Uses black, white and red magic.Description
They have well-rounded stat growth between physical and magic attack power, and are sought for their extremely useful Doublecast ability. Even when silenced, they can still dish out decent physical damage with rapiers with their surprisingly good Attack Power.
The Red Mage is the viera's mid-tier balanced job. Their stats are almost identical to the Elementalist, although the Red Mage has lower MP, slightly lower Magic Power, and slightly higher Speed.
|HP||MP||Atk||Def||Mag Pwr||Mag Res||Spd|
|6.8 C+||2.6 C-||8.1 B-||7.6 C||8.4 B||7.6 C||1.3 C|
Red mage command. Use offensive magic.Description
|Raises weapon defense and magic resistance.|
|Generates damaging ball of flame.|
|Calls down lightning to deal damage.|
|Creates chunk of ice to deal damage.|
|Eases pain and heals HP. Deals damage to zombies.|
|Releases sleeping gas to put target to sleep.|
|Spew out poison gas, poisoning target.|
|Cast two spells in quick succession.|
|Catch||Chain Plate||Catches thrown item and places it in stock.||300|
|Magic Pow+||Colichemarde||Increases damage dealt by magic.||300|
|Red Combo||Mythril Rapier||Easily chained combo ability for red mages.||100|
Strikingly similar to Elementalists, Red Mages are fit for both physical and magical combat. They have balanced stats with above average speed. Their Red Magic contains the core abilities from the Black and White Magic ability sets, as well as a few more support magic. Red Mages can work as spellcasters, healers, and supporters. Their "signature" ability, Doublecast, although difficult to acquire, allows the user to cast two magic spells they know during one turn allowing for endless strategies (see below). The unique character Eldena comes with Doublecast already mastered. Being flexible units, Red Mages also benefit from the abilities of nearly any other viera class.
Being so average, Red Mages can be outdone by more specialized units. Besides their speed, their other stats are unremarkable. Doublecast is great, but over reliance on it will spell trouble if the Red Mage is silenced. Overall, Red Mages are incredibly flexible, able to use many kinds of abilities and play different combat roles. Red Mages are also valuable for Doublecast alone, and other magically inclined viera may as well pick up some Red Magic just for Doublecast.
Enemy Red Mages usually do middling damage against tanky units, and often get outpaced by units like Jugglers. They have some physical combat capability, but it's nothing that some good melee fighters can't handle. Should the enemy Red Mage know Doublecast, the threat measure increases substantially. Red Mages with Doublecast are dangerous and demand to be prioritized. Silencing or otherwise disabling access to Doublecast cuts Red Mages off from their greatest source of power.
Doublecast casts two magic spells at once, not limited to Red Magic. E.g. if Spirit Magic is the secondary A-Ability, one can use those spells when Doublecasting. The MP cost of Doublecast is the combined totals of the magic cast, and so may vary. One can use Doublecast to bypass some laws, like restrictions against using summons or Fire, Lightning, Ice and Holy, because Doublecast is only seen as a Red Magic ability with no elemental affiliation. Doublecast can also bypass the "Target Area" law since some spells are intended for a single target (like the offensive Spirit Magic spells); this can help if the player needs to eliminate their enemies and aid allies afterward.
One potent combination is the Summoner class. Players may start out battles with both Reflect and Auto-Regen on their entire team. Phoenix allows players to revive multiple units at once followed by Unicorn to heal them to full HP (while also damaging any undead in the area) or add various status effects from either spellset on the same turn.
- Red Mages cannot use staves, despite wielding one in their official artwork.