Paradox/Intermediate Jobs

Intermediate Jobs are for when you've found the Basic Job you like and you want to get stronger. Most of these unlock Advanced Jobs, but some unlock additional 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.


 * Weapons: Daggers, Swords, Knight Swords, Rapiers, Spears, Axes, Scythes
 * Skills: Dagger, Sword, Rapier
 * Abilities: Equip Armor, Heavy Armor, Helmets, Heavy Helmets, Shields, and Heavy Shields

Learned Skills and Abilities
 * lvl 2: Cyclone Blade - Sword Skill (Wind 320% Att), Target: All Foes
 * lvl 3: HP +20% - Combat Ability
 * lvl 4: Dead Crash - Sword Skill (Physical 360% Att), Target: Foe, Effect: Death (50%), +
 * lvl 5: Focused Spirit - Special Skill, Target: User, Effect: Att Up (Triples attack for following turn.)
 * lvl 6: Moonlight Blade - Sword Skill (Physical 440% Att), Target: Foe
 * lvl 7: Equip: Sword - Combat Ability
 * lvl 8: Cursed God Slash - Sword Skill (Physical 940% Att), Target: Foe, Effect: Ignore Def (ignores def, but 50% chance to miss.)
 * lvl 9: Sword Booster 15% - Combat Ability
 * lvl 10: Cross Slash - Sword Skill (Physical 280%*2 Att), Target: Foe, Effect: +

Temple 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.


 * Weapons: Daggers, Rapiers, Spears, Heavy Spears
 * Skills: Rapier, Spear, White Magic, Holy
 * Abilities: Equip Armor, Heavy Armor, Helmets, Heavy Helmets, Shields, and Heavy Shields

Learned Skills and Abilities
 * Lvl 2: Undead Slayer - Spear Skill (Physical 228% Att+Agi), Target: Foe Effect: Zombie/Ghost Killer
 * Lvl 3: Defense +20% - Defense Ability
 * Lvl 4: Holy Spear Guard - Spear Skill, Target: All Allies, Effect: Def Up (Halves physical damage taken for 3 turns)
 * Lvl 5: Holy Shift - Spear Skill (Holy 264% Att+Agi), Target: Foe
 * Lvl 6: Zombie Slayer - Combat Ability
 * Lvl 7: Ghost Slayer - Combat Ability
 * Lvl 8: Holy Spear Prayer - Spear Skill (Magical 150% Will), Target: Ally, Effect: HP Recovery
 * Lvl 9: Great Defense - Defense Ability
 * Lvl 10: Spiral Fire - Spear Skill (Fire 144%*3 Att+Agi), Target: Foe

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.


 * Weapons: Daggers, Swords, Rapiers
 * Skills: Dagger, Sword, Black Magic, Spellblade
 * Abilities: Equip Armor, Helmets and Shields

Learned Skills and Abilities
 * lvl 2: Spellblade Fire - Magic Swords, Target: User, Effect: Fire Strike (for 10 turns)
 * lvl 2: Spellblade Blizzard - Magic Swords, Target: User, Effect: Ice Strike (for 10 turns)
 * lvl 2: Spellblade Thunder - Magic Swords, Target: User, Effect: Lightning Strike (for 10 turns)
 * lvl 3: Auto Barrier - Defense Ability
 * lvl 4: Fire Slash - Sword Skill (Fire 380% Att), Target: Foe, Effect: +
 * lvl 5: Ice Slash - Sword Skill (Ice 380% Att), Target: Foe, Effect: +
 * lvl 6: Lightning Slash - Sword Skill (Lightning 380% Att), Target: Foe, Effect: +
 * lvl 7: Spellblade Poison - Magic Swords, Target: User, Effect: Poison Strike 75%
 * lvl 7: Spellblade Blind - Magic Swords, Target: User, Effect: Blind Strike 75%
 * lvl 7: Spellblade Silence - Magic Swords, Target: User, Effect: Silence Strike 75%
 * lvl 8: Magic Barrier - Magic Swords, Target: All Allies, Effect: Mag Def Up (for 3 turns)
 * lvl 9: Spellblade Drain - Magic Swords, Target: User, Effect: Drain Strike 50% (for 10 turns)
 * lvl 10: Vacuum Slash - Sword Skill (Wind 680% Att), Target: Foe, Effect: +

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.


 * Weapons: Rapiers, Spears, Heavy Spears
 * Skills: Rapier, Spear
 * Abilities: Equip Armor, Heavy Armor, Helmets, Heavy Helmets, Shields and Heavy Shields

Learned Skills and Abilities
 * lvl 2: High Jump - Spear Skill (Physical 228% Att+Agi), Target: Foe, Effect: +
 * lvl 3: Bird Drop - Spear Skill (Physical 192% Att+Agi), Target; Foe, Effect: Harpy Killer
 * lvl 4: Lancet - Spear Skill (Physical 120% Att+Agi), Target: Foe, Effect: HP/SP Drain 25%
 * lvl 5: Harpy Slayer - Combat Ability
 * lvl 6: Fire Spear - Spear Skill (Fire 228% Att+Agi), Target: Foe
 * lvl 7: Highwind - Spear Skill (Wind 228% Att+Agi), Target: Foe
 * lvl 8: Impact Spear - Spear Skill (Physical 228% Att+Agi), Target: All Foes
 * lvl 9: Spear Booster 15% - Combat Ability
 * lvl 10: Wyvern Dance - Spear Skill (Physical 144% Att+Agi), Target: 3 Random Foes, Effect: +

Samurai
Prerequisites: Eastern Book of Secrets, Warrior


 * Weapons: Katanas
 * Skills: Katana
 * Abilities: None

Learned Skills and Abilities
 * lvl 2:
 * lvl 3:
 * lvl 4:
 * lvl 5:
 * lvl 6:
 * lvl 7:
 * lvl 8:
 * lvl 9:
 * lvl 10:

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.


 * Weapons: Great Swords, Axes, Clubs, Flails
 * Skills: Axe, Club, Flail
 * Abilities: Endure, Equip Armor, Heavy Armor, Helmets, Heavy Helmets, Shields and Heavy Shields

Learned Skills and Abilities
 * lvl 2: Club Strike - Club Skill (Physical 480% Att), Target: Foe
 * lvl 3: Snake Spiral - Flail Skill (Physical 380% Att), Target: All Foes
 * lvl 4: Equip: Club - Combat Ability
 * lvl 5: Equip: Flail - Combat Ability
 * lvl 6: Endure - Defense Ability (Once per battle, if above 30% HP, survive a lethal blow with 1 HP.)
 * lvl 7: Club Booster 15% - Combat Ability
 * lvl 8: Flail Booster 15% - Combat Ability
 * lvl 9: Wild Club - Club Skill (Physical 240%*3 Att), Target: Foe
 * lvl 10: Chain Drive - Flail Skill (Physical 240% Att), Target: 3 Random Foes

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.


 * Weapons: Great Swords, Axes, Clubs, Flails
 * Skills: Axe, Club, Flail
 * Abilities: Berserk, SP Regen 30%, Double SP Charge, Equip Armor, Helmets and Shields

Learned Skills and Abilities
 * lvl 2: Volcano Axe - Axe Skill (Fire 440% Att), Target: Foe
 * lvl 3: Attack +20% - Combat Ability
 * lvl 4: Berserker - Special Ability
 * lvl 5: Equip: Axe - Combat Ability
 * lvl 6: Hurricane Swing - Axe Skill (Wind 380% Att), Target: All Foes
 * lvl 7: Berserker - Special Ability
 * lvl 8: Double SP Charge - Special Ability
 * lvl 9: Axe Booster 15% - Combat Ability
 * lvl 10: Berserker Rush - Axe Skill (Physical 240% Att), Target: 3 Random Foes

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.


