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Alongside Races, Jobs, or Classes, determines a character's usable abilities, stats, and equipment in Paradox.

Every job comes with a list of weapons that can be equipped, skills that are enabled for use, and abilities for passive benefits. Jobs also give additional skills and abilities by leveling them up, through Job EXP via battling or consuming seeds. A job is considered "mastered" at level 10 and cannot level further but most jobs unlock more advanced versions once mastered.

Jobs can be freely changed by the priest at Ilias Temple.

Some jobs require a Job Change Item before it can be selected which are found throughout various locations in the world.

Basic Jobs

Warrior

An ordinary fighter and the first step for all warrior-type jobs. Better than average attack and defense, but poor with and against magic. Capable of using basic weapons such as swords and spears, but not knight swords and heavy weapons.

HP 110% MP 80% SP 110%
Attack 110% Defense 100% Magic 80%
Willpower 80% Agility 95% Dexterity 80%
Combat Ability Job Ability Magic Ability Defense Ability Special Ability
30 15 10 20 15
  • Weapons: Daggers, Swords, Rapiers, Spears, Axes, Clubs Scythes, Flails
  • Skills: Daggers, Swords, Rapiers
  • Abilities: Equip Light Armor

Learned Skills and Abilities

  • lvl 2: Double Slash - Sword Skill (Physical 260% Att), Target: Foe, Effect: +15% Hit
  • lvl 3: HP +10% - Combat Ability
  • lvl 4: Gale Thrust - Sword Skill (Wind 240% Att), Target: Foe, Effect: +15% Hit, +1000 Speed, +
  • lvl 5: Power Charge - Special Skill, Target: User, Effect: +100% Attack following turn
  • lvl 6: Shockwave Blade - Sword Skill (Physical 340% Att), Target: Foe, Effect: +15% Hit
  • lvl 7: Defense +10% - Defense Ability
  • lvl 8: Double-Edged Cut - Sword Skill (Physical 660% Att), Target: Foe, Effect: +15% Hit, 1/3 HP Self Damage
  • lvl 9: Attack +10% - Combat Ability
  • lvl 10: Falcon Slash - Sword Skill (Physical 240%*2 Att), Target: Foe, Effect: +15% Hit

Martial Artist

A fighter who makes use of his or her own body through punches and kicks. Especially adept at critical hits, counters, and using high agility to dodge attacks. Learns various unarmed skills, instant KO skills, and full body skills.

HP 100% MP 85% SP 100%
Attack 105% Defense 95% Magic 85%
Willpower 90% Agility 115% Dexterity 95%
Combat Ability Job Ability Magic Ability Defense Ability Special Ability
25 20 15 15 20
  • Weapons: Fists, Clubs
  • Skills: Unarmed
  • Abilities: Counter 25%, Equip Gi

Learned Skills and Abilities

  • lvl 2: Leg Sweep - Unarmed Skill (Physical 60% Att+Agi), Target: Foe, Effect: +20% Hit, Stun (50%), +1000 Speed
  • lvl 3: Agility +10% - Job Ability
  • lvl 4: Flying Knee Kick - Unarmed Skill (Physical 130% Att+Agi), Target: Foe, Effect: +20% Hit, Harpy Killer, +1000 Speed
  • lvl 5: Counter +10% - Combat Ability
  • lvl 6: Roundhouse - Unarmed Skill (Physical 120% Att+Agi), Target: All Foes, Effect: +20% Hit
  • lvl 7: Focused Mind - Special Skill, Target: User, Effect: Att+Agi/Crit Up (+25%/+50%) for 4 turns
  • lvl 7: Steel Body - Special Skill, Target: User, Effect: +50% Defense, Halves Physical Damage for 4 turns
  • lvl 8: Pressure Point - Unarmed Skill (Physical 100% Att+Agi), Target: Foe, Effect: +20% HIt, Death (50%)
  • lvl 9: Crit Rate +10% - Combat Ability
  • lvl 10 Fist Thrust - Unarmed Skill (Physical 180% Att+Agi), Target: Foe, Effect: +20% Hit, +

Magician

The first step for all magic-user jobs. Specializes in magic; extremely poor at physical combat. Low defense and health; weak to being hit. Learns basic Black Magic focusing on the three main elements.

HP 80% MP 110% SP 70%
Attack 80% Defense 85% Magic 110%
Willpower 110% Agility 100% Dexterity 105%
Combat Ability Job Ability Magic Ability Defense Ability Special Ability
10 15 30 15 25
  • Weapons: Daggers, Rapiers, Scythes, Rods, Grimoires
  • Skills: Black Magic
  • Abilities: Resist Fire, Ice and Lightning 75%, Equip Robes and Magic Hats

Learned Skills and Abilities

  • lvl 2: Fire - Black Magic (Fire 320% Mag), Target: Foe
  • lvl 2: Blizzard - Black Magic (Ice 320% Mag), Target: Foe
  • lvl 2: Thunder - Black Magic (Lightning 320% Mag), Target: Foe
  • lvl 3: Magic +10% - Magic Ability
  • lvl 4: Poison - Black Magic, Target: All Foes, Effect: Poison (75%)
  • lvl 5: MP +10% - Magic Ability
  • lvl 6: Blind - Black Magic, Target: All Foes, Effect: Blind (75%)
  • lvl 7: Resist Silence - Defense Ability
  • lvl 8: Mega Fire - Black Magic (Fire 400% Mag), Target: All Foes
  • lvl 8: Mega Blizzard - Black Magic (Ice 400% Mag), Target: All Foes
  • lvl 8: Mega Thunder - Black Magic (Lightning 400% Mag), Target: All Foes
  • lvl 9: Silence - Black Magic, Target: All Foes, Effect: Silence (75%)
  • lvl 10: Magic Charge - Special Skill, Target: User, Effect: +150% Magic, +200% Hit following turn

Priest

A pious monk who serves Ilias and specializes in healing magic. Invaluable on long trips for their ability to heal outside of combat. Not good at physical combat, although better than magic users. Learns support magic to assist party.

HP 90% MP 100% SP 90%
Attack 90% Defense 90% Magic 100%
Willpower 110% Agility 100% Dexterity 105%
Combat Ability Job Ability Magic Ability Defense Ability Special Ability
15 15 25 20 25
  • Weapons: Clubs, Whips, Staves, Grimoires
  • Skills: White Magic
  • Abilities: Equip Robes and Magic Hats

Learned Skills and Abilities

  • lvl 2: Heal - White Magic (Magical 150% Will), Target: Ally, Effect: HP Recovery
  • lvl 3: Willpower +10% - Defense Ability
  • lvl 4: Enhance Magic - White Magic, Target: Ally, Effect: +50% Magic for 5 turns
  • lvl 4: Enhance Mind - White Magic, Target: Ally, Effect: Willpower +50%, Halves Magical Damage for 5 turns
  • lvl 5: Cure - White Magic, Target: Ally, Effect: Cure Status
  • lvl 6: Raise - White Magic, Target: Ally, Effect: Revive (50% HP)
  • lvl 7: Mass Heal - White Magic, (Magical 150% Will), Target: All Allies. Effect: HP Recovery
  • lvl 8: Enhance Technique - White Magic, Target: Ally, Effect: +50% Dexterity for 5 turns
  • lvl 9: Enhance Attack - White Magic, Target: Ally, Effect: +50% Attack for 5 turns
  • lvl 9: Enhance Guard - White Magic, Target: Ally, Effect: +50% Defence, Halves Physical Damage for 5 turns
  • lvl 10: Dispel - White Magic, Target: Foe, Effect: Dispel

Hunter

Experts with the bow and arrow, Hunters have extremely high accuracy and also learn elemental skills. Hunters live up to their name by learning skills especially effective against certain races. Their damage dealing is excellent, but their defense is less than a Warrior's.

HP 95% MP 85% SP 100%
Attack 105% Defense 95% Magic 90%
Willpower 95% Agility 110% Dexterity 110%
Combat Ability Job Ability Magic Ability Defense Ability Special Ability
20 25 15 15 30
  • Weapons: Daggers, Sickles, Bows, Whips, Boomerangs
  • Skills: Sickles, Bows, Whips, Throwing
  • Abilities: Forest Boost, Slayer Boost

Learned Skills and Abilities

  • lvl 2: Rapid Fire - Bow Skill (Physical 80%*2 Att+Dex), Target: Foe, Effect: +50% Hit, +
  • lvl 3: Hit Rate +5% - Combat Ability
  • lvl 3: Dexterity +10% - Job Ability
  • lvl 4: Beast Killer - Bow Skill (Physical 130% Att+Dex), Target: Foe, Effect: +50% Hit, Beast Killer
  • lvl 5: Mental Concentration - Special Skill, Target: User, Effect: +150% Dexterity, +200% Hit following turn
  • lvl 6: Land-Dweller Killer - Bow Skill (Physical 130% Att+Dex), Target: Foe, Effect: +50% Hit, Land-Dweller Killer
  • lvl 7: Beast Slayer - Combat Ability
  • lvl 7: Land-Dweller Slayer - Combat Ability
  • lvl 8: Fire Arrow - Bow Skill (Fire 100% Att+Dex), Target: Foe, Effect: +50% Hit
  • lvl 8: Ice Arrow - Bow Skill (Ice 100% Att+Dex), Target: Foe, Effect: +50% Hit
  • lvl 8: Lightning Arrow - Bow Skill (Lightning 100% Att+Dex), Target: Foe, Effect: +50% Hit
  • lvl 9: Recruit Rate +50% - Special Ability
  • lvl 10: Chaos Arrow - Bow Skill (Physical 70% Att+Dex), Target: 4 Random Foes, Effect: +50% Hit

Thief

Thieves make their living by taking from others, including stealing items from enemies and opening treasure chests. Other than agility, their stats are very low. Despite being poor at combat, they learn many skills useful in an adventure.

HP 90% MP 85% SP 100%
Attack 85% Defense 85% Magic 85%
Willpower 85% Agility 110% Dexterity 110%
Combat Ability Job Ability Magic Ability Defense Ability Special Ability
20 20 20 20 30
  • Weapons: Daggers, Sickles, Whips, Boomerangs
  • Skills: Daggers, Throwing, Thievery
  • Abilities: Steal Rate 150%, Preemptive Strike Up, Nullify Ambush

Learned Skills and Abilities

  • lvl 2: Steal - Thievery Skill, Target: Foe, Effect: Steal Item
  • lvl 3: Agility +10% - Job Ability
  • lvl 4: Knife Throw - Dagger Skill, (Physical 120% Att+Dex) Target: Foe, Effect: +20% Hit, +
  • lvl 5: Evasion +10% - Defense Ability
  • lvl 6: Lockpick I - Special Ability (Can Unlock Blue Chests)
  • lvl 7: Escape - Thievery Skill, Target: All Allies, Effect: Flee Normal Battles 100% of the time, +2000 Speed
  • lvl 8: Steal rate +50% - Special Ability
  • lvl 9: Equip: Dagger - Combat Ability
  • lvl 9: Nullify Ambush - Special Ability
  • lvl 10: Rapid Knife Throw - Dagger Skill, (Physical 80%*3 Att+Dex), Target: Foe, Effect: +20% Hit, +

Guard

Prerequisites: Enlistment Permit

Protects towns and castles. The average Guard. Learns skills to weaken and disable enemies. Average stats for a fighter-type, but bad with magic and not able to equip many types of weapons or armor.

