Description on Chubfrom Chub
An FFXI Lorebook from an abandoned project of mine.
I'm sure it's all sorts of fucked up, but I figured someone may be able to make something good with it. Expect inaccuracies, as I was building it with the help of A.I.
There are several others uploaded as well covering much of the content in the game.
Listed as “FFXI Lorebook IV - Jobs”
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 0
- Favorites
- 0
- Messages
- 0
- Forks (upstream)
- 0
- Tokens (upstream)
- 14,285
Created Updated Archived since
No description.
FFXI Jobs & Support Job System
62 entries · scan depth 50 · budget 500 tokens
- #1[JOBS] Overview
Keys: Profession, Jobs, Disciplines, Job, Discipline · Secondary: Overview, System
In the world of Vana'diel, adventurers possess the unique gift of mastering multiple disciplines, known as jobs. These jobs represent specialized paths of combat, magic, and support that define an adventurer's role in battle and exploration.
Upon beginning their journey, a new adventurer chooses one of the six foundational jobs: Warrior, Monk, White Mage, Black Mage, Red Mage, or Thief. These base jobs are available from the outset and form the core of most adventuring careers.
As an adventurer grows in experience and reaches level 30 in any job, they may undertake specific quests to unlock advanced jobs—powerful disciplines drawn from the legends, histories, and distant cultures of Vana'diel. Examples include the holy Paladin of San d'Oria, the shadowy Dark Knight, the wyrm-slaying Dragoon, the spirit-calling Summoner, and many others introduced through the ages.
Adventurers change their active job at will within the safety of a Mog House or by speaking with a Nomad Moogle, allowing them to adapt to any situation.
A defining feature of Vana'diel's adventurers is the Support Job system. Once unlocked at level 18 through a simple quest in Selbina or Mhaura, an adventurer may equip a secondary job whose level is capped at half that of their main job (rounded down). This support job grants access to its abilities, traits, spells, and a portion of its statistics, enabling countless combinations that enhance versatility and party synergy.
Through this flexible system, a single adventurer can fulfill diverse roles—tanking beastman assaults one day, healing allies the next, or unleashing devastating magic when the need arises—making them indispensable in the ongoing struggle to protect Vana'diel.
- #2[SUPPORT JOB] Mechanics
Keys: Subjob, Dual Job, Multiple Jobs, Support Job, Sub Job · Secondary: Unlock, Mechanics, System
One of the greatest gifts bestowed upon adventurers in Vana'diel is the ability to draw upon the strengths of multiple disciplines simultaneously through the Support Job system. This sacred technique allows an adventurer to maintain their primary calling while channeling the essence of a secondary job, blending abilities, traits, and arcane knowledge to face any challenge.
The awakening of this power comes to those who have honed a single job to at least the eighteenth level of mastery. In the coastal village of Selbina, the wise Isacio shares ancient tales known as Elder Memories, guiding worthy souls through trials of collection and insight. Across the seas in Mhaura, the venerable Vera recounts The Old Lady, imparting similar wisdom through her own quests. By gathering rare tokens from the wilds—be it damselfly worms and magicked skulls, or rabbit tails and dhalmel saliva—the adventurer proves their resolve, unlocking the ability to weave two paths into one.
Once awakened, the support job grows in tandem with the primary, reaching only half its height in power. It bestows a portion of its statistics, along with access to many of its spells, traits, and abilities scaled to its level—though certain profound invocations and unique gifts remain reserved for those who walk that path as their main calling.
This harmonious fusion enables remarkable versatility: a stalwart warrior might borrow the shadows of a ninja to evade deadly blows, a mage could gain the endurance of a monk, or a thief the provocative roar of a fighter to draw enemy ire. In parties facing beastman hordes or delving ancient ruins, these combinations often prove the difference between victory and defeat, embodying the adaptable spirit of Vana'diel's legendary heroes.
- #3[JOB ADVANCEMENT] Quests
Keys: Advanced Job, Job Unlock, Advanced Discipline, Job Quest, Unlock · Secondary: Advancement, Limit Break, Quest
While the six foundational disciplines—Warrior, Monk, White Mage, Black Mage, Red Mage, and Thief—are open to all who register as adventurers, the more esoteric and powerful advanced jobs remain hidden until an adventurer proves their mastery and resolve.
To walk one of these legendary paths, an adventurer must first raise any single job to the thirtieth level of experience. Only then do the guardians and masters of these ancient arts reveal themselves, setting forth trials that test body, mind, and spirit.
Each advanced job is tied to specific nations, distant lands, or forgotten legends, and the quests to awaken them often require travel across Vana'diel, communion with powerful entities, or the recovery of lost artifacts. For example:
- The noble Paladin is granted by the Temple Knights of San d'Oria after proving unwavering loyalty through high rank missions.
- The shadowy Dark Knight demands a grim pilgrimage to Castle Zvahl and a pact with forces of darkness.
- The wyrm-slaying Dragoon awakens in the Chateau d'Oraguille after retrieving a sacred lance fragment.
- The Summoner must face the Terrestrial Avatars in brutal trials across the world to earn pacts with the primal forces.
- Later arts, such as Ninja from the Far East, Corsair of the Near Eastern seas, or Rune Fencer of distant Adoulin, require voyages to foreign shores and alliances with exotic masters.
These quests are rites of passage, steeped in the history and peril of Vana'diel. Completing them does not merely grant new abilities—it marks the adventurer as heir to ancient traditions, worthy to wield powers once reserved for heroes of bygone eras. Many who undertake these trials emerge changed, bearing the weight of legends upon their shoulders as they continue the fight against the beastmen and greater threats that loom over the world.
- #4[PARTY ROLES] Overview
Keys: Roles, DPS, Tank, DD, Party Role, Support, Healer · Secondary: Overview, Group, Party
In the perilous lands of Vana'diel, few adventurers survive long without allies. Parties of up to six brave souls—sometimes bolstered by summoned Trusts or fellowships—band together to face beastmen legions, delve into ancient ruins, and challenge the mightiest Notorious Monsters. Each member fulfills a vital role, their chosen jobs and support combinations weaving together into a tapestry of survival and triumph.
The foremost role is that of the Tank or Enmity Holder, who stands at the vanguard, drawing the fury of enemies through provocation, flashes of light, or shadowy curses. Masters of this duty—often Paladins with their invincible shields, Warriors roaring defiance, Ninja cloaked in illusory shadows, or Rune Fencers warded by ancient runes—bear the brunt of assaults so their comrades may strike safely.
Damage Dealers, known as DD, form the spearhead of offense. Melee warriors such as Monks, Samurai, and Dragoons unleash devastating weapon skills in intricate chains, while Rangers rain death from afar and Black Mages call down elemental cataclysms. Their goal is simple yet vital: fell foes swiftly before the party is overwhelmed.
Healers are the lifeblood of any group, channeling divine grace or scholarly stratagems to mend wounds and banish afflictions. White Mages invoke Altana's mercy with powerful cures and raises, while Scholars manipulate light and dark arts to bolster or debilitate as needed. Without their vigilance, even the sturdiest tank would fall.
