Paradox/Basic Jobs

Basic Jobs are the first ones you'll come across. They are the easiest jobs to level up and need to be mastered if you wish to access Intermediate Jobs.

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


 * Equip: Daggers, Swords, Rapiers, Spears, Axes, Clubs, Scythes, Flails, Armor, Helmets, Shields
 * Skills: Dagger, Sword, Rapier
 * Passive: None

Learned Skills and Abilities
 * Lv2: Double Slash - Sword Skill (Physical 260% Att), Target: Foe, Effect: +15% Hit
 * Lv3: HP +10% - Combat Ability (Increase Max HP by 10%).
 * Lv4: Gale Thrust - Sword Skill (Wind 240% Att), Target: Foe, Effect: +15% Hit, +1000 Speed, +
 * Lv5: Power Charge - Special Skill, Target: User, Effect: +100% Attack following turn
 * Lv6: Shockwave Blade - Sword Skill (Physical 340% Att), Target: Foe, Effect: +15% Hit
 * Lv7: Defense +10% - Defense Ability (Increase Defense by 10%).
 * Lv8: Double-Edged Cut - Sword Skill (Physical 660% Att), Target: Foe, Effect: +15% Hit, 1/3 HP Self Damage
 * Lv9: Attack +10% - Combat Ability (Increase Attack by 10%).
 * Lv10: Falcon Slash - Sword Skill (Physical 240%*2 Att), Target: Foe, Effect: +15% Hit

Martial Artist
A fighter who makes use of their 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 body-strengthening skills.


 * Equip: Fists, Clubs, Gis
 * Skills: Unarmed
 * Passive: Crit +15%, Counter +25%, Eva +20%

Learned Skills and Abilities
 * Lv2: Leg Sweep - Unarmed Skill (Physical 72% Att+Agi) | Target: Foe, Effect: +20% Hit, +1000 Speed, Stun (50%)
 * Lv3: Agility +10% - Job Ability (Increase Agility by 10%).
 * Lv4: Flying Knee Kick - Unarmed Skill (Physical 156% Att+Agi) | Target: Foe, Effect: +20% Hit, +1000 speed, Harpy Slayer
 * Lv5: Counter +10% - Combat Ability (Set counter rate to 10%).
 * Lv6: Roundhouse - Unarmed Skill (Physical 144% Att+Agi) | Target: All Foes, Effect: +20% Hit
 * Lv7: Focused Mind - Special Skill, Target: User | Effect: Att/Agi +25%, Critical Rate +50% for 4 turns
 * Lv7: Steel Body - Special Skill, Target: User | Effect: Defense Up, gain +50% Defense and halve physical damage for 4 turns
 * Lv8: Pressure Point - Unarmed Skill (Physical 120% Att+Agi) | Target: Foe, Effect: +20% HIt, Death (50%)
 * Lv9: Critical Rate +10% - Combat Ability (Set critical rate to 10%).
 * Lv10 Fist Thrust - Unarmed Skill (Physical 216% Att+Agi) | Target: Foe, Effect: +20% Hit, +

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


 * Equip: Daggers, Rapiers, Scythes, Rods, Grimoires, Robes, Magic Hats
 * Skills: Black Magic
 * Passive: None

Learned Skills and Abilities
 * Lv2: Fire - Black Magic (Fire 320% Mag) | Target: Foe
 * Lv2: Blizzard - Black Magic (Ice 320% Mag) | Target: Foe
 * Lv2: Thunder - Black Magic (Lightning 320% Mag) | Target: Foe
 * Lv3: Magic +10% - Magic Ability (Increase Magic by 10%).
 * Lv4: Poison - Black Magic, Target: All Foes, Effect: Poison (75%)
 * Lv5: MP +10% - Magic Ability (Increase Max MP by 10%).
 * Lv6: Blind - Black Magic, Target: All Foes, Effect: Blind (75%)
 * Lv7: Resist Silence - Defense Ability (Nullify attempts to inflict Silence 50% of the time).
 * Lv8: Mega Fire - Black Magic (Fire 400% Mag) | Target: All Foes
 * Lv8: Mega Blizzard - Black Magic (Ice 400% Mag) | Target: All Foes
 * Lv8: Mega Thunder - Black Magic (Lightning 400% Mag) | Target: All Foes
 * Lv9: Silence - Black Magic, Target: All Foes | Effect: Silence (75%)
 * Lv10: Magic Charge - Special Skill, Target: User | Effect: Mag/Will +150%, Hit Rate +200% for the following turn