HP 110% MP 80% SP 105%
Attack 110% Defense 100% Magic 80%
Willpower 90% Agility 95% Dexterity 80%
Combat Ability Job Ability Magic Ability Defense Ability Special Ability
25 20 10 20 15
  • Weapons: Daggers, Swords, Rapiers, Spears, Boomerangs
  • Skills: Swords, Spears
  • Abilities: City Boost, Equip Armor, Helmets and Shields

Learned Skills and Abilities

  • lvl 2: Armor Break - Special Skill (Physical 300% Att), Target: Foe, Effect: +15% Hit, Defense Down by 90% for 6 turns
  • lvl 3: SP +10% - Job Ability
  • lvl 4: Mind Break - Special Skill (Physical 300% Att), Target: Foe, Effect: +15% Hit, Willpower Down by 90% for 6 turns
  • lvl 5: Secure Hold - Special Skill, Target: Foe, Effect: Bind (75%)
  • lvl 6: Speed Break - Special Skill (Physical 300% Att), Target: Foe, Effect: +15% Hit, Agility Down by 25% for 5 turns
  • lvl 6: Technique Break - Special Skill (Physical 300% Att), Target: Foe, Effect: +15% Hit, Dexterity Down by 25% for 5 turns
  • lvl 7: Magic Break - Special Skill (Physical 300% Att), Target: Foe, Effect: +15% Hit, Magic Down by 25% for 5 turns
  • lvl 8: Equip: Shield - Defense Ability
  • lvl 9: Power Break - Special Skill (Physical 300% Att), Target: Foe, Effect: +15% Hit, Attack Down by 25% for 5 turns
  • lvl 10: Request Reinforcements - Special Skill (Physical 160% Att), Target: 3 Random Foes, Effect: 120%, Reinforcements attack for 3 turns

Merchant

Prerequisites: Business Permit

Traveling Salesman enthusiastic about business. Increases the amount of gold acquired after battles. Not suited for combat, but nonetheless hearty and tenacious. Can purchase items in combat and use them immediately.

HP 110% MP 80% SP 100%
Attack 85% Defense 100% Magic 80%
Willpower 95% Agility 90% Dexterity 105%
Combat Ability Job Ability Magic Ability Defense Ability Special Ability
10 25 10 20 20
  • Weapons: Daggers, Sickles, Boomerangs, Abacuses
  • Skills: Throwing, Mercantile, EX-Item
  • Abilities: Gold Acquisition 150%, Medicine Lore I

Learned Skills and Abilities

  • lvl 2: Buy Herb - Mercantile, Target: Ally, Effect: 50 HP Recovery
  • lvl 3: Buy Antidote Grass - Mercantile, Target: Ally, Effect: Cure Poison
  • lvl 3: Buy Eyedrops - Mercantile, Target: Ally, Effect: Cure Blind
  • lvl 3: Buy Full Moon Grass - Mercantile, Target: Ally, Effect: Cure Paralysis
  • lvl 3: HP +10% - Combat Ability
  • lvl 4: Throw Gold - Mercantile (Coin Toss UserLevel*100), Target: All Foes, Effect: Auto-Hit, No Crit
  • lvl 5: Rescue Request - Mercantile, Target: Party, Effect: Dungeon Escape
  • lvl 6: Buy Phoenix Tail - Mercantile, Target: Ally, Effect: Revive (20% HP)
  • lvl 6: Medicine Lore I - Special Ability
  • lvl 7: Wagon - Mercantile, Target: All Allies, Effect: Field Movement (Travel to previously visited locations.)
  • lvl 8: Buy Echo Grass - Mercantile, Target: Ally, Effect: Cure Silence
  • lvl 8: Buy Restorative - Mercantile, Target: Ally, Effect: Cure Sleep/Confusion
  • lvl 8: Life Insurance - Job Ability
  • lvl 9: Acquired Gold +50% - Special Ability
  • lvl 9: Product Delivery - Mercantile, Target: User, Effect: Item Acquisition
  • lvl 10: Buy Miracle Drug - Mercantile, Target: Ally, Effect: 30 MP Recovery

Fortune Teller

Prerequisites: Fortune Teller Permit

A soothsaying expert of mysterious forces. Uses tarot cards that bring out random effects. Physical stats are sub-par but magic skills are passable. Besides tarot cards, many luck-based skills can be learned.

HP 80% MP 100% SP 90%
Attack 80% Defense 90% Magic 105%
Willpower 110% Agility 100% Dexterity 110%
Combat Ability Job Ability Magic Ability Defense Ability Special Ability
10 20 20 10 30
  • Weapons: Daggers, Staves, Rods, Cards
  • Skills: Oracle
  • Abilities: Item Acquisition 150%, Slots Chance 200%

Learned Skills and Abilities

  • lvl 2: Tarot of Fate - Oracle Skill, Effect: Random (Draw a random card, producing a variety of effects.)
  • lvl 3: Dexterity +10% - Job ability
  • lvl 4: Card Throw - Oracle Skill (Physical 260% Dex), Target: Foe, Effect: 120%, +
  • lvl 5: Willpower +10% - Defense Ability
  • lvl 6: Lucky Star - Oracle Skill, Target: Random Ally or Foe, Effect: All Stats/Eva/Mag Eva/Hit/Crit +50% for 6 turns
  • lvl 7: Last Oracle - Job Ability
  • lvl 8: Gift from Heaven - Oracle Skill, Effect: Item Acquisition (Acquire a random item.)
  • lvl 9: Item Drop +50% - Special Ability
  • lvl 10: Oracle of the Goddess - Oracle Skill, Effect: Random (Divine message from the goddess, creating a random skill.)

Gadabout

A useless job, Gadabouts are inclined to goof off during battle. Not only are they poor in combat, they often interfere with other party members too. Learns singing and dancing skills, which may be useful in more advanced jobs...

HP 80% MP 80% SP 70%
Attack 80% Defense 85% Magic 80%
Willpower 85% Agility 105% Dexterity 105%
Combat Ability Job Ability Magic Ability Defense Ability Special Ability
10 10 10 10 30
  • Weapons: Fans, Whips, Boomerangs, Sex Toys
  • Skills: Oracle, Dancing, Singing
  • Abilities: 50% Chance to play around instead of following orders

Learned Skills and Abilities

  • lvl 2: Encounter Half - Special Ability
  • lvl 2: Encounter Double - Special Ability
  • lvl 3: Evasion +10% - Defense Ability
  • lvl 4: Puff Puff - Special Skill, Target: Foe, Effect: Character Dependent (Bury enemy's face between breasts.)
  • lvl 5: Magic Evasion +10% - Defense Ability
  • lvl 6: Dance Invitation - Dancing Skill, Target: Foe, Effect: Stun (75%), +800 Speed
  • lvl 7: Playfulness - Special Ability
  • lvl 8: Lucky Song - Singing Skill, Target: All Allies, Effect: 200% XP/Job XP, +800 Speed
  • lvl 9: Encounter Quintuple - Special Ability
  • lvl 10 Shameless Theft - Special Skill, Target: Foe, Effect: Steal Panties

Scholar

Prerequisites: Diploma

Ambitious student on the pursuit of truth. Utilizes a new form of magic to fend off enemies. This type of magic uses SP as opposed to MP, making it a versatile skillset useful in future jobs.

HP 80% MP 90% SP 100%
Attack 85% Defense 90% Magic 105%
Willpower 95% Agility 85% Dexterity 105%
Combat Ability Job Ability Magic Ability Defense Ability Special Ability
10 25 20 10 25
  • Weapons: Rods, Scalpels, Grimoires, Guns
  • Skills: Magic Science, Alchemy, Grimoire
  • Abilities: None

Learned Skills and Abilities

  • lvl 2: Combustive Reaction - Magic Science (Fire 200% Mag+Dex), Target: All Foes
  • lvl 3: Freezing Reaction - Magic Science (Ice 200% Mag+Dex), Target: All Foes
  • lvl 4: Electric Reaction - Magic Science (Lightning 200% Mag+Dex), Target: All Foes
  • lvl 5: Resist Bio 75% - Defense Ability
  • lvl 6: Resist Sonic 75% - Defense Ability
  • lvl 7: Elemental Protection - Magic Science, Target: User, Effect: Null Fire/Ice/Lightning for 4 turns
  • lvl 8: SP Conversion - Magic Science, Target: User, Effect: 25% SP Recovery
  • lvl 9: Chemical Protection - Magic Science, Target: User, Effect: Null Common Status Effects for 10 turns
  • lvl 10: MP Conversion - Magic Science, Target: User, Effect: 20 MP Recovery

Engineer

Prerequisites: Machina License

Job that uses cutting-edge weaponry to dispatch whole swaths of enemies. Despite the boost in SP its general status still falls short of the more traditional warrior-based jobs.

HP 105% MP 80% SP 110%
Attack 100% Defense 105% Magic 75%
Willpower 95% Agility 85% Dexterity 110%
Combat Ability Job Ability Magic Ability Defense Ability Special Ability
20 25 10 20 20
  • Weapons: Daggers, Clubs, Gun
  • Skills: Machines
  • Abilities: None

Learned Skills and Abilities

  • lvl 2: Auto Crossbow - Makina Skill (400% Dex), Target: All Foes, Effect: Auto-Hit, Ignore Def
  • lvl 3: Dexterity +10% - Job Ability
  • lvl 4: Bio Blast - Makina Skill (Bio 340% Dex), Target: All Foes, Effect: Auto-Hit, Ignore Def, Poison (50%)
  • lvl 5: Blast Voice - Makina Skill (Sonic 340% Dex), Target: All Foes, Effect: Auto-Hit, Ignore Def, Confusion (50%)
  • lvl 6: Dual Cannon - Makina Skill (Physical 480% Dex), Target: Foe, Effect: Auto-Hit, Ignore Def
  • lvl 7: Ocean Anchor - Makina Skill (400% Dex), Target: Foe, Effect: Auto-Hit, Ignore Def, Mermaid/Sea-Dweller Killer
  • lvl 8: Stinger - Makina Skill (400% Dex), Target: Foe, Effect: Auto-Hit, Ignore Def, Harpy Killer
  • lvl 9: Flamethrower - Makina Skill (Fire 480% Dex), Target: All Foes, Effect: Auto-Hit, Ignored Def, Burn (25%)
  • lvl 10: Electric Flux Emitter - Makina Skill (Lightning 480% Dex), Target: All Foes, Effect: Auto-Hit, Ignore Def, Shock (25%)

Spiritualist

Prerequisites: Magical Book of Secrets

Novice necromancer who seeks mastery of the three arts. Learns a few fledgling skills of each school and armed with high magic stats. As a basic intro to the Summoning arts, this job must be mastered in order to settle into a true professions.

