Weapons and abilities for all Job Classes

JobWeaponWeapons when masteredPassive SkillUnique Skill
FreelancerAllN/ADual wieldN/A
KnightSword, Heavy shieldDagger, SpearShield evasion and aggro+, Dual WieldProvoke (draws aggro)
MonkUnarmed/fistSword, ClubWon't flinch from weak attacks, Dual WieldAccumulate (store power to increase attack)
White MageCane, BookRod, DaggerAggro down, Recovery magic range upPrayer (area that heals allies)
Black MageRod, BookCane, GunAP consumption down, dual wieldBarrier (damage reduces AP, not HP)
RangerBow, AxeDagger, ClubAttack range up, dual wieldAim (increased critical + abnormal status)
PaladinSword, heavy shieldDagger, SpearAbnormal status down, aggro up, dual wieldProtect (attacks on nearby allies reduce your AP)
NinjaFist, sword, ninja swordDaggerAP cost of dash reduced, dual wieldUtsusemi (can evade and counter attacks)
Time MageRod, BookCane, BowReduced cooldown for spellsKronos (buff/debuff duration extended)
Dark KnightAxe, sickle, swordSpearMagic sword (weapon/ability damage up), Dual WieldDarkness (sacrifice HP to increase damage)
DragoonSpear, ClubSword, AxeAttacks absorb HP & AP, dual wieldJump (strong, delayed AOE attack)
SageBooksCane, RodAbility AP consumption downAccumulate, but for magic
BeastmasterAxe, clubFist, sickleIncrease monster stats, dual wieldAppease (monster Soul drop rate way up)
GeomancerBell, clubDagger, gunTerrain raises stats, duel wieldTrap (enemies are Stopped if they step in it)
MachinistGun, Cannon, FightingSpearTrance rate up, dual wieldDrive (reduces ability cooldowns)
Red MageSword, Dagger, CaneRodLower AP = higher damage, dual wieldShortens magic casting time for 30s
BardInstrument, Book, CaneBellGreatly reduced aggro, dual wieldSing (charge and release to grant buffs)
ThiefDagger, SpearFist, BowRare drop rate up, dual wieldSteal (free drop from enemy)
AlchemistBook, GunCannon, CaneItem effect up, Dual wieldItems used for 5s aren't consumed
Blue MageDagger, CaneSword, CannonLearn Blue Magic by seeing it, Dual wieldCounterattack stance for 10s
SamuraiSword, Spear, BowAxeReduced weapon skill cooldown, dual wieldIaido (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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