Red Mages excel at both offensive and restorative magic, making them versatile and vital battlefield companions.
In-game description
The Red Mage is a job in Bravely Default II. The job boasts a balance of both restorative and offensive magic, wielding a wholly unique set of spells in each category rather than simply possessing lower-level spells used by White Mages and Black Mages as Red Mages often do. Red Mages possess the job command Red Magic, providing full lines of both earth and wind-elemental spells, as well as a full line of fixed-HP healing spells.
The Red Mage job has mediocre stats, with magic attack and MP stats below average, but it is likely balanced that way as its unlockable Chainspell specialty casts every spell twice at once for the same cost, producing an effective doubling in its magical attacking and restorative capabilities.
The Red Mage Asterisk holder is Roddy McGranate, an old friend of Elvis. After losing the Asterisk and while subsequently accompanying the party, Roddy still uses the Red Magic Stone, Aero, and Heal, learned from the Asterisk, to help the heroes.
Appearance[]
When using the Red Mage Asterisk, both Roddy and the heroes wear an outfit whose defining characteristics are a red coat and pomegranate imagery.
Job Overview[]
Red Mages excel at both offensive and restorative magic, making them versatile and vital battlefield companions.
In-game description.
The Red Mage has a better affinity for physical attacks as well as superior speed, physical defense, and HP to other mage jobs, and notably has exceptional magical defense, but this is at the cost of lower MP than any of them, and lower magical attack and restorative power than the mages who specialize in each of those. The highest weapon proficiency of Red Mages is an A in swords, and many swords do boost magical stats, but a solid B in staves means that a staff with sufficiently high magical stat boosts to overcome the proficiency difference may be preferable.
The Red Mage has great utility due not only to its spell options but also to its speciality, Nuisance, which allows elemental spells to inflict status conditions dependent on the element, so giving a Red Mage the Black Mage sub-job expands the status-inflicting options as well as the weakness-exploiting options. Red Mage, as a main job or sub-job, pairs well with White Mage too, providing an additional mode of healing, and one that gets heavily augmented by the second White Mage speciality Holistic Medicine, allowing their normally single-targeting Heal line of spells to affect the whole party. A Red Mage can also benefit from Oracle as its sub job, expanding its supportive options while also gaining access to the Triple line of spells for multi-hit attacks and 3 more elements, and equipping the Spiritmaster passive Sub-Job Speciality 1 enables the Oracle specialty In One’s Element, providing valuable MP saving and a potential power boost for offensive Red Magic and the Triple spells. Additionally, the second Red Mage specialty, the familiar Chainspell, dramatically improves both their offensive and restorative potential by allowing any spell to be cast twice in one action at no extra cost, making it an ideal main job to pair with any magic-focused job in spite of the lower magic stats. The returning Revenge and Magic Critical are both passives learned by leveling up a character as a Red Mage that make investing in the job worthwhile for many strategies.
Overall, due to its versatility in options, without those options tapering out at a low level as is usual for Red Mages, the Red Mage remains a useful magic damage dealer and secondary healer throughout the game, a useful job in its own right that can be highly effective in combination with other magical jobs.
Job Characteristics[]
Proficiency[]
Stats[]
Stat | Rank | Stat | Rank |
---|---|---|---|
HP | B | MP | D |
Physical Attack | D | Magical Attack | C |
Physical Defence | C | Magical Defence | S |
Restorative Power | B | Speed | B |
Weight | C | Chance of Being Targeted | D |
Aim | D | Evasion | C |
Critical Chance | E |
Equipment[]
Daggers | Swords | Axes | Spears | Bows | Staves | Shield |
---|---|---|---|---|---|---|
B | A | D | E | B | B | D |
Specialities[]
Speciality | Description |
---|---|
Nuisance | All attack spells also have a chance of inflicting status ailments. The ailment inflicted depends on the spell element. |
Chainspell | All spells cast are performed twice at no extra MP cost. |
Abilities[]
The Red Mage's fixed commands are Red Magic.
Ability | Level | Category | Cost | Description |
---|---|---|---|---|
Stone | 1 | Command | 15 MP | Perform an earth magic attack on a target/all targets. |
Aero | 2 | Command | 15 MP | Perform a wind magic attack on a target/all targets. |
Heal | 3 | Command | 14 MP | Restore 1000 HP to a target. |
Stonera | 4 | Command | 38 MP | Perform a powerful earth magic attack on a target/all targets. |
Aerora | 5 | Command | 38 MP | Perform a powerful wind magic attack on a target/all targets. |
Healara | 6 | Command | 36 MP | Restore 2000 HP to a target. |
Magic Critical | 7 | Passive | 1 Slot | Enables magical attacks to inflict critical hits. |
Revenge | 8 | Passive | 1 Slot | Roughly 25% chance of the user's BP increasing by one when attacked. |
Healaga | 9 | Command | 49 MP | Restore 3000 HP to a target. |
Stonega | 10 | Command | 66 MP | Perform an extremely powerful earth magic attack on a target/all targets. |
Aeroga | 11 | Command | 66 MP | Perform an extremely powerful wind magic attack on a target/all targets. |
Disaster | 12 | Command | 100 MP | Perform an extremely powerful magic attack on a target that combines the powers of earth and wind. |
Quake | 13 | Command | 80 MP | Perform an incredibly powerful earth magic attack on a target. |
Tornado | 14 | Command | 80 MP | Perform an incredibly powerful wind magic attack on a target. |
HP/MP Convertor | 15 | Passive | 2 Slots | Using abilities during battle expends HP instead of MP, but at 10 times the MP cost. |
Special[]
The Red Mage's Special is Gale Force Flurry, a powerful wind-imbued magical attack on all enemies, with an additional effect of increasing the party's Magical Attack and Speed by 15% each for a short duration of time. In order to perform the move, players must have the character as a Red Mage use their Red Magic abilities 13 times in battles.