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


 * Equip: Clubs, Whips, Staffs, Grimoires, Robes, Magic Hats
 * Skills: White Magic
 * Passive: None

Learned Skills and Abilities
 * Lv2: Heal - White Magic (Magical 150% Will) | Target: Ally, Effect: HP Recovery
 * Lv3: Willpower +10% - Defense Ability (Increase Willpower by 10%).
 * Lv4: Enhance Magic - White Magic | Target: Ally, Effect: Magic Up, +50% Magic for 6 turns
 * Lv4: Enhance Mind - White Magic | Target: Ally, Effect: Magic Defense Up, +50% Willpower for 6 turns
 * Lv5: Cure - White Magic, Target: Ally | Effect: Cure Common Status
 * Lv6: Raise - White Magic, Target: Ally | Effect: Revive (50% HP)
 * Lv7: Mass Heal - White Magic, (Magical 150% Will) | Target: All Allies. Effect: HP Recovery
 * Lv8: Enhance Technique - White Magic, Target: Ally | Effect: Dexterity Up, +50% Dexterity for 5 turns
 * Lv9: Enhance Attack - White Magic, Target: Ally | Effect: Attack Up, +50% Attack for 6 turns
 * Lv9: Enhance Guard - White Magic, Target: Ally | Effect: Defense Up, +50% Defense for 6 turns
 * Lv10: Dispel - White Magic, Target: Foe | Effect: Dispel

Hunter
Experts with the bow, 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, Scythes, Bows, Whips, Boomerangs
 * Skills: Scythe, Bow, Whip, Throwing
 * Passive: Crit/Eva +10%, Forest Strength, Slayer Boost 100%

Learned Skills and Abilities
 * Lv2: Rapid Fire - Bow Skill (Physical 96%*2 Att+Dex) | Target: Foe, Effect: +50% Hit, +
 * Lv3: Hit Rate +5% - Combat Ability (Increase Hit rate by 5%).
 * Lv3: Dexterity +10% - Job Ability (Increase Dexterity by 10%).
 * Lv4: Beast Killer - Bow Skill (Physical 156% Att+Dex) | Target: Foe, Effect: +50% Hit, Beast Slayer
 * Lv5: Mental Concentration - Special Skill, Target: User | Effect: Agi/Dex +150%, Hit Rate +200% for the following turn
 * Lv6: Evil Killer - Bow Skill (Physical 156% Att+Dex) | Target: Foe, Effect: +50% Hit, Land-Dweller Slayer
 * Lv7: Beast Slayer - Combat Ability (Deal +50% damage to Beasts, reduced to +25% against most bosses).
 * Lv7: Land-Dweller Slayer - Combat Ability (Deal +50% damage to Land-Dwellers, reduced to +25% against most bosses).
 * Lv8: Fire Arrow - Bow Skill (Fire 120% Att+Dex) | Target: Foe, Effect: +50% Hit
 * Lv8: Ice Arrow - Bow Skill (Ice 120% Att+Dex) | Target: Foe, Effect: +50% Hit
 * Lv8: Lightning Arrow - Bow Skill (Lightning 120% Att+Dex) | Target: Foe, Effect: +50% Hit
 * Lv9: Recruit Rate 150% - Special Ability (Recruit enemy monsters 50% more often).
 * Lv10: Chaos Arrow - Bow Skill (Physical 84% Att+Dex) | Target: 4 Random Foes, Effect: +50% Hit

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


 * Equip: Daggers, Scythes, Whips, Boomerangs
 * Skills: Dagger, Throwing, Thievery
 * Passive: Crit +10%, Eva +20%, Nullify Ambush, Preemptive Strike Up, Steal Rate 150%

Learned Skills and Abilities
 * Lv2: Steal - Thievery Skill, Target: Foe | Effect: Steal
 * Lv3: Agility +10% - Job Ability (Increase Agility by 10%).
 * Lv4: Knife Throw - Dagger Skill, (Physical 144% Att+Dex) | Target: Foe, Effect: +20% Hit, +
 * Lv5: Evasion +10% - Defense Ability (Set Physical Evasion rate to 10%).
 * Lv6: Lockpick I - Special Ability (Can unlock blue chests).
 * Lv7: Escape - Thievery Skill, Target: All Allies | Effect: Flee Battle, +2000 Speed escape normal battles 100% of the time
 * Lv8: Steal rate 150% - Special Ability (Stealing has a 50% higher success rate).
 * Lv9: Equip: Dagger - Combat Ability (Allows user to equip Daggers).
 * Lv9: Nullify Ambush - Special Ability (Nullify ambushes from foes).
 * Lv10: Rapid Knife Throw - Dagger Skill, (Physical 96%*3 Att+Dex) | Target: Foe, Effect: +20% Hit, +

Guard
Prerequisites: Enlistment Permit

Protects towns and castles, your 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.


