Bravely Default's expansive jobs system lets you mix and match the powers of two different professions to create characters with unique abilities, like a pirate with vampire powers or a mage with sweet ninja skills. But to create the best mixes, you'll need to know what the abilities each job will have (for example, if you want to make your Knight immune to blind, then you'll need to level up your Monk to level 8 before you assign it as your secondary job).
Bravely Default has 24 unique jobs, each with their own advantages and disadvantages. Check out all of Bravely Default's job abilities below to plan out your ideal combo. And for more tips on Bravely Default, check out author Biospark27's full guide on our sister site GameFAQs. And for more of Biospark27's guides, check out his full profile here.
N/A: Does not have a cost0: Costs no MP or BP in battle??? HP: Costs HP??? MP: Costs MP? BP: Costs extra BP? SP: Costs Support Points (not to be confused with Sleep Points)
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Absorb M. Damage | N/A | Whenever you are hit by magic damage, you restore HP equal to 25% of that damage |
1 | Corpse | 4 MP | 75% chance to cause the doom state. Success rate depends on your M. Atk and opponent's MND stat. |
2 | Black Magic Amp | 1 SP | Damage from black magic increases by 25%, but it costs 50% more MP. |
3 | Exterminate | 4 MP | Deals high amounts of dark damage to anyone who is poisoned. |
4 | Absorb M. Damage | 1 SP | Whenever you are hit by magic damage, you restore HP equal to 25% of that damage |
5 | Twilight | 9 MP | Causes all sleeping allies and enemies to be knocked out (except bosses). Success rate depends on your M. Atk and the target's MND. |
6 | Save BM MP | 2 SP | Black magic costs 25% less. |
7 | Sacrifice | 25% HP | Raises your M. Atk by 50% for 3 turns. |
8 | Zero | 1 SP | Magic damage is 50% more powerful when the last digit of your MP is 0. |
9 | Convergence | 3 SP | Magic that can only be group cast does 50% more damage, but only targets one target. |
10 | Annihilation | 4 MP | Deals dark damage to everyone with less than 0 BP. Power increases when the target's BP is lower. |
11 | Status Ailment Amp | 1 SP | You are more likely to inflict status ailments. |
12 | Iniquity | 4 MP | Deals dark damage to everyone with more than 0 BP. Power increases when the target's BP is higher. |
13 | Max Black Magic | 3 SP | Black magic costs double MP, but does 50% more damage. |
14 | Interment | 25% MP | Deal dark damage to all enemies |
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Black Resonance | N/A | Black magic becomes more powerful when more allies have the ability: +10% for 2, +15% for 3 and +20% for 4. |
1 | Black Magic Lv. 1 | N/A | Use Level 1 Black Magic |
2 | Rod Lore | 1 SP | Rods become rank S weapons. |
3 | Black Magic Lv. 2 | N/A | Use Level 2 Black Magic |
4 | Abate Fire | 1 SP | Halve damage from fire attacks. |
5 | Damage Dispersion | 1 SP | You take 55% damage from an attack, while allies take 15% each. |
6 | Silence Immunity | 1 SP | Character is immune to silence. |
7 | Black Magic Lv. 3 | N/A | Use Level 3 Black Magic |
8 | Black Resonance | 1 SP | Boosts black magic (see starting ability for more details) |
9 | Black Magic Lv. 4 | N/A | Use Level 4 White Magic |
10 | M. Atk 20% Up | 2 SP | Increases M. Atk by 20% |
11 | Black Magic Lv. 5 | N/A | Use Level 5 Black Magic |
12 | Pierce M. Defense | 3 SP | Magic ignores M. Defense. |
13 | Black Magic Lv. 6 | N/A | Use Level 6 Black Magic |
14 | Group-Cast All | 3 SP | Magic targets an entire party. Doesn't apply to magic that can only be self targeted. |
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Post-Battle MP | N/A | Gain 25% max MP at the end of a battle. |
