
For information about how Job Classes work, please refer to the About Jobs page.
 ARCHAEOLOGIST The Archaeologist works best from the sidelines or in indirect combat, but they are one of the most dexterous Jobs, able to assist their allies and guide them through dangerous terrain. Archaeologists are fit and nimble while possessing the patience and focus required on a dig. Guild Location: Parasraya Sub Guild: Ela Nhor Port
favored weapon: Whips, handguns favored armor: Light armor strengths: The Archaeologist can maneuver through dungeons and traps with ease, especially with outrunning large rolling rocks. Their weapon of choice keeps them at a safe distance from enemies (usually), and they can pick up small guns on the fly if needed. weaknesses: Unfortunately, the Archaeologist has poor protection against magic. In addition, they have poor luck and have a tendency to activate curses. Those that equip the Asterisk find themselves with a newfound phobia of snakes.
physical power: C magical power: D attack potency: B healing potency: E physical defense: B magical defense: B speed: B | EXP | SKILL | DESCRIPTION | 0000 | Gold Digger | Find a few pieces of gil when you smash objects such as pottery and rocks or cut tall grass | 0050 | Cling | Uses the whip to grab onto an object. The character can swing around if they hold onto something steady | 0100 | A Gun for a Knife Fight | Pull out a small handgun to shoot an enemy. 50% of stunning them for the next round. | 0200 | Whip it | Swing the whip around to strike multiple enemies. Reduces defenses by 30% for the next turn while the Archaeologist rolls back their whip. | 0350 | Swap Out | Steal an item and replace it with an item of similar size and weight. | 0500 | Behind You! | Trick an enemy into running into and damaging another. | 0750 | Daring Rescue | Come up with a daring solution on the fly. The Archaelogist gives up their turn to rescue another party member that is near an enemy and provide an extra turn for them. | 1000 | Propeller Blades | Summon a small airship that slowly approaches the target. Enemies receive heavy damage if they have low speed and less damage if they are faster. | |
EXP | JOB BONUS | DESCRIPTION | 0000 | Actual Archeology | Your skills in gently excavating buried treasures and reading up on ancient artwork are excellent. | |
EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Boomerang | Throw a melee weapon at an enemy and have it cleverly ricochet back into your hand. | |
EXP | SUPREME SKILL | DESCRIPTION | 3000 | Ark of the Covenant | All party members much look away as the Archaeologist pulls out a forbidden artifact for the enemies to gaze upon, at which their faces melt and they scream in agony. Non-boss enemies will die and their souls are disintegrated. Bosses will suffer major damage unless near-death. |

ASTROLOGIAN
Masters of the Occult Arts, Astrologians divine knowledge and power from the cards and from the stars. They are thought to have the greatest luck of any class. Guild Location: Cloud City
favored weapon: Astrolabes and Cards
favored armor: Robes
strengths: Astrologians can heal or attack with magic and provide support for their allies. They have excellent magical defense, and high luck. Their Limit Breaker skill allows an ally to use their final skill a second time in battle.
weaknesses: Like other mages, the Astrologian lacks physical attack and defense power. They focus primarily on support, so they have limited potential to deal damage. Because they must rely on luck for the Major Arcana skill, they have the change of providing an ineffectual buff on their ally.
physical power: D
magical power: A
attack potency: B
healing potency: B
physical defense: D
magical defense: A
speed: D |
EXP |
SKILL | DESCRIPTION |
0000 | Major Arcana | Draws a card and uses it to cast a buff on a party member. The Balance will raise attack power by 25%, the Arrow will allow them to attack twice during their turn, the Bole will raise their defense by 25% and the Spear will have no effect. 25% chance for each card to be drawn. |
0050 | Boon of the Stars | Places a blessing on an ally that will automatically activate a medium healing spell when their health reaches below 50%. Only one ally at a time can have the boon. |
0100 | Benefic | Single-target medium healing spell. |
0200 | Time Dilation | Doubles the duration of the buffs applied to an ally. |
0350 | Malefic | Non-elemental medium attack spell on a single target. |
0500 | Helios | Applies a regen effect on three allies for five turns, healing 3% of their health per turn. |
0750 | Lucky Day | Doubles the success rate of skills with percentages. Single-target. |
1000 | Limit Breaker | Enables an ally to use their final skill (1000 exp skill) even if they have already just used it. |
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EXP | JOB BONUS | DESCRIPTION | 0000 | Navigation | With the stars as their guide, the Astrologian always knows where they stand. Unless they have been befuddled by a spell, or are in a dungeon where they cannot see the sky, they will not lose their way. |
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Redistribute | When receiving healing in excess to full health, can choose to redistribute the remaining healing energy to an ally, rather than letting it go to waste. |
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EXP | SUPREME SKILL | DESCRIPTION | 3000 | Celestial Stasis | Makes the enemies unable to move for the next turn, effectively cancelling their turn, whilst doubling the duration of all buffs currently applied to allies. |

BARD Bards use their musical mastery to encourage their allies and intimidate their enemies. It is said the Legendary figure Kalki used this class. Its full potential is not yet known. Guild Location: Royal City of Myste Aura
favored weapon: Musical Instruments
favored armor: Tunics, Performer's Garb
strengths: Bards excel at providing support during battle, and most of their songs are able to target all allies or all enemies. They have high speed and agility, and generally high charisma as well.
weaknesses: Bards do not have any skills that can be used to attack, and they usually go into battle carrying instruments instead of weapons. They have no armor and low defense, so they must depend on their allies to protect them as well as to damage their foes.
physical power: D
magical power: A
attack potency: E
healing potency: C
physical defense: D
magical defense: D
speed: A |
EXP | SKILL | DESCRIPTION | 0000 | Victory Fanfare | Mythical songs that restores 20% of all the allies's health when played at the end of a battle. Doesn't heal wounds or sickness. |
0050 | Battle Scene | Mythical songs that increases the stats of all allies by 10% when sung during a battle. | 0100 | Boss Theme | Mythical song that increases the stats of all allies by 15% when sung during a boss battle. |
0200 | Sorrow Of The Fiend | Mythical song that decreases the stats of all enemies by 05%. |
0350 | The Greatest Battle Never Told | Mythical song that triples all stats when facing one of the Hamster species. |
0500 | Spoony Bard | Ignores 90% of the damage received, but cannot do anything. | 0750 | Aria Of Narayana | Mythical song that increases the stats of all allies by 50% when fighting an entity using a Spawn of the Calamity or an entity using its powers. |
1000 | Kalki's Blessing | Allows to stack the effects of two songs while singing only one for three turns. | |
EXP | JOB BONUS | DESCRIPTION | 0000 | Self Taught | When the Bard finds an unfamiliar instrument, they can teach themselves how to play it in record time. |
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Kalki's Gift | Buffs on self are 50% more effective. |
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EXP | SUPREME SKILL | DESCRIPTION | 3000 | Kalki's Last Song | Legendary melody said to have been written by the Goddess of Death. |

BERSERKER Powered by their legendary “Berserker Fury”, these warriors are a force to be reckoned with. Exchanging mental control for power, the Berserker will not cease their attack until their enemy is defeated. Guild Location: Safer Osu
favored weapon: Axes, Clubs, and Hammers
favored armor: Light or Heavy Armor
strengths: The Berserker’s physical strength is rivaled only by the Monk’s, and they get an incredible boost in power when under the influence of their fury. They have decent defense, and will keep fighting in spite of damage taken up until they are killed or knocked unconscious.
weaknesses: Once their fury is activated, the Berserker loses control of their actions and can only mindlessly attack until their fury abates. When they unleash their full potential, Berserkers loses the ability to distinguish friend from foe and may turn their weapon on their allies. Their bellowing war cries announce their presence, making the Berserker the least stealthy of the classes.
physical power: A
magical power: D
attack potency: S
healing potency: D
physical defense: B
magical defense: C speed: C |
EXP | SKILL | DESCRIPTION |
0000 | Berserk | Gains the Berserk status but loses controls of oneself. Doubles attack power and gains resistance to status ailments, resulting in attacking the target mindlessly till the battle ends. Cannot use skills. Can be cleansed with Esuna. |
0050 | Vengeance | Reduces damage received by 20% and deals back 10% of damage received for 5 turns. |
0100 | Smite of Rage | Charges inner fury to deliver a medium attack to a target. Absorbs a low amount of health. |
0200 | Ground Shaker | Charges inner fury to deliver a medium attack to all targets. |
0350 | Helm Smash | Charges inner fury to deliver a medium attack to a target. Lowers their defense by 5%. |
0500 | Fell Cleave | Charges inner fury into weapon to deliver a powerful attack to a target. |
0750 | Inner Calm | Cleanses the Berserk status once per battle. Doesn't work on the True Berserk status. |
1000 | Beast Release | Gains the Berserk status but without losing control of oneself for three turns. Skills can be used. |
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EXP | JOB BONUS | DESCRIPTION | 0000 | Woodworking | The Berserker has a knack for crafting things out of wood. |
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | War Cry | Raises all stats by 10%. |
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EXP | SUPREME SKILL | DESCRIPTION | 3000 | True Fury | Gains the True Berserk status. Quintuple attack power, gain resistance to status ailments, casts shield, protect and auto-regen on self. Loses all self-control or ability to think and attacks blindly till the end of battle with skills or regular attacks. Loses the ability to distinguish allies from enemies and will attack both. Cannot be cured with Esuna. |