 * Equip: Daggers, Swords, Rapiers, Spears, Boomerangs, Armor, Helmet, Shield
 * Skills: Sword, Spear
 * Passive: City Strength

Learned Skills and Abilities
 * Lv2: Armor Break - Special Skill (Physical 300% Att) | Target: Foe, Effect: +15% Hit, Defense Down by 90% for 6 turns
 * Lv3: SP +10% - Job Ability (Increase Max SP by 10%).
 * Lv4: Mind Break - Special Skill (Physical 300% Att) | Target: Foe, Effect: +15% Hit, Willpower Down by 90% for 6 turns
 * Lv5: Secure Hold - Special Skill, Target: Foe | Effect: Bind (75%)
 * Lv6: Speed Break - Special Skill (Physical 300% Att) | Target: Foe, Effect: +15% Hit, Agility Down by 25% for 5 turns
 * Lv6: Technique Break - Special Skill (Physical 300% Att) | Target: Foe, Effect: +15% Hit, Dexterity Down by 25% for 5 turns
 * Lv7: Magic Break - Special Skill (Physical 300% Att) | Target: Foe, Effect: +15% Hit, Magic Down by 25% for 5 turns
 * Lv8: Equip: Shield - Defense Ability (Allows user to equip Bucklers, Shields, and Heavy Shields).
 * Lv9: Power Break - Special Skill (Physical 300% Att) | Target: Foe, Effect: +15% Hit, Attack Down by 25% for 5 turns
 * Lv10: Request Reinforcements - Special Skill (Physical 160% Att) | Target: 3 Random Foes, Effect: Auto-Hit, Reinforcements attack for 3 turns

Merchant
Prerequisites: Business Permit

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


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

Learned Skills and Abilities
 * Lv2: Buy Herb - Mercantile, Target: Ally, Effect: 50 HP Recovery
 * Lv3: Buy Antidote Grass - Mercantile, Target: Ally, Effect: Cure Poison
 * Lv3: Buy Eyedrops - Mercantile, Target: Ally, Effect: Cure Blind
 * Lv3: Buy Full Moon Grass - Mercantile, Target: Ally, Effect: Cure Paralysis
 * Lv3: HP +10% - Combat Ability
 * Lv4: Throw Gold - Mercantile (Coin Toss UserLevel*100), Target: All Foes, Effect: Auto-Hit, No Crit
 * Lv5: Rescue Request - Mercantile, Target: Party, Effect: Dungeon Escape
 * Lv6: Buy Phoenix Tail - Mercantile, Target: Ally, Effect: Revive (20% HP)
 * Lv6: Medicine Lore I - Special Ability (User's healing items restore 200% more HP/MP/SP when used in combat.)
 * Lv7: Wagon - Mercantile, Target: All Allies, Effect: Field Movement (Travel to previously visited locations.)
 * Lv8: Buy Echo Grass - Mercantile, Target: Ally, Effect: Cure Silence
 * Lv8: Buy Restorative - Mercantile, Target: Ally, Effect: Cure Sleep/Confusion
 * Lv8: Life Insurance - Job Ability (Party gains gold on user's death. Gives 30 gold per level of the user.)
 * Lv9: Acquired Gold +50% - Special Ability
 * Lv9: Product Delivery - Mercantile, Target: User, Effect: Item Acquisition
 * Lv10: Buy Miracle Drug - Mercantile, Target: Ally, Effect: 30 MP Recovery