1 | Invocation Lv. 1 | 90 MP | Raises P. Def to maximum for 10 turns |
2 | Steady MP Recover | 1 SP | Restore 30 MP every turn. |
3 | Invocation Lv. 2 | 90 MP | Raises Speed and Evasion to maximum for 10 turns |
4 | Critical MP Recover | 1 SP | Restore 200 MP if HP falls below 20% |
5 | Invocation Lv. 3 | 90 MP | Raises M. Def to maximum for 10 turns |
6 | Save SM MP | 2 SP | Summoning magic costs 25% MP less. |
7 | Post-Battle MP | 2 SP | Gain 25% max MP at the end of a battle. |
8 | Invocation Lv. 4 | 90 MP | Raises P. Atk to maximum for 10 turns. |
9 | Obliterate | 4 SP | Knocks out all targets 20 levels or more lower than you at the start of battle (except bosses). |
10 | Invocation Lv. 5 | 90 MP | Raises M. Atk to maximum for 10 turns. |
11 | Max Summoning | 3 SP | Summon magic costs double MP but does 50% more damage. |
12 | MP 30% Up | 3 SP | MP increases by 30% |
13 | Invocation Lv. 6 | 90 MP | Critical rate is increased by 500% for 10 turns |
14 | Experience Up | 1 SP | Increases experience gained by 50% |
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Adversity | N/A | P. Atk, P. Def, M. Atk and M. Def increase by 10% for 3 turns each time you take damage equal to 25% of your HP (damage from sacrifice attacks counts) |
1 | Dark Bane | 20% HP | Dark attack that does 25% more damage. |
2 | Abate Dark | 1 SP | Halves damage from dark attacks |
3 | Adversity | 1 SP | P. Atk, P. Def, M. Atk and M. Def increase by 10% for 3 turns each time you take damage equal to 25% of your HP |
4 | Demon Master | 6 MP | Charms a member of the demon family |
5 | See You in Hell | 1 SP | When knocked out, causes an attack which deals 4 times regular damage to all opponents. Does not work with Reraise or poison damage. |
6 | Minus Strike | 16 MP | Deals damage equal to the amount of HP you have lost |
7 | Helm Lore | 1 SP | Armor ranking for helmets increases to S. |
8 | Black Bane | 30% HP | Attack all enemies with a dark attack that deals 50% more damage. |
9 | Gloom | 1 SP | Increases dark damage by 25% |
10 | Absorb Magic | 0 | All magic damage (except reflected magic damage) is absorbed. Gain MP equal to the MP cost of the spell. |
11 | Dark Nebula | 20% HP | Attack everyone with a dark physical attack with 4 times the power of a normal attack. |
12 | P. Atk 30% Up | 3 SP | Increases P. Atk by 30%. |
13 | Life or Death | 0 | P. Atk, M. Atk, P. Def and M. Def increase by 50% for 4 turns, but you inflict the Doom status on yourself which causes KO in 4 turns*. |
14 | Rage | 2 BP | Dark Bane is used on a random target up to 5 times or until your HP reaches 1. |
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Late Bloomer | N/A | HP, MP, P. Atk, P. Def, M.Atk & M.Def increase by 1% per job mastered. |
1 | Examine | 0 | Display information on selected enemy. |
2 | Treat | 0 | Heal target for 20% of their maximum HP. |
3 | Divining Rod | 1 SP | Displays the number of remaining chests in a dungeon. |
4 | Dungeon Master | 1 SP | Prevents damage/status effects from dungeon traps. |
5 | Mislead | 0 | Enemies will target you less frequently. |
6 | Prayer | 8 MP | Chance based abilities are 50% more likely to succeed for 10 turns. Does not affect support abilities. |
7 | MP 10% Up | 1 SP | Max MP is increased by 10%. |
8 | Endure | 0 | P. Def and M.Def increases by 25% for 4 turns. |
9 | Poison Immunity | 1 SP | Character is immune to poison. |
10 | JP Up | 1 SP | Increases JP for the character by 20%. |
11 | Flee | 0 | Flee the battle with 100% success. Doesn't work in boss battles, or Dimension's Hasp |
12 | Lure Enemy | 1 SP | Doubles enemy encounter rate. |
13 | Stand Ground | 3 SP | 75% chance to survive damage that would cause a KO, unless character is at 1 HP. |
