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CRYSTALLIAN JOBS

The images on the left depict what the default outfits of the Job classes more or less look like. The Strengths and Weaknesses sections detail what those equipped with these Jobs can and cannot do. The Skill Lists detail what additional skills those equipped with those Jobs may gain after a while. The duration indicates how long a character must keep a Job equipped to get said skill. Some events, missions and player plots may award +1 month to equipped Jobs. As such, someone participating in every events may divide by two the required time to max out a Job! |
![]() WARRIOR Warrior is quite possibly the most basic of all Jobs. Warriors are purely focused on offensive and they can use a wide array of weapons: multiple kinds of sword, daggers, axes and even shields both as an offensive and defensive tool. They can also equip light armors. As Warriors progress and gain experience, they can use sword magics, useful to fight enemies whoa are weak against the elements. Strengths: With a strong focus on attack, Warriors aren't only powerful-- They can also diminish the stats of their enemies so as to hit them even harder. It is very useful early on for those new to the world of Crystallis. They can use a wide array of weapons without any problems, having instinctive knowledge regarding how to use them. Furthermore, the Assault skill can make them into true killers. Weaknesses: Overall, Warriors lack in potential when compared to other Jobs. Warriors are also fairly weak against magic attacks. In the end, it is a good Job for beginner mostly. As great as the Assault skill is, it is also a very dangerous skill to use, as Warriors will lose all control over themselves. |
Initial | Power Break, Magic Break | Physical attack (lowers an enemy physical or magical power). |
One Month | Armor Break, Mental Break | Physical attack (lowers an enemy physical or magical defense). |
Two Months | Flame Tongue | Elemental physical attack (fire). |
Three Months | Liquid Steel | Elemental physical attack (water). |
Four Months | Ice Brand | Elemental physical attack (ice). |
Six Months | Thunder Blade | Elemental physical attack (electricity). |
Nine Months | Assault | Casts Shell, Protect and Berserk on self, but loses control (ten minutes). |
One Year | Excalibur | Most powerful non-elemental physical attack. |
![]() MONK Monks cannot use weapons nor can they equip 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 and their knowledge of martial arts make it easy for them to know where and when to hit to be the most effective against opponents. They are quite slow and lack in pure agility, but this can be palliated by equipping one of the most agile Job alongside this one. Strengths: The instinctive knowledge Monks have of all sort of martial arts is their greatest strength. No need to train years to master these arts, simply equipping the Job will do. Also, they are fairly resistant to physical attacks. By stacking skills together, their physical strength can be ten times as great as that of normal humans. Weaknesses: They are very weak against magic and cannot equip weapons or armors. In short, they are glass-canons, and should be used wisely when in battle. It seems essentially to combine Monk with another Job to take advantage of this Job, as otherwise a skilled opponent may take them down in no time. |
Initial | Kick | Physical attack (hits multiple targets). |
One Month | Boost | Doubles the power of the next attack. |
Two Months | Perfect Counter | Stays idle but counter if attacked (x2 attack power). |
Four Months | Invigorate | Doubles physical might at the cost of halving defense (ten minutes). |
Six Months | Fists of Wind | Increases movement speed (ten minutes). |
Nine Months | Chakra | Heal mid wounds and cures status ailments (on self only). |
One Year | Natural Talent | Doubles physical might (permanent so long as the Job is equipped). |
![]() THIEF Fast and agile, Thieves can be difficult to spot for enemies, and even more difficult to hit. Thieves generally equip daggers, boomerangs or short swords but armors are too heavy for them to wear. As their name indicates, they are specialized in stealing from their enemies and can never be victim to a surprise attack from monsters. Strengths: Their strength is in their speed and agility. They are slightly less fast and agile than a few other Jobs, but the combination of their high speed and agility is unique and the best one amongst all Jobs, with their agility being surpassed only by that of Dragoons and speed by Ninjas. At their final stage, thieves can steal Crystals from enemies. This may prove invaluable if they know Blacksmiths who gained their final skill as well. Weaknesses: They do not hit hard and lack any skills truly useful to win a battle. They are not resistant to anything in particular, and in the end are only useful if there is something precious the enemy holds. They may be best used outside of battle for infiltration and stealth missions. |
Initial | Steal | Steals an item from an enemy. |
Initial | Flee | Allows the character and teammates to disappear from battle. |
One Month | Burgle and Buff | Raises attack by 25% when successfully stealing an item. |
Two Months | Larceny | Steals status buff and protections from the enemy. |
Four Months | Shake Down | Steals an item from all enemies at once with a 25% success rate for each. |
Six Months | Borrowed Time | Freezes an enemy in time for thirty seconds (does not work on bosses). |
Nine Months | Life Thief | Steals life energy from the enemy and uses it to heal (mid). |
One Year | Master Thief | Steal rare items and Crystals from enemies. |
![]() NINJA Ninja is a new Job developed by the Heran Empire. They are meant to be even faster than Thieves and yet powerful combatants at the same time. Indeed, Ninja are as fast as they are mighty. They are also masters of Illusions, surpassed only by Illusionist in that domain. They can create clones of themselves and become invisible if they possess an Invisibility Crystal. 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 generally wield short weapons: ninja blades or knives, always in duo. They can also wield katanas. If they can get their hand on an Invisibility Crystal, a special crystal created by the Empire to reinforce the abilities of this Job, they can also turn invisible. 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. To make up for this, it may be wise to couple Ninjas with a Job that possesses better defenses or one that will enhance their already excellent agility. |
Initial | Transience | Evades an attack and counterattacks. |
One Month | Shunshin | Drastically raises speed and agility for five minutes. |
Two Months | Clone | Creates an perfect copy to fight alongside or instead of you. |
Four Months | Ninjutsu | Casts a fire, water, thunder or ice attack to all enemies (mild). |
Six Months | Throw | Throws spare weapons at the enemy (x2 damages). |
Nine Months | Smoke Bomb | Disappears in a cloud of smoke and appears elsewhere (50 foot radius). |
One Year | Ceiling Walking | Allows to hold on to the ceiling and walk on it to an extent. |
?????????? | Stealth | Turns invisible. |
![]() BLACK MAGE Black Mages are masters of offensive magic. They can attack enemies and in their final stage, get the penultimate black magic, Ultima. They are known to use staves or rods so as to improve their magic's efficiency. They cannot wield conventional weapons or equip armors however, unless paired with another Job. Strengths: They are excellent magic users and they are among those who resist best to magical attacks. Indeed, their magical potential is inferior only to that of Summoners. Because of the diversity of their spells, they are very useful against pretty much any enemies. If facing against enemies weak to magic or even a large variety of enemies, Black Mages will always be useful. Weaknesses: Their physical prowess are sub-par and they cannot wear armors. They are unable to deal consequent physical damages and are very weak against physical attacks, weaker even than White Mages. Their spells are all offensive and they possess absolutely no support or healing ability; meaning on their own they may quickly get overwhelmed by enemies. |
Initial | Fire, Blizzard, Water, Thunder | Elemental attack spells (weak). |
Initial | Focus | Focuses energy to cast stronger spells. |
One Month | Aero | Elemental attack spell (wind). |
Two Months | Fira, Blizzara, Watera, Thundara | Elemental attack spells (mid). |
Three Months | Earthquake | Elemental attack spell (earth). |
Four Months | -Ja Unlocked | Allows to cast elemental spells on multiple targets. |
Six Months | Firaga, Blizzaga, Waterga, Thundaga | Elemental attack spells (strong). |
Nine Months | Shadow Flare | Very powerful elemental attack spell (dark). |
One Year | Ultima | Most powerful non-elemental attack spell (wide range). |
![]() WHITE MAGE White Mages are masters of healing and support magic. They can heal wounds, lessen exhaustion and in their final stage, even revive the dead-- Something that can change the face of a battle. If characters go off somewhere to explore a dangerous place, having a White Mage in the party is a must. Using staves or rods improve their magic's efficiency. They cannot wield conventional weapons or equip armors. Strengths: They are excellent magic users and equally resistant to magic, even though their magical potential is below that of Black Mages or Summoners. White Magic is very efficient against Undead-type enemies. They can work outside of battle very well as well, as many people all over the world are in need of healers. Weaknesses: Their physical prowess are sub-par and they cannot wear armor. They are unable to deal consequent physical damages and are very weak against physical attacks, though not as weak as Black Mages. Because they have only one attack spell, which they obtain late, they are mostly useless when it comes to attacking enemies. Pairing them with a secondary Job may be the best option to make the most of this Job. |
Initial | Cure | Heals minor wounds. |
Initial | Esuna | Cures status ailments. |
One Month | Protect, Shell | Improves an ally's resistance to physical or magical attacks. |
Two Months | Cura | Heals mid wounds. |
Three Months | Prayer | Lessens exhaustion to nearby characters and grants them a random buff. |
Four Months | Divine Caress | Grants resistance to status ailment (five minutes). |
Six Months | Curaga | Heals major wounds. |
Nine Months | Holy | Very powerful elemental attack spell (light). |
One Year | Life | Revives a character who died less than five minutes ago. |
![]() 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 can never attain the highest level of skills that Black Mages, White Mages, and Warriors can in their respective domains. Furthermore, their magics and attacks are slightly less efficient than those of the three aforementioned Jobs. 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. 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 they are the masters of nothing. 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. |
Initial | Fire, Blizzard, Water, Thunder | Elemental attack spells (weak). |
Initial | Cure | Heals minor wounds. |
One Month | Esuna | Cures status ailments. |
Two Months | Bio | Attack spell (may inflict poison). |
Three Months | Fira, Blizzara, Watera, Thundara | Elemental attack spells (mid). |
Four Months | Cura | Heals mid wounds. |
Six Months | Holy Light, Dark Cloud | Mid elemental attack spells (light and dark). |
Nine Months | In The Red | Increases attack power the weaker the character is. |
One Year | Dualcast | Allows to cast two spells back-to-back. |
![]() CRYSTAL RESEARCHER A Job put together by Palitutu after she discovered the truth about Crystallis and the Cycle. This Job was designed to keep the Heroes of Light in check and ensure the cycle would go as planned. Because this Job was created for the specific purpose to work against them, the Heroes of Light are unable to learn the skills at an increased rate, like they do for other Jobs. Strengths: This Job was built to face any possible eventuality, and as such it is a very versatile Job. Taking far more time than any other Job to master, it also offers a lot more. Using a Black Crystal allows for the Forsaken skill to be used on all Heroes within a certain radius, rather than target them individually. Furthermore this Job is compatible with Onion Knight, making it quite possibly the best possible match to equip alongside a maxed Onion Knight. Weaknesses: This Job is great against Heroes of Light-- Not so much against everyone else. As powerful as Judgement is and as useful as Vanish it, it is unlikely these skills would work against foes such as Garland or the Calamity. A Moogle and a Black Crystal are both required to use Job Switch, the later of which might be impossible to obtain. For Symbiosis to work, one must work full-time as a Crystal Researcher. And most importantly, will it even be possible to max this Job before the Calamity has destroyed the world? |
Initial | Symbiosis | Reduces research time on a project to three months. |
Five Months | Teleportation | Teleports to a previously visited and non-crystallized location. |
Twelve Months | Vanish | Flees the scene instantly and go to safety. |
Twenty Months | Forsaken | Disables the Jobs of targetted Heroes of Light. |
Thirty Months | Gift of Crystallis | Places Barrier, MBarrier, Haste, Regen and Aura on the allied team. |
Forty Months | Judgement | Reduces the enemies' health to 10% and places Curse on them. |
Fifty Months | X-Banish | Opens portals between the Interdimensional Rift and Worlds. |
Sixty Months | Class Creation | Allows to create Jobs with the remnants from destroyed worlds and past Heroes. |
?????????? | Job Switch | Instantly switches to any maxed Job. |
![]() BLUE MAGE A new Job born from Jessie's researches. It is a blank Job with no skills and it lacks any stats boosts or decreases, much like the Freelancer Job. But this doesn't mean this Job is useless, quite at the contrary. Rather than progress on a monthly basis, new skills are learnt by fighting monsters. Characters who are hit by certain attacks can then use them again at their heart's content-- So long as they survive and finish off the monster who taught them said attack, of course. Strengths: This Job can be entirely customized. Characters equipping it can learn seven different skills (and a eighth one after a year), and if they know what they're doing the skills will be specifically what they need. They may not know how to get specific skills, but they can study to know what monsters are likely to give what skills. Weaknesses: To learn an attack, characters mustn't just be hit by said attack: they must survive it and defeat the monster who cast the attack. It may prove to be problematic with Malboros and Hamsters... It is also possible to learn skills by accident, and they cannot be forgotten. Learning Splash would be a shame. |