 * Weapons: Daggers, Swords, Scythes, Rods, Fans
 * Skills: Dagger, Sword, Taoism
 * Abilities: Magic Counter 25%, Resist Wind, Earth and Water 50%, Equip Armor, Helmets, and Shields

Learned Skills and Abilities
 * lvl 2: Wind Soul Slash - Sword Skill (Wind 440% Att), Target: Foe, Effect: Wind Weak (50%), +
 * lvl 3: Earth Soul Slash - Sword Skill (Earth 440% Att), Target: Foe, Effect: Earth Weak (50%), +
 * lvl 4: Water Soul Slash - Sword Skill (Water 440% Att), Target: Foe, Effect: Water Weak (50%), +
 * lvl 5: Wind Booster 15% - Magic Ability
 * lvl 6: Bird Stance - Taoism, Target: User, Effect: 10% SP Regen, Evasion +30% (for 7 turns)
 * lvl 7: Earth Booster 15% - Magic Ability
 * lvl 8: Drain Soul Slash - Sword Skill (Physical 440% Att), Target: Foe, Effect: HP Drain 50%, +
 * lvl 9: Water Booster 15% - Magic Ability
 * lvl 10: Death Slash - Sword Skill (Physical 500% Att), Target: Foe, Effect: Death (50%), +

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.


 * Weapons: Fists, Clubs
 * Skills: Unarmed
 * Abilities: Counter 50%, Equip Gi

Learned Skills and Abilities
 * lvl 2: Chakra - Unarmed Skill, Target: User, Effect: 50% HP Recovery
 * lvl 3: Agility +20% - Job Ability
 * lvl 4: Rakshasa Palm - Unarmed Skill (Physical 240% Att+Agi), Target: Foe
 * lvl 5: Counter +30% - Combat Ability
 * lvl 6: Explosive Fist - Unarmed Skill (Physical 108% Att+Agi), Target: 4 Random Foes
 * lvl 7: Crit Rate +30% - Combat Ability
 * lvl 8: Revival - Unarmed Skill, Target: Ally, Effect: Revive (20% HP)
 * lvl 9: Fist Booster 15% - Combat Ability
 * lvl 10: Electric Kick - Unarmed Skill (Lightning 264% Att+Agi), Target: Foe

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.


 * Weapons: Fists, Clubs
 * Skills: Unarmed, Black Magic
 * Abilities: Magic Counter 25%, Equip Gi

Learned Skills and Abilities
 * lvl 2: Flame Dance Fist - Unarmed Skill (Fire 264% Att+Agi), Target: Foe, Effect: Fire Fist, +
 * lvl 3: Magic Counter +30% - Combat Ability
 * lvl 4: Ice Rebellion Fist - Unarmed Skill (Ice 264% Att+Agi), Target: Foe, Effect: Ice Fist, +
 * lvl 5: Inner Focused Mind - Special Skill, Target: User, Effect: Att/Agi/Crit Up (for 3 turns)
 * lvl 6: Thunder God Fist - Unarmed Skill (Lightning 264% Att+Agi), Target: Foe, Effect: Lightning Fist, +
 * lvl 7: Mana Strike - Combat Ability (Physical 150% [Mag]+100% [Att]), Target: Foe
 * lvl 8: Tri Element Fist - Unarmed Skill, Target: User, Effect: Fire/Ice/Lightning Fist
 * lvl 9: Inner Chakra - Unarmed Skill, Target: User, Effect: 20% MP Recovery
 * lvl 10: Four Spirits Fist - Unarmed Skill, Target: User, Effect: Fire/Wind/Earth/Water Fist, +25% Fire/Wind/Earth/Water Damage.

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.


 * Weapons: Daggers, Fists, Clubs, Staves
 * Skills: Unarmed, White Magic, Holy
 * Abilities: Equip Gi

Learned Skills and Abilities
 * Lvl 2: Saint's Prayer - Holy (Magical 300% Will), Target: All Allies, Effect: HP Recovery
 * Lvl 3: Willpower +20% - Defense Ability
 * Lvl 4: Deva's Palm - Unarmed Skill (Holy 264% Att+Agi), Target: Foe
 * Lvl 5: Saint's Protection - Holy, Target: All Allies, Effect: Def/Mag Def Up (Halve dmg taken for the next 3 turns)
 * Lvl 6: Resist Zombie - Defense Ability
 * Lvl 7: Saint's Recovery - Holy, Target: All Allies, Effect: Cure Status
 * Lvl 8: Resist Ascension - Defense Ability
 * Lvl 9: Saint's Self-Destruction - Holy (Physical 500% Current HP), Target: All Foes
 * Lvl 10: Grand Cross - Holy (Holy 1000% Will), Target: All Foes

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.


 * 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

Learned Skills and Abilities
 * lvl 2: Mixed Arts - Multiweapon (Physical 400%*2 Att), Target: Foe, Effect: +
 * lvl 2: Attack +20% - Combat Ability
 * lvl 3: Defense +20% - Defense Ability
 * lvl 3: Resist Blind - Defense Ability
 * lvl 4: Armed Storm - Multiweapon (Physical 240% Att), Target: 4 Random Foes, Effect: +
 * lvl 5: Counter Damage +50% - Combat Ability
 * lvl 6: Second Shift - Multiweapon, Target: User, Effect: Chaotic Attack
 * lvl 7: Wide Smash - Multiweapon (Physical 660% Att), Target: All Foes, Effect: +
 * lvl 8: Resist Burn - Defense Ability
 * lvl 8: Resist Freeze - Defense Ability
 * lvl 8: Resist Shock - Defense Ability
 * lvl 9: Double Attack - Combat Ability
 * lvl 10: Crazy Time - Multiweapon (Physical 200% Att), Target: 6 Random Foes, Effect: +

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.


 * Weapons: Daggers, Rapiers, Scythes, Rods, Grimoires
 * Skills: Black Magic
 * Abilities: Resist Fire, Ice and Lightning 50%, Equip Robes and Magic Hats

Learned Skills and Abilities
 * lvl 2: Drain - Black Magic (Magical 300% Mag), Target: Foe, Effect: HP Drain 50%
 * lvl 3: Magic +20% - Magic Ability
 * lvl 4: Nullify Silence - Defense Ability
 * lvl 5: Blaze - Black Magic (Fire 600% Mag), Target: Foe
 * lvl 5: Frost - Black Magic (Ice 600% Mag), Target: Foe
 * lvl 5: Spark - Black Magic (Lightning 600% Mag), Target: Foe
 * lvl 6: Confuse - Black Magic, Target: All Foes, Effect: Confusion (75%)
 * lvl 7: Sleep - Black Magic, Target: All Foes, Effect: Sleep (75%)
 * lvl 8: Paralyze - Black Magic, Target: All Foes, Effect: Paralysis (75%)
 * lvl 9: Death - Black Magic, Target: Foe, Effect: Death (75%)
 * lvl 10: Madrain - Black Magic (Magical 20% Mag), Target: Foe, Effect: MP Drain 100%

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.


 * Weapons: Daggers, Rapiers, Scythes, Rods, Grimoires
 * Skills: Time Magic
 * Abilities: Nullify Slow and Stop, Equip Robes and Magic Hats

Learned Skills and Abilities
 * lvl 2: Slow - Time Magic, Target: Foe, Effect: Slow (75%)
 * lvl 3: Warp - Time Magic, Target: Party, Effect: Field Teleport
 * lvl 4: Teleport - Time Magic, Target: Party, Effect: Dungeon Escape
 * lvl 5: Quick - Time Magic, Target: Ally, Effect: Quick
 * lvl 6: Stop - Time Magic, Target: Foe, Effect: Stop (75%)
 * lvl 7: Resist Slow - Defense Ability
 * lvl 8: Gravity - Time Magic (Magical 50% Current HP) Target: Foe
 * lvl 9: Fossil - Time Magic, Target: Foe, Effect: Petrify (75%)
 * lvl 9: Resist Stop - Defense Ability
 * lvl 10: Comet - Time Magic (Magical 660% Mag), Target: Foe

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.


