Job Descriptions
Melee - This job is suited for the frontlines, with short-range abilties.
Ranged - This job is suited for the backlines, with long-range abilities.
__ Magic - This job gains spells of the listed school.
Physical - This job deals primarily Physical damage.
Magical - This job deals primarily Magical damage.
Commando - This job deals damage in highly accurate or multiple attacks.
Ravager - This job deals damage primarily in large bursts.
Sentinel - This job is suited for protecting allies, with high defenses and reactionary abilities.
Medic - This job is suited for healing allies and removing afflictions.
Synergist - This job is suited for supporting allies in other ways, such as movement and buffs.
Saboteur - This job specializes in disabling and enfeebling foes.
Archer (ARC)
Ranged - Physical - Commando - Saboteur
Ranged combatants that fire long range, highly accurate, deadly shots.
+ Sharpshoot abilities are excellent at dealing with highly evasive targets.
+ Ranger abilities allow them to pick apart monsters depending on their type.
- Has trouble if they can't keep their distance from enemies.
- Not as well suited to dealing with humanoid enemies over creatures.
Paradigms
Beastmaster: Tamer of monsters. Captures the heart of a beast to fight by their side.
Sniper: Deadly assassins with bow and gun. Sacrifices mobility and rapid attacks for a single, clean, killshot.
Bard (BRD)
Ranged - Synergist - Medic
Dazzles friend and foe alike with supportive litanies.
+ Powerful, wide-area buffs and supportive abilities that enhance allies.
+ Bardsongs don't need to be upkept to provide bonuses.
- Reliant on being protected by allies; extremely vulnerable if caught alone.
- Bardsongs are tricky to start again if they are interrupted.
Paradigms
Performer: A troubadour that combines song and dance to simultaneously enhance allies and enfeeble foes.
Minstrel: A singer that focuses on weaving several songs together to combine their effects.
Jester: A goof-off that really isn't good for anything... except when they are.
Black Mage (BLK)
Ranged - Magic - Ravager - Blaster - Saboteur - Black Magic
Casters that focus their elemental barrage into explosive results via Thaumaturgy.
+ Thaumaturgy allows Black Magic to deal incredible amounts of elemental damage.
+ Has a variety of debilitating and debuffing spells.
- Has low HP and armor options, and no defensive abilities.
- Thaumaturgy can backfire at a critical moment.
Paradigms
Black Wizard: Mages that eschew the risks of Thaumaturgy to obtain a more stable, yet powerful, casting scheme.
Thaumaturgist: Weavers of the Aether that have high-risk, high-reward spellcasting.
Chemist (CHM)
Ranged - Medic - Synergist - Saboteur
Alchemists that can sling potions that heal allies, or deadly concoctions to destroy their foes.
+ Item use is greatly enhanced, is faster than spellcasting, requires no MP and can be used while Silenced.
+ Can combine consumable items for a wide variety of recovery, buffing and enfeebling, as well as make short shelf-life medicines.
- Item use is limited by inventory size and requires preparation.
- Purchasing consumables can be expensive.
Paradigms
Salve-maker: An apothecary dedicated to the creation of new and improved medicines.
Fusilier: A gunslinger that coats their bullets in anything from curative salve to deadly elemental infusion.
Dancer (DNC)
Melee - Physical - Commando - Saboteur
Performs dances that debilitate and dismantle foes while swinging rapid-fire blade flurries.
+ Attacks with a flurry of melee attacks that increase their already fantastic mobility.
+ Dances greatly enfeeble foes in an area around the Dancer while they attack.
- Attacks trade raw power for speed; has trouble against armored foes.
- Dances are tricky to restart if they are interrupted.
Paradigms
Performer: A troubadour that combines song and dance to simultaneously enhance allies and enfeeble foes.
Luminary: Stylish acrobats that effortlessly move about the battlefield and prefer debilitating dances to swordplay.