Fortune Teller
Prerequisites: Fortune Teller Permit

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


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

Learned Skills and Abilities
 * Lv2: Tarot of Fate - Oracle Skill, Effect: Random (Draw a random card, producing a variety of effects.)
 * Lv3: Dexterity +10% - Job ability
 * Lv4: Card Throw - Oracle Skill (Physical 260% Dex), Target: Foe, Effect: 120%, +
 * Lv5: Willpower +10% - Defense Ability
 * Lv6: Lucky Star - Oracle Skill, Target: Random Ally or Foe, Effect: All Stats/Eva/Mag Eva/Hit/Crit +50% for 6 turns
 * Lv7: Last Oracle - Job Ability (User gives the party an item on death)
 * Lv8: Gift from Heaven - Oracle Skill, Effect: Item Acquisition (Acquire a random item.)
 * Lv9: Item Drop +50% - Special Ability
 * Lv10: Oracle of the Goddess - Oracle Skill, Effect: Random (Divine message from the goddess, creating a random skill.)

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


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

Learned Skills and Abilities
 * Lv2: Encounter Half - Special Ability
 * Lv2: Encounter Double - Special Ability
 * Lv3: Evasion +10% - Defense Ability
 * Lv4: Puff Puff - Special Skill, Target: Foe, Effect: Character Dependent (Bury enemy's face between breasts.)
 * Lv5: Magic Evasion +10% - Defense Ability
 * Lv6: Dance Invitation - Dancing Skill, Target: Foe, Effect: Stun (75%), +800 Speed
 * Lv7: Playfulness - Special Ability (Gain +50% XP, but sometimes play around in combat without permission)
 * Lv8: Lucky Song - Singing Skill, Target: All Allies, Effect: 200% XP/Job XP, +800 Speed
 * Lv9: Encounter Quintuple - Special Ability
 * Lv10 Shameless Theft - Special Skill, Target: Foe, Effect: Steal Panties

Scholar
Prerequisites: Diploma

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


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

Learned Skills and Abilities
 * Lv2: Combustive Reaction - Magic Science (Fire 400% ^ of Mag, Dex), Target: All Foes
 * Lv3: Freezing Reaction - Magic Science (Ice 400% ^ of Mag, Dex), Target: All Foes
 * Lv4: Electric Reaction - Magic Science (Lightning 400% ^ of Mag, Dex), Target: All Foes
 * Lv5: Resist Bio 75% - Defense Ability
 * Lv6: Resist Sonic 75% - Defense Ability
 * Lv7: Elemental Protection - Magic Science, Target: User, Effect: Null Fire/Ice/Lightning for 4 turns
 * Lv8: SP Conversion - Magic Science, Target: User, Effect: 25% SP Recovery
 * Lv9: Chemical Protection - Magic Science, Target: User, Effect: Null Common Status Effects for 10 turns
 * Lv10: MP Conversion - Magic Science, Target: User, Effect: 20 MP Recovery

Engineer
Prerequisites: Machina License

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


 * Weapons: Daggers, Clubs, Gun
 * Skills: Makina
 * Passive: None

Learned Skills and Abilities
 * Lv2: Auto Crossbow - Makina Skill (400% Dex), Target: All Foes, Effect: Auto-Hit, Ignore Def
 * Lv3: Dexterity +10% - Job Ability
 * Lv4: Bio Blast - Makina Skill (Bio 340% Dex), Target: All Foes, Effect: Auto-Hit, Ignore Def, Poison (50%)
 * Lv5: Blast Voice - Makina Skill (Sonic 340% Dex), Target: All Foes, Effect: Auto-Hit, Ignore Def, Confusion (50%)
 * Lv6: Dual Cannon - Makina Skill (Physical 480% Dex), Target: Foe, Effect: Auto-Hit, Ignore Def
 * Lv7: Ocean Anchor - Makina Skill (400% Dex), Target: Foe, Effect: Auto-Hit, Ignore Def, Mermaid/Sea-Dweller Slayer
 * Lv8: Stinger - Makina Skill (400% Dex), Target: Foe, Effect: Auto-Hit, Ignore Def, Harpy Slayer
 * Lv9: Flamethrower - Makina Skill (Fire 480% Dex), Target: All Foes, Effect: Auto-Hit, Ignored Def, Burn (25%)
 * Lv10: Electric Flux Emitter - Makina Skill (Lightning 480% Dex), Target: All Foes, Effect: Auto-Hit, Ignore Def, Shock (25%)

Spiritualist
Prerequisites: Magical Book of Secrets

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


 * Weapons: Scythes, Rods, Whips, Grimoires
 * Skills: Scythe, Summoning
 * Passive: Equip Robes and Magic Hats