14 | Mimic | 0 | Repeats last action of an ally. (Fails on special moves and Rage). |
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Protect Ally | N/A | Take a single target attack directed at any ally under 20% HP. |
1 | Stomp | 0 | Attack with 25% more power, but drops P. Def and M. Def by 25%. |
2 | Two-Handed | 1 SP | Doubles boost from a one handed weapon when the other hand is empty. |
3 | P. Def 10% Up | 1 SP | Increases P. Def by 10%. |
4 | Ironclad | 5 MP | Increases P. Def to maximum at the start of the turn. Only applies for that turn. |
5 | Protect Ally | 1 SP | Take a single target attack directed at any ally under 20% HP. |
6 | Shield Strike | 8 MP | Attack with a shield and raise P. Def by 25% for 2 turns. Must have a shield. |
7 | Shield Lore | 1 SP | Armor ranking for shields goes up to S. |
8 | Vengeance | 1 BP | Attack against all enemies which is more powerful with more allies knocked out. |
9 | Sword Lore | 1 SP | Swords become S rank weapons. |
10 | Full Cover | 0 | Protects an ally from single target physical attacks for 1 turn. Damage you take is halved for these attacks. |
11 | Dual Shields | 1 SP | Use 2 shields instead of a weapon. |
12 | P. Def 30% Up | 3 SP | Increases P. Def by 30% |
13 | Chivalrous Spirit | 1 SP | Every time you protect an ally using Protect Ally, Full Cover or White Knight, your P. Def goes up by 25% for 5 turns. |
14 | Super Charge | 1 BP | Deal damage according to your P. Def. |
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | More Money | N/A | Increases money earned from battles by 50%. Doesn't stack, contrary to the description. |
1 | Pay to Play | Money | Spend 50 pg multiplied by your level to raise critical hit rate by 300% for 4 turns. |
2 | Salesman | 0 | Sell a recovery item for 2.4 times its sale price. |
3 | White Knight | 1 SP | If you are under 20% HP, the ally with the most HP will defend you from a single target physical attack. |
4 | Pharmacy | Money | Pay for a recovery item and use it on a target. |
5 | Hedge Risk | Money | Halves damage for 5 turns. Every time you take damage, you lose money equal to the damage prevented by this ability. |
6 | Takeover | Money | Spend 50 pg multiplied by your level to cause damage equal to the money you spent. |
7 | BP Drink | Money | Pay 1000 pg to boost an ally's BP by 1, 10000 pg for 2 BP and 100000 for 3 BP. |
8 | Speculate | 1 SP | Either deal double damage or none at all, with equal probability. |
9 | More Money | 2 SP | Increases money earned from battles by 50% |
10 | Millionaire | Money | Send 25 pg multiplied by your level to a friend. Need to use the Send command, then update data. |
11 | Big Pharma | N/A | Heal an enemy with an item. They lose pg equal to the amount of HP recovered. |
12 | Full Leverage | N/A | Damage and recovery are doubled. HP, MP and BP costs are doubled for everyone in battle. |
13 | Low Leverage | N/A | Damage and recovery are halved. HP, MP and BP costs are halved for everyone in battle. |
14 | Payoff | Money | Spend money to end the battle. Choose how much to spend in 10000 pg increments. Chances of succees are higher if you spend more. |
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Knuckle Lore | N/A | Knuckles become Rank S weapons. Increases P. Atk by 2 times your level if no weapons are equipped. |
1 | Strong Strike | 0 | Attack with double power, but 50% success rate. |
2 | Invigorate | 0 | Increases P. Atk by 25% for two turns with 75% chance of success. If it fails, user takes 20% HP in damage. |
3 | Inner Alchemy | 5 MP | Removes poison, blind, silence, dread and confuse status from yourself. |
4 | HP 10% Up | 1 SP | Increases maximum HP by 10%. |
5 | Knuckle Lore | 1 SP | Knuckles become Rank S weapons. Increases P. Atk by 2 times your level if no weapons are equipped. |