 * Weapons: Daggers, Rapiers, Scythes, Rods, Grimoires
 * Skills: Summoning
 * Abilities: Equip Robes and Magic Hats

Learned Skills and Abilities
 * lvl 2: Goblin - Summoning (Magical 480% Mag), Target: Foe
 * lvl 3: MP +20% - Magic Ability
 * lvl 4: Lamia - Summoning (Magical 660% Mag), Target: All Foes, Effect: Stun (75%)
 * lvl 5: Carbuncle - Summoning, Target: All Allies, Effect: Magic Reflection
 * lvl 6: Scylla - Summoning (Magical 660% Mag), Target: All Foes, Effect: Bind (75%)
 * lvl 7: Lakshmi - Summoning, Target: All Allies, Effect: 100% HP Recovery
 * lvl 8: Dragon - Summoning (Fire 1000% Mag), Target: All Foes
 * lvl 9: Rod Booster - Magic Ability
 * lvl 10: Phoenix - Summoning (Fire 660% Mag), Target: All Foes, Effect: Revive (20% HP)

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.


 * Weapons: Daggers, Scythes, Rods, Fans
 * Skills: Taoism
 * Abilities: Resist Wind, Earth and Water 50%, Equip Robes and Magic Hats

Learned Skills and Abilities
 * lvl 2: Blinding Wind Talisman - Taoism (Wind 500% Mag), Target: All Foes, Effect: Blind (75%)
 * lvl 3: Silent Earth Talisman - Taoism (Earth 500% Mag), Target: All Foes, Effect: Silence (75%)
 * lvl 4: Toxic Water Talisman - Taoism (Water 500% Mag), Target: All Foes, Effect: Poison (75%)
 * lvl 5: Resist Wind 75% - Defense Ability
 * lvl 6: Demi-Human Slayer - Combat Ability
 * lvl 8: Spirit Stance - Taoism, Target: User, Effect: 2% MP Regen/Evasion +30% (for 7 turns)
 * lvl 9: Resist Water 75% - Defense Ability
 * lvl 10: Draining Light Talisman - Taoism (Holy 540% Mag), Target: All Foes, Effect: HP Drain 50%

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.


 * Weapons: Clubs, Whips, Staves, Grimoires
 * Skills: White Magic
 * Abilities: Equip Robes and Magic Hats

Learned Skills and Abilities
 * Lvl 2: Mega Heal - White Magic (Magical 300% Will), Target: Ally, Effect: HP Recovery
 * Lvl 3: Willpower +20% - Defense Ability
 * Lvl 4: Mass Cure - White Magic, Target: All Allies, Effect: Cure Status
 * Lvl 5: Mass Enhance Guard - White Magic, Target: All Allies, Effect: Def Up (Halves Physical Dmg for 4 turns)
 * Lvl 5: Mass Enhance Mind - White Magic, Target: All Allies, Effect: Mag Def Up (Halves Magical Dmg for 4 turns)
 * Lvl 6: Holy Arrow - White Magic (Holy 500% ^ of Mag, Will), Target: Foe
 * Lvl 7: Heaven - White Magic, Effect: Ascension (75%)
 * Lvl 8: Staff Booster 15% - Magic Ability
 * Lvl 9: Mass Heal - White Magic (Magical 150% Will), Target: All Allies, Effect: HP Recovery
 * Lvl 10: Mega Raise - White Magic, Target: Ally, Effect: Revive (100% HP)

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.


 * 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

Learned Skills and Abilities
 * lvl 2: Fire Booster 15% - Magic Ability
 * lvl 2: Ice Booster 15% - Magic Ability
 * lvl 2: Lightning Booster 15% - Magic Ability
 * lvl 3: Fire Tempest - Black Magic (Fire 280% Mag), Target: 4 Random Foes
 * lvl 4: Magic Curtain - White Magic, Target: Ally, Effect: Damage > MP Conversion
 * lvl 5: Blizzard Storm - Black Magic (Ice 280% Mag), Target: 4 Random Foes
 * lvl 6: Cross Heal - Magic Ability
 * lvl 6: Equip: Hat - Defense Ability
 * lvl 7: Thunder Hurricane - Black Magic (Lightning 280% Mag), Target: 4 Random Foes
 * lvl 8: MP Cost 75% - Magic Ability
 * lvl 9: Heal Typhoon - Black Magic (Magical 200% Mag), Target: 4 Random Allies
 * lvl 10: MP Regen 1% - Special Ability

Magical Girl
Prerequisites: Magical Girl's Contract, Magician


 * Weapons: Daggers, Magic Swords, Scythes, Staves, Rods, Bows, Grimoires, Guns
 * Skills: White Magic, Black Magic
 * Abilities: Regen MP 1%, Equip Magic Hats

Learned Skills and Abilities
 * lvl 2:
 * lvl 3:
 * lvl 4:
 * lvl 5:
 * lvl 6:
 * lvl 7:
 * lvl 8:
 * lvl 9:
 * lvl 10:

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.


 * Weapons: Daggers, Sickles, Bows, Whips, Boomerangs
 * Skills: Sickles, Bows, Whips, Throwing
 * Abilities: Forest Boost, Slayer Boost

Learned Skills and Abilities
 * lvl 2: Splash Arrow - Bow Skill (Physical 96%*4 Att+Dex), Target: Foe
 * lvl 3: Hit Rate +10% - Combat Ability
 * lvl 4: Equip: Bow - Combat Ability
 * lvl 5: Insect Hunt - Bow Skill (Physical 228% Att+Dex), Target: Foe, Effect: Insect Killer
 * lvl 6: Forest Strength - Special Ability
 * lvl 7: Flower Hunt - Bow Skill (Physical 228% Att+Dex), Target: Foe, Effect: Plant Killer
 * lvl 8: Insect Slayer - Combat Ability
 * lvl 8: Plant Slayer - Combat Ability
 * lvl 9: Bow Booster 15% - Combat Ability
 * lvl 10: Arrow Rain - Bow Skill (Physical 228% Att+Dex), Target: All Foes

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.


 * Weapons: Guns
 * Skills: Gun
 * Abilities: Slayer Boost 100%, Crit +15%

Learned Skills and Abilities
 * lvl 2: Double Tap - Gun Skill (Physical 180%*2 Dex), Target: Foe, Effect: +
 * lvl 3: Dexterity +20% - Job Ability
 * lvl 4: Spray & Pray - Gun Skill (Physical 320% Dex), Target: All Foes, Effect: +
 * lvl 5: Bird Shot - Gun Skill (Physical 380% Dex), Target: Foe, Effect: Harpy Killer
 * lvl 5: Succubus Slayer Bullet - Gun Skill (Physical 380% Dex), Target: Foe, Effect: Succubus Killer
 * lvl 6: Concentrated Fire - Gun Skill (Physical 160%*4 Dex), Target: Foe, Effect: +
 * lvl 7: Recovery Bullet - Gun Skill (Physical 300% Dex), Target: Ally, Effect: HP Recovery
 * lvl 8: Shotgun - Gun Skill (Physical 380% Dex), Target: Foe, Effect: Stun (75%)
 * lvl 9: Gun Booster 15% - Combat Ability
 * lvl 10: Ricochet - Gun Skill (Physical 460% Dex), Target: Foe, Effect: +

Monster Tamer
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.


 * Weapons: Daggers, Scythes, Whips, Boomerangs
 * Skills: Scythes, Whips
 * Abilities: Recruit Rate 150%, Slayer Boost

Learned Skills and Abilities
 * lvl 2: Numbing Strike - Whip Skill (Physical 228% Att+Dex), Target: Foe, Effect: Paralysis (75%), +
 * lvl 3: Soothe - Special Skill, Target: All Foes, Effect: Stun
 * lvl 4: Binding Whip - Whip Skill (Physical 192% Att+Dex), Target: All Foes, Effect: Bind (75%), +
 * lvl 5: Confusing Whip - Whip Skill (Physical 192% Att+Dex), Target: All Foes, Effect: Confusion (75%), +
 * lvl 6: Loving Whip - Whip Skill (Physical 192% Att+Dex), Target: All Foes, Effect: Seduction (75%), +
 * lvl 7: Monster Servant - Whip Skill, Effect: Random (Call a monster with your whip to attack for you.)
 * lvl 8: Whip Booster 15% - Combat Ability
 * lvl 9: Recruit Rate +100% - Special Ability
 * lvl 10: Snake Tail - Whip Skill (Physical 264% Att+Dex), Target: All Foes, Effect: Paralysis (25%), +

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.


