets Heavy Armor up to 12, and gives Strength and Speed, but offers less Magick Power. Getting Exodus for Red Battlemage can open up Heavy Armor 8, 9, and 10 for itself, but also Heavy Armor 10, 11, and 12 for Archer without needing Shemhazai (and vice versa), since 10 is activated on the Archer's board.

Pairing Red Battlemage with Machinist allows for ranged physical attack potential with guns, which do not use the wielder's stats to calculate damage. The pairing can become a good debuffer. With Famfrit, this combination gains plenty of time magicks as well, only missing out on Haste, Berserk, Stop, and Bleed. Hastega surpasses Haste, and Berserk can also be achieved via an accessory or Bacchus's Wine. However, Famfrit is obtained very late in the game, at the end of the last mandatory dungeon. A niche use of this pairing would be using a Machinist's Stamp technick to inflict enemies with the ailments from the Red Battlemage's Ensanguined Shield. This pairing also allows one to use the dark-boosting Black Robes with the Dark Shot. The Machinist's measures grant 35 physical Evade and allow the use of a shield, meaning the pairing can equip the Zodiac Escutcheon to reach 100 physical evade and have good magickal evasion on top. However, most tough enemies and hunt marks have Ignore Evade passive, meaning their attacks will always hit.

Knight and Monk are also powerful options. Both provide additional HP and Battle Lores, and stronger equipment to survive longer and fight more effectively on the front line. Both jobs grant access to Curaja, allowing the character to continue performing as a healer for the entire game. Knight also provides Faith for improving the Red Battlemage's native abilities. Monk, depending on Esper allocation, can provide Holy, which can be boosted by the Red Battlemage's ability to wear the White Robe, alongside Esunaga, Protectga, and Shellga, further improving the Red Battlemage's healing and supportive power. A Monk can also gain access to Arise and Renew, which are normally only available with White Mage. Monk adds the offensive power of maximum Battle Lores and pole weapons with a high combo rate.

License Board[]

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1 Tch. Mgk
2 Smn Qck. Smn Mgk Aug. Arm. Arm.
3 Acc. Acc. Gmb. Gmb. Gmb. Mgk Smn Qck. Arm.
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10 Smn Acc. Acc. Acc. Acc. Acc. Tch. Arm. Wp.2 Aug. Arm. Arm. Arm. Arm. Arm.
11 Smn Aug. Aug. Arm. Arm.
12 Wp.1 Wp.2 Aug. Arm. Arm. Wp.1
13 Aug. Smn Aug. Aug. Arm. Arm. Smn Wp.1
14 Qck. Arm. Aug. Aug. Aug. Aug. Aug. Wp.2 Aug. Arm. Arm.
15 Arm. Aug. Aug. Aug. Aug. Aug. Aug. Aug. Aug. Aug. Arm. Tch.
16 Qck. Aug. Wp.2 Aug. Aug. Aug. Aug.
17 Smn
18 Wp.1
19
Legend
Aug. Augment
Qck. Quickening
Smn Summon
Acc. Accessory
Arm. Armor
Wp.1 Weapons 1
Wp.2 Weapons 2
Wp.3 Weapons 3
Tch. Technick
Gmb. Gambit
Mgk Magick
Esn. Essentials
2nd Second Board

License list[]

Equipment[]

