White Mage
Job Command and Support Abilities
- White Magic Level 1: Enables the use of level 1 white magic: Cure and Aero.
- Angelic Ward: Has a 50% chance to halve the damage received, regardless of whether it is a single-target or multiple-target attacks.
- White Magic Level 2: Enables the use of level 2 white magic: Esuna and Raise.
- White Magic Level 3: Enables the use of level 3 white magic: Cura and Aerora.
- White Magic Level 4: Enables the use of level 4 white magic: Curada and Esunaga.
- Silence Immunity: Confer immunity to silence during battles.
- White Magic Level 5: Enables the use of level 5 white magic: Curaga and Aeroga.
- Group-Cast Master: The damage dealt and the amount of recovery do not decline when group-casting magic.
- White Magic Level 6: Enables the use of level 6 white magic: Arise and Holy.
- Circle of Life: Bring back all allies from K.O. and restore all their HP when you suffer a K.O.
Merchant
Job Command and Support Abilities
- Pay to Pay: Spend your level times 50 pg to raise the target's critical rate by 300% for four turns.
- White Knight: The ally with the most HP protects you when you suffer a single-target physical attack while your HP is below 20%.
- Pharmacy: Spend pg to purchase a recovery item and use it on a single target.
- Salesman: Force an enemy to buy a consumable item from you at 2.4 times its regular selling price.
- More Money: Earn 1.5 times more money than normal after a battle.
- Hedge Risk: Halve the damage you suffer for five turns by spending money equal to half the damage.
- Takeover: Spend your level times 50 pg to deal damage to one target that is equal to the money you spent.
- BP Drink: Purchase a BP recovery item and use it on one target.
- Big Pharma: Restore one enemy's HP and make the target pay pg equal to the number of HP recovered.
- Payoff: Spend money to buy off the enemy and end the battle.
Black Mage
Job Command and Support Abilities
- Black Magic Level 1: Enables the use of level 1 black magic: Fire and Blizzard.
- Rod Lore: Raise arms aptitude for rods to S.
- Black Magic Level 2: Enables the use of level 2 black magic: Thunder and Aspir.
- Black Magic Level 3: Enables the use of level 3 black magic: Fira and Blizzara.
- Black Resonance: Black magic damage rises with each ally (excluding yourself) on which Black Resonance has been set.
- Black Magic Level 4: Enables the use of level 4 black magic: Thundara and Drain.
- Black Magic Level 5: Enables the use of level 5 black magic: Firaga and Blizzaga.
- Pierce M.DEF: Ignore the target's Magic Defense when dealing magic damage.
- Black Magic Level 6: Enables the use of level 6 black magic: Thundaga and Dark.
- Group-Cast All: Enable group-casting even for normally non-group-cast magic. However, this does not apply to magic targeting yourself.
Ranger
Job Command and Support Abilities
- Berserk: Enter berserk mode. While in berserk mode, your P.Atk will be increased by 50%, and you will repeatedly perform conventional attacks.
- Targeting: Deal a physical attack that always strikes for critical damage.
- Bug Slayer: Deal 1.5 times the damage of a conventional attack to members of the bug family.
- Plant Slayer: Deal 1.5 times the damage of a conventional attack to members of the plant family.
- Beast Slayer: Deal 1.5 times the damage of a conventional attack to members of the beast family.
- Aquatic Slayer: Deal 1.5 times the damage of a conventional attack to members of the aquatic family.
- Precision: When all conventional attacks hit, damage will increase proportional to hit count.
- Dragon Slayer: Deal 1.5 times the damage of a conventional attack to members of the dragon family.
- Bow Lore: Raise bow proficiency to S.
- Multiburst: Unleash four physical attacks that randomly target enemies, dealing 0.6 times the damage of a conventional attack.
Knight
Job Command and Support Abilities
- Stomp: Deal damage 1.25 times that of a conventional attack. However, your physical defense and magic defense will decrease by 25% for two turns.
- Two-Handed: Double a weapon's Physical Attack when swords/axes/spears/staves/katanas/greatswords are held in both hands.
- Ironclad: Start at the beginning of a turn to raise your physical defense to the maximum level for the entire turn.
- Protect Ally: If an ally with less than 20% of HP left takes a single-target attack, you will take the attack instead.
- Shield Lore: Raise armor aptitude for shields to S.
- Shield Strike: Deal the same damage as a conventional attack and for two turns, raise physical defense by 25%. Available only when equipping a shield.
- Full Cover: During the entire turn this is used, when the specified ally takes a single-target physical attack, you will take the hit instead, but only suffer half of the damage.
- Dual Shields: Equip a shield on both arms.
- Chivalrous Spirit: Raise Physical Defense by 25% for five turns each time Protect ally, Full Cover, White Knight or Iron Wall is used.
- Super Charge: Attack using a physical attack that converts double the amount of physical defense into attack power.
Ninja
Job Command and Support Abilities
- Shippuujinrai: Deal a swift attack at the start of the turn.
- Confuse Immunity: Confer immunity to confusion during battles.
- Shunshin: Raise evasion to maximum for six turns.
- Transience: When you evade an attack counterattack against the attacking foe, dealing the same damage as a conventional attack.
- Dual Wield: Negates the 50% penalty to weapons' P.Atk that typically applies when equipping weapons in both hands.
- Utsusemi: Evade a physical attack one time.
- Comeback Kid: With each physical attack evaded, P.ATK and M.ATK each rise by 25% for three turns.
- Ikkikasei: Raise hit count by 100% for that turn only.
- Kairai: Triggers at the beginning of a turn. For that turn only, the target of enemy single target attacks will be switched to the ally you select.
- Frenetic Fighting: Raise the maximum hit count from sixteen to thirty two.