Geezard | Splash | Moves around and does nothing. |
Black Elemental | Shadow Mist | Casts a dark spell at all enemies |
Blue Elemental | H2O | Casts a water spell at an enemy. |
Bomb | Self-Destruct | Self-destructs and dies, but inflicts severe damages (all enemies). |
Buer | Off-Guard | Halves the defense of an enemy. |
Cactuar | 1000 Needles | Inflicts serious damages to an enemy. |
Chimera | Aqua Breath | Casts a mid-water spell on all enemies. |
Cockatrice | Stone Touch | Has a 50% chance of turning an enemy into stone. |
Ettin Snake | Entangle | Weak attack, but 50% chance of paralyzing the enemy. |
Gargoyle | Lv. 4 Death | Has a 25% chance of killing all enemies. |
Goblin | Goblin Punch | Attack an enemy with a slightly above average attack. |
Malboro | Bad Breath | Inflicts Poison, Confuse, Sleep, Silence, Frog, Small (all enemies). |
Mandragora | Slow Dance | Halves the speed of an enemy. |
Mech Guard | Simple Shot | Shoots a bullet at an enemy. |
Mech Gunner | Canon Shot | Shoots a powerful bullet at an enemy. |
Medusa | Roulette | Randomly kills an enemy or an ally. |
Mimic | Vanish | Vanish from battle. |
Ochu | Ochu Dance | Inflicts the paralysis and confuse ailments (all enemies) |
Red Elemental | Fire Breath | Casts a fire breath on an enemy. |
Sahagin | Mighty Guard | Doubles the speed, magical & physical defenses of all allies. |
Seeker Bat | Bite | Bites an enemy with a weak attack. |
Skeleton | Magic Blow | Drains the mental energy of an enemy. |
Tonberry | Karma | Deals to the enemy the double of damages he inflicted in total. |
Touch Me | Frog Song | Turns the enemy into a frog. 50% chance to put them to sleep. |
White Elemental | Blinding Light | Casts a light spell at an enemy (may inflict blind ailment) |
Wyvern | White Wind | Heals minor wounds (all allies) |
Yell. Elemental | Trine | Casts a thunder attack (all enemies). |
Zombie | Zombie Bite | Makes an enemy weak to healing magic and items. |
Adamantoise | Death Force | Immunizes the target to being instantly killed. |
Behemoth | Fracta Ultima | Weaker variant of the Ultima Spell |
Dragon | Black Meteo | A far weaker yet still powerful version of the Meteor spell. |
Dragon Zombie | Zombie Breath | Inflicts the Undead status, making light and cure magic deadly (all enemies). |
Iron Giant | Grand Sword | Powerful physical attack against all enemies. |
Long Gui | Quake | Casts earthquake on the enemy party. |
Raptor | Shield Bash | Physical attack that freezes the enemy and knocks them back. |
T-Rex | Devour | Eats the enemy if weakened enough. May heal, hurt or cause ailments. |
Hamster | C'mon Hamsters! | Summons an army of hamsters to trample and annihilate all enemies. |
![]() TIME MAGE A Job created by Palitutu in her attempts to fix the cycle of Crystallis. It is said to have been made from the remnants of past Heroes of Lights who specialized in temporal manipulation. Time Mages are unique in that all of their skills revolve exclusively around the manipulation of time. They are nothing short of overpowered when facing conventional opponents, but lose a lot of their potential against bosses. Strengths: Time Mages can not only buff themselves and their allies, but they can also debuff their opponents. Against regular enemies, skills like Malestrom are devastating and Combustion can one-shot most monsters and people. If they come to possess a Crystal Watch, Time Mages become virtually immortal as they can revert their bodies to an earlier state when they are on the verge of dying. Weaknesses: A lot of their skills are useless against bosses and characters immune to status ailments. A Time Mage would be of very little use against a boss since the skills Demi, Maelstrom, Slow, Stop and Banish do not work against them. Likewise, against monsters will little health, Demi and Maelstrom serve no purpose. Skills: Flash should mostly be used for battles, as the distance a Time Mage can go through with this skill is very short and works best with the use of other skills. Slow and Stop will never affect characters immune to status ailments. When Combustion kills or destroys a target, they will explode into countless pieces. Banish is an unique skill that has a 60% success rate. It will cast the target of the spell into the Interdimensional Rift, be they monsters or people. Use with caution! The Crystal Watch will increase the potency of all the skills and unlock Time Kompression. When a Time Mage is on the verge of dying, using Time Kompression will revert their body to an earlier state within the immediate past when they were in good health. However, the Time Mage must focus to do this and the more wounded they are, the longer it takes. If they are attacked or if the Crystal Watch is destroyed before they've finished focusing, Time Kompression will fail. With a lot of training, skilled Time Mages can use a limited version of Time Kompression when they are attacked, stopping and reversing time to the precise moment before they were hit. But even with a lot of training, they can only do that a limited number of time per battles. |
Initial | Slow | Halves the passage of time for the target, effectively lowering their speed. |
One Month | Haste | Doubles the passage of time for the target, effectively boosting their speed. |
Two Months | Flash | Allows the character to quickly appear and disappear. |
Three Months | Demi | Inflicts damages equal to 25% of the enemy's current health. |
Four Months | Stop | Stops the passage of time for a target or area, freezing them in time. |
Six Months | Banish | Bans the target to the Interdimensional Rift. |
Nine Months | Combustion | Speeds molecules up on a target to the point of causing an explosion. |
One Year | Maelstrom | Reduces the health of all enemies to 10% of their current health. |
?????????? | Time Kompression | Reverts to a previous state when on the verge of defeat. |
![]() ILLUSIONIST Illusionist is a new Job developed by the Heran Empire. Master of Illusions, skilled Illusionists can confuse their enemies and lay back as they watch them kill each others. The final skill of this Job is priceless, as it allows characters to instantly go back to a place they previously visited, without needing Airships or Chocobos. It is said however that the Empire possesses domr equipment that can disable this ability... Strengths: Aside from everything listed above, the true potential of an Illusionist comes when equipped with a Crystal of Illusion, a special kind of Crystal created by the Empire to enhance the abilities of this Job. With it, Illusionists can modify how reality around them is perceived thanks to their illusions: create mazes, change the scenery, force their enemies to face their worst fears, etc. Weaknesses: Without a Crystal of Illusion, a lot of this Job's interest is lost. Their physical defense is low and they do not excel at using any sort of weapons. Furthermore, Illusionists have very few attacks and must rely on confusing their enemies or imitating their allies. |
Initial | Imitate | Repeats the same attack an ally just used. |
One Month | Disguise | Takes on the appearance and clothing of an enemy or ally. |
Two Months | Levitation | Allows to levitate over the ground. |
Four Months | Copies | Creates illusions of enemies or allies (up to ten). |
Six Months | Vanish | Instantly teleports within a 100 foot radius. |
Nine Months | Telekinesis | Attack enemies with basic telekinetic attacks. |
One Year | Teleportation | Teleports to a formerly visited location. |
?????????? | Master of Illusions | Allows to manipulate and bend how reality is perceived. |
![]() FIRE BENDER One of the five Bending Jobs the researchers working in Palitutu's Laboratory managed to find, retrieve and unlock. Unlike Black Mages who use fire for a very specific kind of attack, Fire Benders can manipulate the element however they desire. Fire is theirs to bend at will, with only their potential, practice and imagination limiting what they can do. Unlike the other Bending Jobs, they can create fire out of nothing. However, this comes with a price... Strengths: As it specializes in the mastery of a single element, Fire Bender is amongst the most powerful Jobs. Very little resists to fire and this Job pairs perfectly with any Jobs that can enhances magic potential. Beyond the listed skills, the potential of Pyrokinesis is near limitless, but requires years of intense and serious training to be mastered. Weaknesses: Fire Benders are exceedingly weak against water and ice spells, and it is said the temper of those using this job can grow as hot as the fire they use. Indeed whilst they can create fire at will, it comes with the regrettable side-effect of playing with their sanity the more intensely they do it... |
Initial | Pyrokinesis | Bends the Fire element to the user's will. |
One Month | Fire Daggers | Creates thin blades of fire from the nails that can be thrown or used as weapons. |
Two Months | Bombs | Creates flame balls that can be thrown into explosive bursts. |
Four Months | Pyro Arc | Creates rings, arcs or circles of fire that can easilly reach evasive targets. |
Six Months | Blazing Whip | Creates a seemingly physical whip made of fire. |
Nine Months | Fire Stream | Attack with a continuous stream of fire which can be bent to the user's will. |
One Year | Propulsion | Uses huge amounts of fire to propel self into the air. |
?????????? | Blue Fire | Turns all flames blue, doubling the effectiveness of all fire-based skills. |
![]() AIR BENDER One of the five Bending Jobs the researchers working in Palitutu's Laboratory managed to find, retrieve and unlock. Unlike Black Mages who use wind for a very specific kind of attack, Air Benders can manipulate the element however they desire. The Air is theirs to bend at will, with only their potential, practice and imagination limiting what they can do. Like the other Bending Jobs they cannot create air at will, however this is a circumstancial worry lest they fight on the moon or in the rift. Strengths: As it specializes in the mastery of a single element, Air Bender is amongst the most powerful Jobs. While they are not as destructive as other Bending Jobs, they haven't any need to worry about lacking Air. Beyond the listed skills, the potential of Aerokinesis is near limitless, but requires years of intense and serious training to be mastered. Weaknesses: Air Benders are exceedingly weak against earth spells. And while air is everything around us, it might not always be so. Should Air Benders fight on the Moon or in the Interdimensional Rift, their weakness might show. Therefore the Job is best couple with one that would compensate for this inconvenience. |
Initial | Aerokinesis | Bends the Air element to the user's will. |
One Month | Air Punch | Compresses air that can be fired off the fists (or feet). |
Two Months | Aero Blade | Uses strongs bursts of winds such as blades to attack the enemy. |
Four Months | Cushion | Creates an air cushion to break anyone's fall and safely jump any distance. |
Six Months | Heat Regulation | Regulates the temperature of the air within a limited radius. |
Nine Months | Suction | Draws an item or person to the air bender. |
One Year | Asphyxiation | Kills the target by depriving them of any air to breath. |
?????????? | Flight | Allows the Air Bender to levitate and fly at will. |
![]() WATER BENDER One of the five Bending Jobs the researchers working in Palitutu's Laboratory managed to find, retrieve and unlock. Unlike Black Mages who use water for a very specific kind of attack, Water Benders can manipulate the element however they desire. Water is theirs to bend at will, with only their potential, practice and imagination limiting what they can do. Unfortunately, like the other Bending Jobs they cannot create water at will, therefore making them useless should water be nowhere to be found. Strengths: As it specializes in the mastery of a single element, Water Bender is amongst the most powerful Jobs. Their agility and speed are second only to Air Benders in that category of Jobs. Beyond the listed skills, the potential of Hydrokinesis is near limitless, but requires years of intense and serious training to be mastered. Weaknesses: Water Benders are exceedingly weak against fire spells. And more than any other Bending Job, they are susceptible to running out of the element they need. Whilst a skilled Water Bender will find ways to use the water particles found in the air all around us, for an unskilled Water Bender this might not be enough. |
Initial | Hydrokinesis | Bends the Water element to the user's will. |
One Month | Ice Claws | Draws water to the user's finger and freeze it, to be used as a weapon. |
Two Months | Phase Control | Manipulates the phases of water (solid, liquid, gaseous). |
Four Months | Water Jet | Attacks and pushes enemies back with high pressure jets. |
Six Months | Iceberg | Shoots an ice spike to an enemy. |
Nine Months | Water Bullet | Uses water in a fashion similar to bullets to attack the enemies. |
One Year | Heat Death | Sends a ray of ice to freeze and kill the enemy where they stand. |
?????????? | Aquatic Arms | Creates an extension to the self with numerous and gigantic aquatic arms. |
![]() EARTH BENDER One of the five Bending Jobs the researchers working in Palitutu's Laboratory managed to find, retrieve and unlock. Unlike Black Mages who use earth for a very specific kind of attack, Earth Benders can manipulate the element however they desire. Earth is theirs to bend at will, with only their potential, practice and imagination limiting what they can do. Like the other Bending Jobs they cannot create earth at will, however this is a circumstancial worry lest they fight somewhere where no earth is to be found. Strengths: As it specializes in the mastery of a single element, Earth Bender is amongst the most powerful Jobs. In most cases, they haven't any need to worry about lacking Earth. Beyond the listed skills, the potential of Geokinesis is near limitless, but requires years of intense and serious training to be mastered. Weaknesses: Earth Benders are exceedingly weak against wind spells. And while earth is right beneath our feet, it is not always so. Should Air Benders fight on an Airship, in a facility on the ocean or in a void, their weakness might show. Therefore the Job is best coupled with one that would compensate for this inconvenience. |
Initial | Geokinesis | Bends the Earth element to the user's will. |
One Month | Earth Wave | Creates a ripple in the ground to attack the enemy. |