 * Weapons: Daggers, Scythes, Whips, Boomerangs
 * Skills: Daggers, Throwing, Thievery
 * Abilities: Steal Rate 200%, Nullify Ambush, Preemptive Strike Up

Learned Skills and Abilities
 * lvl 2: Mug - Thievery Skill (Normal Attack) Target: Foe, Effect: Steal
 * lvl 3: Evasion +20% - Defense Ability
 * lvl 3: Preemptive Strike Up - Special Ability
 * lvl 4: Trick Knife - Daggers Skill (Physical 228% Att+Dex) Target: Foe, Effect: +
 * lvl 5: Skill Use: Dagger - Combat Ability
 * lvl 6: Steal HP - Thievery Skill (Physical 400% Dex) Target: Foe, Effect: HP Drain 100%
 * lvl 7: Lockpick II - Special Ability
 * lvl 8: Assassin Throw - Daggers Skill (Physical 192% Att+Dex) Target: Foe, Effect: Death (50%), +
 * lvl 9: Dagger Booster 15% - Combat Ability
 * lvl 10: Steal Rate +100% - Special Ability

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.


 * Weapons: Daggers, Ninja Swords, Scythes
 * Skills: Ninjutsu
 * Abilities: Dual-Wield, Equip Gi

Learned Skills and Abilities
 * lvl 2: Fire Veil - Ninjutsu (Fire 290% Att+Dex), Target: All Foes
 * lvl 4: Doppleganger - Ninjutsu, Target: User, Effect: Evasion +50%
 * lvl 5: Water Veil - Ninjutsu (Water 290% Att+Dex), Target: All Foes
 * lvl 6: Resist Wind 50% - Defense Ability
 * lvl 7: Smoke Screen - Ninjutsu, Target: All Allies, Effect: Flee Battle
 * lvl 8: Equip: Ninja Sword - Combat Ability
 * lvl 9: Ninja Sword Booster 15% - Combat Ability
 * lvl 10: Lightning Veil - Ninjutsu (Lightning 290% Att+Dex), Target: All Foes

Pirate
Prerequisites: Oceanic Business Permit, Thief


 * Weapons: Daggers, Swords, Great Swords, Axes, Clubs, Flails, Guns
 * Skills: Swords, Guns, Pirate
 * Abilities: SP Cost 3/4, Ocean Strength

Learned Skills and Abilities
 * lvl 2:
 * lvl 3:
 * lvl 4:
 * lvl 5:
 * lvl 6:
 * lvl 7:
 * lvl 8:
 * lvl 9:
 * lvl 10:

Royal Guard
Prerequisites: Warrior, Guard

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.


 * Weapons: Daggers, Swords, Knight Swords, Rapiers, Spears, Heavy Spears, Boomerangs
 * Skills: Daggers, Swords, Rapiers, Spears
 * Abilities: Town Strength, Equip Armor, Heavy Armor, Helmets, Heavy Helmets, Shields and Heavy Shields

Learned Skills and Abilities
 * lvl 2: Armor Impact - Special Skill (Physical 440% Att), Target: All Foes, Effect: Def Down (for 6 turns)
 * lvl 3: SP +20% - Job Ability
 * lvl 4: Mind Impact - Special Skill (Physical 440% Att), Target: All Foes, Effect: Will Down (for 6 turns)
 * lvl 5: Speed Impact - Special Skill (Physical 440% Att), Target: All Foes, Effect: Agi Down (for 5 turns)
 * lvl 6: Town Strength - Special Ability
 * lvl 7: Technique Impact - Special Skill (Physical 440% Att), Target: All Foes, Effect: Dex Down (for 5 turns)
 * lvl 8: Magic Impact - Special Skill (Physical 440% Att), Target: All Foes, Effect: Mag Down (for 5 turns)
 * lvl 9: Equip: Helm - Defense Ability
 * lvl 10: Power Impact - Special Skill (Physical 440% Att), Target: All Foes, Effect: Att Down (for 5 turns)

Marine
Prerequisites: Oceanic Business Permit, Guard


 * Weapons: Daggers, Swords, Spears, Heavy Spears, Great Swords, Bows, Guns
 * Skills: Swords, Guns, Pirate
 * Abilities: Start Battles with more SP, Ocean Strength

Learned Skills and Abilities
 * lvl 2:
 * lvl 3:
 * lvl 4:
 * lvl 5:
 * lvl 6:
 * lvl 7:
 * lvl 8:
 * lvl 9:
 * lvl 10:

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


 * Weapons: Fists
 * Skills: Unarmed, Justice
 * Abilities: Strength in Solitude, Unyielding Fighting Spirit

Learned Skills and Abilities
 * lvl 2: Transform - Special Skill, Target: User, Effect: Transform (for 5 turns)
 * lvl 3: Burning Justice Punch - Justice Skill (Fire 660% Att), Target: Foe
 * lvl 4: Resist Debuff - Defense Ability
 * lvl 5: Freezing Justice Punch - Justice Skill (Ice 300%*3 Att), Target: Foe
 * lvl 6: Strength in Solitude - Combat Ability
 * lvl 7: Shocking Justice Punch - Justice Skill (Lightning 660% Att), Target: Foe
 * lvl 8: Hero Guts - Justice Skill (Magical 300% Will), Target: User, Effect: HP Recovery
 * lvl 9: Unyielding Fighting Spirit - Combat Ability
 * lvl 10: Hero Dance - Justice Skill (Physical 280%*4 Att), Target: Foe

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.


 * Weapons: Daggers, Scythes, Boomerangs, Abacuses
 * Skills: Throwing, Mercantile, EX-Item
 * Abilities: Gold Acquisition 200%, Medicine Lore I

Learned Skills and Abilities
 * lvl 2: Buy High-Quality Herb - Mercantile, Target: Ally, Effect: 300 HP Recovery
 * lvl 3: HP +20% - Combat Ability
 * lvl 4: Super Throw Gold - Mercantile (Coin Toss UserLevel*300), Target: All Foes
 * lvl 4: Buy Lucky Mallet - Mercantile, Target: Ally, Effect: Cure Mini
 * lvl 4: Buy Holy Water - Mercantile, Target: Ally, Effect: Cure Zombie
 * lvl 4: Buy Gold Needle - Mercantile, Target: Ally, Effect: Cure Petrify
 * lvl 5: Equip: Abacus - Job Ability
 * lvl 6: Bribe - Mercantile, Target: Foe, Effect: Flee Battle
 * lvl 6: Buy Boost Drink - Mercantile, Target: Ally, Effect: 50% SP Recovery
 * lvl 6: Buy De-Love Potion - Mercantile, Target: Ally, Effect: Cure Slimed/Horny/Trance/Seduction
 * lvl 7: Abacus Booster 15% - Job Ability
 * lvl 8: Individual Life Insurance - Mercantile, Target: User, Effect: Gain (30*Level) Gold on Death
 * lvl 8: Buy Elven Miracle Drug - Mercantile, Target: Ally, Effect: 100 MP Recovery
 * lvl 9: Acquired Gold +100% - Special Ability
 * lvl 10: Black Market Product Delivery - Mercantile, Target: User, Effect: Item Acquisition
 * lvl 10: Buy Elixir - Mercantile, Target: Ally, Effect: 100% HP/MP Recovery

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.