Support roles provide the harmony that elevates a party from competent to legendary. Bards weave songs of valor and respite, Corsairs gamble fate with lucky rolls, Geomancers attune the land's aether to aid allies and hinder foes, and Red Mages offer versatile enchantments. These gifted souls enhance strength, hasten actions, weaken enemies, and turn the tide of battle through subtle yet profound influence.
In the greatest trials, parties blend these roles masterfully—tanks holding unyielding, healers sustaining life, damage raining unrelenting, and support binding it all together—proving that in Vana'diel, true power lies not in solitary might, but in the unbreakable bonds of fellowship.
- #5[JOB TRAITS] General
Keys: Merit, Passive Ability, Traits, Job Point, Passive, Job Trait · Secondary: General, Overview
As adventurers delve deeper into the mysteries of their chosen disciplines, they awaken innate Job Traits—passive gifts of body, mind, and spirit that define the essence of each job. These ever-present boons, forged through relentless training and communion with Vana'diel's aether, enhance an adventurer's prowess in subtle yet profound ways, growing stronger in tiers as mastery ascends.
Combat Traits steel the warrior's edge: Double Attack grants the fury to strike twice in a single motion, Accuracy Bonus hones strikes to pierce any defense, and Critical Hit Rate invokes the fates for devastating blows. Magic Traits empower the arcane: Magic Attack Bonus amplifies elemental fury, while Conserve MP preserves the mage's vital essence for prolonged battles.
Resistances form an invisible bulwark against the perils of the wilds—Resist Poison wards off venomous fangs, Resist Paralyze shatters binding curses, and Resist Virus defies the plagues of ancient horrors. Other Traits weave versatility: Auto Regen knits flesh with life's own rhythm, Store TP accelerates the build of battle readiness, and Dual Wield allows blades to dance in tandem.
Traits from a support job blend seamlessly, adopting the superior tier to amplify the main path's power. In time, as legends surpass mortal limits, Merits and Job Points unlock further evolutions—custom refinements that etch eternal enhancements upon the soul, allowing veterans to defy the gods themselves.
These traits are no mere mechanics of power; they are the living legacy of Vana'diel's heroes—the unyielding counter of the Monk, the veiled shadows of the Ninja, the primal surge of the Summoner—manifesting in every clash against beastman hordes or delve into forgotten abysses.
- #6[RELIC WEAPONS] Overview
Keys: Relic, Relic Weapon, Legendary Weapon, Ultimate Weapon, Empyrean, Mythic · Secondary: Overview, Lore
Scattered across Vana'diel are weapons of unimaginable power, forged in ancient times by hands long turned to dust. Known as Relic Weapons, these legendary arms are said to have been wielded by the greatest heroes of eras past—champions who stood against the Shadow Lord, the Zilart, and threats beyond mortal comprehension.
Each Relic is bound to a specific discipline: the mighty Ragnarok great axe for Warriors, the gleaming Aegis shield for Paladins, the ethereal Claustrum staff for Summoners, and so on. They are not mere steel and wood, but vessels infused with the aether of fallen gods and crystallized memories of epic battles.
To claim a Relic, an adventurer must undertake grueling trials spanning years—gathering ancient currency from the most perilous dynamis realms, defeating nightmarish recreations of history's greatest foes, and offering vast fortunes to the goblin smiths who alone remember the forgotten forging rites. Stage by stage, the weapon awakens: from dormant relic to radiant ultimate form, unlocking weapon skills of devastating potency and granting the bearer strength rivaling the divine.
Later ages brought forth kin to these relics: the searing Mythic weapons born of Abyssea's chaos, each tied to a job's deepest essence through trials of void and vision; and the luminous Empyrean arms, reforged in the fires of Adoulin's frontier, enhanced by the land's primal energies.
Possessing such a weapon marks an adventurer as a living legend. In the heat of battle against beastman armies or primordial sin eaters, the glow of a fully awakened Relic serves as both beacon of hope for allies and harbinger of doom for enemies—a reminder that even in Vana'diel's darkest hours, the light of ancient heroism endures.
- #7[LIMIT BREAKS] Mechanics
Keys: Level Cap, Limit Break, Genkai, Maat, Limit Breaker · Secondary: Mechanics, Quest
As adventurers push the boundaries of mortal potential in Vana'diel, they encounter invisible barriers—ancient seals upon their very souls that cap their growth at intervals of five levels, beginning at the fiftieth. These are the Limits, imposed by the gods or the world's aether itself, demanding proof of worthiness to shatter.
In the heart of Jeuno's Ru'Lude Gardens stands Maat, the Eternal Hero—a peerless adventurer whose exploits are etched in legend. This enigmatic figure, ageless and unmatched, serves as the final arbiter, issuing five grueling trials known as Limit Breaks. From gathering elusive crystals and hides at the fiftieth, to soloing ferocious wyrms at the sixtieth, delving abyssal depths for forbidden tomes at the sixty-fifth, scaling heavens for divine missives at the seventieth, and ultimately facing Maat himself in a duel beyond comprehension at the seventy-fifth—each quest tempers the soul, breaking the chains that bind power.
For those aligned with distant nations, Nomad Moogles echo Maat's judgment, offering parallel paths steeped in whimsy and peril. Upon triumph, the adventurer emerges reborn, their level cap sundered, ready to ascend further in the endless pursuit of strength.
These sacred ordeals are more than trials of might; they are communions with Vana'diel's essence, echoes of the Crystal War's heroes who first defied such limits to repel the Shadow Lord's legions. Only the worthy may claim this transcendence, forging themselves into legends capable of safeguarding the realm from encroaching darkness.
- #8[JOB POINTS] System
Keys: Job Progression, JP, Capacity Points, Job Points, Post 99 · Secondary: Mechanics, System
Beyond the mortal limits shattered by Limit Breaks lies a realm of endless refinement—the Job Point system, where true legends etch their supremacy upon the annals of Vana'diel. Awakened upon reaching the ninety-ninth pinnacle of any discipline, this sacred progression draws aether from every felled foe, beastman or abomination, accruing Job Points as crystalline rewards for unyielding valor.
These luminous tokens, amassed through ceaseless battle, may be expended at will to unlock five profound categories of enhancement: Job Specific Adjustments for unparalleled mastery of one's path; Incursion Adjustments to conquer the void's deepest horrors; Reprisal Adjustments for vengeance against the fallen; Savior Adjustments to shield the innocent; and Squad Adjustments to fortify the bonds of fellowship.
Each category bestows tiers of power—traits like enhanced enmity generation, amplified healing potency, or swift weapon skill recasts—scaling with investment until the pinnacle is claimed. A single job may harbor thousands of these points, traded between categories like a merchant's hoard, allowing veterans to sculpt their essence anew for any peril.
In the grand tapestry of Vana'diel's defenders, Job Points represent transcendence: the Warrior who cleaves armies with tireless fury, the Summoner whose avatars shake the heavens, the Geomancer whose spells reshape battlefields. They are the final forge, tempering adventurers into eternal guardians against the encroaching shadows of Promathia and beyond.
