Paradox/Intermediate Jobs

Intermediate Jobs are the second tier of jobs available in Monster Girl Quest! Paradox RPG. They 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 Slayer
 * 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, Reduces 50% of incoming damage while Guarding.
 * 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: Critical Auto Barrier - Defense Ability, While failing bellow 20% HP, halve magical damage taken for 4 rounds.
 * 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: +

Dragoon
Prerequisites: Warrior

Spear-wielding aerodynamic knight who leaps to the 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 Slayer
 * lvl 4: Lancet - Spear Skill (Physical 120% Att+Agi), Target: Foe, Effect: HP/SP Drain 25%
 * lvl 5: Harpy Slayer - Combat Ability
 * lvl 6: Blazing 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

An honorable swordsman who hails from the East and wields an unique sword: The Katana. A Samurai boasts unparalleled power, wielding an impressive display of Katana skills. Despite their low defense, the Samurai excel in attack power. Armed with powerful Katana skills, a Samurai is even capable of striking all enemies at once.


 * Weapons: Katana
 * Armors: None
 * Skills: Katana
 * Passive: Crit + 20%, Eva + 15%

Learned Skills and Abilities
 * lvl 2: Mineuchi - Katana Skill (Physical 156% Att+Dex), Target: Foe, Effect: Paralysis (75%)
 * lvl 3: Butcher's Will - Katana Skill, Target: User, Effect: Attack/Dexterity Up, Defense Down
 * lvl 4: Three Step Decapitation - Katana Skill (Physical 144%*3 Att+Dex), Target: Foe
 * lvl 5: Critical Auto Guard - Defense Ability (When dropping below 20% HP, halve physical damage taken for 4 rounds)
 * lvl 6: Iainuki - Katana Skill (264% Att+Dex), Target: All Foes
 * lvl 7: Clear Mind - Katana Skill, Target: User, Effect: Null All Elements (For 3 Turns)
 * lvl 8: Fang - Katana Skill (Physical 408% Att+Dex), Target: Foe
 * lvl 9: Katana Booster 15% - Combat Ability
 * lvl 10: Iai:Flame - Katana Skill - (Fire 564% Att+Dex), Target: Foe, Effect: Burn (75%)

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 Skill, Target: User, Effect: Berserk (+50% Att, 30% SP Regen, go berserk until end of battle.)
 * 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 6 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 martal 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 4 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 or Att), 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 +10% - 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%) (-90% Agility, -30% Hit Rate, -50% Eva/Mag Eva)
 * 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 (+70% Agility, +100% Hit Rate, +50% Eva/Mag Eva)
 * 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 (Galactic 660% Mag), Target: Foe

Summoner
Prerequisites: Summoner's Contract, Magician

Magician capable of calling forth magical beasts that attack or heal. Much stronger than bog-standard spells and has the MP cost to match, making it fitting for decisive blows but infeasible 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

Unique magician hailing from Yamatai. 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 7: Resist Earth 75% - Defense 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 abilities.


 * 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, Causes White Magic to use Magic in place of Willpower.
 * 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

A bringer of justice with a pure heart who transforms into a Magical Girl. Although unreliable under normal circumstances, Magical Girls can wield powerful offensive and supportive magic after transforming. The transformation time is limited, but ideal for short-term battles.


 * Weapons: Daggers, Magic Swords, Scythes, Staves, Rods, Bows, Grimoires, Guns
 * Armors: Robe, Magic Hat
 * Skills: White Magic, Black Magic
 * Passive: Regen MP 1%

Learned Skills and Abilities
 * lvl 2: Magical Change - Special Skill, Target: User, Effect: Transform (For 5 Turns)
 * lvl 3: Magical Star - Justice Skill (No Element 660% Mag), Target: Foe
 * lvl 4: Resist Fire 75% - Defense Ability
 * lvl 5: Magical Heal - Justice Skill (150% Will), Target: All Allies, Effect: HP Recovery
 * lvl 6: Resist Ice 75% - Defense Ability
 * lvl 7: Magical Aura - Justice Skill (No Element 660% Mag), Target: All Foes
 * lvl 8: Resist Lightning 75% - Defense Ability
 * lvl 9: MP Regen 2% - Special Ability
 * lvl 10: Law of Cycles - Justice Skill, Target: User, Effect: Auto Revive