 * Weapons: Daggers, Boomerangs, Abacuses
 * Skills: Throwing, Mercantile, EX-Item
 * Abilities: Medicine Lore II

Learned Skills and Abilities
 * lvl 2: Distribution: Herb - EX-Item, Target: All Allies, Effect: HP Recovery
 * lvl 2: Dilution: Herb - EX-Item, Target: All Allies, Effect: 10% HP Regen
 * lvl 3: Distribution: Antidote Grass - EX-Item, Target: All Allies, Effect: Cure Poison
 * lvl 3: Distribution: Eyedrops - EX-Item, Target: All Allies, Effect: Cure Blind
 * lvl 3: Distribution: Full Moon Grass - EX-Item, Target: All Allies, Effect: Cure Paralysis
 * lvl 3: Prevention: Antidote Grass - EX-Item, Target: All Allies, Effect: Poison Immunity (for 10 turns)
 * lvl 3: Prevention: Eyedrops - EX-Item, Target: All Allies, Effect: Blind Immunity (for 10 turns)
 * lvl 3: Prevention: Full Moon Grass - EX-Item, Target: All Allies, Effect: Paralysis Immunity (for 10 turns)
 * lvl 3: Reversal: Antidote Grass - EX-Item, Target: All Foes, Effect: Poison (75%)
 * lvl 3: Reversal: Eyedrops - EX-Item, Target: All Foes, Effect: Blind (75%)
 * lvl 3: Reversal: Full Moon Grass - EX-Item, Target: All Foes, Effect: Paralysis (75%)
 * lvl 4: Spiral Edge - Throwing Skill (Physical 190% Att+Dex), Target: All Foes
 * lvl 4: Distribution: Boost Drink - EX-Item, Target: All Allies, Effect: 50% SP Recovery
 * lvl 4: Dilution: Boost Drink - EX-Item, Target: All Allies, Effect: 20% SP Regen
 * lvl 5: Distribution: Echo Grass - EX-Item, Target: All Allies, Effect: Cure Silence
 * lvl 5: Distribution: Restorative - EX-Item, Target: All Allies, Effect: Cure Sleep/Confusion
 * lvl 5: Prevention: Echo Grass - EX-Item, Target: All Allies, Effect: Silence Immunity (for 10 turns)
 * lvl 5: Prevention: Restorative - EX-Item, Target: All Allies, Effect: Sleep/Confusion Immunity (for 10 turns)
 * lvl 5: Reversal: Echo Grass - EX-Item, Target: All Foes, Effect: Silence (75%)
 * lvl 5: Reversal: Restorative - EX-Item, Target: All Foes, Effect: Sleep/Confusion (75%)
 * lvl 6: Distribution: High-Quality Herb - EX-Item, Target: All Allies, Effect: 300 HP Recovery
 * lvl 6: Dilution: High-Quality Herb - EX-Item, Target: All Allies, Effect: 20% HP Regen
 * lvl 7: Distribution: Lucky Mallet - EX-Item, Target: All Allies, Effect: Cure Mini
 * lvl 7: Distribution: Holy Water - EX-Item, Target: All Allies, Effect: Cure Zombie
 * lvl 7: Distribution: Gold Needle - EX-Item, Target: All Allies, Effect: Cure Petrify
 * lvl 7: Prevention: Lucky Mallet - EX-Item, Target: All Allies, Effect: Mini Immunity (for 10 turns)
 * lvl 7: Prevention: Holy Water - EX-Item, Target: All Allies, Effect: Zombie Immunity (for 10 turns)
 * lvl 7: Prevention: Gold Needle - EX-Item, Target: All Allies, Effect: Petrify Immunity (for 10 turns)
 * lvl 7: Reversal: Lucky Mallet - EX-Item, Target: All Foes, Effect: Mini (75%)
 * lvl 7: Reversal: Holy Water - EX-Item, Target: All Foes, Effect: Zombie (75%)
 * lvl 7: Reversal: Gold Needle - EX-Item, Target: All Foes, Effect: Petrify (75%)
 * lvl 8: Distribution: Phoenix Tail - EX-Item, Target: All Allies, Effect: Revive (20% HP)
 * lvl 8: Prevention: Phoenix Tail - EX-Item, Target: All Allies, Effect: Death/Ascension/Climax Immunity (for 10 turns)
 * lvl 8: Reversal: Phoenix Tail - EX-Item, Target: All Foes, Effect: Ascension (75%)
 * lvl 9: Distribution: Miracle Drug - EX-Item, Target: All Allies, Effect: 30 MP Recovery
 * lvl 9: Dilution: Miracle Drug - EX-Item, Target: All Allies, Effect: 2% MP Regen
 * lvl 9: Medicine Lore II - Special ability
 * lvl 10: Endless Use: Fire Stone - EX-Item (Fire 300% Dex), Target: All Foes
 * lvl 10: Endless Use: Ice Stone - EX-Item (Ice 300% Dex), Target: All Foes
 * lvl 10: Endless Use: Thunder Stone - EX-Item (Lightning 300% Dex), Target: All Foes

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.


 * 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 Strength, Cave Strength

Learned Skills and Abilities
 * lvl 2: Deep Breathing - Special Skill, Target: User, Effect: 10% HP/SP Regen (for 6 turns)
 * lvl 3: Desert Strength - Special Ability (+20% to all stats while in the desert.)
 * lvl 3: Cave Strength - Special Ability (+20% to all stats while in a cave.)
 * lvl 4: Shooting Star - Throwing (Physical 840% Att+Dex), Target: Foe, Effect: +
 * lvl 5: Equip: Boomerang - Combat Ability (Allows users to equip Boomerangs.)
 * lvl 6: Self Treatment - Special Skill, Target: User, Effect: Cure Status
 * lvl 7: Resist Instant Death - Defense Ability (Nullify attempts to inflict Instant Death 50% of the time.)
 * lvl 7: Environmental Damage 50% - Special Ability (Halves damage taken while moving in poison swamps/barriers.)
 * lvl 8: Post-Battle Rest - Special Ability (Regen 10% max HP and 2% max MP after each battle.)
 * lvl 9: Boomerang Booster 15% - Combat Ability (With a Boomerang equipped, deal +15% damage with normal attacks and throwing skills.)
 * lvl 10: Geyser - Special Skill (Water 1000% Dex), Target: Foe, Effect: +

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.


 * Weapons: Daggers, Staves, Rods, Cards
 * Skills: Oracle
 * Abilities: Item Drop 200%, Slots Chance 300%

Learned Skills and Abilities
 * lvl 2: Slots - Oracle Skill, Effect: Random
 * lvl 3: Dexterity +20% - Job Ability (Increase Dex by 20%.)
 * lvl 4: Vanishing Card - Oracle Skill (Physical 380% Dex), Target: Foe, Effect: +
 * lvl 5: Equip: Card - Job Ability (Allows user to equip Cards.)
 * lvl 6: Coin Toss - Oracle Skill, Target: User or Random Foe, Effect: Death (100%)
 * lvl 7: Last Slot - Job Ability (User gives the party a high-quality item on death.)
 * lvl 8: Item Slots - Oracle Skill, Effect: Item Acquisition
 * lvl 9: Item Drop +100% - Special Ability (Increase item drop rate of enemies by 100%.)
 * lvl 10: Lucky Hunter - Oracle Skill, Target: User, Effect: 200% XP/Job XP/Gold

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.


 * Weapons: Daggers, Staves, Rods, Cards
 * Skills: Oracle
 * Abilities: None

Learned Skills and Abilities
 * lvl 2: Attack Draw - Oracle Skill, Effect: Random
 * lvl 3: Willpower +20% - Defense Ability
 * lvl 4: Slash Card - Oracle Skill (Physical 380% Dex), Target: Foe, Effect: +
 * lvl 5: Heal Draw - Oracle Skill, Effect: Random
 * lvl 6: Resist Stun - Defense Ability
 * lvl 8: Support Draw - Oracle Skill, Effect: Random
 * lvl 9: Card Booster 15% - Job Ability
 * lvl 10: Dual Soul - Job Ability

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.