- #9[EMPYREAN/MYTHIC WEAPONS]
Keys: Trial of the Magians, Riftborn Boulder, Empyrean, Beitetsu, Mythic, Magian · Secondary: Overview, Weapons
In the shadowed annals of Vana'diel's ceaseless wars, heroes forged arms that transcended mortal craft—the Empyrean and Mythic Weapons, pinnacles of power rivaling the ancient Relics themselves.
Mythic Weapons, known as the Myriad Arms of Balrahn, hail from the abyssal voids of forgotten battlefields. Born from Vigilante blades tempered in Nyzul Isle's trials, they embody the unyielding fury of legendary captains like Balrahn, who cleaved through beastman hordes. Awakened through quests of vision and conquest—Forging a New Myth, Duties, Tasks, and Deeds—these blades, such as Aymur for Monks or Carnwenhan for Bards, shimmer with Afterglow auras, their weapon skills unleashing cataclysms tailored to each discipline. Upgraded in Port Jeuno's forges with vast hoards of Beitetsu, they stand as beacons for those who dare the Abyssea's lightless depths.
Empyrean Weapons evoke the empyrean realms of divine strife, crafted via the enigmatic Trial of the Magians. These high-damage relics for eastern and timeless arts—like Verethragna's victorious smites for pugilists, Caladbolg's world-rending cleaves for greatsword masters, or Twashtar's stormy daggers—draw names from gods of thunder, victory, and legend. Forged from Abyssea's monstrous remnants and Voidwatch opals, they ascend through tiers to item level 119, their forms reforged in Adoulin's frontier flames with Riftborn Boulders, granting afterglows and skills that echo celestial wrath.
Wielders of these arms walk as demigods among adventurers, their blades humming with the echoes of Zilart ambitions, Promathian shadows, and the Crystal War's crimson tides—eternal proofs that from chaos and trial, supremacy is born.
- #10[ADVENTURERS' GUILD] Contracts
Keys: Guild Contract, ROE, Records of Eminence, Adventurer's Guild, Adventurers' Guild · Secondary: Quests, Contracts, Sparks
Scattered across the nations of Vana'diel—from the bustling halls of Jeuno to the sturdy forges of Bastok and the arcane spires of Windurst—stand the outposts of the Adventurers' Guild. Here, grizzled commissioners and enigmatic moogles entrust worthy souls with sacred Contracts, challenges designed to hone skills, gather vital intelligence, and amass resources for the endless war against darkness.
These pacts, known in whispers as Records of Eminence, are ever-changing scrolls of valor: slaying notorious beasts in distant wilds, invoking forbidden spells upon shadowed foes, or procuring rare essences from the world's hidden veins. Each deed completed earns luminous Sparks—crystalline tokens of proven mettle—redeemable for potent elixirs, enchanted tomes, and gear forged to rival the gods' own armaments.
Veterans pursue exalted Objectives, trials of legend demanding mastery over jobs and alliances, while novices claim swift boons from simpler tasks. Seasonal campaigns rally legions against abyssal incursions, and weekly edicts summon parties to conquer colossal threats. Through these Contracts, the Guild binds the realm's heroes in common cause, their triumphs fueling the light against Promathia's encroaching void and the beastmen's unrelenting hordes.
To accept a Contract is to etch one's name among Vana'diel's eternal defenders, for in the Guild's ledgers lie the tales of those who turned the tide of fate.
- #11[MERITS] Overview
Keys: Merits, Merit Points, Customization, Job Merit · Secondary: Overview, Enhancements
Upon shattering the seventy-fifth seal and ascending into realms of legend, adventurers in Vana'diel unlock the profound art of Merits—customizable etchings upon the soul that refine one's discipline to unparalleled perfection. These sacred allotments, earned through relentless Merit Parties where six heroes unite in synchronized fury, allow the allocation of points across three hallowed categories.
Job-specific Merits temper the core path: Warriors amplify their frenzy with Enmity Bonus or Mighty Strikes, Black Mages unleash amplified Tier IV nukes, Summoners empower avatar blood pacts with potent fury. Group 1 and Group 2 Merits weave universal boons—swift recasts for spells, heightened critical strikes, or resilient wards against elemental wrath—shared among the fellowship.
Each category claims five points per tier, ascending in power until the zenith, with cunning trades between them to suit the battle's tide. In the shadow of the Crystal Tower or amid Abyssea's voids, merits transform veterans into paragons: the Paladin whose enmity devours armies, the Bard whose ballads shatter resolve, embodying the eternal evolution demanded by Vana'diel's unending trials.
- #12[TRUSTS] NPC Allies
Keys: NPC Ally, Trust, Trust Magic, Fellowship, Summon Companion · Secondary: Allies, Overview
In Vana'diel's darkest hours, when parties dwindle and peril looms, adventurers call upon the spectral aid of Trusts—legendary heroes and comrades crystallized as eternal allies through forbidden Trust Magic. These phantoms, invoked by incantations unlocked across the realms, manifest as tireless companions: Shantotto the diminutive Black Mage unleashing cataclysmic hexes, Ayame the swift Samurai cleaving foes with unerring precision, or Trion the steadfast Paladin shielding with divine aegis.
Born from pacts forged in Jeuno's shadowed vaults, Trusts draw from the annals of the Crystal War and beyond—Prishe the indomitable fist-fighter, Tenzen the honorable ronin, or even the cunning Zeid II as Dark Knight. Each bears a signature job, wielding abilities true to their legend, and may be summoned in parties of up to three alongside living kin, swelling ranks to formidable hosts.
These spectral legions prove invaluable in solo forays into beastmen strongholds or desperate skirmishes against Notorious Monsters, their unwavering loyalty a bulwark against isolation. From the fiery forges of Bastok to Windurst's arcane halls, Trusts embody the unbreakable spirit of Vana'diel's champions, ensuring no hero stands alone in the eternal struggle.
- #13[WARRIOR] Lore
Keys: Fighter, Warrior, WAR · Secondary: Lore, History
The Warrior stands as the unbreakable vanguard of Vana'diel's battlefields, a discipline rooted in raw fury and unyielding might. From the iron-clad legions of Bastok's republican guards to the proud knights of San d'Oria, Warriors have always been the first to charge beastman lines, their great axes and swords cleaving paths through Orcish hosts and Quadav shields alike.
Born of necessity during the Great Crystal War, when the nations teetered on annihilation, Warriors honed the art of berserk rage—channeling primal wrath to shatter enemy formations. Their roars of defiance echo the ancient Galkan berserkers and the relentless Humes who held the walls against the Shadow Lord's endless tide.
Masters of nearly every weapon, yet most revered for their command of great axes and mighty swords, Warriors embody the relentless advance: provoking hordes to shield fragile allies, weathering storms of claws and spells, and unleashing devastating blows that fell even the mightiest wyrms. In every tavern tale of heroism, a Warrior stands at the heart—bloodied, unbroken, the eternal bulwark between civilization and chaos.