Learned Skills and Abilities
 * Lv2: Biting Annie - Summoning Skill (Magical 288% Mag+Dex), Target: Foe, Effect: 120%
 * Lv3: Possessive Diana - Summoning Skill (Magical 400% Mag), Target: Foe
 * Lv4: Slicing Elise - Summoning Skill (Physical 240% Dex), Target: 3 Random Foes, Effect: 120%
 * Lv5: Attack +10% - Combat Ability
 * Lv6: Dual Slice - Scythe Skill (Physical 200%*2 ^ of Att, Mag), Target: Foe, Effect: +15% Hit, +
 * Lv7: Magic +10% - Magic Ability
 * Lv8: Mental Concentration - Special Skill, Target: User, Effect: +150% Dexterity, +200% Hit following turn
 * Lv9: Drain Strike - Combat Ability (Normal attack heals the user for +50% of the damage done)
 * Lv10: Skill Use: Summoning - Magic Ability

Informant
Prerequisites: Informant Papers

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


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

Learned Skills and Abilities
 * Lv2: Talk - Talk Skill, Target: Foe, Effect: Talk, +2000 Speed
 * Lv3: Willpower +10% - Defense Ability
 * Lv4: Provoke - Talk Skill, Target: Foe, Effect: Affinity -10, +2000 Speed
 * Lv5: Interesting Story - Talk Skill, Target: All Foes, Effect: Stun (75%)
 * Lv6: Erotic Story - Talk Skill, Target: All Foes, Effect: Horny (75%)
 * Lv7: Twin Shot - Throwing Skill (120%*2 Att+Dex), Target: Foe, Effect: +15% Hit
 * Lv8: Scary Story - Talk Skill, Target: All Foes, Effect: Paralysis (75%)
 * Lv9: Cold Gag- Talk Skill, Target: All Foes, Effect: Silence (75%), Freeze (50%)
 * Lv10: Praise - Talk Skill, Target: Foe, Effect: Affinity +5, +2000 Speed

Cook
Prerequisites: Chef's License

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


 * Weapons: Daggers, Scythes, Kitchen Knives
 * Skills: Dagger, Cooking
 * Passive: None

Learned Skills and Abilities
 * Lv2: Fried Egg - Cooking Skill (320% Dex), Target: Foe, Effect: Auto-Hit, No Crit
 * Lv2: Rice Ball - Cooking Skill (Fire 320% Dex), Target: Foe, Effect: Auto-Hit, No Crit
 * Lv2: Sandwich - Cooking Skill (Ice 320% Dex), Target: Foe, Effect: Auto-Hit, No Crit
 * Lv2: Vegetable Stir Fry - Cooking Skill (Lightning 320% Dex), Target: Foe, Effect: Auto-Hit, No Crit
 * Lv3 Metabolism Up - Special Ability (Healing items/effects used on you restore 100% more HP/MP/SP.)
 * Lv4: Hamburger Steak - Cooking Skill, Target: Ally, Effect: +50% Crit for 4 turns
 * Lv4: Broiled Fish - Cooking Skill, Target: Ally, Effect: +200% Hit Rate for 6 turns.
 * Lv4: Miso Soup - Cooking Skill, Target: Ally, Effect: +50% Evasion for 4 turns.
 * Lv4: Kitty Rice - Cooking Skill, Target: Ally, Effect: +50% Magic Evasion for 4 turns
 * Lv5: Hamburger - Cooking Skill (100% Dex), Target: Ally, Effect: HP Recovery
 * Lv5: Hot Dog - Cooking Skill, Target: Ally, Effect: +50% Attack for 5 turns
 * Lv5: Salad - Cooking Skill, Target: Ally, Effect: +50% Defense, Halves Physical Damage for 6 turns.
 * Lv5: Fruit Salad - Cooking Skill, Target: Ally, Effect: +50% Agility for 5 turns
 * Lv6: Resist Digestion - Defense Ability
 * Lv7: Curry and Rice - Cooking Skill, Target: Ally, Effect: +50% Magic for 5 turns
 * Lv7: Pizza - Cooking Skill, Target: Ally, Effect: +50% Willpower, Halves Magical Damage for 6 turns
 * Lv7: Cream Stew - Cooking Skill, Target: Ally, Effect: +50% Dexterity for 5 turns.
 * Lv7: Spaghetti - Cooking Skill, Target: Ally, Effect: Double SP Charge for 5 turns
 * Lv8: Sashimi - Cooking Skill, Target: All Allies, Effect: 10% HP Regen for 10 turns
 * Lv8: Yakitori - Cooking Skill, Target: All Allies, Effect: 10% SP Regen for 10 turns
 * Lv8: Soba - Cooking Skill, Target: All Allies, Effect: 2% MP Regen for 10 turns
 * Lv9: Ingredient Collection - Cooking Skill, Target: Foe, Effect: Steal Food
 * Lv10: Croquette - Cooking Skill (320% Dex), Target: All Foes, Effect: Auto-Hit, No Crit
 * Lv10: Tempura - Cooking Skill (Fire 320% Dex), Target: All Foes, Effect: Auto-Hit, No Crit
 * Lv10: Omurice - Cooking Skill (Ice 320% Dex), Target: All Foes, Effect: Auto-Hit, No Crit
 * Lv10: Tomato Soup - Cooking Skill (Lightning 320% Dex), Target: All Foes, Effect: Auto-Hit, No Crit