 * Weapons: Daggers, Rapiers, Whips, Fans
 * Skills: Fans, Dancing
 * Abilities: None

Learned Skills and Abilities
 * lvl 2: Strange Dance - Dancing (Physical/Magical 10% Mag+Dex), Target: Foe, Effect: MP Drain 100%
 * lvl 2: Encouraging Dance - Dancing, Target: All Allies, Effect: Att/Agi Up (for 3 turns)
 * lvl 3: Evasion +20% - Defense Ability
 * lvl 4: Sexy Dance - Dancing, Target: All Foes, Effect: Horny/Trance (75%)
 * lvl 5: Appeal - Special Ability
 * lvl 6: Vacuum Fan - Fan Skill (Wind 228% Dex+Agi), Target: Foe, Effect: +
 * lvl 7: Equip: Fan - Combat Ability
 * lvl 8: Curse Dance - Dancing, Target: All Foes, Effect: Poison/Blind/Silence (75%)
 * lvl 9: Fan Booster 15% - Combat Ability
 * lvl 10: Death Dance - Dancing, Target: All Foes, Effect: Death (75%)

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.


 * Weapons: Boomerangs, Harps
 * Skills: Singing
 * Abilities: None

Learned Skills and Abilities
 * lvl 2: Song of Life - Singing, Target: All Allies, Effect: 10% HP Regen (for 10 turns)
 * lvl 3: Magic Evasion +20% - Defense Ability
 * lvl 4: Song of Defense - Singing, Target: All Allies, Effect: Def/Mag Def Up (for 3 turns)
 * lvl 5: Hide - Special Ability
 * lvl 6: Song of Energy - Singing, Target: All Allies, Effect: 10% SP Regen (for 10 turns)
 * lvl 7: Equip: Harp - Job Ability
 * lvl 8: Song of Offense - Singing, Target: All Allies, Effect: Att/Mag Up (for 3 turns)
 * lvl 9: Harp Booster 15% - Job Ability
 * lvl 10: Song of Magic - Singing, Target: All Allies, Effect: 2% MP Regen (for 10 turns)

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.


 * Weapons: Whips, Sex Toys
 * Skills: Sexcraft
 * Abilities: Horny Strike 5%, Trance Strike 5%, Resist Horny, Trance, Seduction and Incontinence 50%

Learned Skills and Abilities
 * lvl 2: Hand Job - Sexcraft (Pleasure 580% Dex), Target: Foe, Effect: Horny (50%)
 * lvl 3: Resist Horny - Defense Ability
 * lvl 4: Blow Job - Sexcraft (Pleasure 580% Dex), Target: Foe, Effect: Slimed (50%)
 * lvl 5: Resist Trance - Defense Ability
 * lvl 6: Paizuri - Sexcraft (Pleasure 580% Dex), Target: Foe, Effect: Trance (50%)
 * lvl 7: Horny Strike 10% - Job Ability
 * lvl 8: Trance Strike 10% - Job Ability
 * lvl 9: Sexy Toy Booster 15% - Job Ability
 * lvl 10: Cowgirl - Sexcraft (Pleasure 660% Dex), Target: Foe, Effect: Bind (50%)

Superstar
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.


 * Weapons: Daggers, Rapiers, Whips, Harps, Fans
 * Skills: Fans, Dancing, Singing
 * Abilities: Seduction Strike 20%

Learned Skills and Abilities
 * lvl 2: Sexy Beam - Special Skill (Physical 580% Dex), Target: Foe, Effect: Seduction (75%)
 * lvl 3: Resist Seduction - Defense Ability
 * lvl 4: Dance Success Up - Special Ability
 * lvl 5: Hustle Dance - Dancing (Physical 150% Dex), Target: All Allies, Effect: HP Recovery
 * lvl 6: Song Success Up - Special Ability
 * lvl 7: Sparkle - Singing, Target: All Foes, Effect: Stun/Seduction (75%)
 * lvl 8: Seduction Strike 25% - Job Ability
 * lvl 9: Stage Time - Special Skill, Target: User, Effect: Stage Time (for 4 turns)
 * lvl 10: Pink Typhoon - Special Skill (Physical 580% Dex), Target: All Foes, Effect: Seduction (50%)

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.


 * 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%

Learned Skills and Abilities
 * lvl 2: Goldfinger - Sexcraft (Pleasure 660% Dex), Target: Foe, Effect: Horny/Incontinence (50%)
 * lvl 3: Resist Climax - Defense Ability
 * lvl 3: Resist Incontinence - Defense Ability
 * lvl 4: Entangling Pleasure - Sexcraft (Pleasure 660% Dex), Target: Foe, Effect: Bind (75%)
 * lvl 5: Incontinence Strike 25% - Job Ability
 * lvl 6: Rapid Groin Kick - Sexcraft (Pleasure 660% Dex), Target: Foe, Effect: Paralysis (75%)
 * lvl 7: Resist Pleasure 75% - Defense Ability
 * lvl 8: Defense Against Pleasure - Sexcraft, Target: User, Effect: Resist Pleasure 50%
 * lvl 10: Finisher Grind - Sexcraft (Pleasure 1000% Dex), Target: Foe, Effect: Bind/Climax (50%)

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.


 * Weapons: Rod, Scalpels, Grimoires, Guns
 * Skills: Magic Science, Alchemy, Grimoire
 * Abilities: None

Learned Skills and Abilities
 * lvl 2: Super-Heating Radiation - Magic Science (Fire 600% ^ of Mag, Dex), Target: All Foes
 * lvl 3: Phase Transition - Magic Science (Ice 600% ^ of Mag, Dex), Target: All Foes
 * lvl 4: Vacuum Discharge - Magic Science (Lightning 600% ^ of Mag, Dex), Target: All Foes
 * lvl 5: Resist Sonic 50% - Defense Ability
 * lvl 5: Resist Bio 50% - Defense Ability
 * lvl 6: Chimera Slayer - Combat Ability
 * lvl 7: Super SP Conversion - Magic Science, Target: User, Effect: 50% SP Recovery
 * lvl 8: Super MP Conversion - Magic Science, Target: User, Effect: 50 MP Recovery
 * lvl 9: Design Break - Magic Science (Physical 660% ^ of Mag, Dex), Target: Foe, Effect: Chimera Killer
 * lvl 10: Silent Spring - Magic Science (Bio 700% ^ of Mag, Dex), Target: All Foes, Effect: Poison/Blind/Silence (50%)

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.


 * Weapons: Daggers, Staves, Rods, Grimoires
 * Skills: Magic Science, Alchemy, Grimoire
 * Abilities: None