Two Months | Rock Projectiles | Uses rocks to attack the enemy as if they were bullets. |
Four Months | Quicksand | Partially turns the ground beneath the enemies' feet into quicksands.. |
Six Months | Dust Cloud | Manipulates dust to blind the enemy and cover and area. |
Nine Months | Mannequin | Creates a marionette made of earth to be used as decoy or to attack. |
One Year | Launch | Launches spike of earths-- Used to displace self or attack enemies by surprise. |
?????????? | Seism | Causes an earthquake on a scale such it could destroy cities. |
![]() ENERGY BENDER One of the five Bending Jobs the researchers working in Palitutu's Laboratory managed to find, retrieve and unlock. This Job is different from the other Bending Jobs. What it does is abstract and it is the only Job to start with no skills at all. It however marries perfectly with the other Jobs and especially with the other Bending Jobs. It also acts as a failsafe should users of the Bending Jobs go awry. Strengths: Of the Bending Jobs, this is the most balanced and the most versatile. While it is not as destructive nor as powerful as regular Jobs, its versatility is akin to that of Red Mage. It is also very useful when facing those equipped with Bending Jobs. Weaknesses: The Job may be seen as weak and lacking in any use besides managing other Benders. Only one skill in this Job qualifies as an attack, and it doesn't work against bosses or powerful entities. This is a secondary Job that should assist a main Job and in no case should be used on its own. |
Initial | N/A | N/A. |
One Month | Energy Shield | Protects self with a shield made of energy. |
Two Months | Astral Projection | Projects soul to another location through astral projection. |
Four Months | Inner Peace | Increases the potential of any other equipped Bending Job. |
Six Months | Bending Control | Allows to disable the powers of those using Bending Jobs (except Master Bender). |
Nine Months | Thanatokinesis | Kills weaker enemies instantly. |
One Year | Quintekinesis. | Revives a dead ally. |
?????????? | Eternal Rest | Sends the spirits who refuse to leave back to the Crystal. |
![]() PALADIN Paladins are Sacred Knights who fight with heavy swords and generally wear heavy armors. They 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. 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," and with the desperation skill, they only grow more powerful if their allies fall in battle.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 Warriors when it comes to attacking and are best used on the defensive side. |
Initial | Stock Break | Elemental sword attack (light, multiple targets). |
Initial | Protect, Shell | Improves an ally's resistance to physical or magical attacks. |
One Month | Sentinel | Increases defensive capabilities and takes blows instead of allies. |
Two Months | Desperation | Raises attack and defense whenever an ally dies. |
Four Months | Cura | Heals mid wounds. |
Six Months | Thunder Slash | Elemental sword attack (electricity). |
Nine Months | Climhazzard | Powerful elemental sword attack (light, multiple targets). |
One Year | Shock | Most powerful elemental sword attack (light, one target) |
![]() DARK KNIGHT If Paladins are Sacred Knights, Dark Knights are their opposite. Generally wearing tight and black armors, Dark Knights rely on the power of darkness to deal powerful attacks, consuming their own life energy or that of others in the process. They wield heavy swords as well and are quite simply devastating on the battlefield, making them a good choice for those wanting to feel powerful. But power comes at a cost... Strengths: They deal the most damages 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 difficult to deal with. Weaknesses: Their might comes at the cost of their health. Repeated use of the Soul Eater skill will eventually kill the Dark Knights (5+ uses within an hour is a guaranteed death sentence for the user). They are weak against light attacks and are generally slower than their Paladin counterpart, making it trickier to get them out of dangerous situation. |
Initial | Soul Eater | Sacrifices a bit of your life energy to deal dark damages to all enemies. |
One Month | Blind | Spells that may blind an enemy. |
Two Months | Drain | Absorbs life energy from an enemy (mid). |
Four Months | Break | Sword attack that may petrify an enemy. |
Six Months | Death | Instantly kills an enemy (may fail). |
Nine Months | Sacrifice | Self-destruct to kill or grievously wound enemies. |
One Year | Doom | Enemy dies within four minutes. Always works (except on some bosses). |
![]() MAGITEK KNIGHT Magitek Knight is a new Job developed by the Heran Empire, with a focus on the use of magic mixed with technology. Magitek Knights' weapon of choice is the Gunblade: a weapon that can be used both as a traditional sword and as a gun. But the true terror that are Magitek Knights is revealed when they attack with a 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 good old physical attacks. People equipped with this Job are a nightmare. Weaknesses: Without a Magitek Armor, this Job loses much of its interest. To have access to the armor, they need to find one first, which is far from easy as they are either in Imperial Territories or sold in Aerilon at impossible prices. A Warrior or a Paladin may be a better choice for someone wanting a knight with a vast array of skills. Furthermore, the Magitek Armor is weak to Thunder attacks. Skills: To access the skills related to the Magitek Armor, the characters have first to find one-- Buying it from O'aka or stealing it from the Empire are the best possible ways to go about it. All the armors possess unique attributes, but share a common weakness to electricity. A Magitek Armor can only possess one elemental beam: either a fire, ice, water or thunder one. Likewise, out of the Banisher, Bio Blast and Healing Force skills, a Magitek Armor can only be equipped with one of them. It is said there exists way to upgrade Magitek Armors to use more beams and all three skills at once. |
Initial | Magic Bullet | Shoots elemental bullets (fire, water, ice, thunder). |
One Month | Runic | Absorbs the next magical attack and moderately heals thanks to it. |
Three Months | Stasis Sword | Channels energy through the gunblade to inflict damages (all enemies). |
Six Months | Firewall | Automatically casts fire spells to enemies when attacked. |
Nine Months | Electrostatic | Casts powerful lightning attacks on all enemies. |
One Year | Judgment | Inflicts extreme non-elemental damages to all enemies. |
?????????? | Magitek Armor | Transfers to Magitek Armor. |
Available | Smash Attack | Attacks an enemy. |
Available | Machine Gun | Shoots magical bullets to the enemy. |
Available | Metal Kick | Improves an ally's resistance to magical attacks. |
Available | Magitek Laser | Fires a magic beam to the enemy. |
Available | Magitek Missiles | Shoots missiles at multiple targets (missiles are limited in number). |
Available | Elemental Beam | Attack with a fire, water, ice or thunder beam. |
Available | Banisher | Blast away common enemies from battle altogether. |
Available | Bio Blast | Deals poison elemental damage to all enemies (50%). |
Available | Healing Force | Moderately heal the pilot and lightly heal allies. |
![]() CHOCOBO KNIGHT Chocobo Knights specialize in fighting with Chocobos at their side. Versatile, they shine with Chocobos at their side, however this does not mean they need to have a Chocobo with them to use their skills. They are more than capable to fight even without their Chocobo. They can equip armor and all sort of non-ranger weapons. Strengths: A very versatile Job, characters equipping it have access to a varied set of skills. Chocobo Knights can equip all sort of non-ranged weapons, but where they shine is with halberds and spears. Their ability to summon a Chocobo anywhere is a plus as well. Weaknesses: If Chocobo Knights are not on their Chocobo's back, the might of their skills is divided by two, making it one of the weakest Job. Furthermore, their resistance to both physical and magical attacks is sub-par. A Job to be used only by those who expect to spend a lot of time with their Chocobo Friends, or to be coupled with a Job benefiting from greater stat boosts. |
Initial | Choco Summon | Allows to summon a Chocobo anywhere on the World Map. |
Initial | Choco Assault | Charges at the enemies on a Chocobo's back to deal physical damage. |
One Month | Choco Beak | Teaches the character's Chocobo to attack the enemy on its own. |
Two Months | Choco Cure | Heals minor wounds. |
Three Months | Choco Recharge | Lessens mental exhaustion on one ally (restores mental power). |
Four Months | Choco Esuna | Cures status ailments. |
Six Months | Choco Flame | Fire attack spell (medium). |
Nine Months | Choco Barrier | Reinforces physical and mental defenses (allies). |
One Year | Choco Meteor | Imitation of the ultimate black magic. Summons a meteor to attack enemies. |
![]() ARCHER Archers specialize in projectile weapons, bows and crossbows. Thanks to their distance from battle, Archers have both the advantages of physical attackers, and those of magicians as they need not stay close to the enemies. They can equip light armors. Strengths: Archers 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. Allied with the Gunner Job, they can be even deadlier as the skills of both Jobs complement each other quite nicely, but overall Archer works great with a lot of different Jobs. Weaknesses: Damages inflicted by arrows are rather weak compared to damages caused by physical or magical attacks, or even compared to damages dealt by guns. Furthermore, until Archers reach their final stage, they need to keep an eye on their arrow reserves and reload before being able to attack again, or else they might just run out of arrows. |
Initial | Aim | Increases eyesight and accuracy to sniper levels (five minutes) |
One Month | Barrage | Allows to chain-shoot arrows. |
Two Months | Piercing Arrows | Gives armor-piercing properties to projectiles. |
Three Months | Venomous Shot | Shoots a magical arrows (may inflict poison). |
Four Months | Heavy Shot | Focuses to shoot a very powerful attack. |
Six Months | Camouflage | Shrouds the allied party in mist to hide from the enemies. |
Nine Months | River of Blood | Doubles damages inflicted by projectile weapons. |
One Year | Bandanna | Automatically materializes ammunition and reloads after shooting. |
![]() GUNNER Gunner is a new Job developed by the Heran Empire. They can stay away from their enemies and yet deal heavy damages. This Job is similar to Archer, but while Gunners are less agile than Archers, they can deal more damage and benefit from similar top notch eyesight and aiming skills. Gunners can equip all sort of firearms: handguns, machines guns or even shotguns. It is said rare bullets developed for this Job are capable of instantly killing anyone... Strengths: Gunners have no particular stat decreases and can attack from a safe position. Furthermore, this Job was built to work together with other Jobs. Skills from the Archers and Magitek Knight Job applies to Gunner if equipped, such as Magic Bullet granting magic bullets or Bandanna granted infinite ammo. Mages are able to cast their magic with guns using this Job and sword-users can take on a Gunblade even without the Magitek Knight Job. Weaknesses: While there is no stat decreases to a Gunner, there are no increases either aside from accuracy. Someone equipping only Gunner and no other Job may end up being limited, as this Job relies heavily on being associated with another Job to make the most of it. Also be careful not to run out of ammo. |
Initial | Gun Mage | Allows to shoot spells and magics from the secondary Job with a firearm. |
Initial | Dual Wielding | Allows to wear two guns or a gun and another weapon. |
One Month | Charge Shot | Focus to double the power of the next attack. |
Two Months | Status Bullet | Shoots bullets that may inflict either Blind, Silence or Sleep status ailments. |
Four Months | Trigger Happy | Shoots in rapid succession regardless of ammo, but requires a downtime. |
Six Months | Scattershot | Shoots all enemies at once regardless of gun type. |
Nine Months | Burst Shot | Shoots explosive bullets at the enemies. |
One Year | Ribbon | Automatic immunity against all status ailments except Death. |
?????????? | Death Penalty | Each shot has a 75% chance of instantly killing the target (except bosses). |
![]() PIRATE Pirate is a Job favored by those who enjoy freedom and piracy above all else, and by those who are loud and dive right into battles. They can dual wield and are generally seen wielding guns and swords when fighting, though their exceptional physical strength also enables them to use heavy weapons such as axes. One could say they are the antithesis of Ninjas, as they run into battle without bothering to be stealthy and silent. Strengths: Pirates can wield both swords and guns, along with axes and other heavy weapons. Their average defense is enough to carry them well into battle, and the diversity of a Pirate's arsenal makes it a Job that marries pretty well with every other Job. Their physical attack power is phenomenal, only surpassed by that of Monks. As Piracy and Amped Strike stack and apply to guns, they can decimate enemies with a few bullets. Weaknesses: Even though they can wield swords and guns, they lack any skills to really exploit their potential and only shine in physical combat. They lack any magical potential and without the item "Cursed Locket," Pirates cannot use their secret skill. |
Initial | Piracy | Regular attacks deal twice the damage. |
One Month | Plunder | Attacks an enemy and simultaneously steal from them. |
Two Months | Adrenaline Rush | Raises physical attack and defense by 50% when grievously wounded. |
Three Months | Black Flag | Raises your chances of being targeted by enemies. |
Four Months | On Board! | Strikes alongside every party members for a massive attack. |
Six Months | Rum Diet | Adds a healing effect to drinks containing alcohol. |
Nine Months | Rope's End | Allows to swing from a rope magically held in the sky. |
One Year | Amped Strike | An attack that deals four times the damages of a regular attack. |
?????????? | Davy Jones' Locker | Summons a tsunami that deals massive damages and kills weak enemies. |