Dark Knight (DRK)
Melee - Physical - Ravager - Sentinel - Saboteur - Black Magic
Knights who use their own life force to fuel debilitating, powerful attacks.
+ Deals debilitating debuffs and punishes enemies for daring to have status effects on them.
+ Gets significantly more powerful the more status ailments they have on them.
- Requires self-infliction of status ailments to reach full potential.
- Many abilities cost HP or LP to use, endangering the character's life.
Paradigms
Deathknight: A Dark Knight that has embraced undeath, spreading it like a plague around them.
Fell Knight: A Knight that allows the evil side of shadow to consume them--and their foes.
Dragoon (DRG)
Melee - Physical - Ravager - Synergist - Sentinel
Highly mobile lancers that leap across the battlefield to intercept enemy attacks.
+ Can deal both Physical and Magical damage, in addition to a wide array of unique supportive abilities.
+ Exceptionally mobile; can cross the battlefield in a flash.
- Requires particular positioning for many abilities.
- Significantly hampered if they do not have access to open sky for Aerial Arts.
Paradigms
Dragon Knight: A dragon warrior whose trusty pet drake never leaves their side.
Valkyrie: A skirmisher that is highly adept and darting in and out of combat while laying waste to their foes.
Freelancer (FRE)
Variable
The default job for a starting adventurer. Abilities under Freelancer are available for all characters at all times regardless of Job.
+ Can equip any weapon or armor with restriction.
- No unique abilities and no Feature or Prime benefits.
- Poor base stats overall.
Gladiator (GLD)
Melee - Physical - Commando - Sentinel
Masters of one-on-one combat who focus their energy into challenging a single target.
+ Self-buffs and powerful attacks keep the Gladiator dealing tons of Physical damage while keeping themselves in the fight.
+ Exceptional at taking one target at a time out, severely punishing their target if they dare attack anyone else.
- Awful at dealing with any more than one target at a time.
- Punished if they attack anything other than their primary target.
Paradigms
Fencer: Fleet of foot duelists that use their rapier to outmaneuver the greatest of foes.
Hero: A master of all aspects of the arena, the Hero spurs their comrades into battle while laying waste to their enemies.
Machinist (MCH)
Variable
Engineers who wield specialized Machinery to dispatch foes, fighting alongside their Automaton.
+ Machinery offers a wide array of skills to allow a huge variety of playstyles, from healing to spewing poison gas to sniping foes from afar.
+ Automatons act as a secondary party member and assist their allies on their own.
- Machinery is slow to swap out and takes the place of Weapon slots, denying the Machinist much use from weapons.
- Automatons are tough to directly control and are relatively fragile.
Paradigms
Magitek Pilot: Masters of Magitek machinery, the Magitek Pilot installs their gadgets on a giant suit of mobile armor.
Puppetmaster: While the Puppetmaster themselves are vulnerable, their Automatons become dangerously powerful.
Monk (MNK)
Melee - Physical - Commando - Sentinel
Tough martial artists that are adept at controlling the field with martial arts.
+ Highly durable and highly mobile with a great number of Reaction abilities.
+ Martial Arts can combo together for devastating results.
- Restricted to very few weapons and armor.
- Martial Arts rely heavily on previous attacks to hit in order to combo together.
Paradigms
Fighter: Heavy armor wearing juggernauts that pummel enemies into submission with fist, glove and claw.
White Monk: A monk that has learned some ways of the White Mage, enhancing their allies with White Magic.
Mystic (MYS)
Ranged - Magic - Commando - Ravager - Saboteur
Mages who channel soul magic to conjure phantasms and strip their enemies of their lifeforce.
+ Mystic Magic deals heavy damage while debilitating opponents.
+ Phantasms have a wide variety of abilities from dispelling buffs to draining HP and MP.
- MP costs are high with little ways to recover it.
- Shadow-type damage and Drain attacks leave them hilariously ineffective against Undead.
Paradigms
Oracle: Seers into the future, Oracles predict enemy movements and actions, and change the threads of fate.