BLACK MAGE Black Mages are masters of offensive magic. They can devastate enemies with their mastery of the elements and in their final stage, they get the penultimate black magic: Ultima. Guild Location: Kiddilion
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Rods, Staves, and Dolls
ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Robes
sᴛʀᴇɴᴛɢʜs: They are excellent magic users and have high resistance to magical attacks. Indeed, their magical potential when it comes to attacking is inferior only to that of Summoners. Due to the diversity of their spells, they are very useful against pretty much any enemies. When facing adversaries weak to magic or any large variety of enemies, Black Mages will always be useful.
ᴡᴇᴀᴋɴᴇssᴇs: Their physical prowess is sub-par and they cannot wear armor to bolster their defense. They are unable to effectively deal physical damage and are very weak against physical attacks, even weaker than White Mages. Their spells are purely offensive and they possess absolutely no support or healing ability, meaning on their own, they may quickly get overwhelmed by enemies.
physical power: D
magical power: S
attack potency: A
healing potency: E
physical defense: D
magical defense: A
speed: C |
EXP | SKILL | DESCRIPTION |
0000 | Fire Mastery | Power to control the fire element and focus it into single-target attacks. Potency grows with experience. |
0050 | Electricity Mastery | Power to control the electricity element and focus it into single-target attacks. Potency grows with experience. | 0100 | Ice Master | Power to control the ice element and focus it into single-target attacks. Potency grows with experience. |
0200 | Water Mastery | Power to control the water element and focus it into single-target attacks. Potency grows with experience. |
0350 | Focus | Sacrifices a turn to double the potency of the next spell. |
0500 | Death | Instantly kill a target with a 20% chance of success. Inefficient on enemies immune to death magics. |
0750 | Enflare | Passive skill. Allows to use elemental spells on up to five targets at once, but reduces their potency by 70%. |
1000 | Ultima | Non-elemental ancient black magic. Deals severe damage to all enemies. |
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EXP | JOB BONUS | DESCRIPTION | 0000 | Glowing Eyes | The Black Mage’s eyes glow faintly in low light. They are able to see in the dark without difficulty. |
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Spellblade (Elemental) | Imbues weapon with the power of one of the four elements. |
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EXP | SUPREME SKILL | DESCRIPTION | 3000 | Meteor | Supreme black magic. Summons a fifty feet wide dark-element meteor to devastate enemies or a select location. Requires the use of Focus before being cast. |
 CATMANCER An asterisk formed by the world's most devoted cat-lovers. They're not kitten when they say they've purrfected the feline grace and agility of their furry friends. Guild Location: Parasraya Sub Guild: Nah Nami Reserve
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Cat's Claws ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Catsuit sᴛʀᴇɴᴛɢʜs: The Catmancer can inflict statuses on an enemy to weaken it, and call upon wild creatures to assist them. They have catlike reflexes, and like a cat, can nap seemingly anywhere. ᴡᴇᴀᴋɴᴇssᴇs: Catmancers lack in offensive power and defense. They are also prone to distraction by laser pointers, boxes, and other seemingly ordinary items.
physical power: C magical power: D attack potency: C healing potency: B physical defense: C magical defense: D speed: S | EXP | SKILL | DESCRIPTION | 0000 | Curiosity Killed the Cat | When attacked, chance to activate partial Libra on attacker. | 0050 | Cat Got Your Tongue | Scratch attack on single target, chance to inflict Silence status for the next round. | 0100 | Scaredy Cat | Scratch attack on single target, chance to inflict Dread on non-boss targets. | 0200 | Cat Nap | Curl up for one round and take a nap while the battle ranges around you. Restore HP to self. (Potency grows with experience) | 0350 | Cat Out of the Bag | Summon a hoard of cats for a single turn to help you attack. (10% chance of charming enemy instead of attacking) | 0500 | Cat Burgler | Chance to steal an item from the target. | 0750 | More That One Way to Skin a Cat | Scratch attack on all enemies. | 1000 | Copy Cat | Copy the attack of one ally for a turn. Cannot copy Ultimate Skills, Supreme Skills, or Melodies. | |
EXP | JOB BONUS | DESCRIPTION | 0000 | If it Fits, I Sits | Is there a box? You need to sit in it. | |
EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Furry Friends | You have a natural affinity for getting along with other mammalian creatures. | |
EXP | SUPREME SKILL | DESCRIPTION | 3000 | Raining Cats and Dogs | Call forth an army of dogs and cats to fight for you. Includes wild feline and canine-type creatures. Maintain control over these good boys and girls for three rounds. |

CAVALIER The Cavalier is rarely seen without their chocobo steed. These riders gain bonuses from their chocobo and have special effects based on which of the Legendary Four Riders of the Calamity they choose to emulate. Guild Location: Nakagawa
favored weapon: Halberds and Spears
favored armor: Light or Heavy Armor
strengths: A very versatile Job, characters equipping it have access to a varied set of skills. Cavaliers can equip all sort of non-ranged weapons, but where they shine is with halberds and spears.
weaknesses: : If the Cavalier is not on their mount's back, the might of their skills is divided by two, making it one of the weakest Jobs. Furthermore, their resistance to both physical and magical attacks is sub-par. The Cavalier will need to have a strong bond with their mount in order to succeed in this class.
physical power: B
magical power: B
attack potency: B
healing potency: C
physical defense: C
magical defense: C
speed: A |
EXP | SKILL | DESCRIPTION |
0000 | Divine Stances | Allows the caster to pick one of four stances. The Pestilence Stance shrouds the cavalier and their mount in a white aura and adds special effects to all skills. The War Stance shrouds the cavalier and their mount in a red aura and doubles the potency of all skills and attacks. The Famine Stance shrouds the cavalier and their mount in a dark purple near black aura and absorbs the entirety of damage inflicted. The Death Stance shrouds the cavalier and their mount in a sickly green aura, immunizes them to status ailments and adds a 05% insta-death chance to every attack. Stances cannot be changed in the midst of combat. |
0050 | Last Charge | Charges at the enemy to deal medium damage. Power increases by 20% with each cavalier executing this skill together. Adds a poison effect in Pestilence Stance. |
0100 | Light Arrow | Attacks enemy from a distance with a weak light-attack. Adds a blind effect in Pestilence Stance. |
0200 | Virtuous Shield | Spell that reduces by 15% damage inflicted on an ally for three turns. Also immunizes them to the next status ailment in Pestilence Stance. |
0350 | Choco Cure | Weak healing spell. Adds an Esuna effect in Pestilence Stance. |
0500 | Smart Mount | Allows the mount to use skills on its own whilst the cavalier protects from oncoming attacks. |
0750 | Hell Flames | Attack a target with a medium fire-spell. Adds a burn effect in Prestilence Stance. |
1000 | Last Judgment | Imitation of the ultimate black magic. Summons a meteor to attack all enemies with a powerful dark attack. Lowers defense of all targets by 05% in Pestilence Stance. |
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EXP | JOB BONUS | DESCRIPTION | 0000 | Choco Whistle | As long as the Cavalier is outside, they can whistle and summon their faithful steed to their side. |
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Best Friend | Can ride their mount with their other Job and suffer no stats or accuracy penalty. |
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EXP | SUPREME SKILL | DESCRIPTION | 3000 | Apocalypse | Casts a supreme divine spell at all the enemies and charge at them to deal severe damage. Inflicts Poison, Mute, Blind, Mini, Frog and Death Penalty in Pestilence Stance. Deals thrice the damage inflicted in War Stance. Absorbs twice the damage inflicted in Pestilence Stance. Kills instantly non-immune targets in Death Stance. Attack power increases by 25% for each cavalier executing this skill together. Attack power increases by 200% and damage can hit an area in a 30 feet radius if four cavaliers each in a different stance execute this attack together. |

CHEMIST
Chemists are scientists in a world of magic. Their knowledge of the job asterisks allow them to make changes to their equipment and even their jobs in battle. They are able to create and combined substances to aid their allies and deter their enemies. Guild Location: Arito
favored weapon: Daggers, Guns
favored armor: Tunics
strengths: Chemists can support their allies and are not inhibited by mana or the silence status. Because of their ability to swap equipment and jobs for themselves and allies, they allow their party to react to whatever circumstances they find themselves facing.
weaknesses: While Chemists are not limited by mana, they are limited by how many items they have purchased. They require thick wallets to have a large stock of potions on hand. They do not have many ways to deal damage to their enemies.
physical power: D
magical power: D
attack potency: C
healing potency: A
physical defense: C
magical defense: A
speed: C |
EXP |
SKILL | DESCRIPTION |
0000 | Pocket Space | Allows to carry an unlimited number of items (with dimensions of one meter or less) on one’s self. |
0050 | Throw | Throw an item at an ally. The item can be consumed by the target as a free action. |
0100 | Re-equip | Instantly change the weapon or armor currently equipped by self or ally. |
0200 | Safeguard | Consume a potion that nullifies all actions targeted at self on the next turn. |
0350 | Mix | Combine two or more items together to increase their efficiency. |
0500 | Treasure Hunter | Chance to find hidden items when moving. |
0750 | Unstable Reaction | Combined items into an unstable compound that will explode when thrown at a target. |
1000 | Job Lore | Allows self or an ally to swap active, passive, and stored jobs in battle. |
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EXP | JOB BONUS | Pharmacist | 0000 | Pharmacist | Chemists have improved knowledge of local herbs and can brew home remedies for minor illnesses with ease. |
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Switch Job | Can instantly swap to a different job without iMog slate and without time constraints. |
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EXP | SUPREME SKILL | DESCRIPTION | 3000 | Phoenix Down | Create the ultimate healing item, Phoenix Down. Can be used to revive a character that has been dead for an hour or less, as long as their body is intact. Restores 50% max HP and temporarily increases stats by 25%. |

DANCER Dancers are performers who use their skillful moves to undermine enemies’ attacks. Guild Location: Sparks Golsaucia
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Fans, Scarves, Heels
ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Performer’s Garb
sᴛʀᴇɴᴛɢʜs: They are agile and can weaken their enemies through the use of their dances. Their sense of style and showmanship is unrivaled.
ᴡᴇᴀᴋɴᴇssᴇs: Dancers have little potential for attacks and sacrifice defense for their high agility. They are not well-suited for facing enemies on their own, so must rely on their allies for damage and protection.
physical power: C
magical power: B
attack potency: C
healing potency: E
physical defense: C
magical defense: B
speed: S |
EXP | SKILL | DESCRIPTION | 0000 | Warm Up | Raises the probability of successful dance by 10% for 3 turns. |
0050 | High Kick | Physical attack to a single target. Number of kicks delivered increase with experience. |
0100 | Distraction | A dance that has a 20% chance of disrupting the targeted enemy’s attack. |
0200 | Patronage | A dance that has a 20% chance to charm enemies into giving gil to the dancer to support their art. |
0350 | Slow Dance | A dance that has a the ability to slow enemies’ speed. |
0500 | Spotlight | Summon a spotlight to illuminate self. Increases the probability of a successful dance by 20% (Spotlight can be destroyed if targeted). |
0750 | Conga Line | A dance that has a 20% chance to charm enemies into joining a dance. Charm status is broken when the enemy is attacked or the dancer stops the dance. |
1000 | Sick Moves | A dance attack that has a 20% chance to inflict poison, blind, silence, and slow on all enemies. |
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EXP | JOB BONUS | DESCRIPTION | 0000 | Cardio Excellence | The Dancer does not get winded no matter how much they exercise.. |
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Musical Synergy | Bardic buffs are 25% more effective on self. |
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EXP | SUPREME SKILL | DESCRIPTION | 3000 | Fan Dance | A fan dance that takes three rounds to complete. At the conclusion, an army of adoring fans rush onto the battlefield and follow any requests their idol makes for the duration. |