Name Description LP cost
Greatswords (1) Allows character to equip Claymore. 50
Greatswords (2) Allows character to equip Defender and Save the Queen. 70
Greatswords (3) Allows character to equip Ultima Blade. 80
Greatswords (4) Allows character to equip Ragnarok. 100
Maces (1) Allows character to equip Mace and Bronze Mace. 30
Mace (2) Allows character to equip Bhuj and Miter. 40
Mace (3) Allows character to equip Thorned Mace and Chaos Mace. 60
Maces (4) Allows character to equip Doom Mace and Zeus Mace. 65
Maces (5) Allows character to equip Grand Mace and Bone of Byblos. 115
Mystic Armor (1) Allows character to equip Cotton Cap, Magick Curch, and Light Woven Shirt. 10
Mystic Armor (2) Allows character to equip Pointy Hat, Topkapi Hat, Silken Shirt, and Kilimweave Shirt. 15
Mystic Armor (3) Allows character to equip Calot Hat, Wizard's Hat, Shepherd's Bolero, and Wizard's Robes. 20
Mystic Armor (4) Allows character to equip Lambent Hat, Feathered Cap, Chanter's Djellaba, and Traveler's Vestment. 25
Mystic Armor (5) Allows character to equip Mage's Hat, Lamia's Tiara, Mage's Habit, and Enchanter's Habit. 30
Mystic Armor (6) Allows character to equip Sorcerer's Hat, Black Cowl, Sorcerer's Habit, and Black Garb. 40
Mystic Armor (7) Allows character to equip Astrakhan Hat, Gaia Hat, Carmagnole, and Maduin Gear. 50
Mystic Armor (8) Allows character to equip Hypnocrown, Gold Hairpin, Jade Gown, and Gaia Gear. 60
Mystic Armor (9) Allows character to equip Celebrant's Miter and Cleric's Robes. 70
Mystic Armor (10) Lets the character to equip Black Mask and Black Robes. 75
Mystic Armor (11) Allows character to equip White Mask and White Robes. 80
Mystic Armor (12) Allows character to equip Golden Skullcap and Glimmering Robes. 90
Mystic Armor (13) Allows character to equip Circlet and Lordly Robes. 110
Shields (1) Allows character to equip Leather Shield and Buckler. 15
Shields (2) Allows character to equip Bronze Shield and Round Shield. 20
Shields (3) Allows character to equip Golden Shield, Ice Shield, and Flame Shield. 25
Shields (4) Allows character to equip Diamond Shield, Platinum Shield, and Dragon Shield. 30
Shields (5) Allows character to equip Crystal Shield and Kaiser Shield. 35
Shields (6) Allows character to equip Aegis Shield and Demon Shield. 40
Shields (7) Allows character to equip Venetian Shield. 65
Shell Shield Allows character to equip Shell Shield. 90
Ensanguined Shield Allows character to equip Ensanguined Shield. 100
Zodiac Escutcheon Allows character to equip Zodiac Escutcheon. 235
Heavy Armor (8) Allows character to equip Platinum Helm and Platinum Armor. 65
Heavy Armor (9) Allows character to equip Giant's Helmet and Carabineer Mail. 70
Heavy Armor (10) Allows character to equip Dragon Helm and Dragon Mail. 80
Accessories (1) Allows character to equip Orrachea Armlet. 5
Accessories (2) Allows character to equip Bangle and Firefly. 20
Accessories (3) Allows character to equip Diamond Armlet and Argyle Armlet. 25
Accessories (4) Allows character to equip Battle Harness and Steel Gorget. 35
Accessories (5) Allows character to equip Tourmaline Ring and Embroidered Tippet. 35
Accessories (6) Allows character to equip Golden Amulet and Leather Gorget. 35
Accessories (7) Allows character to equip Rose Corsage and Turtleshell Choker. 40
Accessories (8) Allows character to equip Thief's Cuffs and Gauntlets. 45
Accessories (9) Allows character to equip Amber Armlet and Black Belt. 30
Accessories (10) Allows character to equip Jade Collar and Nishijin Belt. 40
Accessories (11) Allows character to equip Pheasant Netsuke and Blazer Gloves. 45
Accessories (12) Allows character to equip Gillie Boots and Steel Poleyns. 60
Accessories (13) Allows character to equip Berserker Bracers and Magick Gloves. 60
Accessories (14) Allows character to equip Sage's Ring and Agate Ring. 70
Accessories (15) Allows character to equip Ruby Ring and Bowline Sash. 70
Accessories (16) Allows character to equip Cameo Belt and Cat-ear Hood. 70
Accessories (17) Allows character to equip Bubble Belt and Fuzzy Miter. 80
Accessories (18) Allows character to equip Sash and Power Armlet. 80
Accessories (19) Allows character to equip Indigo Pendant and Winged Boots. 100
Accessories (20) Allows character to equip Opal Ring and Hermes Sandals. 115
Accessories (21) Allows character to equip Quasimodo Boots and Nihopalaoa. 130
Accessories (22) Allows character to equip Germinas Boots and Ring of Renewal. 160
Ribbon Allows character to equip Ribbon. 215