Illusionist: Conjurers of powerful phantasms that leave lasting marks on the battlefield in wide areas.
Necromancer: Shamans that wield dark magic to summon an army of undead to battle their foes.
Ninja (NIN)
Melee - Variable - Commando - Ravager - Sentinel
Shadowy assassins who are hard to hit, and hit hard.
+ Highly evasive, lots of mobility with the ability to turn invisible and use field control tricks and traps for the battlefield.
+ Very fast; frequently goes first in Initiative where they can use dual-wielding attacks to cut down enemies.
- Low HP and resistances leave them vulnerable if they can't evade.
- Individual hits are weaker than normal, leaving them ineffective against armored targets.
Paradigms
Assassin: Ninjas with finely honed skills that allow them to strike a target dead in a single blow.
Nightblade: Stealthy rogues whose enemies never see them coming.
Paladin (PLD)
Melee - Variable - Sentinel - Medic - Synergist - White Magic
Holy warriors that are adept at protecting their comrades by forcing their enemies to fight them, and punishing them if they don't.
+ Has a wide array of defensive and supportive abilities to be an unstoppable bulwark on the field.
+ Particularly adept at destroying Undead without giving them a chance to regenerate.
- Limited mobility and field control away from the Paladin's position.
- Less offensive capability than other frontline jobs when Undead aren't involved.
Paradigms
Templar: Sworn zealots who punish heretical mages with sword and spear.
Exorcist: Paladins who have given up armor, sword and shield for holy relics and are feared by the Undead.
Lord: Noble knights that command and bolster their allies, enabling them to move about the battlefield.
Red Mage (RED)
Variable - Red Magic
Martial mages that employ both sword and spell, attacking and support.
+ Able to use most weapons and any armor, with an extremely wide variety of magic to back up their Spellstrike abilities.
+ Excellent at enfeebling enemies with their spells and Spellstrikes.
- Does not excel in any one particular area.
- Requires a careful balance of physical and magical capability.
Paradigms
Templar: Sworn zealots who punish heretical mages with sword and spear.
Sage: The Red Mage embraces the versatility within Red Magic, sacrificing frontline capability to greatly enhance their casting capability and take the most advantage out of Spell Echoes.
Armamentalist: The Red Mage dedicates themselves to the path of the spellsword, lowering their Red Magic utility to replace it with enhanced Spellstrikes and on-hit casting.
Rune Knight (RNK)
Melee - Physical - Sentinel - Synergist - Saboteur - Green Magic
Cloth-wearing warriors that absorb magical effects and are particularly adept at fighting casters while bolstering allied mages.
+ Completely shuts down enemy casters while enhancing allied casters.
+ Runic Barrier allows the Rune Knight to maintain high defense while wearing robes.
- Runic Sword can accidentally redirect friendly fire onto the Rune Knight.
- Somewhat less durable than other frontline jobs.
Paradigms
Green Mage: Rune Knights who embrace casting fully, shunning their runes for full casting capability.
Elementalist: Agile warriors that command Spellstrikes such as a Red Mage, yet lack Green Magic and rune usage.
Rune Master: Rune Knights who have reached the apex of their runic training, inscribing runes onto their own bodies instead of on the ground.
Samurai (SAM)
Melee - Physical - Sentinel - Commando - Ravager
Tradition-bound warriors with a mystical bent, samurai are distinguished frontliners who strike with precision and strength.
+ Draw Out abilities gain special advantages when they are the first attack used in a turn.
+ Gains bonuses when surrounded by enemies--or their corpses.
- Very slow, poor mobility.
- Some abilities rely on the initial Draw Out attack to hit to gain the most effectiveness--less useful against highly evasive targets.
Paradigms
Paravir: Flashy swordsmen who move and strike like lightning yet sacrifice defense to do so.
Spiritblade: Samurai that directly control bound spirits of slain enemies to do their bidding.