HP 100% MP 100% SP 100%
Attack 90% Defense 90% Magic 110%
Willpower 105% Agility 110% Dexterity 110%
Combat Ability Job Ability Magic Ability Defense Ability Special Ability
15 30 25 20 25
  • Weapons: Scythes, Rods, Whips, Grimoires
  • Skills: Scythes, Summoning
  • Abilities: Equip Robes and Magic Hats

Learned Skills and Abilities

  • lvl 2: Biting Annie - Summoning Skill (Magical 240% Mag+Dex), Target: Foe, Effect: 120%
  • lvl 3: Possessive Diana - Summoning Skill (Magical 400% Mag), Target: Foe
  • lvl 4: Slicing Elise - Summoning Skill (Physical 240% Dex), Target: 3 Random Foes, Effect: 120%
  • lvl 5: Attack +10% - Combat Ability
  • lvl 6: Dual Slash - Scythe Skill (Physical 200%*2 ^ of Att,Mag), Target: Foe, Effect: +15% Hit, +
  • lvl 7: Magic +10% - Magic Ability
  • lvl 8: Mental Concentration - Special Skill, Target: User, Effect: +150% Dexterity, +200% Hit following turn
  • lvl 9: Drain Strike - Combat Ability
  • lvl 10: Skill Use: Summoning - Magic Ability

Informant

Prerequisites: Informant Papers

Words become weapons in this unorthodox job. Distract the enemy with stories and idle gossip. Despite sub-par efforts in both forms of combat, this class is invaluable for gathering more allies.

HP 85% MP 90% SP 100%
Attack 85% Defense 90% Magic 85%
Willpower 90% Agility 105% Dexterity 105%
Combat Ability Job Ability Magic Ability Defense Ability Special Ability
15 25 15 15 25
  • Weapons: Daggers, Rapiers, Boomerangs, Guns
  • Skills: Throwing, Talk
  • Abilities: None

Learned Skills and Abilities

  • lvl 2: Talk - Talk Skill, Target: Foe, Effect: Talk, +2000 Speed
  • lvl 3: Willpower +10% - Defense Ability
  • lvl 4: Provoke - Talk Skill, Target: Foe, Effect: Affinity -10, +2000 Speed
  • lvl 5: Interesting Story - Talk Skill, Target: All Foes, Effect: Stun (75%)
  • lvl 6: Erotic Story - Talk Skill, Target: All Foes, Effect: Horny (75%)
  • lvl 7: Twin Shot - Throwing Skill (100%*2 Att+Dex), Target: Foe, Effect: +15% Hit
  • lvl 8: Scary Story - Talk Skill, Target: All Foes, Effect: Paralysis (75%)
  • lvl 9: Lame Pun - Talk Skill, Target: All Foes, Effect: Silence (75%), Freeze (50%)
  • lvl 10: Praise - Talk Skill, Target: Foe, Effect: Affinity +5, +2000 Speed

Cook

Prerequisites: Chef's License

Devoted foodie in pursuit of unique recipes. Skilled hands and a passionate heart craft splendid meals in the heat of battle, buffing allies and smiting foes. Completed dishes are stored in the inventory.

HP 100% MP 80% SP 100%
Attack 95% Defense 100% Magic 80%
Willpower 110% Agility 100% Dexterity 110%
Combat Ability Job Ability Magic Ability Defense Ability Special Ability
20 25 10 20 20
  • Weapons: Daggers, Scythes, Kitchen Knives
  • Skills: Daggers, Cooking
  • Abilities: None

Learned Skills and Abilities

  • lvl 2: Fried Egg - Cooking Skill (320% Dex), Target: Foe, Effect: Auto-Hit, No Crit
  • lvl 2: Rice Ball - Cooking Skill (Fire 320% Dex), Target: Foe, Effect: Auto-Hit, No Crit
  • lvl 2: Sandwich - Cooking Skill (Ice 320% Dex), Target: Foe, Effect: Auto-Hit, No Crit
  • lvl 2: Vegetable Stir Fry - Cooking Skill (Lightning 320% Dex), Target: Foe, Effect: Auto-Hit, No Crit
  • lvl 3 Metabolism Up - Special Ability
  • lvl 4: Hamburger Steak - Cooking Skill, Target: Ally, Effect: +50% Crit for 4 turns
  • lvl 4: Broiled Fish - Cooking Skill, Target: Ally, Effect: +200% Hit Rate for 6 turns.
  • lvl 4: Miso Soup - Cooking Skill, Target: Ally, Effect: +50% Evasion for 4 turns.
  • lvl 4: Kitty Rice - Cooking Skill, Target: Ally, Effect: +50% Magic Evasion for 4 turns
  • lvl 5: Hamburger - Cooking Skill (100% Dex), Target: Ally, Effect: HP Recovery
  • lvl 5: Hot Dog - Cooking Skill, Target: Ally, Effect: +50% Attack for 5 turns
  • lvl 5: Salad - Cooking Skill, Target: Ally, Effect: +50% Defense, Halves Physical Damage for 6 turns.
  • lvl 5: Fruit Salad - Cooking Skill, Target: Ally, Effect: +50% Agility for 5 turns
  • lvl 6: Resist Digestion - Defense Ability
  • lvl 7: Curry and Rice - Cooking Skill, Target: Ally, Effect: +50% Magic for 5 turns
  • lvl 7: Pizza - Cooking Skill, Target: Ally, Effect: +50% Willpower, Halves Magical Damage for 6 turns
  • lvl 7: Cream Stew - Cooking Skill, Target: Ally, Effect: +50% Dexterity for 5 turns.
  • lvl 7: Spaghetti - Cooking Skill, Target: Ally, Effect: Double SP Charge for 5 turns
  • lvl 8: Sashimi - Cooking Skill, Target: All Allies, Effect: 10% HP Regen for 10 turns
  • lvl 8: Yakitori - Cooking Skill, Target: All Allies, Effect: 10% SP Regen for 10 turns
  • lvl 8: Soba - Cooking Skill, Target: All Allies, Effect: 2% MP Regen for 10 turns
  • lvl 9: Ingredient Collection - Cooking Skill, Target: Foe, Effect: Steal Food
  • lvl 10: Croquette - Cooking Skill (320% Dex), Target: All Foes, Effect: Auto-Hit, No Crit
  • lvl 10: Tempura - Cooking Skill (Fire 320% Dex), Target: All Foes, Effect: Auto-Hit, No Crit
  • lvl 10: Omurice - Cooking Skill (Ice 320% Dex), Target: All Foes, Effect: Auto-Hit, No Crit
  • lvl 10: Tomato Soup - Cooking Skill (Lightning 320% Dex), Target: All Foes, Effect: Auto-Hit, No Crit

Nurse

Prerequisites: Medical License

Assistant doctor armed with basic first aid. Mend wounds, inoculate against status ailments, and improve general health with skills based on SP. Speed and dexterity are decent, but sub-par for the front lines.

HP 85% MP 90% SP 100%
Attack 85% Defense 85% Magic 95%
Willpower 100% Agility 105% Dexterity 110%
Combat Ability Job Ability Magic Ability Defense Ability Special Ability
10 25 20 15 20
  • Weapons: Staves, Scalpels
  • Skills: Daggers, Medicine
  • Abilities: None

Learned Skills and Abilities

  • lvl 2: First Aid - Medicine (300% Dex), Target: Ally, Effect: HP Recovery
  • lvl 3: Scalpel Throw - Medicine (130% Att+Dex), Target: Foe, Effect: 120% Hit, +
  • lvl 4: Emergency Recovery - Medicine, Target: Ally, Effect: Cure Status
  • lvl 5: Play Doctor - Medicine (Pleasure 320% Dex), Target: Foe, Effect: 120% Hit, Horny (75%), No Crit
  • lvl 6: Metabolic Activation - Medicine, Target: All Allies, Effect: 10% HP Regen for 10 turns
  • lvl 6: Magical Activation - Medicine, Target: All Allies, Effect: 2% MP Regen for 10 turns
  • lvl 7: Equip: Scalpel - Job Ability
  • lvl 8: Forced Urination - Medicine (Pleasure 380% Dex), Target: Foe, Effect: 120% Hit, Incontinence (50%), No Crit
  • lvl 9: Group Therapy - Medicine (300% Dex), Target: All Allies, Effect: HP Recovery
  • lvl 10: Doping - Medicine, Target: Ally, Effect: +50% HP for the rest of the battle

Maid

Prerequisites: Maid Permit

Dutifully performs household tasks with utmost care. Improves housekeeping skills for combat to support allies and cripples enemies. Uses special skills to eliminate pesky bugs and weeds.

HP 95% MP 100% SP 105%
Attack 95% Defense 100% Magic 105%
Willpower 100% Agility 110% Dexterity 110%
Combat Ability Job Ability Magic Ability Defense Ability Special Ability
10 30 20 20 30
  • Weapons: Fans, Whips, Plates, Sex Toys
  • Skills: Whips, Service
  • Abilities: None

Learned Skills and Abilities

  • lvl 2: Serve Tea - Service Skill (50% Dex), Target: Ally, Effect: HP Recover, 25% SP Recovery, +800 Speed
  • lvl 3: Ecstasy Massage - Service Skill (Pleasure 260% Dex), Target: Foe, Effect: 120% Hit, Trance (75%), No Crit, +800 Speed
  • lvl 4: Resist earth 50% - Defense Ability
  • lvl 5: Insecticide Spray - Service Skill (300% Dex), Target: All Foes, Effect: 120% Hit, Insect Killer, No Crit, +800 Speed
  • lvl 6: Maid's Pruning - Service Skill (300% Dex), Target: All Foes, Effect: 120% Hit, Plant Killer, No Crit, +800 Speed
  • lvl 7: Duster Dance - Service Skill (300% Dex), Target: Foe, Effect: 120% Hit, Blind (75%), No Crit
  • lvl 8: Insect Slayer - Combat Ability
  • lvl 9: Plant Slayer - Combat Ability
  • lvl 10: Kitchen Garden Harvest - Service Skill, Target: User, Effect: Acquire Food, +800 Speed

Noble

Prerequisites: Noble's Family Tree

Members of the nobility who appear on the battlefield to fulfill the obligations that accompany their high-born status. Use rapiers and rapier skills along with skills to increase EXP and recover HP automatically. Good in combat with overall high stats.