![]() SUMMONER Summoners can summon Eidolons, powerful creatures who are the guardians of Crystallis. Summoning too often is exhausting, so a Summoner needs a rest time (an hour generally) before summoning again. There are some starters Eidolons, but to unlock the most powerful ones, they will have to find them or defeat the corrupted Eidolons all over Crystallis. Please go here for the Eidolon List. Strengths: Summoners possess the greatest magical potency of all Jobs and the skill Half MP makes spells from other Jobs faster to cast. Magic Field can give magical attributes to any weapons and furthermore, they are very resistant to attacks of magical origins. Weaknesses: Summoners do not possess any spells on their own, so their potential is useless unless paired with a Job specialized in casting magic. Furthermore, their exceptional magical potential is equaled only by their exceptional deficiency in anything physical: they are the weakest when it comes to attacking, and frailer than most to resist physical attacks. They cannot equip weapons or armors. |
Initial | Summoning Lv1 | Allows to store up to three Eidolons. |
One Month | Friendship | Increases the attack power of an Eidolon each times it is summoned. |
Two Months | Magic Field | Grants magical attributes to the user's weapon. |
Three Months | Summoning Lv2 | Allows to store up to five Eidolons. |
Four Months | Half MP | Reduces by half the necessary time to summon again. |
Six Months | Summoning Lv3 | Allows to store up to seven Eidolons. |
Nine Months | Last Breath | Automatically summons an Eidolon upon dying. |
One Year | High Summoner | Allows to summon two Eidolons back-to-back without any interruptions. |
![]() BEASTMASTER Beastmasters wield whips and have decent physical strength, but their real might come from their pets. Heroes of Light equipped with this Job can do more than train a monster: they can magically store up to two monsters and two of their own companion animals. And eventually, they can even bestow powers upon their assigned Moogles and unlock their sealed potential, meaning Beastmasters may have up to a total of five allies. Never call your Moogle a pet though! They would take offense at it. Strengths: Although their physical might is decent, Beastmasters have no particular stat decreases or increases. They have the ability to summon a pet to their side in battle: it's to say a monster, a companion animal or their assigned Moogle. Only one can be summoned at a time and individually, their skillset is limited. Knowing which one to summon for a specific situation is the key to victory. Weaknesses: Pets are limited as they have to be classed in either an offensive or support role; they cannot have skills from both classes at once. Characters using this Job are to take a backseat, leaving most of the action to the pet. Skills: Monsters can use their unique enemy skill listed under the Blue Mage Job, as well as any attacks that is theirs (refer to the Final Fantasy wiki if you are unfamiliar with them). Unlike monsters, moogles and companion animals do not have to be magically stored away. However, only one of the Beastmaster's five allies can have powers at a given time, so even if the Moogle stands at their side, he or she won't have any powers if the Beastmaster is already using a monster or an animal. Chocobos can count as animals. Animals and Moogles can learn four different skills: they start off with one, get their second one after two months, their third one after four months and their final one after six months. The beastmaster will have to pick which skill they will learn from the lists below. Once done, there is no changing the skills. Furthermore, animals and moogles have to be classed in either an Offensive or Support role: they cannot get offensive skills if they are classed as support, and vice versa. The exception to that is if your animal regains a skill or power they had in their homeworld. Lastly, Moogles will learn three additional skills unique to their species, regardless of their class, meaning they can have a maximum of seven skills. |
Initial | Capture | Captures defeated monsters. |
One Month | Whip Lore | Doubles effectiveness of attacks against monsters. |
Three Months | Moogle Master | Bestows powers onto your assigned Moogle. |
Six Months | Reward | Heals your summoned pet (mid). |
Nine Months | Bestial Assault | Summons all pets at once for a very brief but massive assault. |
One Year | Loyalty | Is automatically revived by one of the pets if killed (once a day). |
Available | Cura | Heals mid wounds (on self or an ally). |
Available | Protect | Improves an ally's resistance to physical attacks. |
Available | Shell | Improves an ally's resistance to magical attacks. |
Available | Reflect | Casts a shield on an ally reflecting magical attacks. |
Available | Haste | Improves an ally's speed and dexterity. |
Available | Guardian | Takes damage for the beastmaster. May counterattack (33%). |
Available | Sic | Attacks an enemy (weak). |
Available | Real Power #1 | Unlocks one of the powers the animal had back home. |
Available | Real Power #2 | Unlocks one of the powers the animal had back home. |
Available | Fira | Fire attack spell (mid). |
Available | Blizzara | Ice attack spell (mid). |
Available | Watera | Water attack spell (mid). |
Available | Thundara | Thunder attack spell (mid). |
Available | Disaster | Attacks all enemies (mid). |
Available | Assault | Physically attacks the enemy (strong). |
Available | Life Drain | Drains energy from an enemy to recover health (low). |
Available | Real Power #1 | Unlocks one of the powers the animal had back home. |
Available | Real Power #2 | Unlocks one of the powers the animal had back home. |
Initial | Mog Bomb | Delivers an explosive package to the enemies (mid damages). |
Nine Months | Kupo Health | Regenerates health progressively with Kupo Nuts. |
Two Years | Meteor | The ultimate black magic. Inflicts extreme damages to all enemies. |
![]() SANTA CLAUS A secret Job that was protected by the Primal Moogles in Mysidia. It is said that this Job contains the essence of the Santa Claus spoken of in legends and can turn modern Heroes of Light into the new Santa Clauses. With this, the legends of old can return to life! This Job is an oddity, with skills of varying usefulness. The costume comes complete with a very realistic fake beard and glasses. Strengths: An excellent Job for non-fighters. Santa Clauses are gifted with above average strength and resistance. They have excellent magical potential, but no skills to make advantage of it. Because all of its stats are positive, it works perfectly with any other Job. Weaknesses: In spite of having excellent stats, this Job has no skills to make use of them. Beyond that, the aesthetics of this Job are somewhat hazardous and can affect the character in unexpected ways. Sometimes, upon equipping the Job, the beard isn't a fake one and is instead real. Characters equipped with this Job may also magically gain weight over time to look more like Santa if they're unlucky. Skills: The "All-Knowing List" skill grants Santa Clauses access to a book where the name of their target is. If the target is on the Good List, Santa Clauses will heal them (more effective the higher they are on the good list). If the target is on the Naughty List, Santa Clauses will wound them (more effective the higher they are on the naughty list). The Toy Bag is basically a bottomless bag in which character can fit anything they want, so long as it can enter the bag and so long as it is not a sentient lifeform. Christmas Spirit automatically spread happiness in the atmosphere and inspires trust. It is a light form of mind control that can be practiced and improved by skilled Santa Clauses. Holy Advent not only doubles the effectiveness of this Job on December. It also improves it by 25% during October and 50% during November. On Christmas and Christmas Eve, it triples the Job's effectiveness. The Security Elf comes with a weapon that best define the character's personality: it may be a wand, a sword or even a machine gun. The security Elf will always defend Santa Clauses, take attacks for them and attack enemies. Finally, the Sleigh can be obtained for free in the Village of Santa Claus. However, the character needs at least four Chocobos to pull the sleigh. Up to eight Chocobos can be used, improving the sleigh's speed. With their final skill, Santa Clauses can make the gifts requested to them by others. If it's a regain from a homeworld, they'll have to go to the Village of Santa Claus to work on it for a week, and they can get such an item only once a month. If it's something nearly impossible to obtain, it may ask months for the Santa to get what is written on the letter. The exception is on Christmas: Santa Clauses can grant one request per character on that day. |
Initial | All-Knowing List | Effects varies whether the target is on the good or naughty list. |
One Month | The Toy Bag | Unlocks a magical bag in which virtually anything can be stored. |
Two Months | Christmas Spirit | Inspires trust in others and spreads a joyful atmosphere around. |
Three Months | Jingle Bell | Shrinks self to go through chimneys or otherwise tiny passages. |
Four Months | Coal Lumps | Harmless attack that hurts the target's confidence, pride and motivation. |
Six Months | Holy Advent | Doubles the effectiveness of this Job on December. |
Nine Months | Security Elf | Summons a Tarutaru-sized security elf to protect the character. |
One Year | Letter To Santa | Capability to gift what is written on letters sent to the character. |
?????????? | Coming To Town | Can fly with a sleigh pulled by at least four Chocobos. |
![]() BARD Bards do not possess any skills that can be used to attack their enemies. Yet, they are far from useless. Indeed, Bards excel in support. Their songs can boost their allies' potential, and knowing when to use the right melody may be key in winning battles. Their weapons can be any transportable instruments, ranging from traditional harps and flutes to batons or portable pianos. Strengths: They have no spell to use, but they have an excellent magic potential. They are quite fast and agile, but their defense in return is nothing short of awful. They will have to hide in battle or count on their allies to protect them. Weaknesses: The effects of the songs last only so long as the bards keep singing or playing their instruments. Furthermore, equipping the Bard Job doesn't mean your characters' voices will suddenly become heavenly. The benefit of the songs may be void if their awful singing skills fill their allies with sheer terror and despair (and an abnormal need to punch the bard). Skills: The Bard Job functions differently from regular Jobs. Four months in, Bards can start learning Legendary Melodies: they can learn one every two months and up to five total, in any order they want. If they're bored with one of their five legendary melodies, they can give it up to learn another. More Legendary Melodies may be added in the future. They may also compose their own melodies, a maximum of four. Custom Songs can be music from their homeworld and will have effects that you (the player) chooses. As a general rule, you are allowed for your custom song to double a statistic, offer immunity to an element, doubles an element efficiency or a weapon-type efficiency. Alternatively, you can have a mixture of those (rather than pick between doubling a stat or immunizing to an element, have the song improve a stat by 50% and halve damages from an element). While regular songs are all automatically learned by Bards and they don't have to practice them, Legendary Melodies and Custom Songs aren't automatically learned. They will have to practice them (Legendary Melodies) or compose them (Custom Songs) before being able to use them in battle. |
Initial | Victory Fanfare | A song that restores 1/5 of all allies' health when played at the end of a battle. |
One Month | Battle Scene | A song that boosts all allies' stats by 15% when played during a regular battle. |
Two Months | Spoony Bard | Makes the bard virtually invincible, but leaves them unable to do anything. |
Three Months | Boss Theme | A song that boosts all allies' stats by 30% when played during a boss battle. |
Four Months | Legendary Melodies | Allows to start learning Legendary Melodies. |
Six Months | Troubadour | Allows stacking the effects of two songs. |
Nine Months | Soul Voice | Doubles the effects of non-legendary songs. |
One Year | Nameless Song | A song that casts Regen, Protect, Shell and Haste on all allies. |
?????????? | Melodies of Death | An otherworldly song that kills all those who hear it, allies and enemies alike. |
Available | Theme of the Crystals | Increases the effectiveness of all spells by 50% and halves spell casting time. |
Available | Swing de Chocobo | Doubles speed, attack power and resistance of Chocobos. |
Available | Mognet Central | Allows Moogles to switch Jobs without requiring a downtime. |
Available | Symphony of Love | Doubles resistance of allies when they take a blow for someone else. |
Available | Clash on the Big Bridge | Doubles attack power of characters equipped with swords. |
Available | Dancing Mad | Doubles stats and attack power when fighting other Heroes of Light. |
Available | Melody of the Calamity | Doubles all stats when fighting an Avatar or Agent of the Calamity. |
Available | Compression of Time | Allows allies to attack twice in a row. |
Available | You're Not Alone | Allows to use Limit Breaks with more health left than usual. |
Locked | Challenge | ??????????????????????? |
Available | The Final Fantasy | Causes allies to recover physical and mental health over time. |
Available | Imperial Anthem | Increases stats of Gunners, Magitek Knights, Ninjas and Illusionists by 75%. |
Available | Fighting Fate | Triples all stats when facing Hamsters. |
Available | Choral of King Moggle Mog | Immunizes all allies to dark and light elements. |
Available | Somnus Nemoris | Increases all stats by 15% with each passing turns for an ally who delays his/her turn. Cancels buffs and decreases all stats by 150% if the ally waits too long (10+ |
Initial | Custom Song #1 | First custom song. |
Three Months | Custom Song #2 | Second custom song. Can also enhance a Job's potential. |
Seven Months | Custom Song #3 | Third custom song. Can have a healing effect added. |
One Year | Custom Song #4 | Fourth custom song. Can be twice as efficient as regular custom songs. |