DARK KNIGHT The Dark Knight is the antithesis of the Paladin. They rely on the power of darkness for their attacks, consuming their own life energy or that of others as they fight. They have the potential to deal the most damage of any class, but this power comes at a cost. Guild Location: Von Oktavia
favored weapon: Heavy Swords
favored armor: Armor: Tight and Black (generally heavy)
strengths: They can deal the most damage and are literally devastating in battle, more so than any of the other Jobs dealing with physical attacks. On top of that, they are pretty resistant to both physical and magic attack, making them deadly opponents to oppose.
weaknesses: Their might comes at the cost of their health. Repeated use of their abilities can even kill them. They are weak against light attacks and are generally slower than their Paladin counterpart, making it trickier to get them out of dangerous situation.
physical power: A
magical power: D
attack potency: S
healing potency: C
physical defense: B
magical defense: A
speed: D |
EXP | SKILL | DESCRIPTION | 0000 | Soul Eater | Sacrifices 30% of maximum health to deliver a powerful dark sword combo. Health sacrificed lowers with experience, to a minimum of 10% once all regular skills learnt. |
0050 | Nether Void | Imbues weapon with the power to absorb the entirety of the damage dealt by next attack. |
0100 | Delirium | Medium dark sword combo. |
0200 | Syphon Strike | Weak dark sword combo, absorbs 20% of damage dealt. |
0350 | Blood Weapon | Increases damage dealt by 20% but sacrifices 10% of maximum health per turn. |
0500 | Blood Spiller | Dark sword combo. Weak when health is at maximum, severe when health is at near-death. |
0750 | Death | Instantly kills target with a 30% chance. |
1000 | Soul Enslavement | Sacrifices 99% of maximum health to deliver an extreme dark sword combo to all targets. User will die if at least 1% of their health is missing when using the attack. Nether Void will heal only after the 99% health is sacrificed, and therefore won't heal at all if the user is at 0% health. |
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EXP | JOB BONUS | DESCRIPTION | 0000 | Extra | Dark Knights, so dark and edgy. Even in day to day life, whatever they do, you know it is going to be so extra. |
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Minus Strike | The lower the health, the higher the attack power. Raises attack power to a maximum of 30% when near-death. |
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EXP | SUPREME SKILL | DESCRIPTION | 3000 | Deathbringer | Enhances the Dark Knight's sword with the powers of the legendary Deathbringer for a hour. Instantly kills all targets hit with the sword, besides those immune to Death Magics. Blood Weapon must be active the entire time. |

DRAGOON The most agile class, the Dragoon is capable of leaping to great heights and attacking enemies from above. Guild Location: Safer Osu
favored weapon: Spears and Lances
favored armor: Light Armor
strengths: The Dragoon’s agility is unrivaled, and they are capable of attacking aerial enemies as easily as if they stood on the ground. Their high speed and agility allows them to evade attacks and strike quickly, and they have powerful physical attacks.
weaknesses: In order to maximize their movements, Dragoons wear light armor that affords them relatively low physical defense. Their magic resistance fares only a little better, so the Dragoon can be taken down rather easily if their enemy manages to hit them.
physical power: A
magical power: D
attack potency: A
healing potency: C
physical defense: D
magical defense: D
speed: S |
EXP | SKILL | DESCRIPTION | 0000 | Jump | Leaps high into the air before quickly descending to attack an enemy. | 0050 | Spirit Surge | Doubles the potency of the next skill. |
0100 | Lancet | Weak spell. Absorbs health taken from the enemy. |
0200 | Fire Breath | Weak magical fire breath hitting all enemies. |
0350 | Decimate | Instantly kills all targets with less than 10% of their maximum health left. |
0500 | Crescent Moon | Medium lance attack against up to three targets. |
0750 | Chaos Thrust | Powerful weapon combo against a single target. |
1000 | Dragon Heart | Doubles the potency of all attacks and skills for three turns. |
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EXP | JOB BONUS | DESCRIPTION | 0000 | Strong Stomach | Jumping, flipping, soaring high in the air- no matter what the Dragoon is doing, they do not get motion sick. |
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Dragon Sight | A sixth sense. Can sense the presence of others within a 50 foot radius, even if they are hidden or out of the viewer's direct line of vision. |
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EXP | SUPREME SKILL | DESCRIPTION | 3000 | Highwind | Supreme dragoon skill said to have felled great wyrms. Channels the energy of ancient dragoons before leaping high in the air and plunging onto all targets with ten powerful attacks. Spirit Surge must be used prior to using this skill. |

FREELANCER Freelancer is a useless job, almost considered the absence of a true job. However, if the legends are to be believed, this class has the ultimate potential, if one has the patience to master it. Help Center Location: Hisan City
favored weapon: n/a
favored armor: n/a
strengths: n/a
weaknesses: n/a
physical power: D
magical power: E
attack potency: D / S?
healing potency: E
physical defense: C
magical defense: C
speed:C |
EXP | SKILL | DESCRIPTION | 0000 | Stone | Throws a stone at the enemy. Available only if there are rocks around. |
0150 | Eye Opener | Mental realization. Everyone's having fun with their skills, you're not. |
0300 | Rock Mastery | Find rocks out of nowhere to use with the Stone skill. | 0600 | Depression | Mental realization. Your friends are halfway done with their job, you got rocks. | 1000 | Experience Killer | Halves the rate at which exp is accumulated. |
1500 | End of Eternity | Mental realization. You could have maxed one class and a half, and yet here you are. |
2500 | Ultimate Illusion | A flashy attack that deals no damage. |
5000 | Final Fantasy | Mythical attack said to instantly defeat most enemies. |
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EXP | JOB BONUS | DESCRIPTION | 0000 | Cowlick | No matter what the Freelancer does, they cannot tame the cowlick that has appeared in their hair. As if life couldn’t get any worse… |
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EXP | MODIFIER SKILL | DESCRIPTION | 2000 | Patience | Halves the other class's potency, double Freelancer's. |
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EXP | SUPREME SKILL | DESCRIPTION | 9001 | Melodies of Life | The supreme attack said to have been used by the heroes of old. |

GEOMANCER Geomancers are the sturdiest of the mage classes. They focus on the mastery of a single element, that of Earth, and use their surroundings to defeat their foes. Guild Location: Kiddilion
favored weapon: Hand Axes and Hammers
favored armor: Light Armor
strengths: Geomancers are able to equip light armor and weapons, so they are able to attack physically as well as use their Earth skills. They have higher physical attack and defense than most mage classes, and they have a mastery of earth-based magic.
weaknesses: Their physical attacks are modest, not measuring up to the warrior classes, and they have lower magical attack and defense than the other mage classes. This class would lose power if they attempted to fight in space or somewhere that they could not channel the power of the earth.
physical power: B
magical power: B
attack potency: B
healing potency: E
physical defense: B
magical defense: C
speed:C |
EXP | SKILL | DESCRIPTION | 0000 | Ground Manipulation | Utilizes the terrain within 20 feet to attack the foe for weak damage. |
0050 | Sense Earth | Feel the state of the nearby terrain, sensing traps and layout within 100 feet. |
0100 | Rising Ground | Raise mounds of earth up to 50 feet away and 25 feet fall. Medium damage with slower movement. |
0200 | Floating Pillars | Hold up to 500 pounds of terrain up to 20 feet in the air. The heavier and longer it is held up, the more tiring it is. |
0350 | Earth Mastery | Power to control the earth element and focus it into single-target attacks. Potency grows with experience. |
0500 | Metal Detector | Sense traces of metal inside non-metal objects | 0750 | Metalbending | Tear up pieces of metal up to 50 pounds and move them around within a 20 foot diameter. |
1000 | Tunneler | Tear up smooth tunnels up to 300 feet long and 6 feet in diameter. The entrance/exit must be closed within the hour. |
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EXP | JOB BONUS | DESCRIPTION | 0000 | Green Thumb | Geomancers have that special touch that makes the plants they tend flourish and grow. |
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Green Energy | Gain a boost in magic and strength depending on the type of terrain. Water boosts water magic, desert boosts fire magic, mountains boost lightning damage, tundra boosts wind magic, plains boost defense. |
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EXP | SUPREME SKILL | DESCRIPTION | 3000 | Earthquake | Devastating attack that destroys the ground, killing enemies unable to escape, leveling structures, and leaving large cracks in the earth. |

