Job Classes
Job Classes refer to the combative nature of an individual, such as their weapon of choice, fighting style, armor class, range and perks. If there is a class that is not listed, but you would like added, please let the admin know, along with a description and/or link to an information page. Please note that magic will not be accessible until Chapter 2 - The awakening.
♨Arcanist
- chapter 2: locked -
Arcanists do not deal damage—instead they support the party by using debilitation spells, spells that will deal damage over time, and spells to heal or revive allies. Their defining trait is their ability to summon pets into battle.
Weapon: Grimories/books || Armor: Cloth || Type: Magic/Debuff || Reference: source
➹Archer
- chapter 1: unlocked -
The Archer class can use several special attacks to inflict status ailments on enemies. Archers use their powerful composite bows to attack both land and air targets at a distance.
Weapon: Bows/Crossbows || Armor: Light || Type: Ranged || Reference: source
☠Assassin
- chapter 1: unlocked -
The Assassin job focuses on taking out the target as quickly and efficiently as possible, sacrificing Defense for movement, strength, and powerful debilitating abilities.
Weapon: Dual/Dagger || Armor: Light || Type: Dagger || Reference: source
♬Bard
- chapter 1: unlocked -
Bards are characterized as wearing lightweight tunics and feathered hats. The Bard's signature weapon is the harp, but they are often able to equip other types of instruments. Their ability allows them to sing and play songs that have various effects. The songs usually boost the their allies in battle, but some songs target enemies instead.
Weapon: Musical Instrument || Armor: Light || Type: Support || Reference: source
♐BeastMaster
- chapter 1: unlocked -
The job can be used to either control an enemy for a short time in battle or to capture it and unleash it in future battles to execute a stronger attack. They are also able to take control of animals and use them for fighting.
Weapon: Dagger/Axe/Whip || Armor: Heavy || Type: Support || Reference: source
☣Berserker
- chapter 1: unlocked -
Berserkers take their name from the Berserk status, which they very often actively or passively fall into. However, their statistics, particularly their physical ones, are usually much higher than those of other jobs. They use several powerful, damaging physical attacks. While under Berserk status, they have increased stats and are uncontrollable.
Weapon: Dagger/Axe/Hammer || Armor: Heavy || Type: Melee || Reference: source
♝Bishop
- chapter 2: locked -
Bishops learn a variety of offensive and defensive magic. Due to their religious namesake, Bishops are the only job class that can cast the spell Hol. They are also able to learn magic counter, can heal, and increase the attack power of nearby allies.
Weapon: Staff || Armor: Cloth/Light || Type: Magic/Support || Reference: source
۞Black mage
- chapter 2: locked -
A Black Mage's primary ability is to cast Black Magic, which usually consists of attack spells, but also contains some effect spells. Black magic is destructive power in its purest form. Black Mages, as with most mages, have high magical stats but low HP and defenses.
Weapon: Rod/Staff/Dagger || Armor: Cloth || Type: Magic || Reference: source
⊙Cannoneer
- chapter 1: unlocked -
The class utilizes cannons for various purposes, from direct damage to in inflicting statuses. Their long-range attacks and ability to inflict massive damage makes the class formidable.
Weapon: Cannon || Armor: Heavy || Type: Ranged || Reference: source
☢Chemist
- chapter 1: unlocked -
They are best known for their abilities involving various items. Usually, this involves having an exclusive access to special items, doubling the potency of recovery items, and most importantly, their unique ability Mix allows them to combine two items into one. They also can heal their allies for free.
Weapon: Dagger/Gun/Rod || Armor: Light || Type: Support || Reference: source
♞Chocobo Knight
- chapter 1: unlocked -
Able to tame chocobos, these knights can capture them, ride them as a steed and use the chocobo's abilities, such as Choco Meteor, until it dies.