Scholar (SCH)
Ranged - Magic - Medic - Ravager - Saboteur - Arcane Magic
Students of arcane lore that are adept at detecting and exploiting elemental weakness--and creating one if one doesn't exist.
+ Gains access to a wide variety of spells from healing and protective magic to wide area of effect spells.
+ Can use Strategems as free actions to bolster allies from long distances away.
- Very poor MP generation and survivability.
- Strategems come with a downside.
Paradigms
Arcanist: Those who seek true power and enhance their Arcane Magic to its fullest potential.
Navigator: Tacticians that can use Strategems to play the battlefield like a game of chess.
Summoner (SUM)
Ranged - Magic - Ravager - Medic -
Casters who tap into the ether to form eidolons, physical manifestations of elemental beings.
+ Eidolons strike in an extremely wide area for powerful effects.
+ Summoners control a Carbuncle that assists them with various abilities depending on the last Eidolon to be summoned.
- Eidolon summoning is extremely expensive in both MP cost and ability slots.
- Few options outside of Eidolon summoning and Carbuncle.
Paradigms
Evoker: The Summoner dismisses their Carbuncle to gain true power over summoning Eidolons.
Caller: Though the Caller's summoning capability is lessened compared to a true Summoner, they are more self-sufficient.
Thief (THF)
Melee - Physical - Ravager - Synergist - Saboteur
Agile and cunning, thieves can steal more than just gil and trinkets; even skills and abilities aren't off limits.
+ Thievery abilities allow the Thief to enfeeble enemies while strengthening themselves and allies.
+ Can deal massive damage if flanking an enemy, and has high mobility to allow them to get into position.
- Requires specific positioning to get the best use of their abilities.
- Less offensive and defensive capabilities than most other jobs.
Paradigms
Gambler: Shrewd high rollers that put their faith in a roll of the dice or a draw of the card.
Mime: Acrobats that are particularly expert at copying the abilities of others, even if they do not possess the same capabilities.
Wanderer: Free-spirited vagabonds that use a variety of enhancing abilities.
Time Mage (TMG)
Ranged - Magic - Synergist - Saboteur - Ravager - Time Magic
Mages that warp space and time to control the flow of battle before gunning their enemies down.
+ Deals both Physical and Unaspected damage, and is significantly more durable than most other mages.
+ Time Magic has a wide variety of uses, including powerful buffs and debuffs.
- Less offensive capability than most other mages, and no elemental capability.
- Time Magic can be extremely specific or situational.
Paradigms
Astrologer: Mages that read the starry skies and draw power from the deepst reaches of the cosmos.
Warlock: Sorcerers that employ both martial prowess and Shadow magic to tear their foes apart.
Warrior (WAR)
Melee - Physical - Sentinel - Commando - Saboteur
Masters-at-arms that use a wide variety of weapons and armor, and are highly capable at both offense and defense.
+ Powerful Break Arts drop enemy statistics while dealing lots of Physical damage.
+ Gains Synergy while using certain weapons with certain abilities.
- Needs to carry a variety of weapons to use abilities to full effectiveness.
- Few control abilities outside reducing statistics and provoking enemies.
Paradigms
Knight: Warriors who raise the shield in protection of their allies at their own peril.
Berserker: Wild warriors who whip themselves into a frenzy before crushing their enemies with their might.
White Mage (WHT)
Ranged - Magic - Medic - Synergist - White Magic
Healers who use a variety of healing and supportive spells, but still pack a punch with offensive spiritual magic.
+ Powerful curative and supportive magic outclasses any other job in support.
+ Piety abilities can be used independent of MP cost and have powerful, widespread effects.
- Poor offensive capabilities compared to other mages.
- Piety abilities are not always reliable.
Paradigms
Devout: Specialists in White Magic, a Devout can heal wounds and remove afflictions like none other.
Cleric: Devoted to the gods, Clerics are more capable in melee combat and have significantly better control over their prayers.
Geomancer: Druids who sync their souls with elemental spirits and use the terrain to their advantage.