GOURMAND Rather than using physical or magical strength, Gourmands achieve power through their Culinary Arts. They have perfected their chef skills to allow them to harness the power of creatures they feast upon. Guild Location: Hisan City
favored weapon: Chef Knives, Forks
favored armor: Robes, Aprons
strengths: When they have consumed a meal of their own creation, Gourmands will get bonuses to their stats and skills. When the Gourmand knows they will be facing a powerful foe, they can prepare in advance to give themselves the advantage. They also have a strong constitution from eating so many strange things.
weaknesses: The Gourmand’s skillset relies on advanced planning and delayed gratification. Until they learn the Blue Magic, they will not be able to harness the powers of their prey until after the battle. Also, allies may be traumatized if forced to witness the Gourmand’s Final or Supreme skill in action.
physical power: C
magical power: C
attack potency: B
healing potency: B
physical defense: B
magical defense: B
speed: C
Additional Note: Gourmands can learn a maximum of 4 permanent enemy skills (via Devour) and one temporary enemy skill (via Blue Magic). The temporarily enemy skill will be the most recent skill absorbed, and will be available for either 24 hours or until another skill is absorbed, whichever comes first. |
EXP | SKILL | DESCRIPTION |
0000 | Eat | Gain the ability to harvest ingredients and cook defeated monsters into meals. |
0050 | HP Boost | Gain a boost to maximum health power for 24 hours after consuming a meal. Potency increases with enemy level. |
0100 | Chop | A basic physical attack on a single target with weapon. | 0200 | Strength Boost | Gain a boost to physical power for 24 hours after consuming a meal. Potency increases with enemy level. |
0350 | Bite | Physical attack on a single target. 10% change of a Drain attack. 100% chance of horrifying one’s allies. |
0500 | Blue Magic | 25% chance to temporarily absorb an enemy skill after being struck with it, or after striking the killing blow to that enemy. | 0750 | Cook | Can prepare meals for that allies can consume for a temporary HP boost (lasts 12 hours after consuming the meal). |
1000 | Devour | Chance to devour an enemy creature whole during battle. Successful devouring restores 50% of max HP and energy and 50% chance of learning the creature’s skill. Change of success increases when enemy is weakened. |
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EXP | JOB BONUS | DESCRIPTION | 0000 | Chef | Gourmands can work miracles in the kitchen, making edible and even delicious meals out of basically any (organic) ingredients. |
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Iron Stomach | Immune to the Poison status. |
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EXP | SUPREME SKILL | DESCRIPTION | 3000 | Full Devour | Enemy is consumed whole on the battlefield. Gourmand’s full HP and energy are restored, and 100% chance of permanently learning an enemy skill if the enemy is a creature. Can be performed on an enemy with full health power. Bosses may be immune to devouring. |
ENEMY NAME |
SKILL | DESCRIPTION |
Adamantoise |
Death Force |
Grants immunity to Death magic to the target for the duration. |
Apanda |
Magic Hammer |
Halves target's Magical Power for the duration. |
Behemoth |
Fracta Ultima |
Weaker version of the Ultima spell. |
Bomb |
Self-Destruct |
Self-destructs and dies, but inflicts severe damage (all enemies). |
Cactuar |
1000 Needles |
Inflicts severe damage to an enemy. |
Chimera |
Aqua Breath |
Casts a mid-level water spell on all enemies. |
Cockatrice |
Stone Touch |
Has a 50% chance of turning an enemy into stone. |
Dangler Fish |
Lure |
Prevents enemies from targeting anyone but the caster. |
Dragon |
Black Meteo |
A far weaker yet still powerful version of the Meteor spell. |
Elemental (Black) |
Shadow Mist |
Casts a dark spell at all enemies. |
Elemental (Blue) |
H2O |
Casts a water spell at an enemy. |
Elemental (Red) |
Fire Breath |
Casts a fire breath on an enemy. |
Elemental (White) |
Blinding Light |
Casts a light spell at an enemy (may inflict blind ailment). |
Elemental (Yell.) |
Trine |
Casts a thunder attack on all enemies. |
Gargoyle |
Lv. 4 Death |
Has a 25% chance of killing all enemies. |
Geezard |
Splash |
Flops around and does nothing. |
Goblin |
Goblin Punch |
Attack an enemy with a slightly above average attack. |
Iron Giant |
Grand Sword |
Powerful physical attack against all enemies. |
Long Gui |
Quake |
Casts earthquake on the enemy party. |
Malboro |
Bad Breath |
Inflicts Poison, Confuse, Sleep, Silence, Frog, Small (all enemies). |
Medusa |
Death Lottery |
Randomly kills an enemy or ally. |
Merrow |
Charm |
Has a 50% chance to charm an enemy. Effect ends when enemy is attacked. |
Mimic |
Vanish |
Vanish from battle. |
Ochu |
Ochu Dance |
Inflicts paralysis and confusion ailments (all enemies) |
Octopus |
Flail |
8 weak physical attacks randomly distributed among enemies. |
Pig |
Reckless Charge |
Flee from battle, chance to tackle an enemy as you pass by at break-neck speed. |
Raptor |
Shield Bash |
Physical attack that freezes the enemy and knocks them back. |
Remora |
Ultra Waves |
Non-elemental sonic attack on all enemies. |
Sahagin |
Mighty Guard |
Doubles the speed, magical & physical defenses of a target. |
Skeleton |
Magic Blow |
Drains the mental energy of an enemy. |
Treant |
Shell Nymph |
Create a cloak of leaves that increase Magic Defense by one rank for the wearer for 3 turns. |
T-Rex |
Tail Lash |
Powerful physical attack on enemies in area of effect. |
Tonberry |
Karma |
Inflicts on target double the damage that target has inflicted on the caster. |
Touch Me |
Frog Song |
Turns the enemy into a frog. 50% chance to put them to sleep. |
Wyvern |
White Wind |
Heals minor wounds (all allies) |
Yeti |
Ice Storm |
Casts a medium ice spell on all enemies. |
Zadom |
Spray |
A weak water attack on all enemies. |
Zombie |
Zombie Bite |
Makes an enemy weak to healing magic and items. |

GUNSLINGER Gunslingers are master marksmen who deal heavy damage from a distance. They can use a range of firearms and have superior vision and accuracy. Guild Location: Tark Varentain
favored weapon: Guns
favored armor: Light Armor
strengths: Gunslingers can deliver damage from a distance, and do not have any particularly low stats. They can use a range of guns, and they look damn cool doing it.
weaknesses: Gunslingers are not as fast or agile as their Ranger counterparts, and they must be careful not to run out of ammunition until their final skill is attained.
physical power: B
magical power: C
attack potency: A
healing potency: E
physical defense: B
magical defense: C
speed: B |
EXP | SKILL | DESCRIPTION |
0000 | Aim | Increase accuracy for the next attack. Enables to hit a target up to 100 feet away. |
0050 | Heartbreak | Severe single-target attack on targets with less than 20% of their health left. Weak attack otherwise. |
0100 | Ricochet | Passive skill. Allows to shoot bullets with precision enough that they'll ricochet and hit the intended target even if the target cannot be hit from the front. |
0200 | Concentrate | Passive skill. Increases potency of the next attack by 50% when reloading an empty barrel. |
0350 | Trigger Happy | Multiple quick shots resulting in a powerful single-target attack. |
0500 | Flamethrower | Medium fire attack on all targets. |
0750 | Death Penalty | Weak single-target attack. 10% chance to insta-kill target. |
1000 | Bandanna | Passive skill. Automatically replenishes ammo reserves. The gun still has to be reloaded. | |
EXP | JOB BONUS | DESCRIPTION | 0000 | Trick Shot | The Gunslinger has incredible hand/eye coordination. |
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Gunblade | Enables transformation of a weapon into a gun version. |
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EXP | SUPREME SKILL | DESCRIPTION | 3000 | BFG | Gun is temporarily transformed into a Big F---ing Gun, dealing massive damage with no penalty to speed or accuracy. |

ILLUSIONIST The Illusionist seemingly has the ability to manipulate time and space. How much of what they do is real, and how much is merely illusion? Masters of misdirection, these magicians use their skills to spread confusion on the battlefield to put their enemies at a disadvantage. Guild Location: Cloud City
favored weapon: , Rods, Staves, and Tomes
favored armor: Robes
strengths: Their skills make them ideal for scouting or spying. Their ability to create distractions and to teleport makes them hard to target in battle. They have high magical resistance due to their psychic strength.
weaknesses: Until the Illusionist masters the Supreme skill, they have very little to offer in terms of combat. They rely on confusing their enemies and imitating their allies. The Illusionists’ Illusory spells will not affect most bosses, and their physical attack and defense are low.
physical power: D
magical power: A
attack potency: C
healing potency: E
physical defense: E
magical defense: A
speed: C |
EXP | SKILL | DESCRIPTION |
0000 | Levitation | Passive Skill. Allows to levitate a few feet over the ground. |
0050 | Disguise | Creates an illusion to take on the appearance of someone else. |
0100 | Teleport Mastery | Allows to teleport up to two hundred feet away. Consumes a turn when used to teleport further than ten feet away in battle. |
0200 | Demi | Inflicts damage equal to 25% of the enemy's current health. Inefficient on enemies immune to illusory magics. |
0350 | Telekinesis Mastery | Passive skill. Allows to move one small thing with the mind. Potency increases with experience, allowing eventually to move a few smaller things or one larger thing with telekinesis. Consumes a turn when used in battle to attack. |
0500 | Imitate | Uses the last (non final or supreme) skill used by an ally. |
0750 | Maelstrom | Reduces the health of all enemies by 15% of their current health. Inefficient on enemies immune to illusory magics. |
1000 | Copies | Create three identical copies of self. Each copies will use the same skills as the original, but with only 15% of its attack power. Copies will instantly fade away upon being hit by an attack. |
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EXP | JOB BONUS | DESCRIPTION | 0000 | Time Sense | The Illusionist needs no watch. They always know what time it is |
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Flash Step | Allows to teleport up to twenty feet away. Doesn't consume a turn if used to teleport within less than five feet. |
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EXP | SUPREME SKILL | DESCRIPTION | 3000 | Mind Flay | Supreme psychic attack. Inflicts high mental damage while reading the thoughts and memories of the target. May be ineffective on very strong-willed target or may destroy the minds of weak-willed targets. |
 JESTER Jester is a strange Job that is often thought of being a joke, yet it can be one of the deadliest jokes. The skills used by a Jester certainly are no joke and can spell the doom of even the greatest warriors. Guild Location: Ardynia Sub Guild: I.B. Magitek Tower
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: None ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Clown costumes sᴛʀᴇɴᴛɢʜs: Jesters are versatile and their skills are a serious threat: they can instantly kill, prevent the use of Melodies or poison a target for an entire day. ᴡᴇᴀᴋɴᴇssᴇs: Versatility means little if the pointer ends up resting upon the Jester's head or if the enemy has so much health, the poison doesn't do enough damage. A risky Job to use.
physical power: E magical power: S attack potency: C healing potency: E physical defense: A magical defense: B speed: D
| EXP | SKILL | DESCRIPTION | 0000 | Unpredictability | Skills used by Jesters will always use the visual cast effect of their Passive or Stored Job's unlocked skills. The visual cast effect picked is random. | 0050 | Tantalize | Inflicts an enemy with the confuse status for two turns. | 0100 | Hyperdrive | Inflicts an enemy with a very weak poison status that doesn't wear off for twenty-four hours. | 0200 | Trine | Medium electric AOE. | 0350 | Bananas | Throws bananas at the enemies, causing them to slip on them if they move (40%) | 0500 | Roulette | A finger pointer appears above the Jester's head and moves between all allies and enemies, faster and faster. When it stops above someone's head, they die. Certain bosses may be immune to this. | 0750 | Havoc Wings | Powerful single-target attack. | 1000 | Forsaken | Medium non-elemental attack on all enemies. Prevents the use of Melodies or Supreme Skills for five turns. | |
EXP | JOB BONUS | DESCRIPTION | 0000 | Oh So Punny! | Jesters can find puns to use in any situations. | |
EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Predictability | Allows to set the visual cast effect of one unlocked skill as the default for all others. | |
EXP | SUPREME SKILL | DESCRIPTION | 3000 | Light of Judgment | Use a beam of light to deal devastating damage to targets. The beam's direction can be controlled for three turns, has an exceedingly long range and gets wider the farther it hits. Best used from high places such as towers. |

MAGITEK KNIGHT The Magitek Knight blends magic with technology. Their true potential is unlocked when the Knight acquires a suit of Magitek Armor. Guild Location: Royal City of Myste Aura
favored weapon: Gunblade
favored armor: Magitek Armor
strengths: Magitek Knights are moderately powerful and have access to a very interesting weapon: the Gunblade. But their true strength comes from the Magitek Armor: once they acquire one, they can summon it at will. Their power is multiplied while in the Magitek Armor and they have access to even more abilities: magic beams to attack their enemies, magic-loaded machine guns, and physical attacks.
weaknesses: Without a Magitek Armor, this class loses some of its skills and power. The Magitek Armor, when acquired, is weak to Thunder attacks, and it takes time to charge its attacks.
physical power: A
magical power: C
attack potency: A
healing potency: C
physical defense: A
magical defense: D
speed: D |
EXP | SKILL | DESCRIPTION |
0000 | Magitek Bullets | Shoots elemental bullets (fire, water, ice, thunder) with a gunblade. Must be set prior to the start of a battle. |
0050 | Magitek Sword | Channels magitek into a sword to attack an enemy with a medium sword combo. |
0100 | Magitek Laser | Fires a medium laser of artificial magic to an enemy. |
0200 | Magitek Wall | Passive skill. Responds to elemental attacks with a weak sword combo. |
0350 | Magitek Beam | Fires of weak beam of artificial magic to multiple enemy (fire, water, ice, thunder). | 0500 | Magitek Force | Weak artificial healing spell to self. |
0750 | Magitek Judgment | Inflicts powerful non-elemental damage to an enemy. |
1000 | Magitek Armor | Transfers to a Magitek Armor and shields the user with it. Skills can be used either by the pilot or by the Magitek Armor's weaponry. Skills used by the Magitek Armor have doubled efficiency. |
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EXP | JOB BONUS | DESCRIPTION | 0000 | Tech Support | The Magitek Knight knows mechanical devices. This handy life skill comes with the price of always being the one their friends turn to when they need something fixed. |
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Magitek Bracelet | An accessory created with Magitek technology that can fire a weak beam of non-elemental artificial magic or create a weak shield. It can only be equipped by a character with Magitek Knight as their passive job, and can fire up to three beams or create one shield before needing to charge for an hour. |
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EXP | SUPREME SKILL | DESCRIPTION | 3000 | Ultima Weapon | Summons the legendary Ultima Weapon and pilots it for a maximum of three turns when in battle. Raises all stats by 50% and shields the user with the Ultima Weapon. The prefix for all skills is changed from Magitek to Ultima. All skills will be used by the Ultima Weapon's weaponry, have quadrupled potency and deal large area damage. |