6 | Hidden Dragon | 0 | Attack last, but with 25% more damage. |
7 | Qigong Wave | 12 MP | Attack with 25% more damage. Default does not reduce damage. |
8 | Blind Immunity | 1 SP | Character is immune to blind. |
9 | P. Atk 10% Up | 1 SP | Increases P. Atk by 10% |
10 | HP 20% Up | 2 SP | Increases HP by 20% |
11 | Pressure Point | 1 BP | Deal 2 times the damage of a normal attack. Ignores opponent's P. Def. |
12 | HP 30% Up | 3 SP | Increases HP by 30% |
13 | Phoenix Flight | 0 | Reduce your HP to 1. Deal damage equal to amount of HP sacrificed. |
14 | Natural Talent | 1 SP | Doubles P. Atk if nothing is equipped. |
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Dual Wield | N/A | Weapons do not decrease in power when weapons are held in both hands. |
1 | Shippujinrai | 16 MP | Attack first during a turn. |
2 | Transience | 1 SP | Counterattack when evading a single target attack. |
3 | Evade 10% Up | 1 SP | Increases evasion by 10% |
4 | Utsusemi | 0 | Evade the next physical attack. |
5 | Comeback Kid | 1 SP | P. Atk and M. Atk increase by 25% for 3 turns when a physical attack is evaded. |
6 | Ikkikasei | 1 BP | Doubles number of attacks for the turn it is used. |
7 | Cleave | 1 SP | May attack again after defeating an enemy with a normal attack. |
8 | Evade 20% Up | 2 SP | Increases evasion by 20% |
9 | Shunshin | 0 | Increases evasion to maximum for 6 turns. |
10 | Kairai | 0 | Causes all enemies to target the ally selected. |
11 | Dual Wield | 2 SP | Weapons do not decrease in power when weapons are held in both hands. |
12 | Kakuremi | 0 | Chance of you being targeted is reduced for 5 turns |
13 | Evade 30% Up | 3 SP | Increases evasion by 30% |
14 | Frenetic Fighting | 2 SP | Attack limit is increased from 16 hits to 32 hits. |
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Save Singing MP | N/A | Singing costs half MP. |
1 | Love Power | 30 MP | Raises all allies' P. Atk by 25% for 4 turns. |
2 | Love Rush | 24 MP | Raises all allies' Speed by 25% for 4 turns. |
3 | One More for You | 26 MP | Increases target's BP by 1. |
4 | Got Your Back | 24 MP | Raises all allies' P. Def by 25% for 4 turns. |
5 | Key to Your Heart | 24 MP | Raises all allies' M. Def by 25% for 4 turns. |
6 | Support Amp | 1 SP | When your stats are raised or lowered, the stat affected is increased by 10% |
7 | Little Devil | 24 MP | Raises all allies' M. Atk by 25% for 4 turns. |
8 | Catch Me | 12 MP | You are more likely to be targeted by enemies. |
9 | Buff Up | 2 SP | P. Atk, M. Atk, P. Def and M. Def increase by 5% each turn. |
10 | Prolong Support | 1 SP | Stat raising effects last twice as long |
11 | Charm Immunity | 1 SP | Character is immune to Charm. |
12 | Save Singing MP | 2 SP | Singing costs half MP. |
13 | Zero Sum | 30 MP | Reduces all enemies' BP to 0 if they have 1 or more BP. |
14 | My Hero | 2 BP | All allies' BP is increased by 1. |
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Black Resonance | N/A | Black magic becomes more powerful when more allies have the ability: +10% for 2, +15% for 3 and +20% for 4. |
1 | Black Magic Lv. 1 | N/A | Use Level 1 Black Magic |
2 | Rod Lore | 1 SP | Rods become rank S weapons. |
3 | Black Magic Lv. 2 | N/A | Use Level 2 Black Magic |
4 | Abate Fire | 1 SP | Halve damage from fire attacks. |
5 | Damage Dispersion | 1 SP | You take 55% damage from an attack, while allies take 15% each. |
6 | Silence Immunity | 1 SP | Character is immune to silence. |
7 | Black Magic Lv. 3 | N/A | Use Level 3 Black Magic |
8 | Black Resonance | 1 SP | Boosts black magic (see starting ability for more details) |
9 | Black Magic Lv. 4 | N/A | Use Level 4 White Magic |