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 Slayer
 * lvl 6: Forest Strength - Special Ability
 * lvl 7: Flower Hunt - Bow Skill (Physical 228% Att+Dex), Target: Foe, Effect: Plant Slayer
 * 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 Slayer
 * lvl 5: Succubus Slayer Bullet - Gun Skill (Physical 380% Dex), Target: Foe, Effect: Succubus Slayer
 * 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: Buckshot - 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

Expert Thief with enhanced thievery prowess. They can even steal HP and unlock green chests. More Dagger 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, Can unlock blue and green chests.
 * 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: Doppelganger - 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

A proud ocean warrior who respects freedom. Pirates have excellent melee and Gun capabilities, with a high tolerance for elemental damage and status ailments. Their passionate fighting spirit enables the Pirates to reduce the SP cost of their combat skills. Armed with a plethora of offensive skills, Pirates are best suited for the front lines.


 * Weapons: Dagger, Sword, Great Sword, Axe, Club, Flail, Gun
 * Armors: None
 * Skills: Sword, Gun, Piracy
 * Passive: Crit + 10%,SP Cost 75%, Sea Strength

Learned Skills and Abilities
 * lvl 2: Hack and Slash - Piracy (Physical 300% *3 ^ of Att,Dex,Agi), Target: Foe, Effect: Physical Counter 50%, 120% Hit
 * lvl 3: Resist Water 50% - Defense Skill
 * lvl 3: Resist Sleep - Defense Skill
 * lvl 4: Mermaid Hunt - Piracy (Physical 580% ^ of Att,Dex,Agi), Target: Foe, Effect: Mermaid Slayer, Physical Counter 50%, 120% Hit
 * lvl 5: Mermaid Slayer - Combat Ability
 * lvl 5: Sea Strength - Special Ability
 * lvl 6: Plunder - Piracy (Physical 480% ^ of Att,Dex,Agi), Target: Foe, Effect: Steal, Physical Counter 50%, 120% Hit
 * lvl 7: Support Bombardment - Piracy Skill (260% ^ of Att, Dex, Agi), Target: 4 Random Foes, Effect: Burn (10%), Support Bombardment, 120% Hit
 * lvl 8: Calm Fist - Piracy (Wind 660% ^ of Att,Dex,Agi), Target: Foe, Effect: Physical Counter 50%, 120% Hit
 * lvl 9: SP Cost 75% - Job Ability
 * lvl 10: Bloodbath - Piracy (Physical 300% ^ of Att,Dex,Agi), Target: 3 Random Foes, Effect: Physical Counter 50%, 120% Hit

Royal Guard
Prerequisites: Warrior, Guard

Senior Guard 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

A trained soldier of the sea who defends order and carries out justice. More robust than normal soldiers, the Marine is well suited for combat in harsh environments. Empowered by their fiery fighting spirit, Marines start the battle with more SP than normal. With additional strength in battles on the Sea, the Marine is a reliable offensive role.


 * Weapons: Daggers, Swords, Spears, Heavy Spears, Great Swords, Bows, Guns
 * Skills: Swords, Guns, Piracy
 * Abilities: Battle Start 75% SP, Ocean Strength

Learned Skills and Abilities
 * lvl 2: Splitting Waterfall - Piracy Skill (Water 580% ^ of Att, Dex, aAgi), Target: Foe, Effect Physical Counter 50%, 120% hit
 * lvl 3: Resist Water 50% - Defense ability, Resist Confusion - Defense Ability
 * lvl 4: Ocean Slayer - Piracy Skill (580% ^ of Att, Dex, Agi), target: Foe, Sea-Dweller Slayer, Physical Counter 50%, 120% Hit
 * lvl 5: Sea Strength - Special Ability
 * lvl 6: Sea-Dweller Slayer - Combat Ability
 * lvl 7: Support Bombardment - Piracy Skill (260% ^ of Att, Dex, Agi), Target: 4 Random Foes, Effect: Burn (10%), Support Bombardment, 120% Hit
 * lvl 8: Aqua Rend - Piracy Skill (Water 660% ^ of Att, Dex, Agi), Target: Foe, Effect: Physical Counter 50%, 120% Hit
 * lvl 9: Battle Start SP Up - Special Ability
 * lvl 10: Marine Dance - Pirate Skill (260%*4 ^ of Att, Dex, Agi), Target: Foe, Effect: Physical Counter 50%, 120% Hit

Hero of Justice
Prerequisites: Pointless License to Defend Justice, 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, +25% to all stats for each missing or defeated party member.
 * 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, +50% to all stats while bellow 20% HP.
 * 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 Special (User Level*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: Eye Drops - 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: Eye Drops - 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: Eye Drops - 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, User's healing items restore 100% more HP/MP/SP when used in combat.
 * 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, User can only use Oracle skills, but they execute twice.