Nurse
Prerequisites: Medical License

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


 * Weapons: Staves, Scalpels
 * Skills: Dagger, Medicine
 * Passive: None

Learned Skills and Abilities
 * Lv2: First Aid - Medicine (300% Dex), Target: Ally, Effect: HP Recovery
 * Lv3: Scalpel Throw - Medicine (156% Att+Dex), Target: Foe, Effect: 120% Hit, +
 * Lv4: Emergency Recovery - Medicine, Target: Ally, Effect: Cure Status
 * Lv5: Play Doctor - Medicine (Pleasure 320% Dex), Target: Foe, Effect: 120% Hit, Horny (75%), No Crit
 * Lv6: Metabolic Activation - Medicine, Target: All Allies, Effect: 10% HP Regen for 10 turns
 * Lv6: Magical Activation - Medicine, Target: All Allies, Effect: 2% MP Regen for 10 turns
 * Lv7: Equip: Scalpel - Job Ability
 * Lv8: Forced Urination - Medicine (Pleasure 380% Dex), Target: Foe, Effect: 120% Hit, Incontinence (50%), No Crit
 * Lv9: Group Therapy - Medicine (300% Dex), Target: All Allies, Effect: HP Recovery
 * Lv10: Doping - Medicine, Target: Ally, Effect: +50% HP for the rest of the battle

Maid
Prerequisites: Maid Permit

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


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

Learned Skills and Abilities
 * Lv2: Serve Tea - Service Skill (50% Dex), Target: Ally, Effect: HP Recover, 25% SP Recovery, +800 Speed
 * Lv3: Ecstasy Massage - Service Skill (Pleasure 260% Dex), Target: Foe, Effect: 120% Hit, Trance (75%), No Crit, +800 Speed
 * Lv4: Resist earth 50% - Defense Ability
 * Lv5: Insecticide Spray - Service Skill (Bio 300% Dex), Target: All Foes, Effect: 120% Hit, Insect Slayer, No Crit, +800 Speed
 * Lv6: Maid's Pruning - Service Skill (300% Dex), Target: All Foes, Effect: 120% Hit, Plant Slayer, No Crit, +800 Speed
 * Lv7: Duster Dance - Service Skill (300% Dex), Target: Foe, Effect: 120% Hit, Blind (75%), No Crit, +800 Speed
 * Lv8: Insect Slayer - Combat Ability
 * Lv9: Plant Slayer - Combat Ability
 * Lv10: Kitchen Garden Harvest - Service Skill, Target: User, Effect: Acquire Food, +800 Speed

Noble
Prerequisites: Noble's Family Tree

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


 * Weapons: Daggers, Rapiers, Bows
 * Skills: Dagger, Rapier, Ruling
 * Passive: HP Regen 5%

Learned Skills and Abilities
 * Lv2: Charge Ray - Rapier Skill (156% Att+Agi), Target: Foe, Effect: +20% Hit, +
 * Lv3: Magic Reflection +10% - Defense Ability
 * Lv4: Dancing Saber - Rapier Skill (96% Att+Agi), Target: 3 Random Foes, Effect: +20¨Hit, +
 * Lv5: Equip: Rapier - Combat Ability
 * Lv5: Skill Use: Rapier - Combat Ability
 * Lv6: Splash Fleuret - Rapier Skill (144% Att+Agi), Target: All Foes, Effect: +20% Hit, +
 * Lv7: HP Regen 5% - Special Ability
 * Lv8: Noblesse Oblige - Rapier Skill, Target: User, Effect: Noblesse Oblige (For 4 turns only Rapier skills can be used but will execute twice.)
 * Lv9: Experience +50% - Special Ability
 * Lv10: V Slash - Rapier Skill (156%*2 Att+Agi), Target: Foe, +20% Hit, Effect: +