HP 110% MP 100% SP 100%
Attack 110% Defense 100% Magic 110%
Willpower 100% Agility 110% Dexterity 110%
Combat Ability Job Ability Magic Ability Defense Ability Special Ability
20 20 20 20 25
  • Weapons: Daggers, Rapiers, Bows
  • Skills: Daggers, Rapiers, Ruling
  • Abilities: HP Regen 5%

Learned Skills and Abilities

  • lvl 2: Charge Ray - Rapier Skill (130% Att+Agi), Target: Foe, Effect: +20% Hit, +
  • lvl 3: Magic Reflection +10% - Defense Ability
  • lvl 4: Dancing Saber - Rapier Skill (80% Att+Agi), Target: 3 Random Foes, Effect: +20¨Hit, +
  • lvl 5: Equip: Rapier - Combat Ability
  • lvl 5: Skill Use: Rapier - Combat Ability
  • lvl 6: Splash Fleuret - Rapier Skill (120% Att+Agi), Target: All Foes, Effect: +20% Hit, +
  • lvl 7: HP Regen 5% - Special Ability
  • lvl 8: Noblesse Oblige - Rapier Skill, Target: User, Effect: Noblesse Oblige (For 4 turns only Rapier skills can be used but will execute twice.)
  • lvl 9: Experience +50% - Special Ability
  • lvl 10: V Slash - Rapier Skill (130%*2 Att+Agi), Target: Foe, +20% Hit, Effect: +

Apprentice Hero

A hero-in-training who has not received the blessing of the Goddess. Aims to be a true hero; wields a sword but without experience. Average stats; poor at magic. Has personal swords skills and divine protection.

HP 100% MP 90% SP 110%
Attack 110% Defense 100% Magic 95%
Willpower 100% Agility 100% Dexterity 90%
Combat Ability Job Ability Magic Ability Defense Ability Special Ability
25 20 15 20 25
  • Weapons: Daggers, Swords, Rapiers, Spears, Axes, Clubs, Scythes, Boomerangs
  • Skills: Daggers, Swords, Heroism
  • Abilities: Equip Armor, Helmets and Shields

Learned Skills and Abilities

  • lvl 2: Flail Wildy - Heroism Skill (120% Att), Target: 4 Random Foes, Effect: -45% Hit, No Crit
  • lvl 3: SP +10% - Job Ability
  • lvl 4: Slime Slayer - Combat Ability
  • lvl 5: Edging - Special Skill, Target: User, Effect: Lose 80% current HP, +50% Crit for 4 turns
  • lvl 6: Slave to Pleasure - Special Ability
  • lvl 7: Flaming Decapitation - Heroism Skill (Fire 440% Att), Target: Foe, Effect: 120% Hit
  • lvl 8: Goddess' Protection - Defense Ability
  • lvl 9: SP Regen 5% - Special Ability
  • lvl 10: Burn! Spinning Decapitation - Heroism Skill (Fire 440% Att), Target: All Foes, Effect: 120% Hit

Unemployed

Unemployed bum with no job. There are no advantages or skills associated with being unemployed. Mastering it does nothing either.

HP 90% MP 90% SP 100%
Attack 90% Defense 90% Magic 90%
Willpower 90% Agility 90% Dexterity 90%
Combat Ability Job Ability Magic Ability Defense Ability Special Ability
20 20 20 20 20
  • Weapons: Daggers
  • Skills: None
  • Abilities: None

Learned Skills and Abilities

  • None

Intermediate Jobs

Swordsman

Prerequisites: Warrior

An accomplished master of the blade. Newfound strength grants usage of the mighty knight sword, wide range of sword skills, and enhanced attack and defense. Unfortunately, magic is still out of the question.

HP 120% MP 85% SP 120%
Attack 120% Defense 105% Magic 85%
Willpower 85% Agility 100% Dexterity 90%
  • Weapons: Daggers, Swords, Knight Swords, Rapiers, Spears, Axes, Scythes
  • Skills: Daggers, Swords, Rapiers
  • Abilities: Equip Armor, Heavy Armor, Helmets, Heavy Helmets, Shields and Heavy Shields

Holy Knight

Prerequisites: Warrior, Priest

A holy soldier bearing a Priest's piety and a Warrior's bravery. Wields SP-fueled magic and adept with heavy spears. Learns abilities that aid in banishing the undead to the grave.

HP 115% MP 90% SP 115%
Attack 115% Defense 110% Magic 90%
Willpower 110% Agility 115% Dexterity 85%
  • Weapons: Daggers, Rapiers, Spears, Heavy Spears
  • Skills: Rapiers, Spears, White Magic, Holy
  • Abilities: Equip Armor, Heavy Armor, Helmets, Heavy Helmets, Shields and Heavy Shields

Spellsword

Prerequisites: Warrior, Magician

Specialized fighter trained in sword and magic, the Spellblade style is born. A soldier's strength is retained and black magic can be used. The sword itself can be enchanted with various attributes to inflict elemental damage and status ailments.

HP 115% MP 105% SP 105%
Attack 110% Defense 100% Magic 115%
Willpower 100% Agility 100% Dexterity 90%
  • Weapons: Daggers, Swords, Rapiers
  • Skills: Daggers, Swords, Black Magic, Magic Swords
  • Abilities: Equip Armor, Helmets and Shields

Dragon Knight

Prerequisites: Warrior

Spear-wielding aerodynamic knight who leaps tot he skies and toys with foes. Spear skills consist of harpy slaying attacks and blinding speed. Magic stats on the other hand aren't very respectable.

HP 120% MP 85% SP 120%
Attack 115% Defense 95% Magic 85%
Willpower 95% Agility 120% Dexterity 85%
  • Weapons: Rapiers, Spears, Heavy Spears
  • Skills: Rapiers, Spears
  • Abilities: Equip Armor, Heavy Armor, Helmets, Heavy Helmets, Shields and Heavy Shields

Samurai

Prerequisites: Eastern Book of Secrets, Warrior

???

HP 115% MP 75% SP 120%
Attack 115% Defense 85% Magic 75%
Willpower 85% Agility 105% Dexterity 120%
  • Weapons: Katanas
  • Skills: Katanas
  • Abilities: None

Power Fighter

Prerequisites: Warrior

A crude fighter who thoroughly smashes foes with hidden power. Forgoes the blade in favor of blunt weapons like clubs and flails. Like most warriors, attack is great while magic stays low.

HP 125% MP 75% SP 120%
Attack 125% Defense 110% Magic 75%
Willpower 100% Agility 90% Dexterity 75%
  • Weapons: Great Swords, Axes, Clubs, Flails
  • Skills: Axes, Clubs, Flails
  • Abilities: Endure, Equip Armor, Heavy Armor, Helmets, Heavy Helmets, Shields and Heavy Shields

Savage Warrior

Prerequisites: Garian Tribe Training, Warrior

Rabid feral warrior fighting on pure instinct, tearing foes with extreme strength at the expense of sanity. In exchange, the SP regeneration rate is doubled and new axe skills can be learned.

HP 130% MP 75% SP 120%
Attack 130% Defense 110% Magic 75%
Willpower 100% Agility 90% Dexterity 75%
  • Weapons: Great Swords, Axes, Clubs, Flails
  • Skills: Axes, Clubs, Flails
  • Abilities: Berserk, SP Regen 30%, Double SP Charge, Equip Armor, Helmets and Shields

Tao Swordsman

Prerequisites: Warrior, Taoist

Unique fencer with Tao-infused blades homes in on enemy weaknesses. A tactical job mixing offense and defense, it has access to both Sword and Taoism skills and learns new element boosting abilites.

HP 100% MP 105% SP 105%
Attack 115% Defense 100% Magic 115%
Willpower 100% Agility 95% Dexterity 115%
  • Weapons: Daggers, Swords, Scythes, Rods, Fans
  • Skills: Daggers, Swords, Taoism
  • Abilities: Magic Counter 25%, Resist Wind, Earth and Water 50%, Equip Armor, Helmets and Shields

Overpowering Fist

Prerequisites: Martial Artist

Remarkable marital artists rewarded with a buffed counter rate, evasion, and critical hits after intense training. Techniques worth of a Black Belt and even healing arts through sheer force of will become available.

HP 110% MP 90% SP 110%
Attack 115% Defense 100% Magic 90%
Willpower 95% Agility 125% Dexterity 100%
  • Weapons: Fists, Clubs
  • Skills: Unarmed
  • Abilities: Counter 50%, Equip Gi

Magus Fist

Prerequisites: Martial Artist, Magician

Hybrid monk who fights with magic-infused fists. In addition to black magic, this oddly mixed class wields elemental punches that spell doom for foes weak in both body and mind. A special skill restores MP.

HP 100% MP 95% SP 100%
Attack 110% Defense 95% Magic 110%
Willpower 95% Agility 120% Dexterity 110%
  • Weapons: Fists, Clubs
  • Skills: Unarmed, Black Magic
  • Abilities: Magic Counter 25%, Equip Gi

Paladin

Prerequisites: Martial Artist, Priest

Faithful monk specializing in self-defense. While decent in attack, most skills prioritize the party's safety and overall health via holy power, ranging from recovery to revival.

HP 110% MP 90% SP 100%
Attack 110% Defense 120% Magic 90%
Willpower 125% Agility 120% Dexterity 100%
  • Weapons: Daggers, Fists, Clubs, Staves
  • Skills: Unarmed, White Magic, Holy
  • Abilities: Equip Gi

Battle Master

Prerequisites: Warrior, Martial Artist

Undisputed master of sword and fist, this class mixes relentless punches and countless slashes into a uniqure style backed by a handsome attack stat. However, the same cannot be said for magic.

HP 125% MP 85% SP 120%
Attack 125% Defense 110% Magic 85%
Willpower 100% Agility 120% Dexterity 100%
  • Weapons: Daggers, Swords, Knight Swords, Rapiers, Spears, Heavy Spears, Fists, Axes, Clubs, Scythes, Flails
  • Skills: Daggers, Swords, Multiweapon, Unarmed
  • Abilities: Counter 25%, HP Regen 5%, Great Defense, Dual-Wield, Equip Armor, Heavy Armor, Helmets, Heavy Helmets, Shields and Heavy Shields

Black Mage

Prerequisites: Magician

Magician walking down the path of black magic, taking great pride in learning stronger element magic bolstered by an equally strong magic stat. It goes without saying that they're not fit for physical combat.

HP 85% MP 120% SP 80%
Attack 85% Defense 90% Magic 120%
Willpower 115% Agility 105% Dexterity 110%
  • Weapons: Daggers, Rapiers, Scythes, Rods, Grimoires
  • Skills: Black Magic
  • Abilities: Resist Fire, Ice and Lightning 50%, Equip Robes and Magic Hats

Time Mage

Prerequisites: Magician

Branch of the mage family that taps into time and space. Unfit for combat and more suited for support, ranging from hastening allies to stopping enemies in their tracks. Furthermore, warp magic can be learned for fast travel to previous locations.