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, Become targeted twice as often by foes.
 * 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, Become targeted half as often by foes.
 * 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 job 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 encouraged 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 10% - 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 10% - 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

Scholar 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 Slayer
 * lvl 10: Silent Spring - Magic Science (Bio 700% ^ of Mag, Dex), Target: All Foes, Effect: Poison/Blind/Silence (50%)

Alchemist (Part 1)
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

Alchemist (Part 2+)
Prerequisites: Scholar

A scholar who has explored the ability to create items out of thin air by refining objects into mysterious alchemical tools. Items created by the Alchemist's skills are immediately used upon creation and they perform well as an offensive spellcaster with stats similar to that of a mage.


 * Weapons: Daggers, Staves, Rods, Grimoires
 * Armors: None
 * Skills: Magic Science, Alchemy, Grimoire
 * Passive: Turn End Reagent, Auto Collect 50%

Learned Skills and Abilities
 * lvl 2: Potion - Alchemy, Target: Ally, Effect: 50% HP Recovery
 * lvl 2: Hero's Victory Cry - Alchemy, Target: All Allies, Effect: All Stats Up
 * lvl 2: Crash Drum - Alchemy Target: All Allies, Effect: 100% Crit Chance + 200% Accuracy 6 Turns
 * lvl 2: Planet Light - Alchemy Target: All Allies, Effect: 500% XP/Job XP/Gold
 * lvl 3: Yggdrasil Branch - Alchemy, Target: All Allies, Effect: Revive (100% HP)
 * lvl 3: Fire Sword - Alchemy, Target: All Allies, Effect: Imbue Fire
 * lvl 3: Ice Sword - Alchemy, Target: All Allies, Effect: Imbue Ice
 * lvl 3: Earth Sword - Alchemy, Target: All Allies, Effect: Imbue Earth
 * lvl 4: Ether - Alchemy, Target: Ally, Effect: 33% MP Recovery
 * lvl 4: Lightning Sword - Alchemy, Target: All Allies, Effect: Imbue Lightning
 * lvl 4: Wind Sword - Alchemy, Target: All Allies, Effect: Imbue Wind
 * lvl 4: Water Sword - Alchemy, Target: All Allies, Effect: Imbue Water
 * lvl 5: Grand Potion - Alchemy, Target: Ally, Effect: 100% HP Recovery
 * lvl 5: Boost - Alchemy, Target: Ally, Effect: 100% SP Recovery
 * lvl 5: Guardian Angel Helmet - Alchemy, Target: All Allies, Effect: Death/Ascension/Climax Immunity 10 Turns
 * lvl 5: White Sun - Alchemy Target: All Allies, Effect: Physical Absorb 4 Turns
 * lvl 5: Creation Buster - Alchemy (No Element 2400% ^ of Mag, Dex), Target: All Foes, Doll/Chimera Slayer, Auto Hit, No Crit
 * lvl 6: Grand Ether - Alchemy, Target: Ally, Effect: 100% MP Recovery
 * lvl 6: Holy Sword - Alchemy, Target: All Allies, Effect: Imbue Holy
 * lvl 6: Dark Sword - Alchemy, Target: All Allies, Effect: Imbue Dark
 * lvl 6: Gale Shoes - Alchemy, Target: All Allies, Effect: Evade + 75%
 * lvl 7: Last Potion - Alchemy, Target: All Allies, Effect: 100% HP Recovery
 * lvl 7: Last Boost - Alchemy, Target: Ally, Effect: 100% SP Recovery
 * lvl 7: Wonder Ruby - Alchemy, Target: All Allies, Effect: Magic Evade + 75%
 * lvl 8: Last Ether - Alchemy, Target: All Allies, Effect: 100% MP Recovery
 * lvl 8: Phoenix Soul - Alchemy, Target: All Allies, Effect: Auto Revive
 * lvl 9: Almighty Shower - Alchemy, Target: All Allies, Effect: Cure All Status
 * lvl 9: Security Dress - Alchemy, Target: All Allies, Effect: Status Immunity 10 Turns
 * lvl 9: Smiling Moon - Alchemy Target: All Allies, Effect: Pleasure Absorb 4 Turns
 * lvl 9: Alchemy Material Auto-collection- Special Ability
 * lvl 10: Shine Aura - Alchemy, Target: All Allies, Effect: 30% HP/SP + 8% MP regen for 10 Turns