Weapon: non-ranged || Armor: light || Type: melee || Reference: source
❧Dancer
- chapter 1: unlocked -
These wild and free souls are ever seeking limber partners with whom to dance and gyrate. The Dancer uses its various dancing skills to affect the enemy party in different ways. Their ability, Dance, performs one of several actions chosen at random, and their stats are some of the lowest of all classes. Some Dancers are capable of White Magic.
Weapon: dagger || Armor: light || Type: support || Reference: source
ΞDark Knight
- chapter 2: locked -
he Dark Knight is characterized by wearing tight, sometimes enclosed black armor and wielding a sword steeped in wicked powers. Their physical stats, with exception of Defense, are usually high. The typical Dark Knight ability is Souleater, also known as Darkness, which allows them to sacrifice their HP to perform stronger attacks.
Weapon: dagger/sword/katana || Armor: light/heavy || Type: melee/magic || Reference: source
ϟDragoon
- chapter 1: unlocked -
Dragoons are powerful physical attackers who wield spears and lances. They wear special armor meant to invoke the imagery of dragons, including helmets shaped like a dragon's head, spikes, and wing and scale designs. Dragoons are sometimes more directly tied to dragons, such as owning them as pets or otherwise befriending them. he trademark ability of Dragoons is Jump, which allows them to leap into the air, avoiding attacks while airborne, and descending a moment later to impale enemies and deal heavy damage.
Weapon: spear/lance || Armor: light || Type: melee/ranged || Reference: source
⚔Fencer
- chapter 1: unlocked -
Fencers are equipped with rapiers to inflict damage and status effects to the enemy.
Weapon: rapier || Armor: light || Type: melee/ranged || Reference: source
♠Gambler
- chapter 1: unlocked -
As their names implies, Gamblers rely on chance and luck in battle. Their abilities consist of random effects that are extremely powerful when successful, but detrimental if unsuccessful. Gamblers use unorthodox weapons associated with gambling, like dice and playing cards. Their trademark ability is Slots, which allow them to pull slot wheels to initiate attacks based on the results.
Weapon: cards/dice || Armor: light || Type: support/ranged || Reference: source
⊞Gladiator
- chapter 1: unlocked -
Gladiators are all about dealing heavy damage, usually with elements added to their attack. The trade-off is that the Gladiator has low Agility compared to other melee jobs.
Weapon: non-ranged/shield || Armor: light/heavy || Type: melee || Reference: source
❖Guardian
- chapter 1: unlocked -
The Guardian is a defensive job, gaining soul power from damage taken with which to devastate enemies using their Soul Mastery abilities, when they are not possessing their allies or foes. They are weak magically and have low speed, they are strong defensively, shrugging off devastating blows. Their innate ability is Guardian Spirit.
Weapon: Spear/shield || Armor: heavy || Type: tank || Reference: source
⊕Gunner
- chapter 1: unlocked -
Gunners specialize in hitting opponents from afar, usually disabling them. Another popular Gunner ability is shooting magic out of their guns, causing elemental damage. Also, Gunners have very high Accuracy, rarely missing their targets. The downside is that Gunners do not deal as much damage as other jobs, since guns do not usually rely much on the Gunner's actual Attack stats. However, they deal as much damage in the back row as they do in the front.
Weapon: gun || Armor: light || Type: ranged || Reference: source
♜Knight
- chapter 1: unlocked -
Knights are characterized by equipping swords, daggers, knight swords, shields, and heavy armor, and having high physical stats. Knights normally appear clad in heavy armor and battle circlets. A Knight can use Cover to protect their team, as well as low-rank White Magic.
Weapon: sword/dagger/shield || Armor: heavy || Type: tank || Reference: source
⍻Lancer
- chapter 1: unlocked -
There exist myriad fighting styles, each of which has its own unique qualities. None, however, can claim to be as offensively minded as ours. Our approach is ever one of attack, no matter who─or what─we face. An experienced lancer is able to wield a polearm as if it were an extension of his body. He transforms into a raging storm before his foes, delivering a barrage of devastating s and slashes. In order to facilitate such a relentless offense, we lancers favor armor of leather and chainmail─such things as provide adequate protection without sacrificing mobility. The measure of a lancer's worth is truly quite simple: how swiftly and decisively he can pierce the enemy's defenses.