HP 90% MP 115% SP 80%
Attack 85% Defense 95% Magic 115%
Willpower 110% Agility 110% Dexterity 110%
  • Weapons: Daggers, Rapiers, Scythes, Rods, Grimoires
  • Skills: Time Magic
  • Abilities: Nullify Slow and Stop, Equip Robes and Magic Hats

Summoner

Prerequisites: Summoner's Contract, Magician

Sorcerer capable of calling forth magical beasts that attack or heal. Much stronger then bog-standard spells and has the MP cost to match, making it fitting for decisive blows but in-feasible for constant casting.

HP 80% MP 125% SP 70%
Attack 85% Defense 85% Magic 125%
Willpower 120% Agility 110% Dexterity 110%
  • Weapons: Daggers, Rapiers, Scythes, Rods, Grimoires
  • Skills: Summoning
  • Abilities: Equip Robes and Magic Hats

Taoist

Prerequisites: Eastern Book of Secrets, Magician

Uniqure school of magic hailing from the far East. Seemingly weak magic attacks inflict potentially crippling weaknesses on all enemies with a chance of status ailments.

HP 100% MP 115% SP 90%
Attack 100% Defense 100% Magic 115%
Willpower 115% Agility 105% Dexterity 115%
  • Weapons: Daggers, Scythes, Rods, Fans
  • Skills: Taoism
  • Abilities: Resist Wind, Earth and Water 50%, Equip Robes and Magic Hats

White Mage

Prerequisites: Priest

Hardworking priest promoted to a true mage after mastering the basics. Learns stronger recovery and support magic along with a few offensive Holy spells. An unwritten requirement for truly dedicated parties.

HP 95% MP 110% SP 95%
Attack 95% Defense 95% Magic 110%
Willpower 120% Agility 105% Dexterity 110%
  • Weapons: Clubs, Whips, Staves, Grimoires
  • Skills: White Magic
  • Abilities: Equip Robes and Magic Hats

Sage

Prerequisites: Magician, Priest

Highly skilled dual-caster of both black and white magics. As a result, this class can fill either task or both, at the expense of vast amounts of MP. Also learns a few element boosting abilites.

HP 90% MP 125% SP 90%
Attack 90% Defense 90% Magic 125%
Willpower 120% Agility 105% Dexterity 115%
  • Weapons: Daggers, Rapiers, Magic Swords, Clubs, Scythes, Whips, Staves, Rods, Fans, Grimoires
  • Skills: White Magic, Black Magic
  • Abilities: Resist Fire, Ice and Lightning 50%, MP Cost 75%, Equip Robes and Magic Hats

Magical Girl

Prerequisites: Magical Girl's Contract, Magician

???

HP 90% MP 120% SP 100%
Attack 90% Defense 90% Magic 100%
Willpower 100% Agility 100% Dexterity 100%
  • Weapons: Daggers, Magic Swords, Scythes, Staves, Rods, Bows, Grimoires, Guns
  • Skills: White Magic, Black Magic
  • Abilities: Regen MP 1%, Equip Magic Hats

Bowmaster

Prerequisites: Hunter

Keen-eyed hunter after rigorous training. Learns skills that inflict severe damage to even more races, such as insects and alraunes. Shooting down wholes groups of foes at once becomes child's play for this class. Defenses are still fragile, so do be careful.

HP 100% MP 90% SP 105%
Attack 115% Defense 100% Magic 95%
Willpower 100% Agility 120% Dexterity 120%
  • Weapons: Daggers, Sickles, Bows, Whips, Boomerangs
  • Skills: Sickles, Bows, Whips, Throwing
  • Abilities: Forest Boost, Slayer Boost

Gunner

Prerequisites: Firearms License, Hunter

Dynamic sharpshooter that swaps the old for the new. No enemy can avoid the bullets, their speed dwarfing and downing Harpies and Succubi. Average attack stat side, even healing ammo can be acquired.

HP 95% MP 85% SP 100%
Attack 90% Defense 95% Magic 90%
Willpower 95% Agility 115% Dexterity 125%
  • Weapons: Guns
  • Skills: Guns
  • Abilities: Slayer Boost

Demon Trainer

Prerequisites: Hunter

Different kind of hunter that aims to tame monster girls. Paralyzing, binding, seducing, and overall subduing their will to attack is their specialty. The mere presence of a Demon Trainer attracts other monster girls to come along for the ride.

HP 110% MP 90% SP 105%
Attack 115% Defense 105% Magic 90%
Willpower 100% Agility 115% Dexterity 115%
  • Weapons: Daggers, Scythes, Whips, Boomerangs
  • Skills: Scythes, Whips
  • Abilities: Recruit Rate 150%, Slayer Boost

Master Thief

Prerequisites: Thief

Go-getting thief with enhanced thievery prowess. They can even steal HP and unlock green chests. More knife skills are acquired as well, but only as a last resort due to low fighting stats.

HP 95% MP 90% SP 100%
Attack 90% Defense 90% Magic 90%
Willpower 90% Agility 120% Dexterity 120%
  • Weapons: Daggers, Scythes, Whips, Boomerangs
  • Skills: Daggers, Throwing, Thievery
  • Abilities: Steal Rate 200%, Nullify Ambush, Preemptive Strike Up

Ninja

Prerequisites: Eastern Book of Secrets, Thief

Elusive assassin from the Far East cloaked in darkness, severing lives swiftly and efficiently with Ninjutsu. Paired with dual-wielding, the attack options only grow. High evasion makes up for paper-thin defenses and low attack.

HP 95% MP 85% SP 100%
Attack 110% Defense 90% Magic 85%
Willpower 90% Agility 120% Dexterity 120%
  • Weapons: Daggers, Ninja Swords, Scythes
  • Skills: Ninjutsu
  • Abilities: Dual-Wield, Equip Gi

Pirate

Prerequisites: Oceanic Business Permit, Thief

???

HP 120% MP 85% SP 120%
Attack 120% Defense 120% Magic 90%
Willpower 110% Agility 100% Dexterity 90%
  • Weapons: Daggers, Swords, Great Swords, Axes, Clubs, Flails, Guns
  • Skills: Swords, Guns, Pirate
  • Abilities: SP Cost 3/4, Ocean Strength

Royal Guard

Prerequisites: Warrior, Soldier

Senior Soldier charged with protecting top VIPs and sites. Learns more skills to further weaken foes. Attack and defense stats are fit for the offensive and are further bulked by heavy equipment.

HP 125% MP 85% SP 120%
Attack 120% Defense 110% Magic 85%
Willpower 95% Agility 100% Dexterity 85%
  • Weapons: Daggers, Swords, Knight Swords, Rapiers, Spears, Heavy Spears, Boomerangs
  • Skills: Daggers, Swords, Rapiers, Spears
  • Abilities: City Boost, Equip Armor, Heavy Armor, Helmets, Heavy Helmets, Shields and Heavy Shields

Marine

Prerequisites: Oceanic Business Permit, Guard

???

HP 120% MP 85% SP 120%
Attack 120% Defense 120% Magic 90%
Willpower 110% Agility 100% Dexterity 90%
  • Weapons: Daggers, Swords, Spears, Heavy Spears, Great Swords, Bows, Guns
  • Skills: Swords, Guns, Pirate
  • Abilities: Start Battles with more SP, Ocean Strength

Hero of Justice

Prerequisites: *Hero of Justice Permit*, Guard

Strange masked soldier with a heart of justice. Stats are average all around but certain skills can only be used when transformed. Smite evildoers with all sorts of embarrassingly named attacks

HP 100% MP 90% SP 100%
Attack 100% Defense 100% Magic 90%
Willpower 90% Agility 100% Dexterity 100%
  • Weapons: Fists
  • Skills: Unarmed, Justice
  • Abilities: Strength in Solitude, Unyielding Fighting Spirit

Black Marketeer

Prerequisites: Merchant

Accomplished merchant with lucrative but dubious connections. Get party members out of a jam with swift under-the-table dealings. High defense aside, direct combat is not recommended. Better items can be bought too.

HP 120% MP 85% SP 105%
Attack 90% Defense 110% Magic 85%
Willpower 100% Agility 95% Dexterity 115%
  • Weapons: Daggers, Scythes, Boomerangs, Abacuses
  • Skills: Throwing, Mercantile, EX-Item
  • Abilities: Gold Acquisition 200%, Medicine Lore I

Item User

Prerequisites: Merchant

Innovative user of many items and traveling faux-doctor for adventurers. The item's true essence is drawn out and divided across the party or reversed against foes. Learns boomerang skills but otherwise powerless.

HP 110% MP 100% SP 105%
Attack 90% Defense 100% Magic 100%
Willpower 100% Agility 115% Dexterity 120%
  • Weapons: Daggers, Boomerangs, Abacuses
  • Skills: Throwing, Mercantile, EX-Item
  • Abilities: Medicine Lore II

Adventurer

Prerequisites: Hunter, Thief

Classic traveler of uncharted lands. Learns skills that'll lessen the stress and dangers of long journeys. Robust, adaptable, and won't mind fighting in harsh environments. Learns a few boomerang skills as well.

HP 125% MP 85% SP 115%
Attack 100% Defense 110% Magic 90%
Willpower 105% Agility 120% Dexterity 125%
  • Weapons: Daggers, Ninja Swords, Scythes, Bows, Boomerangs
  • Skills: Daggers, Throwing, Thievery, EX-Item
  • Abilities: Resist Fire, Ice, Lightning, Wind, Earth and Water 75%, Environmental Damage 50%, Desert Boost, Cave Boost

Gambler

Prerequisites: Fortune Teller

Edge-teetering soothsayer gambling with fate. Disrupt the flow of battle with random events. Lady Luck may either bless your friends or empower your foes, so don't push you luck and use with caution.

HP 100% MP 95% SP 100%
Attack 95% Defense 100% Magic 95%
Willpower 95% Agility 110% Dexterity 120%
  • Weapons: Daggers, Staves, Rods, Cards
  • Skills: Oracle
  • Abilities: Item Drop 200%, Slots Chance 300%

Card Battler

Prerequisites: Fortune Teller

Ex-fortune teller turned fulltime card battler. Each card drawn possess magical power that may shuffle the tide of battle. Effects range from attack to recovery. Magic may be decent, but best suited for support.

HP 90% MP 110% SP 100%
Attack 85% Defense 95% Magic 115%
Willpower 115% Agility 110% Dexterity 115%
  • Weapons: Daggers, Staves, Rods, Cards
  • Skills: Oracle
  • Abilities: None

Dancer

Prerequisites: Gadabout

Confound and disturb the hearts of both man and monster. Learn alluring and magical dances to buff one side and debilitate the other. Has high evasion and pics up a few fan skills but due to low attack they serve as a last resort only.

HP 90% MP 100% SP 105%
Attack 100% Defense 90% Magic 100%
Willpower 100% Agility 120% Dexterity 120%
  • Weapons: Daggers, Rapiers, Whips, Fans
  • Skills: Fans, Dancing
  • Abilities: None

Minstrel

Prerequisites: Gadabout

Vocalist whose songs shake the hearts of both man and monster. Alter the tone to awake hidden abilities in allies. Excellent at support during drawn out battles but a poor fighter.