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 (User gains +50% Magic/Willpower, but -50% Attack/Defense)
 * 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 Slayer
 * lvl 6: Doll Slayer - Combat Ability
 * lvl 7: Trial Punisher - Makina (Physical 580% Dex), Target: All Foes, Effect: Vampire Slayer
 * 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 Slayer, +
 * lvl 7: Equip: Scythe - Combat Ability
 * lvl 8: Vicarious Clara - Summoning, Target: User, Effect: 2 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 Slayer, +
 * 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 Slayer, +
 * 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

A skilled 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, Upon death, user boosts stats of all other allies by +50% and halves their damage taken for 5 turns.
 * 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 divine 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,  Healing items/effects used on you restore 200% more HP/MP/SP.
 * 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 maid that provides service without delay. In addition to keeping allies cozy, maids of this caliber can jump into the fray with secret self-defense techniques. Also obtains an ability that boosts Job XP 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 Decree Sword - Ruling (Fire 1000% Att), Target: All Foes, Effect: +

Pope
Prerequisites: King's Proof, Priest, Noble

Traveling minister 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: Recovery 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, Upon death, user revives and fully heals the party.
 * lvl 9: Experience +100% - Special Ability
 * lvl 10: Rotary Sermon - Ruling, Target: All Foes, (Holy 480% Mag) 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 ashes. 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 Slayer, +
 * lvl 2: Undead Slicer - Heroism (Physical 500% Att), Target: Foe, Effect: Zombie/Ghost Slayer, +
 * lvl 3: SP +20% - Job Ability
 * 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 (Once per battle, revive at 50% HP when defeated)
 * 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

High Psychic
Prerequisites: Esper

An Esper with enhanced psychic power. Due to their extraordinary psychokinesis power, they can overwhelm their enemies without even touching them. Telekinetic attacks negate the opponent's defenses and are impossible to avoid. This job has good compatibility with pleasure attacks and is easy to use with a variety of attribute skills.


 * Weapons: Magic Sword, Rod, Sex Toy
 * Skills: Sword, Black Magic, Sexcraft, Psychic
 * Passive: Mana Regen 2%

Learned Skills and Abilities


 * lvl 2: Psychokinesis - Psychic Skill (Untyped 660% Will), Target: All Foes
 * lvl 3: Agility +20% - Job Ability
 * lvl 3: Willpower +20% - Defense Ability
 * lvl 4: Psycho Heal - Psychic Skill (Magical 200% Will), Target: All Allies. Effect: HP Recovery
 * lvl 5: MP Regen 2% - Magic Ability
 * lvl 6: Psycho Armor - Defense Ability. At the start of battle, create a barrier that blocks two hits.
 * lvl 6: Magic Converter - Magic Ability. User gains +50% Magic/Willpower, but -50% Attack/Defense.
 * lvl 7: Psychic Booster 15% - Magic Ability
 * lvl 8: Concentrate - Special Skill, Target: User, Effect: +350% Magic/Willpower, +200% Hit following turn
 * lvl 9: Typeless Booster 15% - Magic Ability.
 * lvl 9: Skill Use: Psychic - Magic Ability.
 * lvl 10: Psycho Heaven - Psychic Skill (Untyped/Pleasure 180% Will), Target: 4 Random Foes, Effect: Climax 25%

Fencer
Prerequisites: Noble Orb, Noble

A fleet-footed warrior wielding a rapier with ease and whose speed is their greatest weapon. Has a noble spirit that inspires them to battle against the strong. Can automatically recover SP with the use of rapiers, making them able to fight for extended periods. However, they are very vulnerable to attacks and need to fight with utmost caution.