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


 * Weapons: Daggers, Swords, Rapiers, Spears, Axes, Clubs, Scythes, Boomerangs
 * Skills: Dagger, Sword, Heroism
 * Passive: Equip Armor, Helmets and Shields

Learned Skills and Abilities
 * Lv2: Flail Wildy - Heroism Skill (120% Att), Target: 4 Random Foes, Effect: -45% Hit, No Crit
 * Lv3: SP +10% - Job Ability
 * Lv4: Slime Slayer - Combat Ability
 * Lv5: Edging - Special Skill, Target: User, Effect: Lose 80% current HP, +50% Crit for 4 turns
 * Lv6: Slave to Pleasure - Special Ability (Gain +50% XP, but take +100% Pleasure damage)
 * Lv7: Flaming Decapitation - Heroism Skill (Fire 440% Att), Target: Foe, Effect: 120% Hit
 * Lv8: Goddess' Blessing - Defense Ability (Once per battle, revive at 20% HP when defeated)
 * Lv9: SP Regen 5% - Special Ability
 * Lv10: Burn! Spinning Decapitation - Heroism Skill (Fire 440% Att), Target: All Foes, Effect: 120% Hit

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


 * Weapons: Daggers
 * Skills: None
 * Passive: None

Learned Skills and Abilities
 * None

Esper
Prerequisites: Psycho Shard

A job with skills that allow the user to master Psychokinesis and freely use it in battle. Although it has become an abandoned job, it is said to be the origin of Magic Swords. Telekinetic attacks negate the opponent's defenses and are impossible to avoid. And since they have no attribute, they are unaffected by the enemy's resistances.


 * Weapons: Magic Swords, Rods, Sex Toys
 * Skills: Sword, Black Magic, Psychic, Sexcraft
 * Passive: MP Regen 1%

Learned Skills and Abilities


 * Lv2: Psychokinesis - Psychic Skill (Untyped 580% Will), Target: Foe, Effect: Ignore Def, Auto-Hit
 * Lv3: Agility +10% - Job Ability (Increase Agility by 10%.)
 * Lv3: Willpower +10% - Defense Ability (Increase Willpower by 10%.)
 * Lv4: Psycho Fire - Psychic Skill (Fire/Untyped 580% Will), Target: Foe, Effect: Burn (20%), Ignore Def, Auto-Hit
 * Lv4: Psycho Blizzard - Psychic Skill (Ice/Untyped 580% Will), Target: Foe, Effect: Freeze (20%), Ignore Def, Auto-Hit
 * Lv4: Psycho Thunder - Psychic Skill (Lightning/Untyped 580% Will), Target: Foe, Effect: Shock (20%), Ignore Def, Auto-Hit
 * Lv5: MP Regen 1% - Special Ability (Regenerate 1% of Max MP per turn.)
 * Lv6: Psycho Shield - Defense Ability (At the start of battle, create a barrier that blocks one hit.)
 * Lv7: Imagined Sword - Magic Ability (Gain full compatibility with Sword skills even when equipped with weapons other than Swords.)
 * Lv7: Imagined Glove - Magic Ability (Gain full compatibility with Sexcraft skills even when equipped with weapons other than Sex Toys.)
 * Lv8: Magic Concentration - Special Skill, Target: User, Effect: Mag/Will +150%, Hit Rate +200% following turn
 * Lv8: Mental Concentration - Special Skill, Target: User, Effect: Agi/Dex +150%, Hit Rate +200% following turn
 * Lv9: Heavy Mind - Defense Ability (All skills have *2 MP cost, but user has +50% Willpower.)
 * Lv9: Heavy Technique - Job Ability (All skills have *2 SP cost, but user has +50% Dexterity.)
 * Lv10: Psycho Drain - Psychic Skill (Pleasure/Untyped 600% Will), Target: Foe, Effect: HP Drain 100%, Ignore Def, Auto-Hit