Weapon: spear/lance || Armor: light/heavy || Type: melee || Reference: source
⎚Machinist
- chapter 1: unlocked -
Machinists are known for their expertise with machinery and their ability to handle various devices. It is a ranged DPS class that uses firearms with various attachments, as well as possessing the ability to deploy mechanical turrets to assist in battle.
Weapon: bombs/gun || Armor: light || Type: ranged || Reference: source
§Merchant
- chapter 1: unlocked -
Their strength tends to be average all around, not favoring any particular stat one way or the other, and though they do not adhere to any one specific weapon type, they are most proficient with staves, daggers, and spears. Their abilities revolve around money, either by spending it to invoke a specific effect in battle or using passive abilities to increase the amount of money found. Although they learn some offensive skills, they are primarily a support class that is able to find items mid-fight and change the rules of combat in their allies' favor.
Weapon: any || Armor: light/cloth || Type: support/melee/ranged || Reference: source
☻Mime
- chapter 2: locked -
Mimes rely on copying the abilities of other party members using their trademark Mimic ability. Depending on the game, they are one of the best or are the most complex to use, from having no innate abilities of their own to demanding many classes to be mastered before its access. The Mime usually behaves eccentrically, and their clothing reflects this demeanor, yet they will likely be some of the strongest and powerful fighters around, refined, taught, and trained in nearly every discipline known to live up to mimicking their target and their every motion.
Weapon: none || Armor: light/cloth || Type: versatile || Reference: source
₪Monk
- chapter 1: unlocked -
Monks are characterized by their affinity for fighting bare-handed. The few weapons they use consist of claws and knuckles that strap onto their hands. Despite their preference to fight without weapons, Monks can deal just as much damage in battle as any other physical class like Warriors or Dragoons, thanks to their massive physical strength. Monks wear light clothing consisting of robes and hats, and cannot equip heavy armor. To make up for this lack of protection, Monks have a high amount of HP compared to other classes. Because of the minimal use of armor and weaponry,
Monk abilities include Kick, which damages all enemies, Chakra, which heals the Monk and/or their allies, and they can increase their attack strength with the usage of Focus or Boost. Monks are also able to Counter physical attacks.
Weapon: bare fist/knuckles || Armor: light/cloth || Type: melee || Reference: source
☾Mystic Knight
- chapter 2: locked -
Skilled in both magic and swordsmanship, they fuse both arts into Spellblade and are resistant to magic as a whole. They are able to enchant their weapons with magic spells to deal more damage to their foes, and can also shield themselves from magic.
Weapon: sword || Armor: light || Type: melee/magic || Reference: source
✡Necromancer
- chapter 2: locked -
They summon the Undead, or change living creatures into undead, to attack as well as using various other offensive dark magical arts. Often, they don't just create or summon the undead, but are undead themselves as well. Necromancers can summon a random undead or demon to attack by using their job's Oath command, and also may use various other evil spells by means of their job's command Dark Arts. In addition, they have innate undead status.
Weapon: stave || Armor: cloth || Type: magic || Reference: source
⌑Ninja
- chapter 2: locked -
Ninjas are characterized by wearing cowls that cover their mouths and head, and lightweight armor. Their weapons include ninja blades, katana, and throwing weapons. Physically they are strong and have high Speed, but their HP and Defense are low. Their special ability is Throw, which lets them throw weapons including shuriken and magical scrolls to do high damage, but in most cases, the item thrown is consumed.
Ninjas wield specialized Ninjutsu abilities. They usually have methods of nullifying physical attacks by creating illusions, and can wield two weapons at once.
Ninjas are often related to the Thief class, and usually are an improvement or branch of that class. Their roles revolve around being more debilitating through inflicting great damage with their fast speed and evasion, and by crippling opponents by weakening and inflicting status effects on them.