10 | M. Atk 20% Up | 2 SP | Increases M. Atk by 20% |
11 | Black Magic Lv. 5 | N/A | Use Level 5 Black Magic |
12 | Pierce M. Defense | 3 SP | Magic ignores M. Defense. |
13 | Black Magic Lv. 6 | N/A | Use Level 6 Black Magic |
14 | Group-Cast All | 3 SP | Magic targets an entire party. Doesn't apply to magic that can only be self targeted. |
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Black Resonance | N/A | Black magic becomes more powerful when more allies have the ability: +10% for 2, +15% for 3 and +20% for 4. |
1 | Black Magic Lv. 1 | N/A | Use Level 1 Black Magic |
2 | Rod Lore | 1 SP | Rods become rank S weapons. |
3 | Black Magic Lv. 2 | N/A | Use Level 2 Black Magic |
4 | Abate Fire | 1 SP | Halve damage from fire attacks. |
5 | Damage Dispersion | 1 SP | You take 55% damage from an attack, while allies take 15% each. |
6 | Silence Immunity | 1 SP | Character is immune to silence. |
7 | Black Magic Lv. 3 | N/A | Use Level 3 Black Magic |
8 | Black Resonance | 1 SP | Boosts black magic (see starting ability for more details) |
9 | Black Magic Lv. 4 | N/A | Use Level 4 White Magic |
10 | M. Atk 20% Up | 2 SP | Increases M. Atk by 20% |
11 | Black Magic Lv. 5 | N/A | Use Level 5 Black Magic |
12 | Pierce M. Defense | 3 SP | Magic ignores M. Defense. |
13 | Black Magic Lv. 6 | N/A | Use Level 6 Black Magic |
14 | Group-Cast All | 3 SP | Magic targets an entire party. Doesn't apply to magic that can only be self targeted. |
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Black Resonance | N/A | Black magic becomes more powerful when more allies have the ability: +10% for 2, +15% for 3 and +20% for 4. |
1 | Black Magic Lv. 1 | N/A | Use Level 1 Black Magic |
2 | Rod Lore | 1 SP | Rods become rank S weapons. |
3 | Black Magic Lv. 2 | N/A | Use Level 2 Black Magic |
4 | Abate Fire | 1 SP | Halve damage from fire attacks. |
5 | Damage Dispersion | 1 SP | You take 55% damage from an attack, while allies take 15% each. |
6 | Silence Immunity | 1 SP | Character is immune to silence. |
7 | Black Magic Lv. 3 | N/A | Use Level 3 Black Magic |
8 | Black Resonance | 1 SP | Boosts black magic (see starting ability for more details) |
9 | Black Magic Lv. 4 | N/A | Use Level 4 White Magic |
10 | M. Atk 20% Up | 2 SP | Increases M. Atk by 20% |
11 | Black Magic Lv. 5 | N/A | Use Level 5 Black Magic |
12 | Pierce M. Defense | 3 SP | Magic ignores M. Defense. |
13 | Black Magic Lv. 6 | N/A | Use Level 6 Black Magic |
14 | Group-Cast All | 3 SP | Magic targets an entire party. Doesn't apply to magic that can only be self targeted. |
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Black Resonance | N/A | Black magic becomes more powerful when more allies have the ability: +10% for 2, +15% for 3 and +20% for 4. |
1 | Black Magic Lv. 1 | N/A | Use Level 1 Black Magic |
2 | Rod Lore | 1 SP | Rods become rank S weapons. |
3 | Black Magic Lv. 2 | N/A | Use Level 2 Black Magic |
4 | Abate Fire | 1 SP | Halve damage from fire attacks. |
5 | Damage Dispersion | 1 SP | You take 55% damage from an attack, while allies take 15% each. |
6 | Silence Immunity | 1 SP | Character is immune to silence. |
7 | Black Magic Lv. 3 | N/A | Use Level 3 Black Magic |
8 | Black Resonance | 1 SP | Boosts black magic (see starting ability for more details) |
9 | Black Magic Lv. 4 | N/A | Use Level 4 White Magic |
10 | M. Atk 20% Up | 2 SP | Increases M. Atk by 20% |
11 | Black Magic Lv. 5 | N/A | Use Level 5 Black Magic |
12 | Pierce M. Defense | 3 SP | Magic ignores M. Defense. |
13 | Black Magic Lv. 6 | N/A | Use Level 6 Black Magic |
14 | Group-Cast All | 3 SP | Magic targets an entire party. Doesn't apply to magic that can only be self targeted. |