![]() DANCER Much like Bards, Dancers do not possess any skills that can be used to attack their enemies. Yet, they are far from useless. Indeed, Dancers excel in support. Their dances can decrease their enemies' potential, and knowing when to use the right dance may be key in winning battles. They don't have any weapons, besides what they use for dancing. Strengths: They have no attack to use, but they have an excellent physical potential. They are very fast and agile, but their defense in return is nothing short of awful. They will have to avoid their enemies in battle and tire them with their dances. Weaknesses: The effects of the dances last only so long as the Dancers keeps dancing. Furthermore, equipping the Dancer Job doesn't mean your characters will suddenly become a model of grace. The benefit of the dance may be void if their awful dances fill their allies with shame and second-hand embarrassment (and an abnormal need to punch the Dancer). Skills: The Dancer Job functions differently from regular Jobs. They can make their own dances, for a maximum of four. Custom Dances can be dances from their homeworld or from their own making, and will have effects that you (the player) chooses. As a general rule, you are allowed for your custom dance to halve a statistic, take away immunity to an element or halve attacks efficiency. Alternatively, you can have a mixture of those (rather than pick between halving a stat or taking away immunity, have the dance divide a stat by 25% and halve damages from an element). While regular dances are all automatically learned by Dancers and they don't have to practice them, Custom Dancers aren't automatically learned. They will have to practice them before being able to use them in battle. |
Initial | Victory Pose | A dance that restores 1/5 of all allies' health when done at the end of a battle. |
One Month | Slow Dance | A dance that can reduces the enemies' speed. |
Two Months | Polka | A dance that can poisons the enemy. |
Three Months | Waltz | A dance that can reduce an enemy's stats. |
Four Months | Forbidden Dance | A dance that inflicts a random status ailment. |
Six Months | Disillusion | Allows to stack the effects to two dances. |
Nine Months | Soul Moves | Doubles the effects of all dances. |
One Year | Nameless Dance | A song that casts Poison, Blind, Silence and Slow on all enemies. |
?????????? | Choreography of Life | An otherworldly dance so beautiful, the dead come back to life to watch it. |
Initial | Custom Dance #1 | First custom dance. |
Three Months | Custom Dance #2 | Second custom dance. Can also reduces a Job's potential. |
Seven Months | Custom Dance #3 | Third custom dance. Can have a poison effect added |
One Year | Custom Dance #4 | Fourth custom dance. Can be twice as efficient as regular custom dances. |
![]() BEARER OF WISDOM A Job born from the shattered crystal of a dead Hero of Light. Initially built as a Custom Job by the deceased hero, her powers were transferred to those left behind so she could still assist them in their fight against the Calamity, even after her death. Should the stories about the worlds of deceased Heroes of Light being destroyed be true, this Job might be all that's left to prove she once lived... Strengths: The true strength of this Job lies in its magic potential, on par with that of the best Mage Jobs. Its physical stats are decent as well and whilst its default weapon is a harp, those equipping it might wear swords, bows and light armor. It functions mostly as a support classes and works wonders against dark or evil entities. Acquiring the Triforce of Wisdom makes this Job the perfect partner for Black Mage, White Mage or any other magic-focused Job. Weaknesses: For all of its strengths, this job has a low defense, thus making the caster easily injured should they be hit. They are also significantly weaker against spells that use the light or dark element as its source. The Cloud Barrier ability does provide protection however it also hinders the ability to attack. Overall, this Job might best be used to support another. |
Initial | Aura Sensing | Concentrates to sense the power of darkness or presence of evil. |
One Month | Hylia's Prayer | Improves an ally's resistance to physical attacks. |
Two Months | Goddess's Blessing | Grants a weapon the holy property. |
Three Months | Zelda's Gift | Heals mid wounds on an ally and raise a barrier equivalent to the health restored. |
Four Months | Divine Materialization | Summons a sword or bow and arrows enchanted with light magic. |
Six Months | Evil's Bane | Banishes evil entities, monsters of the dark element or undead into the Rift. |
Nine Months | Cloud Barrier | Clouds enshroud an area, hampering enemy attacks and making retreat easier. |
One Year | Nayru's Love | Releases a triangle-shaped bolt of pure light magic at a single enemy. |
?????????? | Triforce of Wisdom | Doubles the effectiveness of all magics and bestows heightened perception. |
![]() GAMBLER Heads or tails? The range of what Gamblers can do is by far the largest among all Jobs: they can attack their enemies or heal their allies, buff their allies or curse their enemies with status ailments. However, nearly all of their attacks are the result of games of chance. Gambler is an unique Job in that luck is what defines what they can do. Strengths: Over time, Gamblers may learn how to influence the reels, cards and dices to get slightly better results. With the felicity skill, they may yet again increase their odds of getting positive outcomes. Should they get their hands on Golden Cards, they may unlock the Cheating skill that rids their deck of all Heart cards, therefore making using their cards much less dangerous and much more profitable. Golden Cards also reduce the probability of getting BARs with the Slot skill by 20%. Weaknesses: Even though Gamblers may learn how to influence the reels, cards and dices to play in their favor, their skills will never outweigh their luck stats with this Job. Gamblers have to be ready to put their life on the line when fighting-- This isn't just a game, this is all very real. Skills: The dices are numbered from one to six, making the lowest possible result three, and the highest one eighteen. The higher the number, the higher the damages. Getting a result above nine will cause the attack to hit two enemies, above fifteen will cause the attack to hit the entire enemy party. The Gambling skill will allow the character to have an advantage on their enemies and be safe, should the enemy attack a fake card. However, they will receive massive damages if the enemy attacks the right card. There are three slot reels, with six different symbols: Goomba (very common), Moogle (common), Caith Sith (uncommon), Chocobo (rare), BAR (very rare) and Seven (very rare). It is possible to learn how to influence the reels, but randomness and luck will always play a factor in getting three perfect symbols. With the "Cheating" skill unlocked (thanks to Golden Cards, a rare item), BAR is a bit rarer than Seven, making use of Slot slightly less dangerous. The Cards are traditional and come with four sets: Clubs, Spades, Hearts and Diamonds. The drawn card will determine the power of the attack (with a 2 being the weakest card, and the King the strongest one). Aces give different and superior results. It is possible for Gamblers to customize their decks and create their own cards. However, even personalized decks will have to have four suits with cards going from two to king, with aces and a joker. |
Initial | Dice Roll | Rolls three dices and inflicts damages to an enemy. |
One Month | Slot | Summons a slot machine to attack enemies or allies. |
Two Months | Deck of Cards | Picks one random card to attack or heal enemies. |
Four Months | Tantalize | Inflicts Confusion on an enemy. |
Six Months | Felicity | Raises the party's luck. |
Nine Months | Roulette | Randomly kills an enemy or an ally. |
One Year | Gambling | Turns into a gigantic card and hides among ten fake cards. |
?????????? | Cheating | Removes the Heart suit from your cards. |
Losing Combos | Failure | Inflicts negligible damages to an enemy. |
Two of a Kind | Nearly There! | Inflicts weak damages to all enemies. |
Three Goombas | Otherworldly Attack | The slot machine jumps to stomp an enemy. |
Three Moogles | Mognet Package | Raises the party's defense and attack stats. |
Three Caith Siths | Mischievous Cat | Inflicts poison, darkness and silence on an enemy. |
Three Chocobos | Chocobo Cure | Heals the party (mid). |
Two BARs | Betrayal | Fully heals the enemy party. |
Three BARs | Game Over | Instantly kills all allies. |
Two 7 | Lucky Seven | Inflicts heavy damage to an enemy. |
Three 7 | The End | Instantly kills all enemies. |
Club Card | Earth Shake | The card casts an earth spell on an enemy. |
Spade Card | Physical Attack | The card attacks an enemy physically. |
Heart Card | Cure Spell | The card cures an enemy. |
Diamond Card | Wasting Money | The card attacks an enemy by spending your Gils. |
Ace of Clubs | Earthquake | Casts earthquake on the enemy party. |
Ace of Spades | Slicing Cards | Inflicts heavy damages on the enemy party. |
Ace of Hearts | Heavenly Cure | Fully heals the enemy party and makes them invincible for two minutes. |
Ace of Diamonds | Bankrupt | Inflicts heavy damages on the enemy party by making use of all your Gils. |
Joker | Terrible Fate | Turns the enemy into a Triple Triad card. |
![]() GHOSTBUSTER A Job found by Cid in the depths of Palitutu's computer. This Job is specifically designed to fight ghostly entities and is by far the most efficient of all Jobs when it comes to facing them. Ghostbusters use a Proton Pack to fight ghosts, but it is just as deadly when used against monsters or people. Strengths: Ghosbusters have a wide array of skills. They suffer of no stat decreases and have the advantage of being super effective when facing ghosts or undead. Some of their skills can reveal all that is invisible, whether they are ghosts or nor. They even can communicate with other Ghostbusters using a radio device, something that may be priceless in many situations. Weaknesses: While it is possible to use this Job to fight monsters and people, given it is specialized to combat ghosts other Jobs may be a better option. It offers no stat decreases, but in return there are no stat increases either. Last but not least, it is a very dangerous Job to use and should be picked with caution. Skills: Most of the skills of the Ghostbuster Job are used through the proton pack and other devices, some of which come in different flavor. The P.K.E. Meter can be either a handheld device or a pair of specialized goggles. The Containment Unit can be apart of the Proton Pack, this way ghosts can be sucked into it by using the pack as if it were as a vacuum. Alternatively it can be a separate trap unit, placed on the ground to trap ghosts. Radio Communicators are basic, but very useful. Likewise the Atomic Destabilizer only works for a few minutes, but may allow to walk through walls. The only requirement for Cross The Streams is to have a partner who is equipped too with the Ghostbuster Jobs. During Boss Battle or certain events it may be very useful. Otherwise, if they do it they'll explode and kill everyone around them in a 50 feet radius. Captured ghosts cannot be used or tamed, unless the Ghostbuster use them with the Beastmaster Job. Because the science behind all of these devices conflicts with the rules of physics as they exist in Crystallis, they can only be used by Ghostbusters as they have the Job equipped. |
Initial | Particle Thrower | Emits a positronic ionized stream of proton energy to attack the enemy. |
One Month | Dark Light | A black flashlight revealing all that is invisible. |
Two Months | P.K.E. Meter | A devices reading and tracking signs of paranormal activities. |
Three Months | Containment Unit | Allows to capture and store ghosts away. |
Four Months | Power Surge | A burst of energy quintupling the strength of the proton pack for ten seconds. |
Six Months | Dark Matter Generator | Creates exotic particles that can absorb energy from supernatural entities. |
Nine Months | Radio Communication | A radio allowing Ghostbusters to communicate between them. |
One Year | Atomic Destabilizer | Converts solid matter into ghostly entities. |
?????????? | Cross The Streams | Total protonic reversal causing all life to end instantaneously. Maybe. |
![]() VAMPIRE An ancient and forgotten Job that was unearthed and restored by the Heran Empire. Vampire is an unique Job in that those equipping it not only get a change in clothes, but in physical appearance as well: they will grow fangs and their skin will turn extraordinarily pale, in addition to lacking both a reflection and shadow. They generally wield swords, but do not need them to show their powers. Strengths: The power of Vampires is doubled during nighttime, adding to their already extraordinary attack and defense. They are also very fast, but not nearly as fast as Ninja, Thieves or Dragoons. Their ability to manipulate their enemies and regenerate makes them very annoying to fight against-- And if they find a special Silver Shard created by the Empire, they can even transform into bats. Weaknesses: Vampires loose a lot of their powers in daylight and for their excellent defense, they are weak against Light/Holy elements. Healing spells work half as well on them and they can count only on themselves to regenerate most of the time. That and overall, their ways to regenerate is seen as somewhat creepy. |
Initial | Night Life | Doubles strength, defense, senses and skills' effectiveness during nighttime. |
Initial | Silent | Is utterly quiet throughout all actions: walking, breathing, touching, etc. |
One Month | Blood Thirst | Regenerates energy upon drinking the blood of a living being. |
Two Months | Battle Thirst | Increases all stats upon killing an enemy. |
Four Months | Regeneration | Automatically regenerates and heals from wounds over time. |
Six Months | Absorb Stats | Steals physical and magical might from the enemy and adds it to your own. |
Nine Months | Charm | Controls the mind of an enemy or ally (50% chance of failing). |
One Year | Rise from the Dead | If killed, revives within two to ten minutes (once per day only). |
?????????? | Transformation | Turns into a bat. |
![]() DRAGOON Fast and agile, Dragoons generally wear light armors that do not impede their movements, and are specialized in the use of spears for battle. The way they can jump and move could be compared with free-running and is unique amongst all Jobs. They are excellent combatant and often found on the frontlines. Strengths: Out of all Jobs, Dragoons are by far the most agile. They can jump long distances and run faster than anyone, except for Ninja and Thieves. Their high speed combined with their agility enables them to be able to avoid attacks more often than other Jobs can. Add to that, their physical attacks are very powerful on their own. Combined with some other Jobs, their potential may be monstrous. Weaknesses: In spite of the armor they can wear, their defense is rather low. They resist physical attacks a bit better than magical attacks, but altogether they are rather frail when it comes down to resisting attacks. Their advantage comes mainly from their fast and quick movements, which may be voided if they are hit and brought down. |
Initial | Jump | Leaps high into the air before quickly descending to attack an enemy. |