MONK Monks cannot use weapons nor armor, but they do not need them in the first place. As far as raw strength is concerned, Monks are the most powerful of all classes. They are able to unlock chakras to channel into devastating attacks. Guild Location: Hisan City
favored weapon: N/A
favored armor: N/A
strengths: Monks have the highest physical strength, and can use their chakras to target single or multiple targets or to heal themselves. They have access to some elemental skills, and cannot be disarmed unless they literally lose an arm.
weaknesses: Since they cannot equip armor, monks are more vulnerable to physical attacks than other warrior classes. They also have very low resistance to magic, and attempting to equip any armor or weaponry hinder them rather than aid them. They must unlock their chakras before using their most powerful attacks.
physical power: S
magical power: C
attack potency: A
healing potency: C
physical defense: D
magical defense: E
speed: B |
EXP | SKILL | DESCRIPTION | 0000 | Tackle | Deals low damage to a single target but closes the gap with them, up to 15 feet. Unlocks the first and second Chakras upon use. |
0050 | Dragon Kick | Physical combo dealing medium damage to a single target. Unlocks the third and fourth Chakras upon use. |
0100 | Whirlwind | Wind magic that sacrifices a turn to reduce damage received by 50% and allow the use of two skills back to back next turn. Unlocks the fifth and sixth Chakras upon use. |
0200 | Invigorate | Doubles the attack power, but halves defense for the duration of the battle. Unlocks the seventh Chakra upon use. |
0350 | Life Chakra | Focus energy from unlocked Chakras into healing magic restoring 15% of maximum health to self. Requires two Chakras to be unlocked and subsequently locks them back. |
0500 | Holy Chakra | Focuses energy from unlocked Chakras into a holy-element combo dealing medium damage to all targets. Requires three Chakras to be unlocked and subsequently locks them back. |
0750 | Fire Chakra | Focuses energy from unlocked Chakras into a fire-element combo dealing high damage to a single target. Requires three Chakras to be unlocked and subsequently locks them back. |
1000 | Phoenix Flight | Ignores all defenses and attacks a single target with a severe physical combo. Unlocks all seven Chakras but lowers health to a near-death status. |
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Martial Arts | Enables the use of basic martial arts when no weapon is equipped. Skills can be channeled through attacks using the basic martial arts. |
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EXP | JOB BONUS | DESCRIPTION | 0000 | Ripped | Monks do not skip Arm Day or Leg Day, and it shows. Biceps for days and those calves don’t quit. |
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EXP | SUPREME SKILL | DESCRIPTION | 3000 | Earth Render | Focus the energy of all seven Chakras to punch the ground and split the earth in a twenty feet radius. Deals severe damage to all affected targets. Requires all seven Chakras to be unlocked and subsequently locks them back. |

NECROMANCER Necromancers specialize in dark and forbidden arts, skirting the laws of nature with their spells. They are a rare class that can use light and dark elements, and those that completely master the class can revive and control the dead. Guild Location: Ka'Pandol
favored weapon: Bells
favored armor: Robes or Shrouds
strengths: Necromancers gain strength from strife. They gain a temporary boost from killing enemies, and can even steal the souls of defeated enemies. They have high magic resistance and are immune to instant-death spells. If used under the right circumstances, their Supreme skill could allow them to puppeteer an undead army.
weaknesses: The allies the Necromancer calls upon are difficult to control, so there is a real danger of friendly fire when they use their upper level skills. The corpses raised by their Necromancy skill are physically weak and susceptible to holy elemental attacks.
physical power: C
magical power: A
attack potency: B
healing potency: E
physical defense: C
magical defense: A
speed: C |
EXP | SKILL | DESCRIPTION | 0000 | Blood Thirst | Increases all stats by 5% temporarily upon killing an enemy. |
0050 | Prismatic Missiles | Weak light spell affecting all enemies. |
0100 | Soul Thievery | Weak non-elemental attack. Steal and store the soul of the target if this attack is the killing blow. |
0200 | Chaotic Rune | Inflicts blind, mute and deaf on a target (20%). |
0350 | Earth Grave | Medium earth-element spell. | 0500 | Dark Savior | Medium dark-element spell. |
0750 | Ghoul Powder | Special potions that can turn living beings into an uncontrollable demons once consumed. Can be used on one target at a time, and transformation is not permanent on sentient creatures. (NOTE: Requires player permission before use on a PC.) |
1000 | Incantation | Summon a monster from the Interdimensional Rift to fight by your side. |
EXP | JOB BONUS | DESCRIPTION | 0000 | Ghostly Whisper | The Necromancer can sometimes hear whispers from the spirits in places where many have died. |
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EXP | MODIFIER SKILL | SKILL NAME | 0500 | Resist Death | Immune to Death Status |
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EXP | SUPREME SKILL | DESCRIPTION | 3000 | Necromancy | Temporarily revives the corpses of dead entities in the vicinity and controls them. |

NINJA Ninjas are masters of speed and stealth. They are rarely seen until it comes time to strike. With close and long-ranged weapons as well as ninjutsu, the ninja has a wide arsenal with which to attack. Guild Location: Tark Varentain
favored weapon: Kunai, Throwing Stars, Nunchaku, and Katanas
favored armor: Light Armor
strengths: Fast, deadly and agile. Their defense is weak, but they more than make up for it with their excellent speed and good agility: hitting them is a challenge in itself. They can steal from their enemies, and their Throw skill allows them to inflict damage from a distance.
weaknesses: They are glass canon: powerful and agile, if they are hit, the blow may be fatal as their defenses are among the lowest of all Jobs.
physical power: B
magical power: C
attack potency: A
healing potency: E
physical defense: C
magical defense: D
speed: S |
EXP | SKILL | DESCRIPTION |
0000 | Parkour | Allows character to free run. Parkour skills improve with experience, allowing to free climb when Steal is learned, to hold onto the ceiling when Throw is learned and ultimately run onto ceilings when Hellfrog is learned. |
0050 | Transience | Does nothing, but evades the next attack and counter with a powerful combo if attacked next turn. Effects doubled if invisible when hit by the attack. |
0100 | Steal | Steals an item from an enemy. |
0200 | Ninjutsu | Casts a weak fire, ice, thunder or water spell depending on the active element. Potency double if invisible when using the skill |
0350 | Throw | Throw spare weapons at the enemy for medium damage. |
0500 | Assassinate | Deals a medium attack to target. Effects doubled if invisible when using the skill. |
0750 | Smokescreen | Turns invisible. Effects remains for two turns or vanishes when hit by an attack. |
1000 | Hellfrog | Summons a chocobo-sized red frog which the Ninja will ride. Uses a fire breath that deals severe fire damage to all enemies before disappearing. |
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EXP | JOB BONUS | DESCRIPTION | 0000 | Quiet Steps | Ninjas can rarely be heard approaching unless they purposefully announce their presence. They often end up sneaking up on people without consciously realizing they are doing so. |
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Soft Parkour | Allows to free run and free climb with practice. | |
EXP | SUPREME SKILL | DESCRIPTION | 3000 | Invisibility | Turns invisible for a maximum of 24 hours. Invisibility effect will not be interrupted by attack or status effects. |

PALADIN Paladins specialize both in Holy Attacks and protecting those around them, and at mid-level they can even learn a healing spell. Because both their attack and defense are exceptional, they generally are on the frontlines, defending their allies all while being capable of attacking their enemies. Guild Location: Von Oktavia
favored weapon: Heavy Swords and Spears
favored armor: Heavy Armor
strengths: Paladins are much more resistant to damage than other Jobs, and are thus excellent when it comes to protecting their allies. They give its true meaning to the term "human shield.” They are particularly good against undead and dark monsters.
weaknesses: As powerful as they are against darkness, they are equally as weak against it and can be taken out by dark attacks quickly if they are not careful. Overall, they do not possess the versatility of Swordmasters when it comes to attacking and are best used on the defensive side.
physical power: A
magical power: C
attack potency: A
healing potency: B
physical defense: S
magical defense: B
speed: C |
EXP | SKILL | DESCRIPTION | 0000 | Shock Break | Medium sword combo hitting multiple targets. |
0050 | Rampart | Raises defense of all party members by 5% and of self by 15%. |
0100 | Desperation | Raises attack and defense by 10% whenever an ally dies. Raises stats by only 5% when death occurs in the Interdimensional Cloud. |
0200 | Cover | Takes all damage aimed at a specific ally for three turns. |
0350 | Saint Cross | Medium holy spell hitting multiple targets. |
0500 | Cura | Medium healing spell. |
0750 | Holy Blade | Powerful holy sword attack. |
1000 | Hallowed Ground | Becomes entirely invincible for the next turn. |
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EXP | JOB BONUS | DESCRIPTION | 0000 | Trustworthy | Paladins have an aura that feels trustworthy, somehow. They may find it more difficult to lie than they did before equipping this job. |
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Sentinel | Raises defense by 10% and takes all damage aimed at a specific target. |
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EXP | SUPREME SKILL | DESCRIPTION | 3000 | Shield of the People | Becomes entirely invincible for the next turn and absorb half the damage aimed at every allies within range. Pain and damage absorbed will be felt if more than five targets are protected, but health of the Paladin will not go below 50%. |