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Black Resonance | N/A | Black magic becomes more powerful when more allies have the ability: +10% for 2, +15% for 3 and +20% for 4. |
1 | Black Magic Lv. 1 | N/A | Use Level 1 Black Magic |
2 | Rod Lore | 1 SP | Rods become rank S weapons. |
3 | Black Magic Lv. 2 | N/A | Use Level 2 Black Magic |
4 | Abate Fire | 1 SP | Halve damage from fire attacks. |
5 | Damage Dispersion | 1 SP | You take 55% damage from an attack, while allies take 15% each. |
6 | Silence Immunity | 1 SP | Character is immune to silence. |
7 | Black Magic Lv. 3 | N/A | Use Level 3 Black Magic |
8 | Black Resonance | 1 SP | Boosts black magic (see starting ability for more details) |
9 | Black Magic Lv. 4 | N/A | Use Level 4 White Magic |
10 | M. Atk 20% Up | 2 SP | Increases M. Atk by 20% |
11 | Black Magic Lv. 5 | N/A | Use Level 5 Black Magic |
12 | Pierce M. Defense | 3 SP | Magic ignores M. Defense. |
13 | Black Magic Lv. 6 | N/A | Use Level 6 Black Magic |
14 | Group-Cast All | 3 SP | Magic targets an entire party. Doesn't apply to magic that can only be self targeted. |
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Black Resonance | N/A | Black magic becomes more powerful when more allies have the ability: +10% for 2, +15% for 3 and +20% for 4. |
1 | Black Magic Lv. 1 | N/A | Use Level 1 Black Magic |
2 | Rod Lore | 1 SP | Rods become rank S weapons. |
3 | Black Magic Lv. 2 | N/A | Use Level 2 Black Magic |
4 | Abate Fire | 1 SP | Halve damage from fire attacks. |
5 | Damage Dispersion | 1 SP | You take 55% damage from an attack, while allies take 15% each. |
6 | Silence Immunity | 1 SP | Character is immune to silence. |
7 | Black Magic Lv. 3 | N/A | Use Level 3 Black Magic |
8 | Black Resonance | 1 SP | Boosts black magic (see starting ability for more details) |
9 | Black Magic Lv. 4 | N/A | Use Level 4 White Magic |
10 | M. Atk 20% Up | 2 SP | Increases M. Atk by 20% |
11 | Black Magic Lv. 5 | N/A | Use Level 5 Black Magic |
12 | Pierce M. Defense | 3 SP | Magic ignores M. Defense. |
13 | Black Magic Lv. 6 | N/A | Use Level 6 Black Magic |
14 | Group-Cast All | 3 SP | Magic targets an entire party. Doesn't apply to magic that can only be self targeted. |
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Black Resonance | N/A | Black magic becomes more powerful when more allies have the ability: +10% for 2, +15% for 3 and +20% for 4. |
1 | Black Magic Lv. 1 | N/A | Use Level 1 Black Magic |
2 | Rod Lore | 1 SP | Rods become rank S weapons. |
3 | Black Magic Lv. 2 | N/A | Use Level 2 Black Magic |
4 | Abate Fire | 1 SP | Halve damage from fire attacks. |
5 | Damage Dispersion | 1 SP | You take 55% damage from an attack, while allies take 15% each. |
6 | Silence Immunity | 1 SP | Character is immune to silence. |
7 | Black Magic Lv. 3 | N/A | Use Level 3 Black Magic |
8 | Black Resonance | 1 SP | Boosts black magic (see starting ability for more details) |
9 | Black Magic Lv. 4 | N/A | Use Level 4 White Magic |
10 | M. Atk 20% Up | 2 SP | Increases M. Atk by 20% |
11 | Black Magic Lv. 5 | N/A | Use Level 5 Black Magic |
12 | Pierce M. Defense | 3 SP | Magic ignores M. Defense. |
13 | Black Magic Lv. 6 | N/A | Use Level 6 Black Magic |
14 | Group-Cast All | 3 SP | Magic targets an entire party. Doesn't apply to magic that can only be self targeted. |
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Black Resonance | N/A | Black magic becomes more powerful when more allies have the ability: +10% for 2, +15% for 3 and +20% for 4. |
1 | Black Magic Lv. 1 | N/A | Use Level 1 Black Magic |
2 | Rod Lore | 1 SP | Rods become rank S weapons. |
3 | Black Magic Lv. 2 | N/A | Use Level 2 Black Magic |
4 | Abate Fire | 1 SP | Halve damage from fire attacks. |