 * Equip: Rapier, Spear
 * Skills: Rapier
 * Passive: Physical Reflect +10%, Boss Slayer 10%

Learned Skills and Abilities


 * lvl 2: Kerav Tria - Rapier Skill (Lightning 144% Att+Agi), Target: 3 Random Foes. Effect: Recover 2 SP
 * lvl 3: SP +20% - Job Ability (Increase Max SP by 20%).
 * lvl 3: Agility +20% - Job Ability (Increase Agility by 20%).
 * lvl 4: Physical Reflect 10% - Defense Ability (Set Physical Reflect rate to 10%).
 * lvl 5: Reflect Damage +50% - Defense Ability (Increases reflected damage to enemies by 50%).
 * lvl 6: Magical Rapier - Combat Ability (Causes Rapier skills to use Magic in place of Attack).
 * lvl 6: Speed Rapier - Combat Ability (Causes Rapier skills to use Agility in place of Attack).
 * lvl 7: Boss Slayer 15% - Combat Ability (Deal +15% damage to Bosses).
 * lvl 8: Sophisticate - Special Skill, Target: Self | Effect: Agility/Dexterity +350%
 * lvl 8: Rapier Booster 15% - Combat Ability (When a Rapier is equipped, deal +15% damage with normal attacks, Rapier skills, and Multiweapon skills).
 * lvl 9: Cross Neue - Rapier Skill (Physical 168%*2 Att+Agi), Target: All Foes
 * lvl 9: Rapier Combo +1 - Job Ability (Increases the hit count of multi-hit Rapier skills by 1).
 * lvl 10: Chain Fleuret - Job Ability (Follows up Rapier skills with Splash Fleuret).

Sorcerer
Prerequisites: Magician, Ayakashi's Talisman

A sorcerer who recreates techniques used by monsters with their own life energy. Some skills used by enemies can be learned by seeing them in battle. Learned skills can be used as sorcery in subsequent battles. Sorcery has a variety of special effects and can be used in many situations.


 * Weapons: Magic Sword, Fist, Scythe, Staff, Rod, Fan
 * Skills: Sorcery
 * Passive: Learning

Learned Skills and Abilities


 * lvl 2: MP +20% - Magic Ability
 * lvl 3: SP +20% - Job Ability
 * lvl 4: MP Regen 1% - Magic Ability
 * lvl 5: SP Regen 5% - Special Ability
 * lvl 6: Magic Reflect 10% - Defense Ability
 * lvl 7: Physical Reflect 10% - Defense Ability
 * lvl 8: Sorcery Booster 15% - Special Ability
 * lvl 9: Special Booster 15% - Special Ability
 * lvl 10: Conditional Damage Booster 50% - Combat Ability (Increases damage dealt from conditional bonuses by 50%.)
 * lvl 10: Skill Use: Sorcery

Shield Knight
Prerequisites: Guard, Captain's Shield

A knight skilled in the use of shields, with excellent defensive abilities. Has the power to reflect or neutralize attacks before striking back. They can not only protect themselves, but also defend and heal their allies. Can also learn a skill to throw their shield at the enemy, but it's not very powerful.


 * Weapons: Daggers, Swords, Knight Swords, Rapiers, Spears, Axes, Scythes
 * Skills: Throwing
 * Abilities: Equip Armor, Heavy Armor, Helmets, Heavy Helmets, Bucklers, Shields, and Heavy Shields, Appeal

Learned Skills and Abilities


 * lvl 2: Shield Bash PG - Defense Ability (Nullify and counter Physical attacks 20% of the time.)
 * lvl 2: Defense +20% - Defense Ability
 * lvl 3: Willpower +20% - Defense Ability
 * lvl 4: Shield Throw - Throwing Skill (Physical 440% Att), Target: All Foes, Effect: +
 * lvl 5: Endure - Defense Ability (Once per battle, if above 30% HP, survive a lethal blow with 1 HP.)
 * lvl 5: Appeal - Special Ability, Become targeted twice as often by foes.
 * lvl 6: Shield Reflect - Throwing Skill, Target: User, Effect: +75% Physical/Magical Reflection, requires 2 shields, lasts three turns.
 * lvl 7: Skill Use: Boomerang - Combat Ability
 * lvl 8: Shield Heal - Throwing Skill (Magical 150% Will), Target: All Allies, Effect: HP Recovery, Requires two shields
 * lvl 9: Defense Converter - Defense Ability (+50% to Defense and Willpower but -50% to Attack and Magic)
 * lvl 10: Diamond Guard - Throwing Skill Target: All Allies, Effect: Nullify Physical Damage, requires 2 shields, lasts three turns