Magick[]

Name Description LP cost
White Magick 2 Allows character to cast Vox and Poisona. 20
White Magick 3 Allows character to cast Protect and Shell. 25
White Magick 4 Allows character to cast Cura and Raise. 30
White Magick 5 Allows character to cast Dispel and Stona. 40
White Magick 6 Allows character to cast Curaga and Regen. 50
White Magick 7 Allows character to cast Cleanse and Esuna. 60
Black Magick 3 Allows character to cast Aqua and Silence. 25
Black Magick 4 Allows character to cast Aero and Sleep. 30
Black Magick 5 Allows character to cast Fira and Poison. 40
Black Magick 6 Allows character to cast Thundara and Blizzara. 50
Black Magick 9 Allows character to cast Firaga and Thundaga. 90
Black Magick 10 Allows character to cast Blizzaga and Sleepga. 90
Time Magick 1 Allows character to cast Slow and Immobilize. 20
Time Magick 2 Allows character to cast Reflect and Disable. 30
Time Magick 3 Allows character to cast Vanish and Balance. 40
Green Magick 1 Allows character to cast Decoy and Oil. 40
Green Magick 2 Allows character to cast Drain and Reverse. 50
Green Magick 3 Allows character to cast Bubble and Syphon. 90
Arcane Magick 1 Allows character to cast Dark and Darkra. 40
Arcane Magick 2 Allows character to cast Death and Darkga. 50
Arcane Magick 3 Allows character to cast Ardor. 110

Technicks[]

Name Description LP cost
Charge Restores user's MP and Mist Charges. If the technick fails, MP is reduced to 0. 30
Souleater Consume HP to deal damage to one foe. 35
Steal Steal from one foe. 20

Augments[]

Name Description Amount LP cost
Martyr Gain MP after taking damage.[note 1] 1 30
Channeling Reduces magick MP cost by 10%. 3 30/50/80
+110/190/230/270/435 HP Increases HP by 110/190/230/270/435. 5 40/60/70/80/130
Magick Lore Increases Magick potency. Mag+1 12 30/30/30/30/50/50/50/50/70/70/70/70
Battle Lore Increases physical attack damage. Str+1 3 30/30/30
Warmage Gain MP after dealing magick damage.[note 1] 1 30
Ether Lore 1 Ethers restore 10% more MP. 1 20
Inquisitor Gain MP after dealing physical damage.[note 1] 1 30
Spellbreaker Increases magick power when HP critical. 1 65
Headsman Gain MP after defeating a foe.[note 2] 1 30
Spellbound Increases duration of status effects. 1 30
Serenity Increases magick power when HP is full. 1 70
Swiftness Reduces action time by 10%. 1 30

Espers and Quickenings[]

Name Licenses unlocked LP cost
Quickening White Magick 2 50
Quickening +230 HP 75
Quickening None 100
Quickening +435 HP 125
Belias None 20
Mateus None 30
Zalera None 30
Adrammelech None 35
Shemhazai White Magick 7 50
Hashmal Steal 50
Cúchulainn Black Magick 9 and Black Magick 10 50
Zeromus Channeling 65
Exodus Heavy Armor 8, Heavy Armor 9, and Heavy Armor 10 65
Famfrit Battle Lore (x2) 100
Chaos Great Swords (3) 100
Ultima Great Swords (1) and Great Swords (2) 115
Zodiark Great Swords (4) 200

Etymology[]

In the original Japanese, the job is referred to as Red Warmage (赤魔戦士, Aka Masenshi?). "Red Battlemage" in The Zodiac Age release was likely chosen to emphasize its additional melee capabilities and differentiate it further from the standard Red Mage, which focuses more heavily on casting.

Notes[]

  1. 1.0 1.1 1.2 Damage 1–499=1 MP
    Damage 500–1499=2 MP
    Damage 1500–2599=3 MP
    Damage 3000–4999=4 MP
    Damage 5000–5999=5 MP
    Damage 6000–6999=7 MP
    Damage 7000-7999=10 MP
    Damage 8000–8999=15 MP
    Damage 9000–9998=20 MP
    Damage 9999+ =30 MP
  2. MP recovery = Enemy's level / 4
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