Initial | Crescent Moon | Attacks all enemies at once. |
One Month | Lancet | Absorbs life energy from an enemy (weak). |
Two Months | Spirit Surge | Raises endurance and agility (five minutes). |
Three Months | Decimate | Instantly kills enemies with less than 15% of their health left. |
Six Months | Mirage Dive | Temporarily summons two clones to confuse the enemy and attack. |
Nine Months | Dragon Breath | Casts a magical fire breath against all enemies. |
One Year | Chaos Thrust | Devastating physical attack (all). Increases might for thirty minutes. |
![]() SCHOLAR Intellectual exercise is where Scholars excel. Scholars are geniuses, gifted with better mental skills than anyone else. In the battlefield, they can provide support to other characters thanks to the variety if buffs they have access to and by analyzing enemies. With their final skill, they can even understand texts left by the Ancients, which may prove invaluable at some point in the future. Strengths: Scholars shine through their intelligence: their heightened mental capacity allows them to solve puzzles and the likes more easilly than they would have without the Job. Furthermore, they can learn at an improved rate, set tactics for battles, etc. In battle, they can provide support by enhancing their partners' abilities and providing them with the enemies' weaknesses. Weaknesses: Even though they can buff their allies, Scholars are generally seen as an impediment in battle. They are weak against everything, their physical prowess are poor and they possess whatsoever no attack skills until the sixth month. Only then, do they start shining in battle. |
Initial | Libra | Allows to see an enemy's strengths and weaknesses. |
Initial | Mad Scientist | Casts a buff on an ally (+ 25% speed, agility, attack, magic or defense). |
One Month | Fast Reading | Reads and memorizes books three times faster than a normal human. |
Two Months | Stats Lore | Doubles the effects of items and buffs. |
Four Months | Enlightenment | Doubles the attack power of all allies. |
Six Months | Elemental Tomes | Casts an elemental attack on an enemy (earth, wind, light or darkness). |
Nine Months | Flare | Very powerful non-elemental attack spell (single target). |
One Year | Translator | Can understand any language, written or spoken. |
![]() ENGINEER Engineer is a Job found, restored and modified by Jessie. Originally it was a Job which sole purpose was to connect and tinker with Ancient's technology. It was modified so its users can vocally command a puppet. It can fight instead of them in battle and execute all sort of actions. The Puppet can use any of the Job skills their master has learnt and eventually, it can even sacrifice itself. Strengths: Engineers possess excellent defense and attack statistics, and they can use their puppet to fight in their stead or work alongside them. They are given a regular puppet to start with, but they can modify and improve it over time with their own personal skills. What their puppet can do is limited only by their skills and how much time they're willing to spend working on it. Weaknesses: Engineers suffer of a limited moveset and poor magic statistics. A lot depends on their Puppet in battle and should something happen to it, they are virtually useless. Because the Puppet is of Ancient design, modifying it will take a lot of time and work even for an expert. |
Initial | Puppet Master | Gives control over a puppet of Ancient design. |
One Month | Tools | Can use a multitude of working tools as weapons in battle. |
Two Months | Leg Aim | Inflict damages to the legs of an enemy, preventing movement (40%). |
Three Months | Arm Shot | Inflict damages to the arms, preventing weapon use and spell casting (25%). |
Four Months | Repair | Allows to restore health to the damaged puppet. |
Six Months | Seal Evil | Petrifies monsters of the dark element or belonging to the undead class. |
Nine Months | Role Reversal | Switches the health of the puppet with that of its master. |
One Year | Deus Ex Automata | The puppet will always take a killing blow instead of its master. |
![]() PROGRAMMER Programmer is a Job found, restored and modified by Jessie. Originally it was a Job which sole purpose was to connect and tinker with Ancient's technology. It was modified so its users can use their programming skills to actually attack in battle and be an asset to their teammates. Programmers use all kind of devices to fight: laptops, digital glasses or computers connected to their arm, etc. Strengths: The strength of programmers comes from their brains and their ability to make into a reality what they program into their devices. The default attack and healing programs are very basic, but exceptionally gifted programmers will be able to do wonders with them. The same holds true for their other skills such as the virtual shield. Deus Ex Ordinatra can only materialize simple and non-complicated things such as keys or tools, but is no less of an useful skill. Weaknesses: Without a computer or similar device at their disposal, they are the epitome of useless. Their statistics are all very low and it is imperative they always have a device at hand to be efficient. |
Initial | Code Master | Visualizes coding line into concrete images. |
One Month | Scan | Gets detailed files and data about enemies or people encountered. |
Two Months | Attack Routine | Inputs a program that materializes and deals damages to the enemy. |
Three Months | Healing Program | Inputs a program that materializes and moderately heals an ally. |
Four Months | Screens | Allows to materialize a multitude of screen and control them by touch. |
Six Months | Digitize | Converts weakened enemies into computer programs to store them away. |
Nine Months | Virtual Shield | Programs a virtual shield protecting from enemy attacks. |
One Year | Deus Ex Ordinatra | Allows to materialize small programs such as keys, tools etc. |
![]() MERCHANT Merchants are specialists in selling to people all kind of things they don't really need, not to mention at scandalous prices. Because scamming people is just not enough, this Job also offers them the possibility to scam monsters and literally use money as a weapon. Merchants can wield small weapons and staves in battle. So long as they have money and stuff to sell, merchants have nothing to fear... Aside from the tax collector. Strengths: The best of all Jobs for rich characters. It not only helps Merchants to get even richer, but their money is used to devastating effects in battle. Money can indeed buy happiness with this Job. Using the employer skill, they can give their Jobs powers to their Moogles and let them fight while they stay behind-- So long as they can pay. Weaknesses: The worst of all Jobs for poor characters. It not only drains their money at an excessive rate, but most of the skills aren't accessible with an empty wallet. But as the saying goes, money can't buy happiness. Furthermore, Merchants benefit of no stats boost, unlike most other Jobs. Essentially, equipping the Merchant Job is like speculating: you can get everything or lose everything. |
Initial | Escape | Spreads money around to confuse monsters and run away. |
Initial | Salesman | Forces monsters to buy items for three times the price. |
One Month | Takeover | Converts gils into energy to attack all enemies. |
Two Months | Speculate | Has a 50% chance to deal double or no damages (all allies). |
Three Months | More Money | Allows to mysteriously find Gils by cutting grass or breaking bricks and pots. |
Four Months | Employer | Allows your Moogle to fight instead of you so long as you can pay them. |
Six Months | Pharmacy | Heals mid wounds against a price of 100 000 gils. |
Nine Months | Magic Shield | Loses important quantities of gils instead of health when attacked. |
One Year | Payoff | Spends from 50 000 to 2 000 000 gils to buy off the enemy and end the battle. |
![]() BLACKSMITH Blacksmiths attack with hammers, but battles aren't really where they shine, even though are capable of fighting if they have to. They have the innate knowledge of crafting: they know how to craft weapons and armors, and at their final stage they can even infuse the power of Crystals into equipment. For all your new and shiny weapons or armors need, Blacksmiths are who you should go to. Strengths: Physically powerful, their attack power is honorable, even though they cannot rival with the fighting Jobs-- Especially when it comes to the poor array of skills at their disposal to fight. Their true strength lies in their crafting capabilities and this is where they should be used. They can make the best weapons and armors, which can make the difference against strong opponents. Weaknesses: They are not made for fighting and ultimately, are better kept away from the battlefield. They are not weak like Scholars or even Mages and as such can resist quite nicely when attacked, but they are not formidably resistant either. |
Initial | Smithing | Knowledge to craft weapons and armors. |
One Month | Magic Hammer | Reduces the magic might of enemies. |
Two Months | Tool Blast | Hits all enemy with an energy blast. |
Four Months | Hammer of Gaea | Smashes the earth and unleashes an earth attack on an enemy. |
Six Months | Synthesis | Can merge weapons together or with other materials. |
Nine Months | Thor's Hammer | Unleashes a powerful electric attack on all enemies. |
One Year | Crystal Infusion | Can infuse the power of the Crystals into armors and weapons. |
![]() FREELANCER The default Job. Freelancer isn't really a Job in itself, it's what happens when you do not equip any Job. It is a blank slate, with the characters being as they were back in their homeworld, minus any supernatural powers and super strength. Essentially, if you want your character to be plain and normal, that's the "Job" for you. Though, maybe there is more to this Job that meets the eye...? Strengths: Because they are not bound by any Jobs, Freelancers do not have any limitation as to what weapon they can wield, what armors they can equip and what they can do altogether, even though they have no powers. As their name implies, they are free. And maybe... Weaknesses: Because they are not bound by any Jobs, Freelancers do not have access to any of the skills, powers and advantages that those with Jobs do. Meaning they can come up as useless in situations where Jobs would be helpful. Although... |
Initial | Nothing | N/A |
Three Years | Ultimate Illusion | Physical attack that deals no damage to the enemy. |
Six Years | Final Fantasy | The ultimate attack. Instantly defeats all monsters and most bosses. |
![]() ONION KNIGHT Legends say the Hero of Light who dealt the final blow to the Calamity from the Skies was an Onion Knight, a champion who had mastered all Jobs in existence. This Job cannot be obtained through conventional means. As soon as one Job is maxed out, it will appear amongst other Jobs stored in the Crystal of the Hero of Light. It cannot be a default Job and as it doesn't take a Job slot, it cannot be discarded. Strengths: This Job offers no stats increase or decrease, and instead relies on the stat increases and decreases offered by maxed out Jobs. Because any skills and any combination can be used by this Job, it is limited only by how much efforts you are ready to put into maxing out every other Job. The Job Master, Multi Exp and Double Exp skills are always active, even when Onion Knight isn't equipped. Last but not least, Onion Knight counts as only one Job: as such, you can have a second Job equipped along with it. Weaknesses: With few maxed Jobs, being an Onion Knight is useless. Its strength comes from mastered Jobs and as such, there is little point in equipping this Job unless you have 8+ Jobs mastered. |
One Maxed Job | Job Master | Expands the Job limit from five to ten. |
Three Maxed Jobs | Multi Exp | Stored Jobs receive 1/4 of exp even when unequipped. |
Five Maxed Jobs | Equipment Lore | Can equip and use the weapons and armors of any mastered Job. |
Seven Maxed Jobs | Double Exp | Doubles the exp obtained every months for all equipped and unequipped Jobs. |
Eight Maxed Jobs | Stats Transfer | Takes on the stats, strengths and weaknesses of three maxed out Jobs. |
Nine Maxed Jobs | Ten Skills | Allows to pick and use ten skills from any maxed Jobs. |
Ten Maxed Jobs | Melodies of Life | Awakens the true power of the Heroes of Light. |
![]() WORLD KNIGHT A Job on which Palitutu worked on during her youth, but ended up abandoning for unknown reasons. What was left of her research was completed in Aqures Ixen shortly after the Apocalypse. All the sleeping Heroes of Light in stasis inherited of this Job, regardless of how many Jobs they have. Indeed, World Knight doesn't take a slot, much like Onion Knight. It has however no skills or stat bonus... Strengths: There are no apparent strengths to this Job... Weaknesses: There are no apparent weaknesses to this Job... |
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![]() SAGE || Black Mage + White Mage Black Mages and White Mages are respectfully the masters of black and white magic. They are uncontested in their respective domains, and their magical power is among the highest of all Jobs. Sages, born from the combination of both Jobs, are thus quite simply the masters of magic itself. The greatest risk with Mages is to see them run out of mental power, but with the Osmose skill this is no longer something Sages have to worry about. With Mega Bio, Sages have access to the only category of black magic they were missing, and they are certain to always poison their targets with it. And they are even more efficient at supporting their party with Mega Regen, as the spell will make sure their allies are constantly being healed, slowly even if they cannot cast healing spells. And finally, with both Black Mage and White Mage maxed out, Sages will have access to the ultimate black magic: Meteor. It is a spell so powerful, it is said someone with enough spiritual energy could use it to destroy an entire world. Even if Sages can't do that much, they still can use it to absolutely devastate their enemies. |
Initial | Osmose | Absorbs mental energy from target to restore own mental energy. |
Black Mage Maxed | Mega Bio | Attack spell inflicting poison (all enemies). |
White Mage Maxed | Mega Regen | Casts Regen on all party members. |
Final | Meteor | The ultimate black magic. Inflicts extreme damages to all enemies. |