- #14[WARRIOR] Abilities
Keys: Warrior, Berserk, Warcry, Defender, Aggressor, Provoke, WAR · Secondary: Weapon Skills, Traits, Abilities
Warriors command the battlefield through sheer force and tactical fury. Their signature abilities turn the tide of combat:
- Provoke: A thunderous taunt that seizes enemy hatred, drawing all aggression to the Warrior and shielding allies.
- Berserk: Unleashing inner rage to vastly increase attack power at the cost of defense.
- Warcry: A rallying battle cry that surges the party's attack strength.
- Defender: Adopting a guarded stance to bolster defense while tempering offense.
- Aggressor: Heightening accuracy and evasion through focused aggression.
Warriors excel with axes and great axes, building TP to unleash devastating weapon skills such as Raging Rush, Steel Cyclone, and the legendary Fell Cleave—blows capable of sundering armored beastmen in a single stroke.
Traits like Double Attack and Martial Arts further amplify their relentless assault, while support jobs such as Ninja (for shadows) or Dancer (for healing) allow them to endure as unbreakable tanks or unleash unrelenting damage.
- #15[MONK] Lore
Keys: Monk, MNK, Pugilist, Hand-to-Hand · Secondary: Lore, History
The Monk is the embodiment of disciplined fury, a path that transforms the body into a living weapon through rigorous training and spiritual harmony. Rooted deeply in the ancient traditions of the Far East and the ascetic orders of Tavnazian monks, Monks channel inner chi to deliver devastating strikes with bare fists alone.
During the Great Crystal War, Monks from hidden dojos and monastic enclaves emerged as silent guardians, their lightning-fast combos shattering beastman armor where blades failed. Tarutaru sages and Galkan ascetics alike perfected this art, drawing upon the life force of Vana'diel itself to fuel their relentless assaults.
Masters of hand-to-hand combat, Monks wield no traditional arms—yet their fists, boosted by knuckles, claws, and cestus, become instruments of destruction capable of staggering even the mightiest dragons. They stand as paragons of endurance and precision, weaving dodges and counters into a dance of unyielding offense, proving that true power lies not in steel, but in the perfected self.
- #16[MONK] Abilities
Keys: Monk, MNK, Hundred Fists, Dodge, Chakra, Focus, Counterstance · Secondary: Weapon Skills, Traits, Abilities
Monks harness chi and physical mastery to dominate close combat with explosive precision. Their defining abilities include:
- Hundred Fists: A legendary burst that grants near-instantaneous multi-attacks, overwhelming foes in a storm of blows.
- Focus: Heightening awareness to increase accuracy for deadly strikes.
- Dodge: Sharpening reflexes to evade incoming attacks with supernatural grace.
- Chakra: Channeling life force to heal wounds and cure ailments without magic.
- Counterstance: Adopting a defensive posture that invites counters against aggressors.
Monks excel in hand-to-hand, rapidly building TP for devastating weapon skills like Asuran Fists, Victory Smite, and the iconic Dragon Kick—strikes that shatter defenses and stagger colossal enemies.
Traits such as Martial Arts (faster attacks), Subtle Blow (reduced enmity), and Counter amplify their role as sustained damage dealers or evasion tanks, often supported by Warrior for raw power or Ninja for added survivability.
- #17[WHITE MAGE] Lore
Keys: WHM, White Mage, Healer · Secondary: Lore, History
The White Mage is the gentle light that defies Vana'diel's encroaching darkness, a sacred calling devoted to preserving life through divine mercy. Rooted in the ancient orders of San d'Oria's cathedral and the scholarly healers of Windurst, White Mages draw upon Altana's grace to mend wounds, banish curses, and even defy death itself.
During the Great Crystal War, these robed saviors walked the bloodied fields, raising fallen comrades amid the clash against the Shadow Lord's necrotic legions. Their staves became beacons of hope, channeling the goddess's tears into radiant cures that held the allied forces together when all seemed lost.
Clad in flowing robes and wielding clubs or staves imbued with holy power, White Mages embody compassion tempered by resolve. They are the heartbeat of any fellowship, standing against beastman sorcery and primal fury with unyielding faith, proving that in a world scarred by Promathia's despair, the light of healing endures eternal.
- #18[WHITE MAGE] Abilities
Keys: Cure, Raise, Shell, White Mage, Haste, WHM, Protect · Secondary: Magic, Spells, Abilities
White Mages wield the purest divine magic to safeguard and restore their allies. Their signature spells form the foundation of healing arts:
- Cure series: Radiant bursts of light that mend flesh and knit wounds, scaling from gentle Cure to the mighty Cure VI.
- Protect and Shell: Enchanted wards that bolster defense against physical blows or magical assaults.
- Raise and Arise: Miracles that snatch souls from death's grasp, returning fallen comrades to battle with renewed vigor.
- Haste: Accelerating time around allies to hasten actions and strikes.
- Bar-spells and -na cures: Elemental resistances and mass ailment removals.
Supported by traits like Auto Regen and Divine Veil (enhanced group curing), White Mages often pair with Red Mage for mana efficiency or Scholar for strategic depth, ensuring parties endure the longest sieges against beastmen or abyssal horrors.
- #19[BLACK MAGE] Lore
Keys: BLM, Black Mage, Nuker, Sorcerer · Secondary: Lore, History
The Black Mage is the harbinger of elemental annihilation, a discipline that wields the raw fury of Vana'diel's primal forces to obliterate foes in cataclysmic bursts. Born from the arcane academies of Windurst and the forbidden tomes of ancient civilizations, Black Mages command fire, ice, lightning, earth, wind, and water with devastating precision.
In the Great Crystal War, Tarutaru scholars and Hume prodigies rained elemental doom upon the Shadow Lord's armies, turning beastman battalions to ash and freezing rivers of darkness solid. Their knowledge stems from the lost arts of the Zilart and the scholarly pursuits that survived Promathia's wrath, forever seeking to unravel the world's aetheric secrets.
Clad in wide-brimmed hats and flowing robes, wielding staves of ancient wood and crystal, Black Mages stand at the rear of battle lines—fragile yet godlike, channeling manafonts of power to unleash spells that shake the heavens. They are the storm incarnate, proof that knowledge, unchecked, becomes the ultimate destroyer.
- #20[BLACK MAGE] Abilities
Keys: Black Mage, Fire, Thunder, Blizzard, Ancient Magic, BLM, Stone, Water, Aero · Secondary: Magic, Spells, Abilities
Black Mages command the full spectrum of elemental destruction, their spells growing in tiers of apocalyptic might:
- Elemental series: Fire, Blizzard, Thunder, Stone, Aero, and Water—from gentle I to world-shaking VI, each exploiting enemy weaknesses.
- Ancient Magic: Forbidden Tier II spells like Freeze, Burst, Flood, Flare, Quake, and Tornado—devastating bursts unlocked through perilous scrolls.