Weapon:blade/katana/throwing weapons || Armor: light || Type: versatile || Reference: source
☄Orator
- chapter 2: locked -
Orator is a magical-based job and they use speechcraft as their main form of attack, along with guns. Orators can recruit monsters into their party, but they can also be used to recruit human characters.
Weapon: gun || Armor: light/cloth || Type: ranged/magic|| Reference: source
♰Paladin
- chapter 2: locked -
The Paladin is a sacred knight, counterbalancing the Dark Knight. Paladins equip heavy swords and armor and can use special holy swords that have been imbued with sacred power. They can use basic White Magic spells, and can cover allies whose HP are low.
Weapon: sword || Armor: heavy || Type: melee/support || Reference: source
⚡Psychic
- chapter 2: locked -
Psychic utilizes mental energy and the law of physics to engage in combat.
Weapon: none || Armor: cloth || Type: magic || Reference: source
⎔Pugilist
- chapter 1: unlocked -
A pugilist is an expert in hand-to-hand combat. Through rigorous training, he forges devastating weapons of his limbs. Having said that, fists and feet don't deal near as much damage as a blade. But what does that matter when you can land several blows for each swing of the sword? Aye, what a pugilist lacks in destructive force, he makes up for in speed and cunning.
Rather than trying to deal great damage with a single blow, he pummels his foe with lightning-fast combinations. If you become as good as yours truly, your combinations will be so swift and seamless, folk won't be able to tell when one technique ends and another begins!
Weapon: claw/fist/katar || Armor: light/cloth || Type: melee || Reference: source
✿White Mage
- chapter 2: locked -
White Magic is an art that takes life and the living for its domain. Its primary purpose is the salving of hurts and the granting of protection. Attuned to the essence of all things around them, a White Mage's intimacy with all forms of being enables them to shift between both offensive and defensive magic as needed. They are considered Healers for the the purpose of party roles.
Weapon: Staff/Rod || Armor: cloth || Type: Support || Reference: source
Job Classes refer to the combative nature of an individual, such as their weapon of choice, fighting style, armor class, range and perks. If there is a class that is not listed, but you would like added, please let the admin know, along with a description and/or link to an information page. Please note that magic will not be accessible until Chapter 2 - The awakening.
♨Arcanist
- chapter 2: locked -
Arcanists do not deal damage—instead they support the party by using debilitation spells, spells that will deal damage over time, and spells to heal or revive allies. Their defining trait is their ability to summon pets into battle.
Weapon: Grimories/books || Armor: Cloth || Type: Magic/Debuff || Reference: source
➹Archer
- chapter 1: unlocked -
The Archer class can use several special attacks to inflict status ailments on enemies. Archers use their powerful composite bows to attack both land and air targets at a distance.
Weapon: Bows/Crossbows || Armor: Light || Type: Ranged || Reference: source
☠Assassin
- chapter 1: unlocked -
The Assassin job focuses on taking out the target as quickly and efficiently as possible, sacrificing Defense for movement, strength, and powerful debilitating abilities.
Weapon: Dual/Dagger || Armor: Light || Type: Dagger || Reference: source
♬Bard
- chapter 1: unlocked -
Bards are characterized as wearing lightweight tunics and feathered hats. The Bard's signature weapon is the harp, but they are often able to equip other types of instruments. Their ability allows them to sing and play songs that have various effects. The songs usually boost the their allies in battle, but some songs target enemies instead.
Weapon: Musical Instrument || Armor: Light || Type: Support || Reference: source
♐BeastMaster
- chapter 1: unlocked -
The job can be used to either control an enemy for a short time in battle or to capture it and unleash it in future battles to execute a stronger attack. They are also able to take control of animals and use them for fighting.
Weapon: Dagger/Axe/Whip || Armor: Heavy || Type: Support || Reference: source
☣Berserker
- chapter 1: unlocked -
Berserkers take their name from the Berserk status, which they very often actively or passively fall into. However, their statistics, particularly their physical ones, are usually much higher than those of other jobs. They use several powerful, damaging physical attacks. While under Berserk status, they have increased stats and are uncontrollable.
