Paradox/Jobs

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 the Iliasville Castle.

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

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.
 * Weapons: Daggers, Swords, Rapiers, Spears, Axes, Clubs Scythes, Flails
 * Skills: Daggers, Swords, Rapiers
 * Abilities: Equip Light Armor

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

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.
 * Weapons: Daggers, Rapiers, Scythes, Rods, Grimoires
 * Skills: Black Magic
 * Abilities: Resist Fire, Ice and Lightning 75%, Equip Robes and Magic Hats

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

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

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.
 * Weapons: Daggers, Sickles, Whips, Boomerangs
 * Skills: Daggers, Throwing, Thievery
 * Abilities: Steal Rate 150%, Preemptive Strike Up, Nullify Ambush

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.
 * Weapons: Daggers, Swords, Rapiers, Spears, Boomerangs
 * Skills: Swords, Spears
 * Abilities: City Boost, Equip Armor, Helmets and Shields

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.
 * Weapons: Daggers, Sickles, Boomerangs, Abacuses
 * Skills: Throwing, Mercantile, EX-Item
 * Abilities: Gold Acquisition 150%, Medicine Lore I

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.
 * Weapons: Daggers, Staves, Rods, Cards
 * Skills: Oracle
 * Abilities: Item Acquisition 150%, Slots Chance 200%

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...
 * Weapons: Fans, Whips, Boomerangs, Sex Toys
 * Skills: Oracle, Dancing, Singing
 * Abilities: 50% Chance to play around instead of following orders

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

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.
 * Weapons: Daggers, Clubs, Gun
 * Skills: Machines
 * Abilities: None

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

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

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

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

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

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.
 * Weapons: Daggers, Rapiers, Bows
 * Skills: Daggers, Rapiers, Ruling
 * Abilities: HP Regen 5%

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.
 * Weapons: Daggers, Swords, Rapiers, Spears, Axes, Clubs, Scythes, Boomerangs
 * Skills: Daggers, Swords, Heroism
 * Abilities: Equip Armor, Helmets and Shields

Unemployed
Unemployed bum with no job. There are no advantages or skills associated with being unemployed. Mastering it does nothing either.
 * Weapons: Daggers
 * Skills: None
 * Abilities: None

Sword Master
Prerequisites: Warrior

An coomplished master of the balde. 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: 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 abilites that aid in banishing the undead to the grave.
 * Weapons: Daggers, Rapiers, Spears, Heavy Spears
 * Skills: Rapiers, Spears, White Magic, Holy
 * Abilities: Equip Armor, Heavy Armor, Helmets, Heavy Helmets, Shields and Heavy Shields

Magiknight
Prerequisites: Warrior, Magician

Specialized fighter trained in sword and magic, the Spellblade style is born. A soldier's strenght 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: 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.
 * Weapons: Rapiers, Spears, Heavy Spears
 * Skills: Rapiers, Spears
 * Abilities: Equip Armor, Heavy Armor, Helmets, Heavy Helmets, Shields and Heavy Shields

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: 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.
 * 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.
 * 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.
 * 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.
 * 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.
 * 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.
 * 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.
 * 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.
 * 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.
 * 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.
 * 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.
 * 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.
 * 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

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

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

Palace Knight
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.
 * 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

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

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

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

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

Machina Master
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

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

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

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

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

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

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

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

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.
 * 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.
 * 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.
 * 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