![]() PSYCHIC || Illusionist + Summoner Illusionists and Summoners are among the Jobs with the worse defense statistics and the least attack skills. One could think combining these two Jobs would lead to nothing more than a disaster. And yet, the skills born of the union of these two Jobs make Psychic into one of the most deadly Job in existence. By maxing the Illusionist Job, Psychic will unlock the Flight skill, improving greatly their mobility when they cannot teleport. The greatest weakness of Summoners is that they are defenseless after having summoned an Eidolon, what with being unable to summon another Eidolon for a while. But this is no longer the case with Partial Summon. With this skill, Psychics can summon the body part of an Eidolon through a magic circle for a moderate attack. It may be Ifrit's arm surging through the circle to backhand an enemy, or his head to breath fire at the enemies. These partial summons are by no means as powerful as true summoning sequences, but the summoner is no longer helpless. Last but not least, the Excellence skill will protect Psychics from harm one time out of two, palliating for the abysmal defense statistics of this Job. |
Initial | Telepathy | Allows characters with this skill to communicate through telepathy. |
Illusionist Maxed | Flight | Allows the character to fly. |
Summoner Maxed | Partial Summon | Summons body parts of Eidolons for moderate and quick attacks. |
Final | Excellence | 50% chance to nullify all physical and magical attacks against the character. |
![]() WIZARD || Red Mage + Warrior Red Mages are jacks of all trades, whereas Warriors are considered to be the weakest amongst the close combat Jobs. Yet, together they give birth to what is possibly one of the most versatile and brilliant Job ever. Wizards can wield both swords and staves, and by maxing the Red Mage Job, they have access to high level elemental spells, riding the Red Mages of what was their greatest weakness, the lack of any high-level magic. Likewise, maxing out the Warrior Job will grant them Curaga, a high-level healing spell. With these, Wizards are on par with Black Mages and White Mages, only lacking their final spells. But they truly shine once both Jobs are maxed out. The Sword Magic skill allows them to imbue their spells onto their sword. A sword imbued with the Firaga spell is assured to deal massive damages to any enemies, but beyond that they can also imbue the swords of their allies with said spells. Wizards are all in all still jacks of all trades with no specialties, but comparatively to Red Mages and Warriors, they always shine and will always be invaluable allies on the battlefield. |
Initial | Dual Wielding | Allows to attack with two swords, two staves or a sword and a staff. |
Red Mage Maxed | Firaga,Blizzaga,Waterga,Thundaga | Elemental attack spells (strong). |
Warrior Maxed | Curaga | Heals major wounds. |
Final | Sword Magic | Can imbue the sword with the might of a spell for devastating attacks. |
![]() CRYSTAL KNIGHT || Paladin + Dark Knight Paladins and Dark Knights are the opposite of each other-- As such, this is no surprise that they complement each other perfectly. Crystal Knights can wield either light or heavy swords, wear light or heavy armor, and they no longer have weaknesses to light or darkness. By maxing the Paladin Job, Crystal Knights will unlock the Wish skill, allowing them to give their life in exchange for that of one of their allies. One life for another may sound like a senseless sacrifice, but there are situations where this may prove invaluable. Shadow Blade on the other hand, will put a perpetual drain effect on their sword, giving even more regenerating power to the Crystal Knight. As if this weren't enough, Crystal Knights will unlock Crystal Shield upon maxing out both Jobs, a skill allowing them to absorb energy whenever they take a blow for an ally. With this skillset, Crystal Knight are definitely a notch above Dark Knights and Paladins when it comes to siphoning their enemies' life energy all while protecting their allies. |
Initial | Job Resistance | Prevents enemies from disabling your Jobs. |
Paladin Maxed | Wish | Sacrifice your own life to fully heal an ally. |
Dark Knight Maxed | Shadow Blade | Sword attacks always absorb half the damages dealt. |
Final | Crystal Shield | Absorbs attacks when taking a blow for an ally. |
![]() MASTER || Monk + Dragoon Monk and Dragoons are glass canons, and as such Masters may very well be the greatest glass canons in existence. Yet, the agility and mastery of the two Jobs make for a quite interesting combination. From the get go, Masters have an improved defenses, still not on par with that of Paladins, but enough for them to take some blows without faltering. Mastering Monk will allow Masters to improve the speed of their attacks and assault their enemies relentlessly through the Blitz skill. Maxing Dragoon on the other hand, will bring a new meaning to the term glass canon as the Blood for Blood skill will allow them to trade off some of their defense for even more power. If paired with Blitz, this skill may bring about devastating results for the enemies. Bullet Time is the final skill of this set and improves the agility of Masters to drastic levels. Masters will be able to avoid even bullets once both Jobs will be maxed, making their poor defense stats less of a problem... So long as they can focus on the battle. |
Initial | Improved Defense | Doubles the defense statistics of the character. |
Monk Maxed | Blitz | Attack the enemies with chains of martial moves, relentlessly. |
Dragoon Maxed | Blood for Blood | Increases damage dealt by 10% and damage suffered by 25% for 20 seconds. |
Final | Bullet Time | Enables the character to move quickly enough to avoid bullets. |
![]() ASSASSIN || Ninja + Thief Thief and Ninja are the fastest and most agile Jobs there are. Combining both of them, it is no surprise Assassins are agile enough to climb buildings and even run from trees to trees without any difficulties. Indeed, the Parkour skill allows them to do so, and it is only a start. While Ninja were never known to shine with magic, Assassins can use Magic Burst once the Job maxed out to attack their enemies with a burst of magical energy. On the other hand, maxing Thief will allow Assassins to use any weapons they see fit to go about assassinating their targets: guns, swords, axes and maybe even other things. These skills offer some measures of diversity to the Assassins, diversity that Thieves and Ninja lacked. Maxing out both Jobs will grant Assassins the Eagle Vision. This very special skill will allow them to see their allies surrounded by a blue hue when activated, and their enemies surrounded by a red one. Meanwhile, their targets will be surrounded by a golden hue. The skill isn't entirely reliable however, and on very rare occasions, enemies may appear with a blue hue. |
Initial | Parkour | Allows characters to free run and free climb. |
Ninja Maxed | Magic Burst | Attack with a burst of magical energy. |
Thief Maxed | Weapons Lore | Allows character to attack with swords, axes and guns. |
Final | Eagle Vision | Allows to see enemies, allies and targets in colored hues. |
![]() ALCHEMIST || Scholar + Blacksmith Combining the intelligence and knowledge of Scholars with the mastery and skills or Blacksmiths, Alchemists shine as geniuses who not only spend their time reading, but can also use their hands to create whatever crazy idea they come up with. The Mix skill allows them to merge together items for surprising results: merging two Mega Potions together may create an Elixir for example. Maxing out the Scholar Job will allow them to create Crystals out of the corpses of dead monsters, Crystals that may then be used to imbue a weapon or armor with a certain element. Technically, dead people can be made into Crystals too, but that wouldn't be a very ethical thing to do. Mastering Blacksmith will allow them to make even better creations. Finally, mastering both Jobs will allow them to create rare metals such as orichalcum or mythril out from much more common metals. And who knows, maybe the Philosopher's Stone is real after all. |
Initial | Mix | Merges items to create different ones. |
Scholar Maxed | Crystal Maker | Allows character to create crystals out of dead monsters. |
Blacksmith Maxed | Mastery | Improves the quality of forged or synthesized creations. |
Final | Miracle Worker | Can create legendary metals out of iron and steel. |
![]() PERFORMER || Dancer + Bard Dancers and Bards both use the power of music to change the tide of battles. And together, they make the ultimate support Job. But unlike individual Dancers and Bards, Performers can eventually defend themselves. With the Love Power dance, Performers enables their allies to attack twice in a row without any consequences whatsoever. Upon maxing Dancer, Performers will have access to Kung-Fu techniques and will be able to fight enemies with their moves. Shattering Voice is quite special as if they sing, Performers may be able to destroy glass, small crystals and similar things when their voices reach new peaks. This skill may also break their allies' nerves. And finally, with both Dancer and Bard maxed out, Performers will have access to the song Staying Alive. So long as they sing this, even if they're being beaten to an inch of their life, they will survive. But this requires of them to have the energy to keep singing while being attacked. |
Initial | Love Power | A dances that allows allies to attack twice in a row. |
Dancer Maxed | Kung-Fu Fighting | Enables the character to physically attack with Kung-Fu moves. |
Bard Maxed | Shattering Voice | Enables the character to destroy glass and similar material with their voice. |
Final | Staying Alive | Allows the character to remain alive so long as they sing a particular song. |
![]() SKY PIRATE || Pirate + Gunner Pirates and Gunners share a weapon in common as well as fairly average stats. When together, the Sky Pirate Job is born. Excellent both with blades and guns, Sky Pirates yearn for freedom and they are very dangerous to their enemies. Vigilance means that a Sky Pirate will always know it if someone is about to strike them in the back, a skill useful when surrounded by people suffering from chronic backstabbing disorder. By maxing the Pirate Job, they will unlock the Shadow Stalk skill, an attack that ignores all of the enemies' defenses or stat increases, perfect for getting at those with overwhelming defenses. Maxing Gunner enables them to make their swords into Gunblades and use them. Maxing both Jobs will grant them an Airship. As it is so far impossible to purchase Airships, this makes the Job unique. The Airship is small and cannot go past the mountains surrounding the Continent of Ruins, but they can work to expand and improve it. However, the ship will disappear into thin air if they remove the Job. It will only be available while the character is a Sky Pirate. |
Initial | Vigilance | Immunizes to attacks from behind. |
Pirate Maxed | Shadow Stalk | An attack that ignores all of the target's defenses. |
Gunner Maxed | Gunblade | Turns all swords into Gunblades. |
Final | Airship | Gives possession of an Airship. |
![]() CYBORG NINJA || Ninja + Magitek Knight Allying the speed and agility of Ninjas to the swordsmanship and potential of Magitek Knights, Cyborg Ninjas are deadly and dangerous. Less agile, discreet and mobile than Assassins, they compensate for this by being deadlier and more resistant. Cyborg Ninjas can move their swords so fast, they can deflect any projectiles sent at them, whether they are bullets or arrows. Upon maxing Ninja, some of their stats drastically improve, allowing them to jump nearly like a dragoon and attack with greater strength. Cyborg Ninjas use a vibrating gunblade as weapon, and this blade can cut through metal once Magitek Knight maxed. But they truly shine once both Jobs are maxed out. The nanomachines in their blood allows them to regenerate over time, no matter what kind of wound they suffer of. Limbs can even grow back if they lose them, over time. However, the pain will not go away unless they are properly healed by a White Mage or doctor and as such, they can die due to mental trauma if they rely too much on their nanomachines. |
Initial | Deflect | Deflects all projectiles with the blade. |
Ninja Maxed | Add-On | Drastically improves jumping and strength. |
Magitek Maxed | Slicer | Allows to slice even metal with the blade. |
Final | Nanomachines | Regenerates health and even limbs over time. |
![]() SEER || Time Mage + Illusionist Times Mages and Illusionists both rely on skills that can manipulate the senses of others. Together, they form the Seer Job. While Seers does enhance the skills of both Jobs, where they shine is in their ability to predict the future. Seers can unleashes two attacks consecutively, a spell followed by a physical attack. Upon maxing out Illusionist, they can cast their spells on multiple targets at once. When Time Mage is maxed, they may sometimes see flashes of what happened before. It may be as simple as seeing an image of someone who crossed the street minutes ago, or as tragic as seeing the image of someone dying hundreds of years ago. With both Jobs maxed, Seers can see the future. They can have two vision by month: one related to non-plot related things happening between the characters, and one related to the overarching plot. The premonition only shows a possible future, and upon seeing it and spreading the word, Seers may be able to change what they saw. If they have a third premonition in the span of a month, they'll die and forget it upon coming back. Please reply to the mod contact if you want a plot-related premonition. |
Initial | Magick Frenzy | Allows user to use a spell then follow up with a regular attack. |
Time Mage Maxed | Paradox | Sees phantoms of past events occasionally. |
Illusionist Maxed | Phantasm | Allows to cast spells on two to four targets simultaneously. |
Final | Premonition | Sees a glimpse of a possible future event. |
![]() CHARLATAN || Merchant + Gambler Merchants and Gamblers are both reputed to have a loose sense of ethics. The combination of both Jobs makes a Job for those who enjoy cheating and betrayal. From the get go, the White Knight skill enables them to force one of their allies of take a blow for them. Their ally will have no choice other than to throw themselves in the way of the attack, unless they are wary of the Charlatan beforehand and are quick enough to mentally resist the command. Maxing Gambler enables to receive a small amount of Gil for each HP lost. Upon maxing both Jobs, Charlatans can hire monsters to attack their own fellow Heroes of Light or otherwise cause chaos. The skill can also be used to attack innocents, but not for a good cause. Indeed. the skill only works when the Charlatan is ill-intentioned and up to no good. |
Initial | White Knight | Forces an ally to take a blow instead of you. |
Merchant Maxed | Gillionaire | Triples Gil gains from skills or monster drops. |