Weapon: Dagger/Axe/Hammer || Armor: Heavy || Type: Melee || Reference: source
♝Bishop
- chapter 2: locked -
Bishops learn a variety of offensive and defensive magic. Due to their religious namesake, Bishops are the only job class that can cast the spell Hol. They are also able to learn magic counter, can heal, and increase the attack power of nearby allies.
Weapon: Staff || Armor: Cloth/Light || Type: Magic/Support || Reference: source
۞Black mage
- chapter 2: locked -
A Black Mage's primary ability is to cast Black Magic, which usually consists of attack spells, but also contains some effect spells. Black magic is destructive power in its purest form. Black Mages, as with most mages, have high magical stats but low HP and defenses.
Weapon: Rod/Staff/Dagger || Armor: Cloth || Type: Magic || Reference: source
⊙Cannoneer
- chapter 1: unlocked -
The class utilizes cannons for various purposes, from direct damage to in inflicting statuses. Their long-range attacks and ability to inflict massive damage makes the class formidable.
Weapon: Cannon || Armor: Heavy || Type: Ranged || Reference: source
☢Chemist
- chapter 1: unlocked -
They are best known for their abilities involving various items. Usually, this involves having an exclusive access to special items, doubling the potency of recovery items, and most importantly, their unique ability Mix allows them to combine two items into one. They also can heal their allies for free.
Weapon: Dagger/Gun/Rod || Armor: Light || Type: Support || Reference: source
♞Chocobo Knight
- chapter 1: unlocked -
Able to tame chocobos, these knights can capture them, ride them as a steed and use the chocobo's abilities, such as Choco Meteor, until it dies.
Weapon: non-ranged || Armor: light || Type: melee || Reference: source
❧Dancer
- chapter 1: unlocked -
These wild and free souls are ever seeking limber partners with whom to dance and gyrate. The Dancer uses its various dancing skills to affect the enemy party in different ways. Their ability, Dance, performs one of several actions chosen at random, and their stats are some of the lowest of all classes. Some Dancers are capable of White Magic.
Weapon: dagger || Armor: light || Type: support || Reference: source
ΞDark Knight
- chapter 2: locked -
he Dark Knight is characterized by wearing tight, sometimes enclosed black armor and wielding a sword steeped in wicked powers. Their physical stats, with exception of Defense, are usually high. The typical Dark Knight ability is Souleater, also known as Darkness, which allows them to sacrifice their HP to perform stronger attacks.
Weapon: dagger/sword/katana || Armor: light/heavy || Type: melee/magic || Reference: source
ϟDragoon
- chapter 1: unlocked -
Dragoons are powerful physical attackers who wield spears and lances. They wear special armor meant to invoke the imagery of dragons, including helmets shaped like a dragon's head, spikes, and wing and scale designs. Dragoons are sometimes more directly tied to dragons, such as owning them as pets or otherwise befriending them. he trademark ability of Dragoons is Jump, which allows them to leap into the air, avoiding attacks while airborne, and descending a moment later to impale enemies and deal heavy damage.
Weapon: spear/lance || Armor: light || Type: melee/ranged || Reference: source
⚔Fencer
- chapter 1: unlocked -
Fencers are equipped with rapiers to inflict damage and status effects to the enemy.
Weapon: rapier || Armor: light || Type: melee/ranged || Reference: source
♠Gambler
- chapter 1: unlocked -
As their names implies, Gamblers rely on chance and luck in battle. Their abilities consist of random effects that are extremely powerful when successful, but detrimental if unsuccessful. Gamblers use unorthodox weapons associated with gambling, like dice and playing cards. Their trademark ability is Slots, which allow them to pull slot wheels to initiate attacks based on the results.
