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Red Mage (Bravely Default)

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BDFF Red Mage
Main article: Red Mage
Casts black and white magic spells up to level four!
—D's Journal job description
Black and white doesn't make red, but these mages are equally skilled at both types of magic.
—Official site's description

The Red Mage is a job in Bravely Default.

Taken almost completely from the constantly appearing Red Mage in Final Fantasy lore, the Red Mage in this incarnation boasts a balance of both white and black magic, as well as a better affinity for physical attacks than either of its counterparts.

The Red Mage has significantly better stats than the White Mage or Black Mage in most areas, at the cost of a slight reduction in Mind and Intelligence respectively. For this reason, players interested in the White Mage or Black Mage roles may wish to rely instead on a Red Mage with Staff/Rod Lore as a supporting ability. Although the Red Mage only learns magic up to level 4, White Magic or Black Magic can be selected as the job command to gain access to higher level magic.

In addition, the Red Mage has support abilities which automatically increase BP when certain conditions are met - these abilities go well with nearly every job and character setup.

The Red Mage relies almost entirely on swords to deal physical damage, but still supports rods, staves, katanas, daggers, axes, and spears almost equally.

Like the name implies, any character that is a Red Mage wears a primarily red outfit and features the long, flowing robes that are characteristic of a mage. Like its own Performer and the Dancer of Final Fantasy V, the Red Mage sheds its traditional feather motif and adopts a rose-oriented one.

ProficiencyEdit

StatsEdit

HP MP STR INT DEX VIT MND AGI
B B C B C C B B

EquipmentEdit

Swords Axes Spears Rods Staves Daggers Bows Katanas Knuckles Shields Helms Armor
A B B B B B C B D C C C

AbilitiesEdit

The Red Mage's Specialty is Revenge. Its Job Command is B/W Magic.

Ability Job Level Cost Description
B/W Magic Lv.1 1 MP cost varies by spell Enables use of level 1 white magic and black magic: Cure, Poisona, Blinda, Fire, Blizzard, and Thunder. Note that these cannot be used without the appropriate scrolls.
MP 20% UP 2 2 slots Raise maximum MP by 20%.
B/W Magic Lv.2 3 MP cost varies by spell Enables use of level 2 white magic and black magic: Protect, Shell, Aero, Silence, Poison, and Sleep. Note that these cannot be used without the appropriate scrolls.
Turn Tables 4 1 slot Raise BP by one when evading an enemy attack.
MP Free in a Pinch 5 2 slots MP cost falls to zero when your HP is below 20%.
B/W Magic Lv.3 6 MP cost varies by spell Enables use of level 3 white magic and black magic: Cura, Raise, Esuna, Fira, Blizzara, and Thundara. Note that these cannot be used without the appropriate scrolls.
Adrenaline 7 1 slot BP rises by one when your attack defeats an enemy. Note that if you simultaneously defeat multiple enemies, your BP rises by the number of enemies defeated.
Save Magic MP 8 3 slots Lower the MP cost of black, white, time, and summon magic by 25%.
BP Recovery 9 1 slot Raise BP by two when sustaining a status ailment.
B/W Magic Lv.4 10 MP cost varies by spell Enables use of level 4 white magic and black magic: Reflect, Dispel, Aerora, Drain, Aspir, and Fear. Note that these cannot be used without the appropriate scrolls.
Revenge 11 2 slots Has a 25% chance to increase BP by one when taking damage. Poison damage does not trigger this ability.
Revival 12 2 slots Has a 75% chance to raise your BP by two when your HP falls below 20%. Using abilities that consume your own HP does not trigger this ability, however.
An Eye for an Eye 13 1 slot When your HP falls below 20%, the chance of scoring a critical hit will rise by 900% for 5 turns.
In the Red 14 1 slot Increases Magic Damage when you have negative BP.

GalleryEdit

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