Gambler Maxed | Ransom | .Receives some Gil for each HP lost |
Final | Dishonesty | Allows hiring monsters that will attack other Heroes of Light. |
![]() NECROMANCER || Ghostbuster + Vampire Necromancers are those who specialized in the dark and forbidden arts and play with the laws of nature. Equipping the Vampire and Ghostbuster Jobs together immediately allows Necromancers to get rid of the Proton Pack if they so wish and instead use magic to execute all of its skills. By maxing the Ghostbuster Job, Necromancers will be able to summon monsters from the interdimensional rift, all of which are more powerful than their Crystallis counterpart. Whilst they cannot control the monster, they can summon it at the right time and place to turn the tide of battle. Training will allow them to control which monsters they can summon. Maxing Vampire will enable them to make at will Ghoul Power: a forbidden potion that will turn any who drink it into a mindless and powerful demon bent on nothing but destruction. Of course, such a skill should serve no purpose to Heroes of Light, right? Finally, with both Jobs maxed Necromancers will be able to revive the corpses of those who died and puppeteer them at will. Whilst the corpse of dead beings are generally weak, Necromancers can control many of them at once. |
Initial | Magic Conversion | Enables to use all functions of the proton pack through magic. |
Ghostbuster Maxed | Incantation | Summons a monster from the interdimensional rift. |
Vampire Maxed | Ghoul Powder | Potions that can turn any living being into an uncontrollable demon. |
Final | Necromancy | Revives and control the corpses of dead people, animals and monsters. |
![]() SNIPER || Archer + Beastmaster Archers and Beastmasters have very little in common. Yet, together they make for one of the deadliest Job. Snipers can be even more discreet than Assassins, but have to rely on keeping their distance. Indeed, equipped with a Sniper Rifle, they can use one of their pet, monster or even their Moogle as a Spotter. The job of the spotter is to go out in the wild and look for the target while the Sniper remains in position. Because the mind of the Sniper and the spotter are synchronized, as soon as the spotter sees the targets, the Sniper will be able to visualize them and thus, shoot while staying safe. Maxing Archer improves their eyesight and enables them to see at night, while maxing Beastmaster enables Snipers to change their skin and clothes' color, like a chameleon. The final skill takes away their needs to eat, drink and even breath, meaning they can stay in position for hours and even days without ever moving. |
Initial | Spotter | Allows to use a pet as a spotter. |
Archer Maxed | Night Vision | Improves vision during the night. |
Beastmaster Maxed | Blending | Blends in with the environment like a chameleon. |
Final | Photosynthesis | Allows to eat and breath through the skin thanks to photosynthesis. |
![]() GALACTIC KNIGHT || Paladin + Dragoon Galactic Knights tend to trade their swords and spears for photon sabers, which have the apparence of swords made of light and can cut through some materials with ease. Because this Job requires a lot of focus and serenity to be used correctly, it is recommended for characters who are in control of their thoughts and emotions. The more characters use this Job, the more individual Galactic Knights gain power, making it a great Job for those working in harmony with others. Upon maxing Paladin, Galactic Knights can use the Mind Trick. With a wave of the hand, they can influence the mind of weak-willed people, so long as their requests are nothing that would endanger the target. Maxing Dragoon gives them access to a variety of telekinetic power, similar to those used by Illusionists. Maxing both Jobs awakes an unique and strange ability for Galactic Knights. Should they die and fall in Crystal Stasis, rather than remain unaware of what is happening for a full week, they will remain as ghostly entities. They won't be able to do anything, interact with their environment or use skills, but they'll at least be able to speak with people... And visit their own crystallized bodies in the Hospital while waiting their return to life. |
Initial | One Order | Increases the power of Galactic Knights the more people use this Job. |
Paladin Maxed | Mind Trick | Allows to influences the minds of weak-willed characters. |
Dragoon Maxed | Telekinesis | Attack enemies or move objects with basic telekinetic abilities. |
Final | Afterlife | Allows the user to remain as a Ghost after falling in crystal stasis due to dying. |
![]() OVERLORD || Dark Knight + Illusionist Overlords are the antithesis of Galactic Knights. Like them, they use photon sabers and fight with telekinetic powers. But the comparison ends there. This Job is best suited for those who allow their emotions to overwhelm them or who use dark powers. The powers of those using this Job diminish the more people use it, therefore an Overlord will be more powerful if there are no other Overlords, or if they are all dead. With the Corruption skill, Overlords can influence the minds of those who use dark powers or who are mentally confused, with negative emotions overwhelming them. This is a very dangerous skill, but when it comes to attack power there is even worse. Maxing Illusionist allows Overlords to attack their enemies with deadly lightnings. Not only these lighting are incredibly powerful, but damages inflicted by them are very slow to heal and the Cure spells will barely work. Maxing both Jobs allows Overlords to see their power temporarily grow the more enemies they skill. The growth is of only 33% per enemies killed, but should they kill a lot of people, they could easilly see their power double, triple or even more in no time. |
Initial | Rule Of Two | Decreases the power of Overlords the more people use this Job. |
Dark Knight Maxed | Corruption | Allows to influence the minds of those using dark power or negative emotions. |
Illusionist Maxed | Lightning Storm | Attack the enemies with powerful lightnings. |
Final | Unlimited Power | Temporarily increases power by 33% for each enemy killed. |
![]() ELITE TROOPER || Pirate + Blacksmith Born from the combination of Pirates and Blacksmith, Elite Troopers are known to use the considerable might of the former while using tools they crafted and refined thanks to the latter. Their first and most sneaky skill is the Flamethrower, which they can use from their gauntlet to surprise their enemies with a considerable and deadly attack. Maxing the Pirate Job grants them a Rocket Launcher, a device that needs to be reloaded but can instantly kill people and even destroy entire buildings if used at the right place. Maxing the Engineer Job on the other hand gives them access to a Whipcord Launcher, which they can use to create shortcuts, capture their targets or for a number of other ends. Maxing both involved Jobs finally grant them access to a Jetpack. While both this and the Flamethrower require fuel, it allows them to fly around at will, without needing any magical powers. |
Initial | Flamethrower | Equip a flamethrower in the wrist gauntlet. |
Pirate Maxed | Rocket Launcher | Gives and allows expert use of rocket launchers. |
Blacksmith Maxed | Whipcord Launcher | Gives and allows expert use of a whipcord launcher. |
Final | Jetpack | Gives and allows expert use of a Jetpack. |
![]() TACTICIAN || Warrior + Scholar Tactician are similar to Wizards in that they specialize in combining magic and physical attacks in battle. However, while Wizards tend to progress as nearly full-fledged Black Mages and White Mages, Tactician walk another path and specialize in fewer but more powerful skills. Ignis adds to the magic power half of the physical power, and vice versa. Thanks to this, they benefit from above average statistics which they can put to advantage when using their unique skills. Arcfire is a powerful fire spell that will not only attack the enemy, but delay them and prevent them from reaching the Tactician if they were about to attack. Thoron is an elemental attack, the supreme skill as far as the Electricity element, surpassing even Thundaga. Maxing both Warrior and Scholar gives access to this Advanced Job's final skill, Nosferatu. It is weaker than either of the previously mentions skills and it is of the dark element. However, it makes up for this weakness by draining the life energy of the enemy whenever the attack successfully hits. With this, Tacticians can heal themselves all while remaining an offensive force. |
Initial | Ignis | Adds to the magic power half of the physical power, and vice versa. |
Warrior Maxed | Arcfire | Summons then launches a pillar of fire (strong). |
Scholar Maxed | Thoron | Most powerful electricity spell. |
Final | Nosferatu | Dark magic that drains the damages inflicted to the enemy (mid). |
![]() MECHA PILOT || Magitek Knight + Engineer Magitek Knights specialize in piloting Magitek Armors and Engineer specialize in the use and creation of small puppets. The combination of both these Jobs leads to Mecha Pilots having access to an upgraded Magitek Armor and Puppet in the form of a Giant Robot. To get the Giant Robot, the Mecha Pilot must possess both a Magitek Armor and Puppet. Because of this, neither of them will be available to the character while he or she is using this Advanced Job. Slightly larger and more powerful than regular Magitek Armors, Giant Robots need to be refueled regularly or they'll stop working. Unlike Puppets however, they cannot act on their own. They're less maneuverable and take a lot of place, and unlike Magitek Armors or Puppets they cannot be summoned at will. There are a lot of downside, but Mecha Pilots make up for it with their unique skills. The Vehicle Mode allows to turn to mecha into something that can be used by the character to move around on the world of Crystallis, whereas the Flight Module allows for the mecha to fly. Maxing out both Jobs will give the pilot the possibility to customize his or her robot at will: color, weapons or even size so long as it remains reasonable. To use weaponry from Magitek Armors however, they'll have to be purchased from O'aka or found somewhere else. Customizing such a machine is a tedious and complicated work, but those with this Job should love it. |
Initial | Giant Robot | Gives access to an upgraded mixture of Magitek Armor and Puppet. |
Magitek Knight Maxed | Vehicle Mode | Turns the giant robot into a vehicle. |
Engineer Maxed | Flight Module | Allows the giant robot to fly. |
Final | Customization | Allows to customize the giant robot. |
![]() HACKER || Engineer + Programmer Equipping the Engineer and Programmer Jobs together immediately gives access to the ability to hack Ancient technology. However, Hackers cannot translate Ancient texts. Users of this Advanced Job better either spend years working to learn the Ancient language or have a friend with Scholar mastered. By maxing the Engineer Job, Hackers will be able to create up to three digital copies of them or their puppet, nearly perfectly identical. Maxing the Programmer Job means Hackers will be able to cast holograms out of their devices, representing anything stored upon them: it may be a city, a monster, an item, a person or even the solar system. Holograms are not physical and slightly transparent, but they can be manipulated by touch control. Finally, with both Jobs maxed Hackers will be able to control their puppet and their devices with nothing more than their mind. All these screens and holograms, maxed Hackers will be able to get them moving just by thinking about what it is they want to do. Being able to program directly into a computer without typing on a keyboard and being able to control the puppet without talking offers a whole new dimension to the Engineer and Programmer Jobs. |
Initial | Hacking | Makes it possible to hack into Ancient devices. |
Engineer Maxed | Digital Copy | Creates up to three digital copies of you or your puppet. |
Programmer Maxed | Holograms | Allows to create holograms of files. |
Final | Deus Ex Machina | Allows to control your devices and your puppet with the mind. |
![]() GUN MAGE || Gunner + Blue Mage Gunners and Blue Mages have little in common at first sight, and yet their union gives birth to a balanced Job that is the nightmare of monsters. The Blue Bullet skill allows to cast any Blue Magic spells through bullets, but where this union truly shines is with the Spiritual Ammo skill. Gunners are always at risk of running out of bullets, but this isn't something that has any chances of happening to a Gun Mage. Indeed, they'll have an endless amount of spiritual bullets to shoot once the Gunner Job maxed out. Maxing Blue Mage proves to be useful as well, as from then on Blue Mages will be able to forget the Blue Magic spells they no longer want to use, thus allowing them to modify their skillset if they're no longer pleased with it. Maxing both Jobs will grant the Fiend Hunter skill to Gun Mages, assuring every attack directed at monsters will be a critical one. An absolutely priceless skill while wandering the world of Crystallis, or when hunting for new Blue Magics. |
Initial | Blue Bullet | Casts blue magic through bullets. |
Gunner Maxed | Spiritual Ammo | Shoots non-elemental magical bullets. |
Blue Mage Maxed | Enemy Wisdom | Allows to forget two blue spells per month to modify the skill list. |
Final | Fiend Hunter | Always hit monsters with critical attacks. |
![]() MASTER BENDER || Monk + [Element] Bender Master Benders are born from the combination of Monk with one of the four Elemental Bending Job. The Energy Bender Job isn't compatible with this, and for good reasons. The first skill gained is the ability to create a shield with the appropriate element. Upon maxing Monk, Master Benders can charge all of their moves, further increasing the potential of what they can do. Maxing the Bending Job will allow Master Benders to finally put their one weakness to rest. Indeed, they'll be able to create their element at will, without needing external help. In the case of Fire Benders, this skill will remove any risks to their sanity should they create fire. Maxing both Jobs awakes allows Master Benders to convert their main elements into a secondary one. Fire Benders will be able to turn their fire into lightning with this, making them into masters of both fire and electricity. Earth Benders will be able to convert earth to lava, making them all the more deadlier. Air Benders will gain the ability to control the clouds in the sky and create entire hurricanes if they are powerful enough. Water Benders cannot convert their element but gain a much darker skill: they'll be able to manipulate the blood coursing through their enemies' vein... Or their own. |