HP 85% MP 110% SP 105%
Attack 85% Defense 85% Magic 110%
Willpower 100% Agility 100% Dexterity 120%
  • Weapons: Boomerangs, Harps
  • Skills: Singing
  • Abilities: None

Prostitute

Prerequisites: Gadabout

Sexcraft specialist aiming to melt body and mind in pleasure. Inflict pleasure 'damage' with lewd skills that leave foes moist and quivering for more. While resistant against the same type of damage, don't expect anyone in this class to throw punches.

HP 90% MP 95% SP 105%
Attack 85% Defense 95% Magic 95%
Willpower 115% Agility 110% Dexterity 120%
  • Weapons: Whips, Sex Toys
  • Skills: Sexcraft
  • Abilities: Horny Strike 5%, Trance Strike 5%, Resist Horny, Trance, Seduction and Incontinence 50%

Super Star

Prerequisites: Dancer, Minstrel

Singing, dancing, and all-around captivating idol. Distract the enemies with songs while the allies are encourage by dances. Special stage skills can be learned as well. Support capabilities are virtually peerless.

HP 90% MP 100% SP 115%
Attack 90% Defense 95% Magic 100%
Willpower 115% Agility 125% Dexterity 130%
  • Weapons: Daggers, Rapiers, Whips, Harps, Fans
  • Skills: Fans, Dancing, Singing
  • Abilities: Seduction Strike 20%

Battle Fucker

Prerequisites: Battle Fucker Permit, Prostitute

Lewd fighter who incorporates sex acts into battle. The foe's privates are erotically tortured by hands, feet, and other body parts. Apart from greater resistance against pleasure-based attacks, new abilities increase the odds of addling foes into a rapturous stupor.

HP 100% MP 85% SP 110%
Attack 90% Defense 120% Magic 90%
Willpower 120% Agility 115% Dexterity 125%
  • Weapons: Whips, Fists, Sex Toys
  • Skills: Whips, Unarmed, Sexcraft
  • Abilities: Horny Strike 5%, Trance Strike 5%, Resist Pleasure 75%, Resist Horny, Trance, Seduction and Incontinence 25%

Magical Scholar

Prerequisites: Scholar

Scientist fully immersed in the next level of magic science, mixing and matching various compounds to wreak havoc upon Dolls and other artificial monsters. the conversion rate between SP and MP has increased as well.

HP 85% MP 95% SP 110%
Attack 90% Defense 95% Magic 115%
Willpower 100% Agility 95% Dexterity 115%
  • Weapons: Rod, Scalpels, Grimoires, Guns
  • Skills: Magic Science, Alchemy, Grimoire
  • Abilities: None

Alchemist

Prerequisites: Scholar

Mystifying scholars that can make items from nothing. During combat, items can be transmuted by sacrificing SP. Even attack items can be made on the fly. Definitely an invaluable member, with proper SP support.

HP 90% MP 100% SP 90%
Attack 90% Defense 95% Magic 110%
Willpower 100% Agility 90% Dexterity 120%
  • Weapons: Daggers, Staves, Rods, Grimoires
  • Skills: Magic Science, Alchemy, Grimoire
  • Abilities: None

Magical Librarian

Prerequisites: Scholar

Scholar and researcher of magical books. By sacrificing a page of the grimoire, a phenomenon occurs at no extra cost. Besides the basic elements, the pages contain spells for every occasion ... if you have enough to spare.

HP 85% MP 110% SP 80%
Attack 90% Defense 95% Magic 120%
Willpower 100% Agility 95% Dexterity 105%
  • Weapons: Staves, Rods, Grimoires
  • Skills: Magic Science, Alchemy, Grimoire
  • Abilities: None

Machinist

Prerequisites: Engineer

Advanced engineer skilled with higher-grade tech, wielding their destructive power in the heat of battle. Some machines are designed to explicitly mow down certain types of enemies, while others are aligned towards self-defense.

HP 115% MP 85% SP 120%
Attack 105% Defense 115% Magic 80%
Willpower 100% Agility 90% Dexterity 120%
  • Weapons: Daggers, Clubs, Guns
  • Skills: Machines
  • Abilities: None

Necromancer

Prerequisites: Spiritualist

Unique summoner that turns corpses into minions fueled by life. Countless experiments with many bodies indirectly allows for he dubious use of Medicine skills as well. Juggle syringes and impromptu grave-robbing effectively for complete reliability.

HP 110% MP 105% SP 105%
Attack 100% Defense 100% Magic 115%
Willpower 110% Agility 115% Dexterity 115%
  • Weapons: Scythes, Rods, Whips, Scalpels, Grimoires
  • Skills: Scythes, Summoning, Medicine, Corpse
  • Abilities: Equip Robes and Magic Hats

Medium

Prerequisites: Spiritualist

Unique summoner that calls ghosts from the afterlife lured by mana. With a few nibbles of the Medium's MP, they'll fight alongside with the party and even impart life in return. Black Magic is a less costly alternative, provided that there's MP to spare.

HP 105% MP 120% SP 105%
Attack 95% Defense 95% Magic 120%
Willpower 120% Agility 115% Dexterity 115%
  • Weapons: Scythes, Staves, Rods, Grimoires
  • Skills: Scythes, Black Magic, Summoning, Corpse
  • Abilities: Equip Robes and Magic Hats

Puppeteer

Prerequisites: Spiritualist

Unique summoner that controls dolls built from scratch with great care. Controlling the dolls take neither magic nor life but very high concentration to perform well. Ergo, Machines serve as a viable backup.

HP 105% MP 105% SP 110%
Attack 95% Defense 95% Magic 110%
Willpower 110% Agility 120% Dexterity 125%
  • Weapons: Scythes, Rods, Grimoires, Guns
  • Skills: Scythes, Summoning, Machines, Artificial
  • Abilities: Equip Robes and Magic Hats

Smooth Talker

Prerequisites: Informant

Master wordsmith who fights without throwing a punch. Suave fast-talking can coax money and items form foes. Failing that, colorful phrases can induce abnormal status. Not fit for fighting and would prefer to use words as weapons.

HP 90% MP 95% SP 105%
Attack 90% Defense 95% Magic 90%
Willpower 95% Agility 115% Dexterity 115%
  • Weapons: Daggers, Rapiers, Boomerangs, Guns
  • Skills: Throwing, Talk
  • Abilities: None

Three Star Chef:

Prerequisites: Cook

Master chef capable of whipping out diving meals. The recipe list is expanded with cuisines that dish out spectacular effects on the tongue and battlefield. Kitchen knives are handy in a pinch, but are unreliable compared to real weapons.

HP 110% MP 85% SP 105%
Attack 100% Defense 105% Magic 85%
Willpower 115% Agility 105% Dexterity 115%
  • Weapons: Daggers, Scythes, Kitchen Knives
  • Skills: Daggers, Cooking
  • Abilities: None

Doctor

Prerequisites: Nurse

Accomplished battle physician fully loaded with the basics. Mends wounds without the use of items or magic. Even resuscitation is possible without a hint of mana. Overall, an acceptable substitute for White Mages when MP support is low.

HP 90% MP 95% SP 105%
Attack 90% Defense 90% Magic 100%
Willpower 110% Agility 115% Dexterity 120%
  • Weapons: Staves, Scalpels
  • Skills: Daggers, Medicine
  • Abilities: None

Master Maid

Prerequisites: Maid

An expert house-servant that provides service without delay. In addition to keeping allies cozy, maids of this calibur can jump into the fray with secret self-defense techniques. Also obtains an ability that boots Job Exp acquisition.

HP 100% MP 105% SP 110%
Attack 100% Defense 105% Magic 110%
Willpower 105% Agility 120% Dexterity 120%
  • Weapons: Fans, Whips, Plates, Sex Toys
  • Skills: Whips, Service
  • Abilities: None

Lord

Prerequisites: King's Proof, Warrior, Noble

Unequaled ruler of an entire country. Capable of taking control of the battlefield while fighting on the front lines. Fierce with a sword imbued with secret techniques. Heavy equipment can also even the odds.

HP 120% MP 105% SP 120%
Attack 120% Defense 110% Magic 110%
Willpower 110% Agility 115% Dexterity 120%
  • Weapons: Daggers, Swords, Knight Swords, Rapiers, Spears, Heavy Spears, Bows
  • Skills: Daggers, Swords, Rapiers, Ruling
  • Abilities: HP Regen 10%, Equip Armor, Heavy Armor, Helmets, Heavy Helmets, Shields and Heavy Shields

Pope

Prerequisites: King's Proof, Priest, Noble

Traveling founder preaching the good word across the world. Dutiful prayers call upon miracles to heal allies and smite enemies at at the Goddess' behest. Good tidings shall come to those who bring a Pope along.

HP 100% MP 125% SP 100%
Attack 100% Defense 100% Magic 120%
Willpower 125% Agility 110% Dexterity 120%
  • Weapons: Daggers, Magic Swords, Clubs, Staves, Grimoires
  • Skills: White Magic, Holy, Ruling
  • Abilities: Magic Reflect 30%, Resist Holy 75%, Equip Robes and Magic Hats

Hero

Prerequisites: Baptism Seal, Warrior, Apprentice Hero

A genuine hero blessed by the Goddess Ilias. Few in number, these sanctified warriors purge spirits and demons with blazing techniques, reducing them to aches. Many stats are well above average and worthy of the title.