Learned Skills and Abilities
 * lvl 2: Create: Herb - Alchemy, Target: Ally, Effect: 30 HP Recovery
 * lvl 2: Create: Fire Stone - Alchemy (Fire 300% Dex), Target: All Foes
 * lvl 2: Create: Ice Stone - Alchemy (Ice 300% Dex), Target: All Foes
 * lvl 2: Create: Thunder Stone - Alchemy (Lightning 300% Dex), Target: All Foes
 * lvl 3: Create: Phoenix Tail - Alchemy, Target: Ally, Effect: Revive (20% HP)
 * lvl 3: Create: Antidote Grass - Alchemy, Target: Ally, Effect: Cure Poison
 * lvl 3: Create: Eyedrops - Alchemy, Target: Ally, Effect: Cure Blind
 * lvl 3: Create: Full Moon Grass - Alchemy, Target: Ally, Effect: Cure Paralysis
 * lvl 4: Create: Miracle Drug - Alchemy, Target: Ally, Effect: 30 MP Recovery
 * lvl 4: Create: Echo Grass - Alchemy, Target: Ally, Effect: Cure Silence
 * lvl 4: Create: Restorative - Alchemy, Target: Ally, Effect: Cure Sleep/Confusion
 * lvl 4: Create: Lucky Mallet - Alchemy, Target: Ally, Effect: Cure Mini
 * lvl 5: Create: High-Quality Herb - Alchemy, Target: Ally, Effect: 300 HP Recovery
 * lvl 5: Create: Boost Drink - Alchemy, Target: Ally, Effect: 50% SP Recovery
 * lvl 5: Create: Red Fire Stone - Alchemy (Fire 600% Dex), Target: All Foes
 * lvl 5: Create: Blue Ice Stone - Alchemy (Ice 600% Dex), Target: All Foes
 * lvl 5: Create: Yellow Thunder Stone - Alchemy (Lightning 600% Dex), Target: All Foes
 * lvl 6: Create: Elven Miracle Drug - Alchemy, Target: Ally, Effect: 100 MP Recovery
 * lvl 6: Create: Holy Water - Alchemy, Target: Ally, Effect: Cure Zombie
 * lvl 6: Create: Gold Needle - Alchemy, Target: Ally, Effect: Cure Petrify
 * lvl 6: Create: De-Love Potion - Alchemy, Target: Ally, Effect: Cure Horny/Trance/Seduction/Incontinence
 * lvl 7: Create: Ultimate Herb - Alchemy, Target: Ally, Effect: 5000 HP Recovery
 * lvl 7: Create: Burst Drink - Alchemy, Target: Ally, Effect: 100% SP Recovery
 * lvl 7: Create: Panacea - Alchemy, Target: Ally, Effect: Cure Status
 * lvl 8: Create: Divine Miracle Drug - Alchemy, Target: Ally, Effect: 500 MP Recovery
 * lvl 8: Create: Yggdrasil Leaf - Alchemy, Target: Ally, Effect: Revive (100% HP)
 * lvl 9: Create: Elixir - Alchemy, Target: Ally, Effect: 100% HP/MP Recovery
 * lvl 9: Create: Blazing Red Fire Stone - Alchemy (Fire 900% Dex), Target: All Foes
 * lvl 9: Create: Frigid Blue Ice Stone - Alchemy (Ice 900% Dex), Target: All Foes
 * lvl 9: Create: Electric Yellow Thunder Stone - Alchemy (Lightning 900% Dex), Target: All Foes
 * lvl 10: Create: Last Elixir - Alchemy, Target: All Allies, Effect: 100% HP/MP Recovery

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.


 * Weapons: Staves, Rods, Grimoires
 * Skills: Magic Science, Alchemy, Grimoire
 * Abilities: None

Learned Skills and Abilities
 * lvl 2: Page 4 of Fire - Grimoire (Fire 580% Mag), Target: All Foes
 * lvl 3: Page 8 of Ice - Grimoire (Ice 580% Mag), Target: All Foes
 * lvl 4: Page 16 of Thunder - Grimoire (Lightning 580% Mag), Target: All Foes
 * lvl 5: Magic Converter - Magic Ability
 * lvl 6: Page 12 of Paralysis - Grimoire, Target: All Foes, Effect: Paralysis (75%)
 * lvl 7: Equip: Grimoire - Magic Ability
 * lvl 8: Page 777 of Healing - Grimoire (Magical 300% Will), Target: All Allies, Effect: HP Recovery
 * lvl 9: Grimoire Booster 15% - Magic Ability
 * lvl 10: Page 24 of Obedience - Grimoire, Target: All Foes, Effect: Seduction (75%)

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.


 * Weapons: Daggers, Clubs, Guns
 * Skills: Machines
 * Abilities: None

Learned Skills and Abilities
 * lvl 2: Gatling Gun - Makina (Physical 580% Dex), Target: All Foes
 * lvl 3: Dexterity +20% - Job Ability
 * lvl 4: Vibro Blade - Makina (Physical 300%*3 Dex), Target: Foe
 * lvl 5: Kalina Ann Range - Makina (Physical 580% Dex), Target: All Foes, Effect: Ghost Killer
 * lvl 6: Doll Slayer - Combat Ability
 * lvl 7: Trial Punisher - Makina (Physical 580% Dex), Target: All Foes, Effect: Vampire Killer
 * lvl 8: Electromagnetic Armor - Makina, Target: User, Effect: Nullify 2 Hits
 * lvl 9: Makina Booster 15% - Job Ability
 * lvl 10: Drill - Makina (Physical 760% Dex), Target: Foe, Effect: Ignore Def

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.


 * Weapons: Scythes, Rods, Whips, Scalpels, Grimoires
 * Skills: Scythes, Summoning, Medicine, Corpse
 * Abilities: Equip Robes and Magic Hats

Learned Skills and Abilities
 * lvl 2: Amazon Jane - Summoning (Bio 330% Mag+Dex), Target: Foe, Effect: Poison (50%)
 * lvl 3: Resist Poison - Defense Ability
 * lvl 4: Necro Sherri - Summoning (Fire 290% Mag+Dex), Target: All Foes
 * lvl 5: Zombie Slayer - Combat Ability
 * lvl 6: Zombie Reaping - Scythe Skill (Physical 380% ^ of Att,Mag), Target: All Foes, Effect: Zombie Killer, +
 * lvl 7: Equip: Scythe - Combat Ability
 * lvl 8: Vicarious Clara - Summoning, Target: User, Effect: 3 Layer Deflector
 * lvl 9: Scythe Booster 15% - Combat Ability
 * lvl 10: Dry Elizabeth - Summoning (Pleasure 380% Mag+Dex), Target: Foe

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.


 * Weapons: Scythes, Staves, Rods, Grimoires
 * Skills: Scythes, Black Magic, Summoning, Corpse
 * Abilities: Equip Robes and Magic Hats

Learned Skills and Abilities
 * lvl 2: Bloody Mary - Summoning (Magical 340% Mag), Target: 3 Random Foes
 * lvl 3: Resist Paralysis - Defense Ability
 * lvl 4: Spirit Mage Ellie - Summoning (Ice 580% Mag), Target: All Foes
 * lvl 5: Ghost Slayer - Combat Ability
 * lvl 6: Darkness Seal Formation - Scythe Skill (Physical 440% ^ of Att,Mag), Target: Foe, Effect: Ghost Killer, +
 * lvl 7: Equip: Scythe - Combat Ability
 * lvl 8: Ghost Priest Maria - Summoning (Magical 300% Will), Target: Ally, Effect: HP Recovery
 * lvl 9: Scythe Booster 15% - Combat Ability
 * lvl 10: Horny Anna - Summoning (Pleasure 660% Mag), Target: Foe

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.


 * Weapons: Scythes, Rods, Grimoires, Guns
 * Skills: Scythes, Summoning, Machines, Artificial
 * Abilities: Equip Robes and Magic Hats

Learned Skills and Abilities
 * lvl 2: Poltergeist Doll - Summoning (Physical 300% Dex), Target: 3 Random Foes
 * lvl 3: Resist Petrify - Defense Ability
 * lvl 4: Shout Marta - Summoning (Sonic 580% Dex), Target: All Foes, Effect: Confusion (50%)
 * lvl 5: Doll Slayer - Combat Ability
 * lvl 6: Feint Zapper - Scythe Skill (Physical 440% ^ of Att,Mag), Target: Foe, Effect: Doll Killer, +
 * lvl 7: Equip: Scythe - Combat Ability
 * lvl 8: Love Marta - Summoning (Pleasure 660% Dex), Target: Foe
 * lvl 9: Scythe Booster 15% - Combat Ability
 * lvl 10: Saint Maiden - Summoning (Physical 760% Dex), Target: Foe, Effect: Bind (75%)

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.