PUPPET MASTER The Puppet Master delegates fighting to their chosen companion. Puppet Masters can control pets, defeated monsters, or robotic puppets. A robotic moogle is the standard starting puppet, though experienced Puppet Masters will often acquire more and varied puppets over time. Guild Location: Ka'Pandol
favored weapon: Dolls and Whips
favored armor: Light Armor or Tunics
strengths: The Puppet Master has pretty well-rounded stats. They have decent attack, defense, and magic defense, and are not slow to attack. The more powerful puppet they acquire, the stronger the Puppet Master will be.
weaknesses: The Puppet Master’s skillset relies on their puppet, so if the puppet is destroyed, the master’s options are greatly limited. Their reliance on their puppet is a weakness some enemies will intentionally exploit.
physical power: B
magical power: E
attack potency: B
healing potency: C
physical defense: B
magical defense: B
speed:C |
EXP | SKILL | DESCRIPTION |
0000 | Puppeteer | Gives control over a pet, robot or defeated monster. The Puppet mustn't be taller than an average human being. |
0050 | Sic | Makes the puppet use their default, weak attack. |
0100 | Mog Bomb | Makes the puppet deliver an explosive package to the enemies for medium fire damage. |
0200 | Heel | Makes the puppet entangle themselves around a target's feet, stopping their movement for a turn. (Does not work on bosses or aerial or aquatic enemies.) |
0350 | Seal Evil | Makes the puppet petrify monsters of the dark element or belonging to the undead class. |
0500 | Embolden | Makes the puppet use their signature, strong attack. |
0750 | Reward | Gives a reward to the puppet, healing it mildly. |
1000 | Deux Ex Automata | Passive skill. The puppet will take any killing blow aimed at the Puppet Master. The puppet will die if biological or break down beyond repair if mechanical. |
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EXP | JOB BONUS | DESCRIPTION | 0000 | Gopher | When the Puppet Master is feeling lazy, they can send their puppet to run errands, fetch food, and do other menial tasks for them. |
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Best Friend | Allows the puppet to follow its master and use a weak version of its sic skill every turn. |
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EXP | SUPREME SKILL | DESCRIPTION | 3000 | Deux Ex Machina | Augment the puppet size to that of a giant and enables the Puppet Master to ride it for three turns, tripling the potency of all attacks and giving them area effects. |

RANGER Rangers specialize in projectile weapons, bows and crossbows. Thanks to their distance from battle, Rangers have both the advantages of physical attackers, and those of magicians as they need not stay close to the enemies. They are also skilled survivalists and trackers. Guild Location: Yun'Ashia
favored weapon: Bows, Crossbows, and Daggers
favored armor: Light Armor
strengths: Rangers can attack from a distance, dealing damage to enemies all while staying safe, away from harm. They are also very fast & agile, and benefit from perfect eyesight beyond that of normal humans.
weaknesses: The damage delivered by a Ranger’s arrows are weak compared to other physical or magical attacks. They cannot take too many direct hits, so they often need to stay at a distance from their enemies.
physical power: B
magical power: D
attack potency: B
healing potency: E
physical defense: C
magical defense: D
speed: A |
EXP | SKILL | DESCRIPTION | 0000 | Aim | Increase accuracy for the next attack. Enables to hit a target up to 100 feet away. |
0050 | Venomous Shot | Weak single-target attack. Afflicts the target with a poison effect. |
0100 | Lightning Strike | Medium lightning-element attack. |
0200 | Cupid | Weak single-target attack. Afflicts the target with a charm effect. |
0350 | Barrage | Enables to use two skills back to back next turn. |
0500 | Camouflage | Shrouds self and allies in mist, increasing evade rate by 10% and and escape chance by 50%. |
0750 | Bloodletter | Powerful single-target attack. |
1000 | Ribbon | Passive skill. Immune to all status ailments. |
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EXP | JOB BONUS | DESCRIPTION | 0000 | Happy Camper | Rangers have an affinity for tracking, hiking, and pitching a campsite. |
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Long Range | Enables to attack from a distance even with short range skills. |
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EXP | SUPREME SKILL | DESCRIPTION | 3000 | Soul Arrow | Unleash a barrage of arrows, imbued with the fighting spirit of Heroes long past, for massive non-elemental damage. The damage can be distributed among a cluster of enemies or focused on a single target for maximum devastation. |

RED MAGE The Red Mage is the Jack of all trades. Red Mages can use Black Magic and White Magic, as well as wield swords and equip armors. However, a Red Mage does not attain the highest level of skills that Black Mages, White Mages, and Warriors can in their respective domains. Furthermore, their magic spells and attacks are slightly less efficient than those of the three aforementioned Jobs. Guild Location: Lavode
favored weapon: Rapiers and other One-Handed Swords
favored armor: Light Armor
strengths: They can be used in any situation; whether the enemy is weak against physical attacks or magical attacks, the Red Mage can do something about it. Furthermore, they can also heal themselves and their companions, which is a huge plus. Last but not least, they can even poison their enemies, which will have the effect of slowly killing them over time.
weaknesses: They do not have any real weaknesses, but their versatility comes at the cost of true mastery. Their magic and attacking skills are average at best, and they're greatly outclassed by Jobs specializing in one discipline. A Red Mage may have difficulties against very skilled and powerful enemies.
physical power: B
magical power: B
attack potency: B
healing potency: B
physical defense: B
magical defense: B
speed: B |
EXP | SKILL | DESCRIPTION |
0000 | Brasier, Glacier, Foudre | Weak elemental spells (fire, ice, electricity). |
0050 | Soin | Weak healing spell. | 0100 | Sacre, Tenebres | Weak elemental spells (light, darkness). |
0200 | Cyanure | Weak poisoning spell. |
0350 | Vent, Eau | Weak Elemental spells (wind, water). |
0500 | Dualcast | Passive Skill. Allows to cast two spells back to back. |
0750 | Contre Sixte | Medium physical combo. |
1000 | Manafication | Upgrades all spells to their medium counterparts for three turns. |
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EXP | JOB BONUS | DESCRIPTION | 0000 | Courtly Manners | Red Mages have deep knowledge of the courtly ways, no matter the situation. | |
EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Revengeance | Regen mana with each attack dealt to the enemy. Enables the use of a final skill once per battle after five successful regen, even if a final skill was already used within the last hour. |
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EXP | SUPREME SKILL | DESCRIPTION | 3000 | Vermilion Dreams | The true ambition of the Red Mage realized. Upgrades elemental and holy spells to the strength of master Black or White Mages for three turns. |

SCHOLAR The Scholar makes a point of knowing strengths and weaknesses, including their own. Rather than focusing on their own meager fighting skills in battle, the Scholar uses the information gained from their studies to support their allies. Guild Location: Arito
favored weapon: Tomes
favored armor: Robes
strengths: A team with a Scholar has numerous advantages, and will find victory much easier to attain. The Scholar is able to heal and bolster allies, as well as find flaws in their enemy’s defense. Their support skills can be invaluable when facing bosses and high level enemies.
weaknesses: The Scholar only has one skill capable of inflicting damage, and they have low attack and defense. If they go into battle alone, they are sure to die.
physical power: D
magical power: B
attack potency: C
healing potency: A
physical defense: D
magical defense: C
speed: B |
EXP | SKILL | DESCRIPTION | 0000 | Fae's Blessing | Summon the fairy Eos or Selene. Eos will cast a weak healing spell on an ally every turn whilst Selene will cast an esuna spell on an ally every turn. |
0050 | Advanced Libra | Views an enemy's stats, strengths and weaknesses and reduces their defense by 3% |
0100 | Tabula Rasa | Imbues the weapon of an ally with an element for three turns. |
0200 | Adloquium | Places a shield on an ally that will absorb damage up to 7% of their max health. |
0350 | Shadow Flare | Dark medium attack spell on a single target. |
0500 | Enlightenment | Increases the attack power of all allies by 10%. |
0750 | Stats Lore | Passive Skill. Doubles the effect of stats buffs and nerfs inflicted on allies or enemies. |
1000 | Succor | Places an adloquium shield on the entire party. |
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EXP | JOB BONUS | DESCRIPTION | 0000 | Translate | The Scholar is able to learn the language of one of the native races of Vaikuntha. Through time and study, they may be able to master additional languages (the language of the Eidolons excluded). |
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Libra | Views an enemy's stats, strengths and weaknesses. | |
EXP | SUPREME SKILL | DESCRIPTION | 3000 | Lily's Blessing | Removes the summoned fairy from the battle and temporarily merge Eos and Selene in the form Lily. The newly summoned fairy will entirely heal the caster and all of their allies before disappearing as well as dissipate all status ailments. A fairy has to be summoned prior to using this skill. No fairy can be summoned for the rest of the battle. |
 SKY PIRATE Sky Pirates are the rulers of the skies. They have mastered the art of wielding guns and swords at once and use them together to deal their enemies devastating attacks, in styles. They tend to work better in large groups. Guild Location: Sen Riqeaux Sub Guild: Cloud City
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Machine Guns, Shotguns, Swords ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Light Armor sᴛʀᴇɴᴛɢʜs: Sky pirates are versatile and on the unpredictable end of the spectrum. When faced with adversity, it is when they shine as their signature skill buffs them significantly. ᴡᴇᴀᴋɴᴇssᴇs: For Sky Pirates to shine, they need to literally be in the red with their life in danger. Pirates live for the risk, but is it worth risking one's life?
physical power: B magical power: D attack potency: A healing potency: E physical defense: B magical defense: C speed: A
| EXP | SKILL | DESCRIPTION | 0000 | Adrenaline Rush | Passive skill. Raises physical defense by 20% and attack by 50% for two turns upon being hit by a powerful, heavy or severe attack. | 0050 | Piracy | Inflict damage to the legs of the enemy, preventing movement for one turn (40%) | 0100 | Treachery | Inflict damage to the arms of the enemy, preventing weapon and spell use for one turn (25%) | 0200 | Bottle of Rum | Throws a jug of booze at an enemy, dousing them in alcohol, following up with a lit match. | 0350 | Shadow Stalk | Regular attacks. Ignores the enemy's defense stats or buffs. | 0500 | Rope's End | Swings from a rope magically held in the sky while shooting a barrage of bullets dealing low damage to all enemies | 0750 | Plunder | Medium attack with a 50% chance to trigger a Steal effect. | 1000 | On Board! | Raises physical attacks for all allies by 10% at the beginning of the turn (buffs remains only for the turn), then attack at the end of the turn with a medium attack. Potency of the attack increases by 10% for every ally that attacked this turn. | EXP | JOB BONUS | DESCRIPTION | 0000 | Rum Diet | The Sky Pirate has an extremely high alcohol tolerance. | |
EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Adrenaline Boost | Passive skill. Raises physical defense by 5% and attack by 15% for two turns upon being hit by a powerful, heavy or severe attack. | |
EXP | SUPREME SKILL | DESCRIPTION | 3000 | Highwind | Summons an airship that the entire party can board as it bombs the enemies. |