5 | Damage Dispersion | 1 SP | You take 55% damage from an attack, while allies take 15% each. |
6 | Silence Immunity | 1 SP | Character is immune to silence. |
7 | Black Magic Lv. 3 | N/A | Use Level 3 Black Magic |
8 | Black Resonance | 1 SP | Boosts black magic (see starting ability for more details) |
9 | Black Magic Lv. 4 | N/A | Use Level 4 White Magic |
10 | M. Atk 20% Up | 2 SP | Increases M. Atk by 20% |
11 | Black Magic Lv. 5 | N/A | Use Level 5 Black Magic |
12 | Pierce M. Defense | 3 SP | Magic ignores M. Defense. |
13 | Black Magic Lv. 6 | N/A | Use Level 6 Black Magic |
14 | Group-Cast All | 3 SP | Magic targets an entire party. Doesn't apply to magic that can only be self targeted. |
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Black Resonance | N/A | Black magic becomes more powerful when more allies have the ability: +10% for 2, +15% for 3 and +20% for 4. |
1 | Black Magic Lv. 1 | N/A | Use Level 1 Black Magic |
2 | Rod Lore | 1 SP | Rods become rank S weapons. |
3 | Black Magic Lv. 2 | N/A | Use Level 2 Black Magic |
4 | Abate Fire | 1 SP | Halve damage from fire attacks. |
5 | Damage Dispersion | 1 SP | You take 55% damage from an attack, while allies take 15% each. |
6 | Silence Immunity | 1 SP | Character is immune to silence. |
7 | Black Magic Lv. 3 | N/A | Use Level 3 Black Magic |
8 | Black Resonance | 1 SP | Boosts black magic (see starting ability for more details) |
9 | Black Magic Lv. 4 | N/A | Use Level 4 White Magic |
10 | M. Atk 20% Up | 2 SP | Increases M. Atk by 20% |
11 | Black Magic Lv. 5 | N/A | Use Level 5 Black Magic |
12 | Pierce M. Defense | 3 SP | Magic ignores M. Defense. |
13 | Black Magic Lv. 6 | N/A | Use Level 6 Black Magic |
14 | Group-Cast All | 3 SP | Magic targets an entire party. Doesn't apply to magic that can only be self targeted. |
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Black Resonance | N/A | Black magic becomes more powerful when more allies have the ability: +10% for 2, +15% for 3 and +20% for 4. |
1 | Black Magic Lv. 1 | N/A | Use Level 1 Black Magic |
2 | Rod Lore | 1 SP | Rods become rank S weapons. |
3 | Black Magic Lv. 2 | N/A | Use Level 2 Black Magic |
4 | Abate Fire | 1 SP | Halve damage from fire attacks. |
5 | Damage Dispersion | 1 SP | You take 55% damage from an attack, while allies take 15% each. |
6 | Silence Immunity | 1 SP | Character is immune to silence. |
7 | Black Magic Lv. 3 | N/A | Use Level 3 Black Magic |
8 | Black Resonance | 1 SP | Boosts black magic (see starting ability for more details) |
9 | Black Magic Lv. 4 | N/A | Use Level 4 White Magic |
10 | M. Atk 20% Up | 2 SP | Increases M. Atk by 20% |
11 | Black Magic Lv. 5 | N/A | Use Level 5 Black Magic |
12 | Pierce M. Defense | 3 SP | Magic ignores M. Defense. |
13 | Black Magic Lv. 6 | N/A | Use Level 6 Black Magic |
14 | Group-Cast All | 3 SP | Magic targets an entire party. Doesn't apply to magic that can only be self targeted. |
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Post-Battle MP | N/A | Gain 25% max MP at the end of a battle. |
1 | Invocation Lv. 1 | 90 MP | Raises P. Def to maximum for 10 turns |
2 | Steady MP Recover | 1 SP | Restore 30 MP every turn. |
3 | Invocation Lv. 2 | 90 MP | Raises Speed and Evasion to maximum for 10 turns |
4 | Critical MP Recover | 1 SP | Restore 200 MP if HP falls below 20% |
5 | Invocation Lv. 3 | 90 MP | Raises M. Def to maximum for 10 turns |
6 | Save SM MP | 2 SP | Summoning magic costs 25% MP less. |
7 | Post-Battle MP | 2 SP | Gain 25% max MP at the end of a battle. |
8 | Invocation Lv. 4 | 90 MP | Raises P. Atk to maximum for 10 turns. |
9 | Obliterate | 4 SP | Knocks out all targets 20 levels or more lower than you at the start of battle (except bosses). |
10 | Invocation Lv. 5 | 90 MP | Raises M. Atk to maximum for 10 turns. |