- Manafont: A transcendent state that eliminates MP cost, allowing unrelenting nuclear barrages.
- Elemental Seal: Amplifying the next spell's potency and accuracy.
Supported by traits like Magic Attack Bonus, Conserve MP, and Elemental Celerity, Black Mages often pair with Red Mage for mana restoration or Scholar for added strategy, turning battles into spectacles of elemental annihilation that fell even the mightiest Notorious Monsters.
- #21[RED MAGE] Lore
Keys: RDM, Red Mage, Versatile, Enchanter · Secondary: Lore, History
The Red Mage is the epitome of arcane versatility, a noble discipline blending the destructive fury of black magic with the restorative grace of white, all while wielding blade and spell in elegant harmony. Hailing from the opulent courts of Jeuno and the scholarly elite who survived the Crystal War's cataclysm, Red Mages emerged as jacks-of-all-trades, adapting to any battlefield whim.
In the shadow of the Shadow Lord, these crimson-robed duelists turned the tide with timely enfeeblements, swift cures, and flashing swords that felled beastmen officers mid-charge. Drawing from Zilart dualism and ancient enchanter guilds, they command a broad arsenal, proving indispensable in parties where specialists falter.
Adorned in tricorn hats and ornate rapiers or daggers, Red Mages dance through combat—parrying blows, refreshing allies, and converting life force to mana mid-fray. They are the realm's adaptable saviors, whispering that true mastery lies in balance, not specialization.
- #22[RED MAGE] Abilities
Keys: Enspell, Hastega, Saber, Convert, RDM, Phalanx, Red Mage, Refresh · Secondary: Magic, Spells, Abilities
Red Mages excel in hybrid support and offense, their versatile toolkit shining in dynamic battles:
- Convert: Sacrificing HP to restore MP, enabling sustained spellcasting.
- Refresh: Gradually replenishing allies' MP over time.
- Enspells: Imbuing weapons with elemental magic for added damage and effects.
- Phalanx and Bar-spells: Magical shields absorbing damage or elements.
- Hastega: Mass acceleration of party actions.
- Saber: Enhancing weapon damage for melee allies.
Wielding swords or daggers, they build TP for weapon skills like Red Lotus Blade or Death Blossom. Traits like Fast Cast and Convert Mastery amplify their fluidity, often supported by Ninja for shadows or Black Mage for nukes, making them the ultimate adapters against beastmen ambushes or dungeon perils.
- #23[THIEF] Lore
Keys: Rogue, Thief, Scout, THF · Secondary: Lore, History
The Thief is the shadow in Vana'diel's underbelly, a cunning discipline of stealth, precision, and opportunistic strikes perfected by the rogues of Bastok's Metalworks and Jeuno's shadowy alleys. Masters of evasion and exploitation, Thieves slip through beastman patrols like ghosts, pilfering treasures from the jaws of danger.
Forged in the gritty streets during the Crystal War, Thieves served as scouts and saboteurs, their daggers flashing in ambushes that crippled Orc supply lines and Quadav forges. Drawing from ancient treasure hunters and the nimble Mithra huntresses, they embody guile over brute force, turning the tide with calculated risks.
Wielding daggers, scimitars, and crossbows, Thieves dance on the edge of peril—disappearing into stealth, mugging foes for enmity, and unleashing flurries that drop giants. They are the realm's unseen heroes, proving that in a world of endless conflict, the sharpest blade is the one unseen until it strikes.
- #24[THIEF] Abilities
Keys: Thief, Sneak Attack, Mug, Flee, Trick Attack, THF, Hide · Secondary: Weapon Skills, Traits, Abilities
Thieves excel in burst damage and utility through guile and speed. Their hallmark abilities include:
- Sneak Attack: A hidden dagger thrust that multiplies damage when striking from stealth.
- Trick Attack: Redirecting enemy hatred to an ally after a devastating blow.
- Flee: Supernatural sprint for rapid escapes or positioning.
- Mug: Pilfering items while inflicting harm, embodying the thief's greed.
- Hide: Vanishing completely from sight.
Thieves favor daggers for rapid TP gain, unleashing weapon skills like Evisceration, Shark Bite, and Mandible Drill in deadly chains. Traits such as Treasure Hunter (better drops) and Subtle Blow (low enmity) make them ideal for farming or support DPS, often paired with Warrior for power or Dancer for waltzes.
- #25[PALADIN] Lore
Keys: Holy Knight, Templar, PLD, Paladin · Secondary: Lore, History
The Paladin is the shining sentinel of Vana'diel, a sacred order of holy knights sworn to San d'Oria's Temple Knights, wielding faith and steel against the undead horrors and beastman scourges that plague the realm. Awakened through trials of loyalty in the Kingdom's shadowed halls, Paladins embody unyielding defense, their oaths forged in the fires of the Crystal War where they held the line against the Shadow Lord's necrotic legions.
Clad in gleaming plate and towering shields, they invoke Altana's light to blind foes and shield allies, standing as bulwarks in the eternal crusade. From Elvaan nobles to Hume zealots, Paladins draw upon divine rites passed from ancient cathedrals, their vigilance a beacon amid Ronfaure's mist-shrouded forests and beyond.
In the face of Orcish axes and Yagudo sorcery, the Paladin's resolve never wavers—protectors eternal, guardians of the light against Promathia's creeping void.
- #26[PALADIN] Abilities
Keys: Cover, Flash, Rampart, Invincible, Sentinel, PLD, Paladin · Secondary: Weapon Skills, Traits, Abilities
Paladins are peerless tanks, blending divine magic with unbreakable defense. Their core abilities fortify the front line:
- Flash: A blinding holy aura that draws enmity and reduces enemy accuracy.
- Sentinel: Sacrificing offense to dramatically bolster defense.
- Rampart: A brief surge of resilience against all harm.
- Invincible: Temporarily rendering the Paladin immune to damage.
- Cover: Interposing to shield vulnerable allies.
Wielding swords and shields, they unleash weapon skills like Atonement, Knights of Round, and Chivalric Duty. Traits such as Divine Seal (enhanced white magic) and Admitting enmity control make them ideal mains, often supported by Warrior for damage or Ninja for shadows, holding firm against beastman onslaughts.
- #27[DARK KNIGHT] Lore
Keys: Dark Knight, Reaper, Shadow Knight, DRK · Secondary: Lore, History
The Dark Knight is the embodiment of forbidden power, a cursed path that wields the abyss itself as a weapon, drawing life force and shadow to unleash unrelenting devastation. Born in the forsaken halls of Castle Zvahl and the grim trials of the Chains of Promathia era, Dark Knights forge pacts with darkness, sacrificing vitality to fuel apocalyptic strikes that no light can withstand.
During the Crystal War's aftermath and the awakening of ancient evils, these solitary warriors emerged from isolation—Galka avengers, Hume outcasts, and Elvaan fallen nobles—harnessing the same void that once threatened Vana'diel. Their great swords drip with necrotic energy, cleaving through undead hordes and beastman champions alike.