STAVE MASTER A fighting class that long ago split from the fighting style of the Monk, they still eschew the use of bladed weapons. Stave Masters rely on agility over strength and try to take out their enemies with non-lethal blows. Guild Location: Yun'Ashia
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Staves, Nunchucks
ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Light Armor
sᴛʀᴇɴᴛɢʜs: They have high agility and can use their moves to unbalance their enemies. Unlike Monks, they can equip both weapons and armor, so they have extended reach and better defense. It is considered a highly versatile class.
ᴡᴇᴀᴋɴᴇssᴇs: The use of weapons prevents the Stave Master from channeling the raw physical power of the monk. They are not capable of dealing the same amount of damage as either the Blade Master or the Monk. Furthermore, they have low magic attack and defense.
physical power: B
magical power: D
attack potency: B
healing potency: E
physical defense: B
magical defense: D
speed: A |
EXP | SKILL | DESCRIPTION |
0000 | Thrust | A standard single-target attack. Has a low chance to push the target back one meter. |
0050 | Sweeping Strike | A low, sweeping attack that does weak damage, but had a chance of knocking an enemy off of its feet, disrupting their attack (ineffective against flying enemies). |
0100 | Meditate | Channel inner strength to increase power by one rank on the next turn. |
0200 | Parry | Does not act on this turn, but will parry any attack directed at themselves, dodging and delivering a counter attack. |
0350 | Vaulting Strike | Uses the staff to vault at an enemy and deliver a kick for medium damage. |
0500 | Spinning Strike | Uses the staff as a fulcrum around which to spin, delivering a kicking attack in a circle around self. |
0750 | Duel | Can draw one enemy within striking distance into a one-on-one duel. The two participants can only target one another for three turns (unless one surrenders or is knocked out earlier). Attacks with multiple targets will still work unhindered, and bosses may be immune to Duel. |
1000 | Staff of Inner Strength | Empowers the weapon with the wielder’s inner strength for powerful, non-elemental attacks for three turns. Must use Meditate before this skill can be activated. |
EXP | JOB BONUS | DESCRIPTION | 0000 | How Low? | The Stave Master is unbeatable at the game of limbo. |
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Stave Mastery | Increases the efficiency of physical attacks made with staves and rods. |
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EXP | SUPREME SKILL | DESCRIPTION | 3000 | Staff of Divine Strength | Empowers the weapon with a mystic power for three turns. The weapon becomes unbreakable while in this state, and can deliver a strike with the force of a tornado behind it. Must use Meditate before this skill can be activated. |

SUMMONER Summoners are able to call upon the power of Eidolons to aid them in battle. Summoners often engage in pilgrimages to seek out new Eidolons to form bonds with. Guild Location: Arito
favored weapon: Rods and Staves
favored armor: Robes
strengths: The Summoner has the greatest magical potency. They are capable of summoning Eidolons, the legendary guardian spirits of the planet, which can wield great power or render aid to the party. The Summoner is the only class capable of fully understanding the language of the Eidolons.
weaknesses: Summoning is an exhausting process, so the Summoner will often need time to recharge after calling an Eidolon. Having devoted their energy to their magical bonds, they have the weakest physical attacks, and very low physical defense.
physical power: E
magical power: S
attack potency: S
healing potency: C
physical defense: C
magical defense: A
speed: D |
EXP | SKILL | DESCRIPTION |
0000 | Ruin | Weak non-elemental single-target attack spell. |
0050 | Mystic Talk | Gain the ability to understand the language of Eidolons. Comprehension of the language improves with experience and is only perfected upon learning High Summoning. |
0100 | Partial Summoning | Summons the partial form of an Eidolon and has it use its skill. |
0200 | Friendship | Slightly increases the potency of a partial summon's skill each time it is summoned. |
0350 | Storage | Increases the number of available summons from 3 to 5. |
0500 | Runic | Protects self and reduces damages from the next attack by 25%. |
0750 | Last Breath | Automatically summon an Eidolon upon dying. |
1000 | True Summoning | Summon the true form of an Eidolon. |
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EXP | JOB BONUS | DESCRIPTION | 0000 | Keeper of Tales | Thanks to their bonds with the spirits of this world, Summoners have an increased knowledge of local legends and lore. |
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Egi Summoning | Summon a cat-sized and ghostly version of an Eidolon. |
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EXP | SUPREME SKILL | DESCRIPTION | 3000 | High Summoning | Summon one of the five Great Eidolons. |

SWORDMASTER Swordmasters are purely focused on offensive and they can use a wide array of bladed weapons. Their sword combos damage and weaken their enemies. Guild Location: Nakagawa
favored weapon: One or Two-Handed Swords
favored armor: Light Armor
strengths: The Swordmaster is well-suited to dealing physical damage and can weaken their enemy’s defenses with well-placed combos. They are also able to counterattack to inflict even more damage per round. Their armor provides moderate protection against physical damage.
weaknesses: Swordmasters have low resistance to magical attacks, and their skills are not flashy. Most of their skills focus on damaging a single target, making it difficult for them to deal with a group of enemies without aid.
physical power: A
magical power: D
attack potency: A
healing potency: C
physical defense: B
magical defense: D
speed: B |
EXP | SKILL | DESCRIPTION |
0000 | Enhanced Counter | Passive skill. Buffs potency of the next skill by 10% and automatically respond with a weak sword combo when hit by an attack. |
0050 | Shooting Star | Medium sword combo on a single-target, reduces their attack power by 10%. Cannot be stacked with another Swordmaster's Shooting Star. |
0100 | Flurry | Medium sword combo on a single-target, reduces their defense by 10%. Cannot be stacked with another Swordmaster's Flurry. |
0200 | Oblivion | Medium sword combo on a single-target, banishes target to the Interdimensional Rift with a 05% chance of success. |
0350 | Eclipse | Medium sword attack on all enemies. |
0500 | Bushido | Moderately strong sword combo on a single-target. Deals additional weak fire damage if Shooting Star was used prior to this skill, weak wind damage if flurry was used or weak dark damage if oblivion was used. |
0750 | Eye For An Eye | Reply with a powerful sword combo whenever an ally is hit for a turn. |
1000 | Midare Setsugekka | Deals severe damage to a single target and absorb the damage inflicted to heal self. |
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EXP | JOB BONUS | DESCRIPTION | 0000 | Warrior's Body, Poet's Heart | Devotion to the way of the blade has left the Swordmaster with an appreciation for nature and poetry. |
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Counter | Automatically reply with a weak weapon combo when hit by an attack. |
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EXP | SUPREME SKILL | DESCRIPTION | 3000 | Tornado | Creates a tornado up to 25 feet tall and unleashes it on the enemies or a specific location for severe damage. The tornado can be set on fire if a bottle of strong alcohol is thrown into it. |

TACTICIAN Tacticians are geniuses who rely on their mental skills rather than physical or magical prowess. The battlefield is their chessboard, and they are often planning 3 steps ahead of everyone around them. Guild Location: Sparks Golsaucia
favored weapon: Tomes
favored armor: Robes
strengths: Tacticians shine through their intelligence: their heightened mental capacity allows them to solve puzzles and the likes more easily than they would have without the Job. With proper planning, the statuses they inflict can undermine their enemy and help turn the tide in their favor.
weaknesses: The Tactician is lacking in physical and magical defense, and does not do much damage upfront. Most of their attacks have prolonged effects, making this a job of delayed gratification. They must use their wits or rely on their allies to survive long enough to see their plans come to fruition.
physical power: D
magical power: B
attack potency: D
healing potency: E
physical defense: D
magical defense: C
speed: B |
EXP | SKILL | DESCRIPTION |
0000 | Miasma | Afflicts a single-target with the miasma status. Reduces the effectiveness of healing magic by half. |
0050 | Freeze | Weak single-target ice spell. Afflicts target with the immobilize status and prevents them from moving next turn. |
0100 | Bio | Afflicts a single target with the poison status, reducing their health mildly each turn. |
0200 | Broil | Weak single-target fire spell. Afflicts target with the burn status, reducing their health a bit each turn. |
0350 | Morpheus's Embrace | Afflicts a single-target with the sleep status. Causes them to fall asleep until they're hit or for three turns. |
0500 | Dark Abyss | Weak single-target dark spell. Afflicts target with the blind status. |
0750 | Cursed Kiss | Afflicts a single-target with the Frog status, turning them into a frog. |
1000 | Disaster | Powerful single-target neutral spell. Afflicts target with the mini, silence, slow and paralyze status for two turns. |
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EXP | JOB BONUS | DESCRIPTION | 0000 | Game Night Destroyer | The Tactician is a master of strategy, and potentially a ruiner of friendships around the game table. They’ve got a natural edge at games involving strategy or wit, unless they are playing against another Tactician. | |
EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Spellblade (Status) | Imbues weapon with one of the status ailments. | |
EXP | SUPREME SKILL | DESCRIPTION | 3000 | Plague Bringer | Inflicts all targets within a 20-foot radius with the Disease status. Disease will causes them to lose health, to be slower both physically and mentally and to have all of their stats diminished by 25%. The disease status is contagious and can be spread around. It will grow into a powerful flu after twenty-four hours if the targets are not treated by a White Mage. Disease may be fatal if not treated. |
 TIME MAGE Time Mages specialize in the manipulation of the fourth dimension: time. While they cannot time travel per se, they can use time at their advantage to undo what has come to pass and see what is yet to come. Guild Location: Sen Riqeaux Sub Guild: Angh University
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Staff, Clocks ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Light Armor, Robes sᴛʀᴇɴᴛɢʜs: Time Mages can see slightly ahead of time what the enemies will do. Learning to master prescience is the key to being a true Time Mage, as it may allow them to avoid deadly attacks and thus make up for their lackluster defenses. ᴡᴇᴀᴋɴᴇssᴇs: For how amazing prescience is, there isn't enough time to do much with it until the Job mastered. Even then it's used only for self-defense, as there is no time to call out and warn allies. It is a skill that might cause more confusion than good for inexperienced Time Mages.
physical power: E magical power: S attack potency: C healing potency: B physical defense: D magical defense: D speed: A
| EXP | SKILL | DESCRIPTION | 0000 | Prescience | Passive skill active only in battle. Allows to see what the enemy will do 1 second before they do it, extended to 2 seconds once the Job mastered and 2.5 seconds once the supreme skill mastered. | 0050 | Combustion | Speeds molecules up on a target to the point of causing an explosion (low damage, grows to medium once the job maxed) | 0100 | Time Slip | Reverts self to the previous turn state. Can be used only once in battle. (Reverting doesn't allow to use Final or Supreme skills twice). | 0200 | Haste | Allows an ally to use two attacks in the turn, at the cost of the Time Mage's turn. Doesn't stack with other similar effects. | 0350 | Extend | Extend by one turn all the buffs currently effective on the party. Cannot be stacked more than three times. | 0500 | Banish | Opens a portal to the Interdimensional Rift and banishes the enemy (50%, ineffective on bosses or sentient characters). | 0750 | Comet | Low damage on all enemy targets. | 1000 | Time Compression | Reverts an ally or self to a previous state within a two-hour window. Restores health and energy, erases buffs and debuffs. Memories are not reverted. Cannot be used if target is dead. | |
EXP | JOB BONUS | DESCRIPTION | 0000 | Eccentricity | Time mages have a tendency to be eccentric and excitable. | |
EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Soft Prescience | Passive skill active only in battle. Allows to see what the enemy will do 0.5 second before they do it. | EXP | SUPREME SKILL | DESCRIPTION | 3000 | Reraise | Reverts an ally to a previous state even if they are dead. May be cast preemptively (up to 24 hours earlier) on a target and Reraise will trigger if they die. Takes three turns to cast in the midst of battle. |
 TEMPLAR Templars are distant cousins of Paladins, focusing less on self-heals and more on the physical aspect of the Job. They are offensively dangerous while being walls for the enemies to smash against. Guild Location: Sen Riqeaux Sub Guild: Armstrong Fort
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Spears ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Heavy Armor
sᴛʀᴇɴᴛɢʜs: High defense and HP, can protect allies and give heavy damage ᴡᴇᴀᴋɴᴇssᴇs: Low speed, the Templar will often be last to go. A godsent sometimes, but also a detriment in many cases. physical power: A magical power: C attack potency: A healing potency: B physical defense: S magical defense: B speed: E
| EXP | SKILL | DESCRIPTION | 0000 | Might Blow | Medium spear and shield combo that can knock down one target for one turn, leaving them vulnerable. | 0050 | Payback | Recover from an attack and lash out with a blow equivalent to the damage sustained against nearby enemies. Strengthens by 10% once Champions of the Just is learned for sweet, sweet revenge. | 0100 | Righteous Strike | Medium light-aspected spear and shield combo. | 0200 | Shield Breaker | A shield bash that can crack armor and destroy stone walls out of combat. | 0350 | Eidolon's Will | Raises attack and defense of all party members by 10% and lowers the attack and defense of all enemies by 5%. Stacks with Paladin's Rampart, but lowers defense increase to 5% if Rampart is active. | 0500 | Champions of the Just | Medium light-aspected spear and shield combo, hitting foes with a blast of light that dispels one beneficial status effect. | 0750 | Wrath of Heaven | Summons a blinding pillar of golden light that stuns and temporarily blinds foes. The effect is greater against demonic forces and those who use black and illusion magic, dealing moderate damage. | 1000 | Annulment | Purges the area of hostile magic, removing detrimental magical effects from the party and disabling sustained magical abilities of enemies, briefly silencing magic-wielding foes for a turn. | |
EXP | JOB BONUS | DESCRIPTION | 0000 | Conspiracy Theory | You have an aura of mystery. People tend to perceive you as shadier than you actually are. | |
EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Powerful | Through training and hard work, the Templar has gained greater health and stamina, enabling for slightly increased movement speed while wearing heavy armor. | |
EXP | SUPREME SKILL | DESCRIPTION | 3000 | Counterstrike | Pushing themselves to the limit, the Templar becomes immune to all damage for the next turn while taunting all nearby enemies to focus its attacks on them. While active, the Templar will automatically counter all melee attacks. |