HP 120% MP 100% SP 120%
Attack 120% Defense 110% Magic 100%
Willpower 110% Agility 110% Dexterity 95%
  • Weapons: Daggers, Swords, Knight Swords, Rapiers, Spears, Axes, Clubs, Scythes, Boomerangs
  • Skills: Daggers, Swords, Heroism
  • Abilities: SP Regen 10%, Equip Armor, Heavy Armor, Helmets, Heavy Helmets, Shields and Heavy Shields

Advanced Jobs

Swordmaster

Prerequisites: God of Military Arts, Swordsman

HP 130% MP 90% SP 130%
Attack 130% Defense 115% Magic 90%
Willpower 90% Agility 110% Dexterity 120%
  • Weapons: Daggers, Swords, Knight Swords, Rapiers, Katanas, Spears, Axes, Sickles
  • Skills: Daggers, Swords, Katanas
  • Abilities: Equip Heavy Armor, Sword Mastery, Katana Mastery

Dark Swordsman

Prerequisites: Warrior God's Soul, Swordsman

HP 130% MP 90% SP 130%
Attack 135% Defense 115% Magic 120%
Willpower 100% Agility 105% Dexterity 90%
  • Weapons: Daggers, Swords, Knight Swords, Great Swords, Rapiers, Spears, Axes, Scythes
  • Skills: Daggers, Swords, Rapiers, Magic Swords
  • Abilities: Dark Strike, Equip Heavy Armor, Dual Wield

Holy Knight

Prerequisites: Warrior God's Soul, Temple Knight

HP 120% MP 100% SP 125%
Attack 120% Defense 120% Magic 100%
Willpower 120% Agility 125% Dexterity 85%
  • Weapons: Daggers, Rapiers, Spears, Heavy Spears
  • Skills: Rapiers, Spears, White Magic, Holy
  • Abilities: Equip Heavy Armor, Spear Mastery, Rapier Mastery

Master Swordcerer

Prerequisites: Warrior God's Soul, Spellsword

HP 120% MP 115% SP 110%
Attack 120% Defense 105% Magic 125%
Willpower 110% Agility 110% Dexterity 95%
  • Weapons: Daggers, Swords, Rapiers, Magic Swords
  • Skills: Daggers, Swords, Black Magic, Magic Swords
  • Abilities: Equip Armor, Sword Mastery

Holy Lancer

Prerequisites: Swift God's Souls, Dragon Knight

HP 125% MP 85% SP 130%
Attack 125% Defense 100% Magic 90%
Willpower 100% Agility 130% Dexterity 90%
  • Weapons: Rapiers, Spears, Heavy Spears
  • Skills: Rapiers, Spears
  • Abilities: Equip Heavy Armor, Spear Mastery, Rapier Mastery

Dark Dragon Knight

Prerequisites: Swift God's Soul, Dragon Knight

HP 125% MP 85% SP 130%
Attack 125% Defense 100% Magic 90%
Willpower 100% Agility 130% Dexterity 90%
  • Weapons: Rapiers, Spears, Heavy Spears
  • Skills: Rapiers, Spears
  • Abilities: Equip Heavy Armor, Dual Wield

Samurai Saint

Prerequisites: Warrior God's Soul, Samurai

HP 120% MP 80% SP 130%
Attack 125% Defense 90% Magic 80%
Willpower 90% Agility 115% Dexterity 130%
  • Weapons: Katanas
  • Skills: Katana
  • Abilities: Katana Mastery

Dark Samurai

Prerequisites: Warrior God's Soul, Samurai

HP 120% MP 80% SP 130%
Attack 125% Defense 90% Magic 80%
Willpower 90% Agility 115% Dexterity 130%
  • Weapons: Katanas
  • Skills: Katana
  • Abilities: Dual Wield

Giga Fighter

Prerequisites: Savage God's Soul, Power Fighter

HP 135% MP 80% SP 130%
Attack 135% Defense 120% Magic 80%
Willpower 110% Agility 85% Dexterity 80%
  • Weapons: Great Swords, Axes, Clubs, Flails
  • Skills: Axe, Club, Flail
  • Abilities: Super Endure, Equip Heavy Armor, Power Mastery

Berserker

Prerequisites: Savage God's Soul, Savage Warrior

HP 140% MP 75% SP 130%
Attack 140% Defense 120% Magic 80%
Willpower 110% Agility 95% Dexterity 80%
  • Weapons: Great Swords, Axes, Clubs, Flails
  • Skills: Axe, Club, Flail
  • Abilities: Berserker, SP Gain X2, Equip Armor, Power Mastery

Kuji-In Sword God

Prerequisites: Warrior God's Soul, Tao Swordsman

HP 110% MP 115% SP 110%
Attack 125% Defense 105% Magic 125%
Willpower 110% Agility 105% Dexterity 125%
  • Weapons: Daggers, Swords, Magic Swords, Katanas, Scythes, Rods, Fans,
  • Skills: Dagger, Sword, Taoism
  • Abilities: Magic Counter 50%, Equip Armor, Sword Mastery

Saint Fist

Prerequisites: Fist God's Soul, Overpowering Fist

HP 120% MP 95% SP 120%
Attack 125% Defense 105% Magic 95%
Willpower 100% Agility 130% Dexterity 105%
  • Weapons: Fists, Clubs
  • Skills: Fist
  • Abilities: Counter 75%, Equip Gi, Fist Mastery

Dark Fist

Prerequisites: Fist God's Soul, Overpowering Fist

HP 120% MP 95% SP 120%
Attack 125% Defense 105% Magic 95%
Willpower 100% Agility 130% Dexterity 105%
  • Weapons: Fists, Clubs
  • Skills: Fist
  • Abilities: Counter 75%, Equip Gi, Dual Wield

Force Monk

Prerequisites: Fist God's Soul, Magus Fist

HP 110% MP 100% SP 110%
Attack 120% Defense 100% Magic 120%
Willpower 100% Agility 125% Dexterity 120%
  • Weapons: Fists, Clubs
  • Skills: Fist, Black Magic
  • Abilities: Magic Counter 50%, Equip Gi, Fist Mastery

God Hand

Prerequisites: Fist God's Soul, Paladin

HP 120% MP 95% SP 110%
Attack 120% Defense 130% Magic 95%
Willpower 135% Agility 125% Dexterity 105%
  • Weapons: Daggers, Fists, Clubs, Staves
  • Skills: Fist, White Magic, Holy
  • Abilities: Equip Gi, Fist Mastery

Inferno Mage

Prerequisites: Magic God's Soul, Black Mage

HP 90% MP 130% SP 90%
Attack 90% Defense 95% Magic 130%
Willpower 120% Agility 110% Dexterity 120%
  • Weapons: Daggers, Rapiers, Magic Swords, Scythes, Rods, Grimoires
  • Skills: Black Magic, Dark
  • Abilities: Equip Magic Hats, Magic Mastery

Arctic Mage

Prerequisites: Magic God's Soul, Black Mage

HP 90% MP 130% SP 90%
Attack 90% Defense 95% Magic 130%
Willpower 120% Agility 110% Dexterity 120%
  • Weapons: Daggers, Rapiers, Magic Swords, Scythes, Rods, Grimoires
  • Skills: Black Magic, Dark
  • Abilities: Equip Magic Hats, Magic Mastery

Gigavolt Mage

Prerequisites: Magic God's Soul, Black Mage

HP 90% MP 130% SP 90%
Attack 90% Defense 95% Magic 130%
Willpower 120% Agility 110% Dexterity 120%
  • Weapons: Daggers, Rapiers, Magic Swords, Scythes, Rods, Grimoires
  • Skills: Black Magic, Dark
  • Abilities: Equip Magic Hats, Magic Mastery

Spacetime Mage

Prerequisites: Magic God's Soul, Time Mage

HP 100% MP 125% SP 90%
Attack 90% Defense 100% Magic 125%
Willpower 120% Agility 120% Dexterity 120%
  • Weapons: Daggers, Rapiers, Magic Swords, Scythes, Rods, Grimoires
  • Skills: Time Magic
  • Abilities: Equip Magic Hats, Magic Mastery

Spirit Summoner

Prerequisites: Magic God's Soul, Summoner

HP 85% MP 135% SP 80%
Attack 90% Defense 90% Magic 135%
Willpower 130% Agility 115% Dexterity 120%
  • Weapons: Daggers, Rapiers, Magic Swords, Scythes, Rods, Grimoires
  • Skills: Summoning
  • Abilities: Equip Magic Hats, Magic Mastery

Cosmic Taoist

Prerequisites: Magic God's Soul, Taoist

HP 110% MP 125% SP 100%
Attack 110% Defense 110% Magic 125%
Willpower 125% Agility 115% Dexterity 125%
  • Weapons: Daggers, Scythes, Magic Swords, Rods, Fans
  • Skills: Taoism
  • Abilities: Equip Magic Hats, Magic Mastery

Holy Mage

Prerequisites: Magic God's Soul, White Mage

HP 100% MP 120% SP 100%
Attack 100% Defense 100% Magic 120%
Willpower 130% Agility 110% Dexterity 115%
  • Weapons: Clubs, Whips, Staves, Grimoires
  • Skills: White Magic, Holy
  • Abilities: Equip Magic Hats, Magic Mastery

Cosmic Magus

Prerequisites: ???, Black Mage, Time Mage, Summoner, White Mage, Sage

HP 100% MP 100% SP 100%
Attack 100% Defense 100% Magic 100%
Willpower 100% Agility 100% Dexterity 100%
  • Weapons:
  • Skills:
  • Abilities:

Holy Archer

Prerequisites: Hunter God's Soul, Bowmaster

HP 110% MP 95% SP 110%
Attack 125% Defense 105% Magic 100%
Willpower 105% Agility 130% Dexterity 130%
  • Weapons: Daggers, Scythes, Bows, Whips, Boomerangs
  • Skills: Scythe, Bow, Whip, Throwing
  • Abilities: Super Forest Booster, Slayer Booster, Bow Mastery

Shadow Hunter

Prerequisites: Hunter God's Soul, Bowmaster

HP 110% MP 95% SP 110%
Attack 125% Defense 105% Magic 100%
Willpower 105% Agility 130% Dexterity 130%
  • Weapons: Daggers, Scythes, Bows, Whips, Boomerangs
  • Skills: Scythe, Bow, Whip, Throwing
  • Abilities: Super Forest Booster, Slayer Booster, Bow Mastery

God's Eye

Prerequisites: Hunter God's Soul, Gunner

HP 100% MP 90% SP 100%
Attack 95% Defense 100% Magic 95%
Willpower 100% Agility 120% Dexterity 135%
  • Weapons: Guns
  • Skills: Gun
  • Abilities: Slayer Booster, Gun Mastery

Devil's Eye

Prerequisites: Hunter God's Soul, Gunner

HP 100% MP 90% SP 100%
Attack 95% Defense 100% Magic 95%
Willpower 100% Agility 120% Dexterity 135%
  • Weapons: Guns
  • Skills: Gun
  • Abilities: Slayer Booster, Dual Wield

Dragon Tamer

Prerequisites: Hunter God's Soul, Monster Tamer

HP 120% MP 95% SP 110%
Attack 125% Defense 110% Magic 95%
Willpower 110% Agility 125% Dexterity 125%
  • Weapons: Daggers, Scythes, Whips, Boomerangs
  • Skills: Scythes, Whips
  • Abilities: Companion Join Rate X2, Slayer Booster, Whip Mastery

Devil Summoner

Prerequisites: Hunter God's Soul, Monster Tamer

HP 120% MP 95% SP 110%
Attack 125% Defense 110% Magic 95%
Willpower 110% Agility 125% Dexterity 125%
  • Weapons: Daggers, Scythes, Whips, Boomerangs
  • Skills: Scythes, Whips
  • Abilities: Companion Join Rate X2, Slayer Booster, Dual Wield

Trickster

Prerequisites: Swift God's Soul, Master Thief

HP 100% MP 95% SP 100%
Attack 95% Defense 95% Magic 95%
Willpower 95% Agility 130% Dexterity 130%
  • Weapons: Daggers, Scythes, Whips, Boomerangs
  • Skills: Dagger, Throwing, Thievery
  • Abilities: Treasure Hunt 3, Negate Surprise Attacks, Pre-Emptive Attack Up, Dagger Mastery