11 | Max Summoning | 3 SP | Summon magic costs double MP but does 50% more damage. |
12 | MP 30% Up | 3 SP | MP increases by 30% |
13 | Invocation Lv. 6 | 90 MP | Critical rate is increased by 500% for 10 turns |
14 | Experience Up | 1 SP | Increases experience gained by 50% |
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Post-Battle MP | N/A | Gain 25% max MP at the end of a battle. |
1 | Invocation Lv. 1 | 90 MP | Raises P. Def to maximum for 10 turns |
2 | Steady MP Recover | 1 SP | Restore 30 MP every turn. |
3 | Invocation Lv. 2 | 90 MP | Raises Speed and Evasion to maximum for 10 turns |
4 | Critical MP Recover | 1 SP | Restore 200 MP if HP falls below 20% |
5 | Invocation Lv. 3 | 90 MP | Raises M. Def to maximum for 10 turns |
6 | Save SM MP | 2 SP | Summoning magic costs 25% MP less. |
7 | Post-Battle MP | 2 SP | Gain 25% max MP at the end of a battle. |
8 | Invocation Lv. 4 | 90 MP | Raises P. Atk to maximum for 10 turns. |
9 | Obliterate | 4 SP | Knocks out all targets 20 levels or more lower than you at the start of battle (except bosses). |
10 | Invocation Lv. 5 | 90 MP | Raises M. Atk to maximum for 10 turns. |
11 | Max Summoning | 3 SP | Summon magic costs double MP but does 50% more damage. |
12 | MP 30% Up | 3 SP | MP increases by 30% |
13 | Invocation Lv. 6 | 90 MP | Critical rate is increased by 500% for 10 turns |
14 | Experience Up | 1 SP | Increases experience gained by 50% |
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Post-Battle MP | N/A | Gain 25% max MP at the end of a battle. |
1 | Invocation Lv. 1 | 90 MP | Raises P. Def to maximum for 10 turns |
2 | Steady MP Recover | 1 SP | Restore 30 MP every turn. |
3 | Invocation Lv. 2 | 90 MP | Raises Speed and Evasion to maximum for 10 turns |
4 | Critical MP Recover | 1 SP | Restore 200 MP if HP falls below 20% |
5 | Invocation Lv. 3 | 90 MP | Raises M. Def to maximum for 10 turns |
6 | Save SM MP | 2 SP | Summoning magic costs 25% MP less. |
7 | Post-Battle MP | 2 SP | Gain 25% max MP at the end of a battle. |
8 | Invocation Lv. 4 | 90 MP | Raises P. Atk to maximum for 10 turns. |
9 | Obliterate | 4 SP | Knocks out all targets 20 levels or more lower than you at the start of battle (except bosses). |
10 | Invocation Lv. 5 | 90 MP | Raises M. Atk to maximum for 10 turns. |
11 | Max Summoning | 3 SP | Summon magic costs double MP but does 50% more damage. |
12 | MP 30% Up | 3 SP | MP increases by 30% |
13 | Invocation Lv. 6 | 90 MP | Critical rate is increased by 500% for 10 turns |
14 | Experience Up | 1 SP | Increases experience gained by 50% |
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Post-Battle MP | N/A | Gain 25% max MP at the end of a battle. |
1 | Invocation Lv. 1 | 90 MP | Raises P. Def to maximum for 10 turns |
2 | Steady MP Recover | 1 SP | Restore 30 MP every turn. |
3 | Invocation Lv. 2 | 90 MP | Raises Speed and Evasion to maximum for 10 turns |
4 | Critical MP Recover | 1 SP | Restore 200 MP if HP falls below 20% |
5 | Invocation Lv. 3 | 90 MP | Raises M. Def to maximum for 10 turns |
6 | Save SM MP | 2 SP | Summoning magic costs 25% MP less. |
7 | Post-Battle MP | 2 SP | Gain 25% max MP at the end of a battle. |
8 | Invocation Lv. 4 | 90 MP | Raises P. Atk to maximum for 10 turns. |
9 | Obliterate | 4 SP | Knocks out all targets 20 levels or more lower than you at the start of battle (except bosses). |
10 | Invocation Lv. 5 | 90 MP | Raises M. Atk to maximum for 10 turns. |
11 | Max Summoning | 3 SP | Summon magic costs double MP but does 50% more damage. |
12 | MP 30% Up | 3 SP | MP increases by 30% |
13 | Invocation Lv. 6 | 90 MP | Critical rate is increased by 500% for 10 turns |
14 | Experience Up | 1 SP | Increases experience gained by 50% |