Weapon: cards/dice || Armor: light || Type: support/ranged || Reference: source
⊞Gladiator
- chapter 1: unlocked -
Gladiators are all about dealing heavy damage, usually with elements added to their attack. The trade-off is that the Gladiator has low Agility compared to other melee jobs.
Weapon: non-ranged/shield || Armor: light/heavy || Type: melee || Reference: source
❖Guardian
- chapter 1: unlocked -
The Guardian is a defensive job, gaining soul power from damage taken with which to devastate enemies using their Soul Mastery abilities, when they are not possessing their allies or foes. They are weak magically and have low speed, they are strong defensively, shrugging off devastating blows. Their innate ability is Guardian Spirit.
Weapon: Spear/shield || Armor: heavy || Type: tank || Reference: source
⊕Gunner
- chapter 1: unlocked -
Gunners specialize in hitting opponents from afar, usually disabling them. Another popular Gunner ability is shooting magic out of their guns, causing elemental damage. Also, Gunners have very high Accuracy, rarely missing their targets. The downside is that Gunners do not deal as much damage as other jobs, since guns do not usually rely much on the Gunner's actual Attack stats. However, they deal as much damage in the back row as they do in the front.
Weapon: gun || Armor: light || Type: ranged || Reference: source
♜Knight
- chapter 1: unlocked -
Knights are characterized by equipping swords, daggers, knight swords, shields, and heavy armor, and having high physical stats. Knights normally appear clad in heavy armor and battle circlets. A Knight can use Cover to protect their team, as well as low-rank White Magic.
Weapon: sword/dagger/shield || Armor: heavy || Type: tank || Reference: source
⍻Lancer
- chapter 1: unlocked -
There exist myriad fighting styles, each of which has its own unique qualities. None, however, can claim to be as offensively minded as ours. Our approach is ever one of attack, no matter who─or what─we face. An experienced lancer is able to wield a polearm as if it were an extension of his body. He transforms into a raging storm before his foes, delivering a barrage of devastating s and slashes. In order to facilitate such a relentless offense, we lancers favor armor of leather and chainmail─such things as provide adequate protection without sacrificing mobility. The measure of a lancer's worth is truly quite simple: how swiftly and decisively he can pierce the enemy's defenses.
Weapon: spear/lance || Armor: light/heavy || Type: melee || Reference: source
⎚Machinist
- chapter 1: unlocked -
Machinists are known for their expertise with machinery and their ability to handle various devices. It is a ranged DPS class that uses firearms with various attachments, as well as possessing the ability to deploy mechanical turrets to assist in battle.
Weapon: bombs/gun || Armor: light || Type: ranged || Reference: source
§Merchant
- chapter 1: unlocked -
Their strength tends to be average all around, not favoring any particular stat one way or the other, and though they do not adhere to any one specific weapon type, they are most proficient with staves, daggers, and spears. Their abilities revolve around money, either by spending it to invoke a specific effect in battle or using passive abilities to increase the amount of money found. Although they learn some offensive skills, they are primarily a support class that is able to find items mid-fight and change the rules of combat in their allies' favor.
Weapon: any || Armor: light/cloth || Type: support/melee/ranged || Reference: source
☻Mime
- chapter 2: locked -
Mimes rely on copying the abilities of other party members using their trademark Mimic ability. Depending on the game, they are one of the best or are the most complex to use, from having no innate abilities of their own to demanding many classes to be mastered before its access. The Mime usually behaves eccentrically, and their clothing reflects this demeanor, yet they will likely be some of the strongest and powerful fighters around, refined, taught, and trained in nearly every discipline known to live up to mimicking their target and their every motion.
Weapon: none || Armor: light/cloth || Type: versatile || Reference: source
₪Monk
- chapter 1: unlocked -
Monks are characterized by their affinity for fighting bare-handed. The few weapons they use consist of claws and knuckles that strap onto their hands. Despite their preference to fight without weapons, Monks can deal just as much damage in battle as any other physical class like Warriors or Dragoons, thanks to their massive physical strength. Monks wear light clothing consisting of robes and hats, and cannot equip heavy armor. To make up for this lack of protection, Monks have a high amount of HP compared to other classes. Because of the minimal use of armor and weaponry,
Monk abilities include Kick, which damages all enemies, Chakra, which heals the Monk and/or their allies, and they can increase their attack strength with the usage of Focus or Boost. Monks are also able to Counter physical attacks.