Master Shinobi

Prerequisites: Swift God's Soul, Ninja

HP 100% MP 90% SP 100%
Attack 120% Defense 95% Magic 90%
Willpower 95% Agility 130% Dexterity 130%
  • Weapons: Daggers, Ninja Katanas, Scythes
  • Skills: Ninjutsu
  • Abilities: Dual Wield, Equip Gi

Erotic Kunoichi

Prerequisites: Lewd God's Soul, Ninja

HP 95% MP 90% SP 100%
Attack 115% Defense 90% Magic 90%
Willpower 120% Agility 130% Dexterity 130%
  • Weapons: Daggers, Ninja Katanas, Scythes, Sex Toys
  • Skills: Ninjutsu, Sexcraft
  • Abilities: Dual Wield, Common Attacks Inflict Sensitivity 5%, Common Attacks Inflict Ecstasy 5%, Common Attacks Inflict Temptation 5%, Common Attacks Inflict Incontinence 5%, Equip Gi

Pirate King

Prerequisites: Proof of the Pirate King, Pirate

HP 140% MP 90% SP 130%
Attack 135% Defense 130% Magic 95%
Willpower 120% Agility 110% Dexterity 95%
  • Weapons: Daggers, Swords, Great Swords, Axes, Clubs, Flails, Guns
  • Skills: Sword, Gun, Pirate
  • Abilities: SP 1/2, Super Ocean Booster, Dual Wield

Admiral

Prerequisites: Proof of the Pirate King, Marine

HP 140% MP 90% SP 130%
Attack 135% Defense 130% Magic 95%
Willpower 120% Agility 110% Dexterity 95%
  • Weapons: Daggers, Swords, Great Swords, Spears, Heavy Spears, Bows, Guns
  • Skills: Sword, Gun, Pirate
  • Abilities: Begin Battle with Large SP Boost, Super Ocean Booster, Sword Mastery, Gun Mastery

Invisible hand of God

Prerequisites: Underworld License, Black Marketeer

HP 130% MP 90% SP 110%
Attack 95% Defense 120% Magic 90%
Willpower 100% Agility 100% Dexterity 125%
  • Weapons: Daggers, Scythes, Boomerangs, Abaci
  • Skills: Throwing, Mercantile, Item User
  • Abilities: Gold Rate X3, Medicine Lore 1, Abaci Mastery

Item Master

Prerequisites: Underworld License, Item User

HP 120% MP 110% SP 110%
Attack 95% Defense 110% Magic 110%
Willpower 110% Agility 125% Dexterity 130%
  • Weapons: Daggers, Boomerangs, Abaci
  • Skills: Throwing, Mercantile, Item User
  • Abilities: Gold rate X3, Medicine Lore 3, Boomerang Mastery

Ranger

Prerequisites: Hunter God's Soul, Adventurer

HP 135% MP 90% SP 130%
Attack 110% Defense 120% Magic 95%
Willpower 115% Agility 130% Dexterity 135%
  • Weapons: Daggers, Ninja Katanas, Scythes, Bows, Boomerangs
  • Skills: Dagger, Throwing, Thievery, Ninjutsu, Pirate, Item User
  • Abilities: Negate Environmental Damage, Super Desert Booster, Super Cave Booster, Boomerang Mastery

Dark Gambler

Prerequisites: Underworld License, Gambler

HP 110% MP 100% SP 110%
Attack 100% Defense 110% Magic 100%
Willpower 100% Agility 120% Dexterity 130%
  • Weapons: Daggers, Staves, Rods, Cards
  • Skills: Oracle
  • Abilities: Item Drop X3, Card Mastery

Card Summoner

Prerequisites: Underworld License, Card Battler

HP 95% MP 120% SP 110%
Attack 90% Defense 95% Magic 125%
Willpower 120% Agility 120% Dexterity 125%
  • Weapons: Daggers, Staves, Rods, Cards
  • Skills: Oracle
  • Abilities: Card Mastery

Godfather

Prerequisites: Underworld License, Master Thief, Black Marketeer, Gambler

HP 130% MP 85% SP 130%
Attack 120% Defense 120% Magic 95%
Willpower 120% Agility 115% Dexterity 135%
  • Weapons: Daggers, Fists, Guns
  • Skills: Gun, Mercantile, Fist
  • Abilities: Counter 50%, Dual Wield

War Miko

Prerequisites: Star Spirit, Dancer

HP 100% MP 110% SP 110%
Attack 110% Defense 95% Magic 110%
Willpower 110% Agility 130% Dexterity 130%
  • Weapons: Daggers, Rapiers, Whips, Fans
  • Skills: Fans, Dancing
  • Abilities: Fan Mastery

Divine Songstress

Prerequisites: Star Spirit, Minstrel

HP 95% MP 120% SP 110%
Attack 90% Defense 90% Magic 120%
Willpower 110% Agility 110% Dexterity 130%
  • Weapons: Boomerangs, Harps
  • Skills: Singing
  • Abilities: Harp Mastery

Saintly Prostitute

Prerequisites: Lewd God's Soul, Prostitute

HP 100% MP 100% SP 110%
Attack 90% Defense 100% Magic 100%
Willpower 125% Agility 115% Dexterity 130%
  • Weapons: Whips, Sex Toys
  • Skills: Sex Craft
  • Abilities: Common Attacks Inflict Sensitivity 5%, Common Attacks Inflict Ecstasy 5%, Common Attacks Inflict Incontinence 5%, Sex Toy Mastery

Devilish Prostitute

Prerequisites: Lewd God's Soul, Prostitute

HP 100% MP 100% SP 110%
Attack 90% Defense 100% Magic 100%
Willpower 125% Agility 115% Dexterity 130%
  • Weapons: Whips, Sex Toys
  • Skills: Sex Craft
  • Abilities: Common Attacks Inflict Sensitivity 5%, Common Attacks Inflict Ecstasy 5%, Common Attacks Inflict Temptation 5%, Sex Toy Mastery

Master Scholar

Prerequisites: Scientific Extremes, Magical Scholar

HP 90% MP 100% SP 120%
Attack 95% Defense 100% Magic 125%
Willpower 105% Agility 95% Dexterity 125%
  • Weapons: Rod, Scalpels, Grimoires, Guns
  • Skills: Magic Science, Alchemy Magic Book,
  • Abilities: Magic Mastery

Golden Alchemist

Prerequisites: Scientific Extremes, Alchemist

HP 95% MP 110% SP 100%
Attack 95% Defense 100% Magic 120%
Willpower 110% Agility 100% Dexterity 130%
  • Weapons: Daggers, Staves, Rods, Grimoires
  • Skills: Magic Science, Alchemy, Magic Book
  • Abilities: Magic Mastery

Library Lord

Prerequisites: Scientific Extremes, Magical Librarian.

HP 90% MP 120% SP 90%
Attack 95% Defense 100% Magic 130%
Willpower 110% Agility 100% Dexterity 110%
  • Weapons: Staves, Rods, Grimoires,
  • Skills: Magic Science, Alchemy, Magic Book
  • Abilities: Magic Mastery

Makina Master

Prerequisites: Makina Extremes, Machinist

HP 125% MP 90% SP 130%
Attack 110% Defense 125% Magic 85%
Willpower 110% Agility 95% Dexterity 130%
  • Weapons: Daggers, Clubs, Guns
  • Skills: Makina
  • Abilities: Gun Mastery

Necromaster

Prerequisites: Dark Arts Grimoire, Necromancer

HP 120% MP 110% SP 110%
Attack 110% Defense 110% Magic 120%
Willpower 120% Agility 120% Dexterity 120%
  • Weapons: Scythes, Rods, Whips, Scalpels, Grimoires
  • Skills: Scythe, Summoning, Medicine, Corpse
  • Abilities: Equip Magic Hats, Magic Mastery

Master Shaman

Prerequisites: Dark Arts Grimoire, Medium

HP 110% MP 130% SP 110%
Attack 100% Defense 100% Magic 130%
Willpower 130% Agility 120% Dexterity 120%
  • Weapons: Scythes, Staves, Rods, Grimoires
  • Skills: Scythe, Black Magic, Summoning, Corpse
  • Abilities: Equip Magic Hats, Magic Mastery

Puppet Master

Prerequisites: Dark Arts Grimoire, Puppeteer

HP 110% MP 110% SP 120%
Attack 100% Defense 100% Magic 115%
Willpower 120% Agility 130% Dexterity 135%
  • Weapons: Scythes, Rods, Grimoires, Guns
  • Skills: Scythe, Summoning, Makina, Artificial
  • Abilities: Equip Magic Hats, Magic Mastery

God of Speech

Prerequisites: Worker God's Soul, Smooth Talker

HP 95% MP 100% SP 110%
Attack 95% Defense 100% Magic 95%
Willpower 100% Agility 125% Dexterity 125%
  • Weapons: Daggers, Rapiers, Boomerangs, Guns
  • Skills: Throwing, Talking
  • Abilities: Boomerang Mastery

Flavor Emperor

Prerequisites: Worker God's Soul, Three Star Chef

HP 120% MP 90% SP 110%
Attack 105% Defense 110% Magic 90%
Willpower 120% Agility 110% Dexterity 120%
  • Weapons: Daggers, Scythes, Kitchen Knives
  • Skills: Dagger, Cooking
  • Abilities: Kitchen Knife Mastery

Godly Doctor

Prerequisites: Worker God's Soul, Doctor

HP 95% MP 100% SP 110%
Attack 95% Defense 95% Magic 105%
Willpower 120% Agility 125% Dexterity 130%
  • Weapons: Staves, Scalpels
  • Skills: Dagger, Medicine
  • Abilities: Scalpel Mastery

Grandmaster Maid

Prerequisites: Worker God's Soul, Master Maid

HP 105% MP 110% SP 115%
Attack 105% Defense 110% Magic 115%
Willpower 110% Agility 130% Dexterity 130%
  • Weapons: Fans, Whips, Plates, Sex Toys
  • Skills: Whips, Service
  • Abilities: Plate Mastery

Magus King

Prerequisites: ???, Sage, King

HP 120% MP 135% SP 110%
Attack 120% Defense 110% Magic 135%
Willpower 130% Agility 120% Dexterity 130%
  • Weapons: Daggers, Magic Swords, Staves, Rods, Grimoires
  • Skills: White Magic, Black Magic, Time Magic, Summoning, Magic Science, Alchemy, Magic Book, Ruling
  • Abilities: Regen MP 4%, Equip Magic Hats, Magic Mastery

Goddess' Apostle

Prerequisites: ???, Hero

HP 100% MP 100% SP 100%
Attack 100% Defense 100% Magic 100%
Willpower 100% Agility 100% Dexterity 100%
  • Weapons:
  • Skills:
  • Abilities:

Corrupted Hero

Prerequisites: ???, Hero

HP 100% MP 100% SP 100%
Attack 100% Defense 100% Magic 100%
Willpower 100% Agility 100% Dexterity 100%
  • Weapons:
  • Skills:
  • Abilities:

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