Weapons and abilities for all Job Classes
| Job | Weapon | Weapons when mastered | Passive Skill | Unique Skill |
|---|---|---|---|---|
| Freelancer | All | N/A | Dual wield | N/A |
| Knight | Sword, Heavy shield | Dagger, Spear | Shield evasion and aggro+, Dual Wield | Provoke (draws aggro) |
| Monk | Unarmed/fist | Sword, Club | Won't flinch from weak attacks, Dual Wield | Accumulate (store power to increase attack) |
| White Mage | Cane, Book | Rod, Dagger | Aggro down, Recovery magic range up | Prayer (area that heals allies) |
| Black Mage | Rod, Book | Cane, Gun | AP consumption down, dual wield | Barrier (damage reduces AP, not HP) |
| Ranger | Bow, Axe | Dagger, Club | Attack range up, dual wield | Aim (increased critical + abnormal status) |
| Paladin | Sword, heavy shield | Dagger, Spear | Abnormal status down, aggro up, dual wield | Protect (attacks on nearby allies reduce your AP) |
| Ninja | Fist, sword, ninja sword | Dagger | AP cost of dash reduced, dual wield | Utsusemi (can evade and counter attacks) |
| Time Mage | Rod, Book | Cane, Bow | Reduced cooldown for spells | Kronos (buff/debuff duration extended) |
| Dark Knight | Axe, sickle, sword | Spear | Magic sword (weapon/ability damage up), Dual Wield | Darkness (sacrifice HP to increase damage) |
| Dragoon | Spear, Club | Sword, Axe | Attacks absorb HP & AP, dual wield | Jump (strong, delayed AOE attack) |
| Sage | Books | Cane, Rod | Ability AP consumption down | Accumulate, but for magic |
| Beastmaster | Axe, club | Fist, sickle | Increase monster stats, dual wield | Appease (monster Soul drop rate way up) |
| Geomancer | Bell, club | Dagger, gun | Terrain raises stats, duel wield | Trap (enemies are Stopped if they step in it) |
| Machinist | Gun, Cannon, Fighting | Spear | Trance rate up, dual wield | Drive (reduces ability cooldowns) |
| Red Mage | Sword, Dagger, Cane | Rod | Lower AP = higher damage, dual wield | Shortens magic casting time for 30s |
| Bard | Instrument, Book, Cane | Bell | Greatly reduced aggro, dual wield | Sing (charge and release to grant buffs) |
| Thief | Dagger, Spear | Fist, Bow | Rare drop rate up, dual wield | Steal (free drop from enemy) |
| Alchemist | Book, Gun | Cannon, Cane | Item effect up, Dual wield | Items used for 5s aren't consumed |
| Blue Mage | Dagger, Cane | Sword, Cannon | Learn Blue Magic by seeing it, Dual wield | Counterattack stance for 10s |
| Samurai | Sword, Spear, Bow | Axe | Reduced weapon skill cooldown, dual wield | Iaido (Charge and release for powerful attack) |
I was interested in how the jobs vary, so I did some research. This is all based on a very rough translation of the SPWiki. Things to note:
- Though many classes can Dual Wield, they cannot do so until they master that class.
- Abilities have a "CP" cost. For instance, your character has 100 CP and can equip skills until that amount is reached. Cure would have very low CP for a White Mage, but a higher CP cost for a fighting class. This will help balance cross-Job skill use.
- Jobs have drastically different stats. I couldn't fit those on this table, but you can see them here.
- I'm not 100% confident about all of these abilities. Specifically, I'm not sure if Dark Knight's passive skill is correct.
- Unique Skill is an active skill that can only be equipped by the associated class.
- I think that certain skills are stronger when used by certain classes. For instance, Bow skills are stronger when used by Rangers, and high level magic is stronger when used by Sages.
Happy exploring!
Posted Jan 14, 2016, 9:41 PM UTC · edited
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