Six jobs · one character

Learn every job

Two tanks, two damage dealers, two healers. Your character can learn all six, one at a time, and each one climbs to level 50 on its own.


One character, every job

You never have to start over

Pick a first job when you make your character. Later, walk into any city’s sanctuary and take up another. Your name, your friends, your bags and your court all come with you.

  1. I

    Change at a sanctuary

    Every one of the three cities has a sanctuary trainer. Stand beside them to change job. You come out with full HP and MP and an empty TP gauge.

  2. II

    Each job levels on its own

    Your Paladin’s level is your Paladin’s. Every job climbs separately to level 50, and its abilities open up as it does.

  3. III

    Gear follows the job

    Each job wields one kind of weapon and wears certain armour. Anything the new job can’t use goes back in your bags when you change.


Role

Tanks

Hold the monster’s attention and take its blows so nobody else has to.

SAMCaerdun

Samurai

A duelist's tank: posture and parry over shield and wall.

Weapon
Katana
Armour
Cloth, Leather, Chain
HP per level
22
MP per level
3

Guild The dueling code, Caerdun

7 weaponskills · 8 job abilitiesThe Samurai page


Role

Damage

End the fight. One with a greatsword and borrowed dark, one with the whole sky.

DRKHeartwood

Dark Knight

Greatsword and forbidden arts. Spends blood for power.

Weapon
Greatsword
Armour
Cloth, Leather, Chain
HP per level
19
MP per level
5

Guild The grudge-keepers, Heartwood

5 spells · 6 weaponskills · 4 job abilitiesThe Dark Knight page

BLMMoonmere

Black Mage

Glass cannon with a death wish. Owns the burst window.

Weapon
Staff
Armour
Cloth
HP per level
13
MP per level
12

Guild The burned shelf, Moonmere

17 spellsThe Black Mage page


Role

Healers

Keep everyone standing. One from the back with prayers, one from the front with fists and song.

WHMMoonmere

White Mage

The traditional healer: great heals, protective spells, the final say over who lives.

Weapon
Cudgel
Armour
Cloth, Leather
HP per level
15
MP per level
11

Guild The mending college, Moonmere

16 spells · 1 weaponskillThe White Mage page

MNKHeartwood

Monk

A battle-chanter: quick heals, mending-over-time, breath returned to the party.

Weapon
Handwraps
Armour
Cloth, Leather
HP per level
18
MP per level
9

Guild The battle-chanters, Heartwood

8 spells · 5 weaponskills · 2 job abilitiesThe Monk page


The combat loop

How a fight goes

Combat is built for the party: the best fights are the ones you plan and time together. Engage a monster and your character swings on their own. Everything else is timing.

  1. 1

    Auto-attack

    Press F and you swing on your own, at your weapon’s pace. Every hit that lands builds TP, and slower weapons build more per hit. Taking a blow builds a little too.

  2. 2

    TP

    The gauge holds up to 300. At 100 your weaponskills glow gold on the hotbar.

  3. 3

    Weaponskill

    Spend 100 TP on a heavy strike. Each weaponskill has an element: steel, shadow or radiance, and leaves it hanging on the monster for 8 seconds.

  4. 4

    Skillchain

    If the next weaponskill, from you or anyone in your party, has the next element in the cycle, the two make a skillchain: extra damage on top, and the chain can keep going.

  5. 5

    Magic burst

    A skillchain opens a 6-second window. A damage spell of the chain’s element cast inside it bursts for 1.75× the damage.

The skillchain cycleSteel then Shadow makes Umbral Rend, a shadow skillchain. Shadow then Radiance makes Dawnbreak, a radiance skillchain. Radiance then Steel makes Tempered Edge, a steel skillchain.Umbral Rendbursts shadowDawnbreakbursts radianceTempered Edgebursts steelSteelShadowRadiance8 s to chain6 s to burst

The cycle

Steel, then shadow, then radiance, then steel again. Follow one element with the next and you make a chain; go backwards or repeat yourself and nothing happens.

  • Umbral RendSteel then shadow. Burst it with a shadow spell.
  • DawnbreakShadow then radiance. Burst it with a radiance spell.
  • Tempered EdgeRadiance then steel. Burst it with a steel spell.

For example, a Paladin opens with Fast Blade (steel). A Dark Knight follows with a shadow weaponskill inside 8 seconds: Umbral Rend. The Black Mage has 6 seconds to land Blizzard on it.

Combos

Separate from skillchains: many weaponskills name an opener from the same job. Use one within 10 seconds of its opener and it strikes 30% harder. Each job page draws its combo paths.

Alone

Solo play is tuned to about level 10.

The fields around each city are yours to learn on. Past that, the monsters are built for company.

Together

Parties of up to 6.

A tank to hold, a healer to mend, and damage to finish it. Three is a good party; six is a skillchain that never stops.

The ledger

All six, side by side

Stats are an Aedri at level 50 before gear; other races shift them a few percent. Brass marks the highest in each column.

The six jobs compared
JobRoleWeaponArmourHP/lvMP/lvHP 50MP 50STRVITAGIINTMNDGuild city
PaladinTankSwordCloth, Leather, Chain2461367310106137654485Caerdun
SamuraiTankKatanaCloth, Leather, Chain2231246160127116973354Caerdun
Dark KnightDamageGreatswordCloth, Leather, Chain195106026014880858533Heartwood
Black MageDamageStaffCloth131273461043546515476Moonmere
White MageHealerCudgelCloth, Leather151185056054705466149Moonmere
MonkHealerHandwrapsCloth, Leather189101546085858644118Heartwood