Weapon: bare fist/knuckles || Armor: light/cloth || Type: melee || Reference: source
☾Mystic Knight
- chapter 2: locked -
Skilled in both magic and swordsmanship, they fuse both arts into Spellblade and are resistant to magic as a whole. They are able to enchant their weapons with magic spells to deal more damage to their foes, and can also shield themselves from magic.
Weapon: sword || Armor: light || Type: melee/magic || Reference: source
✡Necromancer
- chapter 2: locked -
They summon the Undead, or change living creatures into undead, to attack as well as using various other offensive dark magical arts. Often, they don't just create or summon the undead, but are undead themselves as well. Necromancers can summon a random undead or demon to attack by using their job's Oath command, and also may use various other evil spells by means of their job's command Dark Arts. In addition, they have innate undead status.
Weapon: stave || Armor: cloth || Type: magic || Reference: source
⌑Ninja
- chapter 2: locked -
Ninjas are characterized by wearing cowls that cover their mouths and head, and lightweight armor. Their weapons include ninja blades, katana, and throwing weapons. Physically they are strong and have high Speed, but their HP and Defense are low. Their special ability is Throw, which lets them throw weapons including shuriken and magical scrolls to do high damage, but in most cases, the item thrown is consumed.
Ninjas wield specialized Ninjutsu abilities. They usually have methods of nullifying physical attacks by creating illusions, and can wield two weapons at once.
Ninjas are often related to the Thief class, and usually are an improvement or branch of that class. Their roles revolve around being more debilitating through inflicting great damage with their fast speed and evasion, and by crippling opponents by weakening and inflicting status effects on them.
Weapon:blade/katana/throwing weapons || Armor: light || Type: versatile || Reference: source
☄Orator
- chapter 2: locked -
Orator is a magical-based job and they use speechcraft as their main form of attack, along with guns. Orators can recruit monsters into their party, but they can also be used to recruit human characters.
Weapon: gun || Armor: light/cloth || Type: ranged/magic|| Reference: source
♰Paladin
- chapter 2: locked -
The Paladin is a sacred knight, counterbalancing the Dark Knight. Paladins equip heavy swords and armor and can use special holy swords that have been imbued with sacred power. They can use basic White Magic spells, and can cover allies whose HP are low.
Weapon: sword || Armor: heavy || Type: melee/support || Reference: source
⚡Psychic
- chapter 2: locked -
Psychic utilizes mental energy and the law of physics to engage in combat.
Weapon: none || Armor: cloth || Type: magic || Reference: source
⎔Pugilist
- chapter 1: unlocked -
A pugilist is an expert in hand-to-hand combat. Through rigorous training, he forges devastating weapons of his limbs. Having said that, fists and feet don't deal near as much damage as a blade. But what does that matter when you can land several blows for each swing of the sword? Aye, what a pugilist lacks in destructive force, he makes up for in speed and cunning.
Rather than trying to deal great damage with a single blow, he pummels his foe with lightning-fast combinations. If you become as good as yours truly, your combinations will be so swift and seamless, folk won't be able to tell when one technique ends and another begins!
Weapon: claw/fist/katar || Armor: light/cloth || Type: melee || Reference: source
✿White Mage
- chapter 2: locked -
White Magic is an art that takes life and the living for its domain. Its primary purpose is the salving of hurts and the granting of protection. Attuned to the essence of all things around them, a White Mage's intimacy with all forms of being enables them to shift between both offensive and defensive magic as needed. They are considered Healers for the the purpose of party roles.
Weapon: Staff/Rod || Armor: cloth || Type: Support || Reference: source
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