Clad in obsidian armor and wielding scythes or massive blades, Dark Knights walk the razor's edge between salvation and damnation, their souleater cries echoing the despair of Promathia's twilight. They are the realm's necessary shadows, proof that to defeat darkness, one must sometimes embrace it.
- #28[DARK KNIGHT] Abilities
Keys: Last Resort, DRK, Dark Knight, Souleater, Arcane Circle, Blood Weapon, Weapon Bash · Secondary: Weapon Skills, Traits, Abilities
Dark Knights sacrifice life for overwhelming offense and endurance. Their signature abilities channel darkness:
- Souleater: Draining HP to massively boost attack power.
- Last Resort: Heightening offense while reducing defense.
- Weapon Bash: Stunning foes with brutal shield strikes.
- Arcane Circle: Weakening undead while empowering dark magic.
- Blood Weapon: Lifestealing with each strike for a duration.
Masters of great swords and scythes, they unleash weapon skills like Catastrophe, Cross Reaper, and Entropy. Traits such as Attack Bonus and Dread Spikes amplify their role as high-damage tanks or berserkers, often supported by Ninja for survivability or White Mage to counter self-damage.
- #29[NINJA] Lore
Keys: Kunoichi, Shinobi, NIN, Ninja · Secondary: Lore, History
The Ninja is the phantom of the shadows, a lethal art imported from the misty isles of the Far East, mastered in the hidden enclave of Norg among the Tenshodo syndicate. Awakened through perilous trials involving ancient scrolls and pacts with elemental spirits, Ninjas blend subterfuge, illusion, and explosive ninjutsu to strike from the unseen.
During the expansions into Aht Urhgan and beyond, these veiled assassins turned the tide against imperial legions and beastman spies, their illusory clones confounding foes while katanas drank deep. Elvaan exiles and Mithra huntresses excel in this path, echoing the shinobi clans that once guarded eastern empires from Zilart incursions.
Clad in silken garb and tabi, wielding dual katanas or bombs, Ninjas evade death itself—perfect tanks who vanish in puffs of smoke, embodying the philosophy that the unseen blade cuts deepest in Vana'diel's endless night.
- #30[NINJA] Abilities
Keys: Utsusemi, Ninja, Mijin Gakure, Doton, Hyoton, Katon, NIN, Ninjutsu · Secondary: Weapon Skills, Traits, Abilities
Ninjas master evasion and utility ninjutsu, excelling as shadow tanks. Their iconic abilities include:
- Utsusemi: Ichi/Ni: Conjuring illusory clones to absorb attacks.
- Mijin Gakure: A suicidal explosion that deals massive area damage.
- Elemental Ninjutsu: Katon (fire), Hyoton (ice), Doton (earth), etc., for damage and debuffs.
- Tonko: Invisibility for stealth approaches.
Dual-wielding katanas, they chain weapon skills like Blade: Kamu, Blade: Hi, and Blade: Teki. Traits such as Dual Wield and Ninjutsu Accuracy enhance their role, often mained pure or supported by Warrior for hybrid tanking against beastmen swarms.
- #31[RUNE FENCER] Lore
Keys: RUN, Runic Knight, Rune Fencer, Runefencer · Secondary: Lore, History
The Rune Fencer is a vanguard of arcane precision, a frontier discipline born in the frozen wilds of Adoulin, where pioneers etched ancient runes into their blades to harness the land's primal aether. Awakened through trials in the Rala Waterways and pacts with the continent's guardian spirits, Rune Fencers blend swordplay with runic wards, turning defense into overwhelming offense.
In the Seekers of Adoulin era, these etched warriors pushed back continental horrors—mercenary Trolls, shadowy Kindred, and abyssal abominations—their foils flashing with inscribed power that parried dragonfire and sundered ice golems. Humes and Elvaan explorers dominate this path, embodying the uncharted spirit of discovery amid Ulbuka's mists.
Clad in lightweight armor with rapiers humming runes, they stand as magical tanks—infusing blades with protective scripts, proving that in Vana'diel's expanding frontiers, knowledge carved in steel conquers all.
- #32[RUNE FENCER] Abilities
Keys: Battuta, Gambit, Rune Fencer, Liement, Lunge, RUN, Vallation · Secondary: Weapon Skills, Traits, Abilities
Rune Fencers engrave runes for dynamic defense and counterattacks. Their runic abilities include:
- Vallation: Inscribing a rune that boosts attack and defense.
- Liement: Enhancing magic evasion and accuracy for the party.
- Gambit: Sacrificing defense for massive enmity gain.
- Battuta: Parrying the next attack to counter with a riposte.
- One for All: Temporarily doubling physical stats.
Wielding foils and rapiers, they excel in weapon skills like Resolution, Dimidiation, and Sanguine Blade (magic damage). Traits such as Runic Affinity and Multi-Attacks solidify their hybrid tank role, often supported by Warrior for power or Corsair for rolls.
- #33[BEASTMASTER] Lore
Keys: BST, Tamer, Beastmaster, Beast Tamer · Secondary: Lore, History
The Beastmaster is Vana'diel's wild whisperer, a primal bond forged between adventurer and savage beast, commanding ferocious companions drawn from the realm's untamed wilds. Awakened through the sacred rite of taming a rampaging juggernaut in Buburimu's shadowed groves, Beastmasters hail from Windurst's beastmen scholars and Mithra huntresses who commune with nature's fury.
In the Crystal War's fringes and beyond, these tamers unleashed packs of dhalmels and wyverns upon Orcish flanks, their pets tearing through ranks where arrows fell short. Rooted in ancient pacts with the land's spirits, Beastmasters embody harmony with ferocity—charming allies from foe, their calls echoing the freedom of Elshimo's beasts and Sarutabaruta's prowlers.
Wielding axes or staves beside loyal juggernauts, mandragoras, or crabs, they turn the battlefield into a menagerie of chaos, proving that the wild heart beats strongest in Vana'diel's defenders.
- #34[BEASTMASTER] Abilities
Keys: Readiness, BST, Beastmaster, Pet Food, Charm, Sic, Reward · Secondary: Weapon Skills, Traits, Abilities
Beastmasters direct pets with intuitive commands, turning wildlife into extensions of their will:
- Charm: Enthralling nearby beasts to fight as loyal companions.
- Reward: Directing the pet to savage a specific target.
- Sic: Unleashing the pet's full fury in a devastating assault.
- Readiness: Boosting the pet's TP for immediate weapon skills.
- Call of the Wild: Enhancing pet attributes temporarily.
Pets gain skills like Growl (enmity) or Sow (damage), while Beastmasters wield axes for WS like Cloudsplitter or Savage Blade. Traits such as Beast Affinity and Feral Force amplify pet synergy, often supported by Warrior for damage or White Mage for cures, dominating with untamed alliances.
- #35[BARD] Lore
Keys: Songster, Bard, Minstrel, BRD · Secondary: Lore, History
The Bard is Vana'diel's voice of harmony amid chaos, a wandering minstrel whose enchanted melodies weave fate itself into battle's rhythm. Rooted in Windurst's Star Sybil traditions and the troubadours of Jeuno's theaters, Bards strum lutes, harps, and horns to inspire allies and lull foes into slumber.