 * Weapons: Daggers, Rapiers, Boomerangs, Guns
 * Skills: Throwing, Talk
 * Abilities: None

Learned Skills and Abilities
 * lvl 2: Threaten - Talk Skill, Target: Foe, Effect: Flee Battle, Affinity -3
 * lvl 3: Willpower +20% - Defense Ability
 * lvl 4: Beg for Money - Talk Skill, Target: Foe, Effect: Acquire Gold, Affinity -5
 * lvl 5: Beg for Items - Talk Skill, Target: Foe, Effect: Acquire Item, Affinity -10
 * lvl 6: Ally Invitation - Talk Skill, Target: All Foes, Effect: Recruit Rate Up
 * lvl 7: Will - Job Ability
 * lvl 8: Wind Throw - Throwing (Wind 190% Att+Dex), Target: All Foes
 * lvl 9: Return - Talk Skill, Target: All Foes, Effect: Flee Battle, Affinity -3
 * lvl 10: Word Bomb - Talk Skill (Sonic 1000% Dex), Target: All Foes

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.


 * Weapons: Daggers, Scythes, Kitchen Knives
 * Skills: Daggers, Cooking
 * Abilities: None

Learned Skills and Abiliites
 * lvl 2: Gratin - Cooking (Lightning 380% Dex), Target: Foe
 * lvl 2: Paella - Cooking (Ice 380% Dex), Target: Foe
 * lvl 2: Shrimp Chili - Cooking (Fire 380% Dex), Target: Foe
 * lvl 3: Super Metabolism - Special Ability
 * lvl 4: Takoyaki - Cooking (Wind 380% Dex), Target: Foe
 * lvl 4: Taiyaki - Cooking (Water 380% Dex), Target: Foe
 * lvl 4: Okonomiyaki - Cooking (Earth 380% Dex), Target: Foe
 * lvl 5: Nullify Digestion - Defense Ability
 * lvl 6: Anpan - Cooking (Physical 100% Dex), Target: All Allies, Effect: HP Recovery
 * lvl 6: Chocolate Coronet - Cooking, Target: All Allies, Effect: Dex Up (for 3 turns)
 * lvl 6: Melon Bun - Cooking, Target: All Allies, Effect: Mag Up (for 3 turns)
 * lvl 6: Curry Bun - Cooking, Target: All Allies, Effect: Att Up (for 3 turns)
 * lvl 6: Croquette Bun - Cooking, Target: All Allies, Effect: Double SP Charge (for 5 turns)
 * lvl 7: Equip: Kitchen Knife - Job Ability
 * lvl 8: Meat Bun - Cooking (Fire 440% Dex), Target: All Foes
 * lvl 8: Steamed Bun - Cooking (Ice 440% Dex), Target: All Foes
 * lvl 8: Pizza Bun - Cooking (Lightning 440% Dex), Target: All Foes
 * lvl 9: Kitchen Knife Booster 15% - Job Ability
 * lvl 10: Beef Bowl - Cooking (Physical 440% Dex), Target: All Foes
 * lvl 10: Fried Rice - Cooking (Wind 440% Dex), Target: All Foes
 * lvl 10: Nabe - Cooking (Earth 440% Dex), Target: All Foes
 * lvl 10: Oden - Cooking (Water 440% Dex), Target: All Foes

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.


 * Weapons: Staves, Scalpels
 * Skills: Daggers, Medicine
 * Abilities: None

Learned Skills and Abilities
 * lvl 2: Emergency Surgery - Medicine, Target: Ally, Effect: 100% HP Recovery
 * lvl 3: Dissection - Medicine (Physical 228% Att+Dex), Target: Foe, Effect: +
 * lvl 5: Revival - Medicine, Target: Ally, Effect: Revive (20% HP)
 * lvl 6: Inner Metabolic Activation - Medicine, Target: All Allies, Effect: 20% HP Regen (for 10 turns)
 * lvl 6: Inner Magical Activation - Medicine, Target: All Allies, Effect: 4% MP Regen (for 10 turns)
 * lvl 7: Antibiotic Injection - Medicine, Target: Ally, Effect: Nullify Status Effects (for 10 turns)
 * lvl 8: Shock Resistance Injection - Medicine, Target: Ally, Effect: Nullify Death/Ascension/Climax
 * lvl 9: Scalpel Booster 15% - Job Ability
 * lvl 10: Doping All - Medicine, Target: All Allies, Effect: Max HP Up

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.


 * Weapons: Fans, Whips, Plates, Sex Toys
 * Skills: Whips, Service
 * Abilities: None

Learned Skills and Abilities
 * lvl 2: Special Herbal Tea - Service (Physical 100% Dex), Target: Ally Effect: HP/50% SP Recovery
 * lvl 3: Incontinence Massage - Service (Pleasure 380% Dex), Target: Foe, Effect: Incontinence (50%)
 * lvl 4: Nullify Earth - Defense Ability
 * lvl 5: Maid's Milking - Service (Pleasure 440% Dex), Target: Foe, Effect: Gives Milk
 * lvl 6: Resist Slimed - Defense Ability
 * lvl 7: Swift Cleaning - Service (Physical 380% Dex), Target: All Foes, Effect: Slimed (75%)
 * lvl 8: Equip: Plate - Job Ability
 * lvl 9: Plate Booster 15% - Job Ability
 * lvl 10: Job XP +50% - Special Ability

King
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.


 * 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

Learned Skills and Abilities
 * lvl 2: Sun Slice - Ruling (Fire 660% Att), Target: Foe
 * lvl 3: Nullify Critical - Defense Ability
 * lvl 4: King's Authority - Ruling, Target: User, Effect: All Stats Up
 * lvl 5: Rapier Booster 15% - Combat Ability
 * lvl 6: Divine Kingship - Ruling, Target: User, Effect: 30%/8%/30% HP/MP/SP Regen (for 6 turns)
 * lvl 7: HP Regen 10% - Special Ability
 * lvl 8: King's Army - Ruling (Physical 260% Att), Target: 4 Random Foes
 * lvl 9: Experience +100% - Special Ability
 * lvl 10: Royal Life Sword - Ruling (Fire 1000% Att), Target: All Foes, Effect: +

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.


 * Weapons: Daggers, Magic Swords, Clubs, Staves, Grimoires
 * Skills: White Magic, Holy, Ruling
 * Abilities: Magic Reflect 30%, Resist Holy 75%, Equip Robes and Magic Hats

Learned Skills and Abilities
 * lvl 2: Healing Grace - Ruling (Magical 150% Will), Target: All Allies, Effect: HP, 25% SP Recovery
 * lvl 3: Magic Reflection +30% - Defense Ability
 * lvl 4: Second Coming - Ruling, Target: User, Effect: Auto Revive (100% HP)
 * lvl 5: Heal Booster 15% - Magic Ability
 * lvl 6: 13th Law: Iron Hammer - Ruling (Holy 660% Mag), Target: All Foes
 * lvl 7: Holy Booster 15% - Magic Ability
 * lvl 8: Holy Martyr - Job Ability
 * lvl 9: Experience +100% - Special Ability
 * lvl 10: Rotary Sermon - Ruling, Target: All Foes, Effect: Ascension (100%)

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.


 * 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

Learned Skills and Abilities
 * lvl 2: Demon Slicer - Heroism (Physical 500% Att), Target: Foe, Effect: Yoma/Vampire Killer, +
 * lvl 2: Undead Slicer - Heroism (Physical 500% Att), Target: Foe, Effect: Zombie/Ghost Killer, +
 * lvl 4: Yoma Slayer - Combat Ability
 * lvl 4: Succubus Slayer - Combat Ability
 * lvl 4: Vampire Slayer - Combat Ability
 * lvl 5: Rising Heavenly Inferno Slash - Heroism (Fire 660% Att), Target: Foe
 * lvl 6: Miracle of the Goddess - Defense Ability
 * lvl 7: SP Regen 10% - Special Ability
 * lvl 8: Red Lotus Heavenly Cyclone - Heroism (Fire 600% Att), Target: All Foes
 * lvl 9: Physical Booster 15% - Combat Ability
 * lvl 10: Red Lotus Flame Dance - Heroism (Fire 280% Att), Target: 4 Random Foes