CALAMITY KNIGHT Calamity Knights are widely feared and mistrusted as practitioners of the forbidden arts. A Calamity Knight can deliver devastating attacks and plant the seeds of calamity, but as the saying goes, power comes at a price... Guild Location: Please contact mods
favored weapon: Any
favored armor: Heavy Armor
strengths: The Calamity Knight can deliver powerful attacks from an early level and weaken their enemies with their dark powers. At higher levels, they can corrupt both monsters and the minds of their enemies. It is truly a terrible power they wield.
weaknesses: Calamity Knight’ powers are focused solely on their own advancement, and their status buffs only affect themselves. The monsters they corrupt cannot be controlled, and are as likely to attack the Calamity Knight or their allies (if the Calamity Knight has allies) as they are to attack the enemy. Some of the skills they are capable of should never be used by a sane person.
physical power: A
magical power: A
attack potency: A
healing potency: C
physical defense: B
magical defense: B
speed: D |
EXP | SKILL | DESCRIPTION |
0000 | Hell Judgment | Summon dark energy and focuses it into a powerful blast hitting all targets. |
0100 | Negative Aura | Reduces stats of all targets by 30%. |
0200 | Fulminating Oblivion | Severe dark attack to a single target. |
0400 | Black Testament | Triples all stats for ten turns (self). |
0700 | Dark Ascension | Restores 15% of self-health. |
1000 | Heartless Angel | Reduces a single-target health to 1%. |
1500 | Ancient Curse | Turns regular monster into a Calamity version. Increases its stats tenfold. |
2000 | True Corruption | Corrupts a single target and gains power over their will until they break free or are broken free. Cannot corrupt more than one target or the previously corrupted target will be freed. |
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EXP | JOB BONUS | DESCRIPTION | 0000 | Maniacal Laughter | When the Calamity Knight laughs, even about something perfectly ordinary, the sounds comes out booming and sinister. Sometimes, a bolt of lightning will strike overhead. |
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EXP | MODIFIER SKILL | DESCRIPTION | 1000 | Gift Of Darkness | Absorbs damage dealt into health. |
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EXP | SUPREME SKILL | DESCRIPTION | 3000 | Calamity Harbinger | Changes the prefix of all skills to Calamity, increases all stats tenfold, prevents flinching, allows to use all unlocked skills from the other Job and enables the use of three skills per turn. Enables to corrupt up to three targets at once. Lasts 24 Hours. |

WHITE MAGE White Mages are masters of healing and support magic. They can heal wounds, lessen exhaustion and in their supreme stage even revive the dead. If one is to go off exploring a dangerous place, having an experienced White Mage in the party is a must. Guild Location: Lavode
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Rods and Staves
ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Robes
sᴛʀᴇɴᴛɢʜs: They are excellent magic users gifted with great resistant to magic. Furthermore, White Magic is very efficient against the undead. Their usefulness extended beyond battles, as countless are those all over the world in need of healers.
ᴡᴇᴀᴋɴᴇssᴇs: Their physical prowess is sub-par and they cannot wear armor. They are unable to effectively deal physical damage and are very vulnerable to physical attacks. Because they have few attack spells, they must rely on their companions to deal damage to the enemy while supporting them.
physical power: D
magical power: A
attack potency: C
healing potency: S
physical defense: C
magical defense: A
speed: C |
EXP | SKILL | DESCRIPTION |
0000 | Esuna | Removes a status ailment from the target. |
0050 | Healing Magic Mastery | Power to control healing magics to heal damage inflicted on self or a single ally. Potency grows with experience, starting from 5% up to a maximum of 50% health healed per turn once all skills learned. Can be used to help with recovery, heal wounds or help the organism fight diseases more efficiently when used outside of battle. |
0100 | Wind Mastery | Power to control the wind element and focus it into single-target attacks. Potency grows with experience. |
0200 | Regen | Applies a regen effect on an ally for 10 turns, healing 5% of their health per turn. |
0350 | Divine Caress | Grants resistance to status ailments to an ally for three turns. |
0500 | Protect | Reduces magical and physical attacks endured by the party for three turns by 10%. Cannot be stacked with another White Mage's Protect. |
0750 | Medica | Casts healing magic on self and all nearby allies, but reduces potency by 75%. |
1000 | Holy | Ancient holy spell. Inflicts severe damage on all targets. | |
EXP | JOB BONUS | DESCRIPTION | 0000 | Bleach | With all the time spent keeping a white uniform clean on the battlefield, a White Mage can get the bloodstains out of anything. |
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Spellblade (Divine) | Imbues weapon with holy magic or healing magic. Weapons imbued with healing magic will regenerate health rather than cause damage upon hitting a target. |
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EXP | SUPREME SKILL | DESCRIPTION | 3000 | Resurrection | Supreme white magic. Revives someone who died within the past hour and fully restores HP. Inefficient if the target's body was vaporized or if there is not enough left of them to perform the spell. |
 WIZARD The Wizard job is unique in that it is primarily used as a passive job. Wizards are masters of the modifier skill, enhancing their active jobs with their wizarding ways. Guild Location: Ardynia Sub Guild: Yun'Ashia
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Staff, Sword ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Robes sᴛʀᴇɴᴛɢʜs: The ideal Job to have in a passive slot. Its modifier skill is a step beyond that of other Jobs and increase your options dramatically for the Active Job. ᴡᴇᴀᴋɴᴇssᴇs: You're sacrificing your ability to switch between your active and passive jobs during combat. Worse, one of your passive Jobs is entirely useless in the active slot, so it might as well not exist when it comes to job swapping.
physical power: E magical power: S attack potency: S healing potency: E physical defense: E magical defense: S speed: E
| EXP | SKILL | DESCRIPTION | 0000 | Wizardry | Prevents switching the Active Job out during combat. | 0050 | Mythril Gift | Allows using the Wizard's fashion choice with the active Job, bypassing the armor restrictions for each classes. | 0100 | Ithryn Gift | Allows using the Wizard's weapon of choice on the main Job, bypassing the weapon restrictions for each classes. | 0200 | Spellcraft: Istari | When used together with a skill, increases its potency by 12% | 0350 | Spellcraft: Narya | When used together with an attack skill, drains 30% of the damage inflicted. | 0500 | Spellcraft: Glamdring | When used together with a skill, delivers a basic weapon attack along with the skill. | 0750 | Spellcraft: Maiar | When used together with a skill, turns it into an AoE skill but diminishes its effect by 40% when two enemies are targeted, by 60% when three enemies are targeted or by 75% when four or more enemies are targeted. | 1000 | Spellcraft: Anor | Adds a powerful fire-elemental explosion when used with a skill, followed by a cooldown time of 1 turn. Also switches the Active Job with the other Passive Job. Using this skill is the only way for someone to switch the Active Job out during combat if they have Wizard. | |
EXP | JOB BONUS | DESCRIPTION | 0000 | On Time | Wizards are never late, nor are they early, they arrive precisely when they mean to. | |
EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Spellcraft | Allows to use a Spellcraft skills alongside your active Job's skill. The skill names reads as Spellcraft: (Effect) (Skill) when doing so. (For example, someone using Spellcraft: Maiar and Shadow Flare, the resulting skill is Spellcraft: Maiar Shadow Flare). The same spellcraft cannot be be used twice in a row. | EXP | SUPREME SKILL | DESCRIPTION | 3000 | Khazad-dûm | Erects a shield over a twenty-feet wide area. Reduces all damage by 80% on the first turn, 30% on the second turn and 10% on the third turns before vanishing. The Wizard can attack normally during the second and third turn turn. The Wizard isn't protected by their own shield. Usable only when Wizard is set as the Passive Job. |
 
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