In the Crystal War's grim symphony, their ballads rallied faltering lines against Yagudo theomilitants, marches quickening San d'Orian knights to superhuman speed. Tarutaru virtuosos and Elvaan balladeers preserve ancient scores from Zilart eras, their songs echoing Altana's lullabies against Promathia's dirge.
Adorned in vibrant silks with instruments of myth, Bards stand as support maestros—elevating parties with eternal refrains, proving music's power to conquer where swords alone fail.
- #36[BARD] Abilities
Keys: Ballad, Requiem, Paeon, BRD, Bard, Lullaby, Minuet, March · Secondary: Weapon Skills, Traits, Abilities
Bards conduct battles through symphonies of support, their songs providing buffs, debuffs, and control:
- Ballad: Sustained MP refresh for mages.
- March: Haste and accuracy boosts for melee.
- Lullaby: Sleep-inducing melodies to pacify foes.
- Paeon: TP regeneration for the party.
- Minuet: Slowing enemy attack speed.
- Requiem: Elemental weakness exploitation.
Wielding instruments for TP-building WS like Dark Carol or Foe Lullaby, traits such as Troubadour (extended songs) and Nightingale (faster recasts) define their role. Often supported by Red Mage for versatility, Bards harmonize parties against beastman choruses.
- #37[RANGER] Lore
Keys: Hunter, RNG, Archer, Ranger · Secondary: Lore, History
The Ranger is Vana'diel's deadly marksman, a precision art honed in the windswept cliffs of Selbina and the hunter lodges of Bastok, where adventurers prove their aim against rampaging raptors and distant foes. Unlocked through the trial of slaying elusive silhouettes in the misty wilds, Rangers draw from the bowmasters of Ronfaure's forests and Sarutabaruta's plains.
In the Crystal War, their arrows pierced Shadow Lord captains from afar, turning sieges into routs as beastmen fell before steel rain. Elvaan sharpshooters and Hume trackers preserve this legacy, their longbows singing death across open fields and shadowed dungeons alike.
Clad in leather with quivers endless, Rangers embody the hunt's patience—loosing volleys that shred armor at range, proving distance is no sanctuary in Vana'diel's savage expanse.
- #38[RANGER] Abilities
Keys: Widen, Velocity Shot, RNG, Ranger, Scavenge, Camouflage, Barrage · Secondary: Weapon Skills, Traits, Abilities
Rangers unleash torrents of arrows with unmatched accuracy. Their key abilities include:
- Barrage: Loosing a flurry of shots in rapid succession.
- Velocity Shot: Piercing bolt that ignores enemy defense.
- Scavenge: Gathering ammunition mid-battle.
- Camouflage: Blending into surroundings for stealth.
- Widen: Broadening enmity generation for party positioning.
Masters of longbows and crossbows, they fire weapon skills like Hot Shot, Numbing Shot, and Detonator. Traits such as Recycle (ammo conservation) and Snapshot (faster ranged attacks) define their ranged DPS role, often supported by Bard for songs or Corsair for rolls.
- #39[CORSAIR] Lore
Keys: COR, Gunner, Pirate, Corsair · Secondary: Lore, History
The Corsair is Vana'diel's audacious gambler, a swashbuckling discipline of chance and firepower hailing from the opulent ports of Aht Urhgan and the high-seas privateers of Nashmau. Unlocked amid the empire's intrigues in the Treasures of Aht Urhgan era, Corsairs wager fate with loaded dice, their pistols barking phantom shots infused with luck's wild caprice.
In naval clashes against Sahagin corsairs and imperial skirmishes, these roguish adventurers rolled the bones of destiny, turning desperate battles into triumphs through improbable odds. Mithra freebooters and Hume buccaneers dominate, their tricorn hats and cutlasses evoking Near Eastern legends of sky pirates who plundered Zilart skies.
Clad in flamboyant coats with flintlock pistols and decks of marked cards, Corsairs thrive on risk—bolstering allies with lucky streaks or cursing foes with busts, proving fortune favors the bold in Vana'diel's treacherous waters.
- #40[CORSAIR] Abilities
Keys: COR, Quick Draw, Phantom Roll, Wild Card, Snake Eye, Loaded Deck, Corsair · Secondary: Weapon Skills, Traits, Abilities
Corsairs gamble with phantom dice rolls and explosive shots for party-wide buffs:
- Phantom Roll: Dice throws granting effects like Attack Bonus, Accuracy, or TP gain (e.g., Fighter's Roll, Wizard's Roll).
- Quick Draw: Instant pistol shot with random elemental burst.
- Snake Eye: Boosting roll potency at risk of failure.
- Wild Card: High-stakes reset of all rolls.
- Loaded Deck: Enhancing Quick Draw power.
Gunslingers build TP for WS like Legionnaire, Leaden Salute, and Detonator. Traits such as Reckless Charge and All Hands amplify their support DPS role, often supported by Bard for songs or Ninja for utility.
- #41[PUPPETMASTER] Lore
Keys: PUP, Puppetmaster, Automaton, Puppeteer · Secondary: Lore, History
The Puppetmaster is Vana'diel's mechanical maestro, a whimsical yet deadly art of commanding clockwork automata forged in the subterranean depths of Movalpolos by inventive Goblin engineers. Unlocked through eccentric trials involving steam and schematics in the goblin city, Puppetmasters breathe life into soulflayers—customizable automatons that mimic any job's prowess.
In the Treasures of Aht Urhgan era and beyond, these tinkerers unleashed mechanical minions against imperial automatons and beastman siege engines, their puppets adapting mid-battle to counter any threat. Tarutaru prodigies and Goblin collaborators pioneer this path, blending whimsy with warfare in a symphony of gears and steam.
Wielding outriggers alongside loyal automatons, Puppetmasters orchestrate destruction—proving that in Vana'diel's age of invention, the spark of ingenuity rivals divine might.
- #42[PUPPETMASTER] Abilities
Keys: Puppetmaster, Maneuver, Overdrive, Activate, Role Reversal, Repair, PUP · Secondary: Weapon Skills, Traits, Abilities
Puppetmasters direct versatile automatons through tactical commands:
- Activate: Summoning the automaton to battle.
- Repair: Restoring the puppet's frame and functions.
- Maneuver: Custom attachments altering the automaton's job role (melee, ranged, magic).
- Overdrive: Supercharging the puppet for massive power at risk of overload.
- Role Reversal: Swapping positions with the automaton.
Automatons mimic jobs with unique maneuvers, while Puppetmasters use ranged WS like String Clipper or Stringing Pummel. Traits such as Automatons' Roll and Fine-Tuning enhance synergy, often supported by Corsair for rolls or Scholar for strategy.
- #43[SAMURAI] Lore
Keys: Bushido, SAM, Samurai, Ronin · Secondary: Lore, History
The Samurai is the honorable blade of the Far East, a disciplined warrior path steeped in bushido and the ancient traditions of ronin who once served eastern daimyo. Unlocked through perilous voyages to Norg and trials of loyalty among the Tenshodo, Samurai wield great katanas with meditative focus, channeling centuries of swordsmanship from lands beyond the western seas.
In the wars against imperial remnants and beastman incursions, these stoic fighters cleaved through ranks with unyielding resolve, their great blades singing tales of fallen empires. Elvaan exiles and Hume wanderers embrace this code, their armor etched with eastern motifs echoing the Zilart's lost glory.
Clad in lamellar and kabuto helms, Samurai meditate to build TP, unleashing arcs of destruction—embodying the philosophy that true strength lies in disciplined fury and unbreakable spirit.
- #44[SAMURAI] Abilities
Keys: Zanshin, Third Eye, SAM, Seigan, Meditate, Tachi, Samurai · Secondary: Weapon Skills, Traits, Abilities
Samurai harness disciplined focus and great katana mastery for devastating strikes:
- Meditate: Building TP rapidly through inner reflection.
- Seigan: Enhancing counter rate and third eye effectiveness.
- Third Eye: Anticipating and evading the next attack.
- Hasso: Boosting strength and attack speed.
- Zanshin: Chance to counterattack after missing.
Great katanas enable weapon skills like Tachi: Fudo, Tachi: Rana, and Tachi: Ageha. Traits such as Store TP and Warding Circle amplify their sustained DPS role, often supported by Ninja for shadows or White Mage for survival.
- #45[DRAGOON] Lore
Keys: Wyrmslayer, Dragoon, Lancer, DRG · Secondary: Lore, History
The Dragoon is Vana'diel's soaring dragon hunter, a noble path of aerial supremacy awakened in the opulent halls of San d'Oria's Chateau d'Oraguille through quests reclaiming sacred lance fragments from wyrm lairs. Dragoons leap from the heavens like thunderbolts, their polearms piercing the scales of ancient dragons that once terrorized Coerthas peaks and Dravanian wilds.
Forged in legends of wyrm-slaying knights during the Crystal War, where they plummeted upon Shadow Lord vassals from storm-wracked skies, Dragoons embody Elvaan chivalry and Galkan might. Their wyvern companions, summoned from the aether, breathe fire upon beastman ranks, echoing the draconic pacts of old.
Clad in scale mail with towering lances, Dragoons defy gravity—jumping to evade doom and strike from above, eternal foes of the winged terrors that haunt Vana'diel's skies.
- #46[DRAGOON] Abilities
Keys: Jump, Dragoon, DRG, Super Jump, Wyvern, Spirit Surge, High Jump, Ancient Circle · Secondary: Weapon Skills, Traits, Abilities
Dragoons dominate with aerial maneuvers and wyvern synergy:
- Jump: Leaping high to evade and build TP.
- High Jump: Powerful dive attack with enmity reduction.
- Spirit Surge: Boosting wyvern power with Jump TP.
- Ancient Circle: Enhancing party dragon-slaying might.
- Super Jump: Ultimate evasion leap.
Polearms fuel weapon skills like Stardiver, Geirskogul, and Drakesbane. Traits such as Empathy (wyvern TP share) and Jump+ define their DPS/tank hybrid, often supported by Samurai for WS chains or Bard for haste.
- #47[DANCER] Lore
Keys: Performer, Waltzer, Dancer, DNC · Secondary: Lore, History
The Dancer is Vana'diel's graceful whirlwind, a mesmerizing art of rhythmic combat and curative flourishes introduced amid the temporal echoes of the Wings of the Goddess era. Hailing from the opulent stages of Bastok and the festive halls of Jeuno, Dancers enthrall with dual blades and silken fans, their performances weaving healing waltzes and lethal steps into battle's deadly ballet.
In the Crystal War's alternate timelines, these lithe performers rallied troops with empowering steps, their dances mending wounds and inspiring feats against Orcish drums. Mithra sirens and Tarutaru prodigies shine in this path, drawing from ancient festival rites that once appeased terrestrial avatars.
Adorned in flowing garb with chakrams and daggers, Dancers flourish through combat—curing allies mid-spin, proving elegance slays as surely as savagery in Vana'diel's grand theater.
- #48[DANCER] Abilities
Keys: Flourish, DNC, Curing Waltz, Violent Flourish, Building Flourish, Spectral Flourish, Dancer · Secondary: Weapon Skills, Traits, Abilities
Dancers blend melee DPS with curative dances via flourishes:
- Curing Waltz: HP restoration waltz targeting self or ally.
- Violent Flourish: Stunning step for crowd control.
- Spectral Flourish: Terror-inducing fan wave.
- Building Flourish: TP boost for party.
- Tranquilizer: Status ailment removal samba.
Dual-wielding daggers or chakrams, they perform WS like Exenterator, Pyrrhic Kleos, and Climactic Flourish. Traits such as Finishing Moves (dance potency) and Contradance enhance their support DPS, often supported by Warrior for enmity or Bard for haste.
- #49[SUMMONER] Lore
Keys: Spirit Binder, Avatar Caller, Summoner, SMN · Secondary: Lore, History
The Summoner is Vana'diel's conduit to primal divinity, a forbidden art of forging pacts with celestial and terrestrial avatars—eternal beings born from the Mothercrystal's light. Awakened through harrowing trials defeating the six Terrestrial Avatars across the realm's shrines, Summoners hail from the lost legacies of the Zilart, who once commanded these gods in their hubristic quest for immortality.
In the Rise of the Zilart era and the Crystal War's echoes, Summoners called forth Ifrit's infernos and Leviathan's tempests to scourge beastman confederacies, their carbuncles scouting the void. Tarutaru prodigies and Hume scholars unravel these ancient covenants, risking soul-shattering backlash to bind the divine.
Robed in astral finery with staves of crystal, Summoners orchestrate symphonies of summoned wrath—avatars rampaging as extensions of will, proving mortals may yet command the gods in Vana'diel's cosmic dance.
- #50[SUMMONER] Abilities
Keys: Elemental Spirits, Avatars, Blood Pact, SMN, Astral Flow, Summoner, Carbuncle · Secondary: Weapon Skills, Traits, Abilities
Summoners bind avatars and spirits for overwhelming magical dominance:
- Astral Flow: Empowering blood pacts with massive potency.
- Blood Pact: Rage/Deed commands directing avatar actions (e.g., Ifrit's Meteor Strike, Shiva's Diamond Dust).
- Carbuncle: Loyal light spirit for scouting and light damage.
- Elemental Spirits: Summoning Garuda, Titan, etc., for physical/utility roles.
- Perpetuation: Sustaining avatar presence.
Avatars unleash BP skills like Claw Cyclone or Earthen Fury. Traits such as Avatar Mastery and Fast Cast enhance their nuker/support role, often supported by Red Mage for refresh or Blue Mage for spells.
Showing 50 of 62
1 file
- .jsonjson_lorebook
110.4 KBfirst seen d4f339323cac48ef
Opens with the tab.