Jobs, Capacity Points & job levels
- Crystals unlock jobs in four waves. Everyone starts as an Onion Knight; each Crystal you awaken adds a batch of jobs you can freely assign to any hero.
- Changing jobs costs Capacity Points (CP), earned from battles. Bigger "distance" between the old and new job costs more — so plan retrains rather than flipping constantly.
- Job level builds with use and improves that job's effectiveness (and a few abilities/equip options). A freshly-changed job has a short proficiency dip before it settles in.
- Stats follow the job. Physical jobs raise Strength/Vitality, mage jobs raise the relevant Magic stats — so a long-term caster wants to live in caster jobs.
Pixel Remaster noteThe PR added a job-level boost that greatly eases the Famicom original's harsh job-change penalty — experimenting between jobs is far more forgiving here. This is the 2D Famicom game (the original nameless Light Warriors and the classic Onion Knight), not the DS 3D remake.
Every job, by Crystal
Jobs unlock progressively as the four Crystals awaken. (Groupings follow the Famicom/Pixel Remaster layout.)
Start
| Job | Role |
|---|---|
| Onion Knight | Starting job. Weak for most of the game, but with the full Onion gear and very high levels it becomes the strongest class — see Secrets. |
Wind Crystal
| Job | Role |
|---|---|
| Warrior | Sturdy physical attacker; carries the early game. |
| Monk | High HP and barehanded damage; great early bruiser. |
| White Mage | Healing and support magic — always keep one. |
| Black Mage | Elemental nukes; your early ranged damage. |
| Red Mage | Jack of all trades (low-tier black + white + decent melee); excellent until specialists arrive. |
| Thief | Steal, high speed, escape; situational utility. |
Fire Crystal
| Job | Role |
|---|---|
| Knight | Armored frontline that auto-defends low-HP allies; sturdy mid-game tank. |
| Ranger | Bows (back-row safe) with multi-hit Barrage; reliable ranged damage. |
| Scholar | Study reveals an enemy's weakness; doubles item healing. The answer to Hein. |
| Geomancer | Free, safe terrain attacks that never miss; low-risk damage. |
Water Crystal
| Job | Role |
|---|---|
| Dragoon | Jump — leap out of range, then crash for big damage. The required answer to Garuda. |
| Viking | Massive HP and a Provoke to soak hits; the dedicated tank. |
| Dark Knight | Souleater hits all enemies and tears through split/clone foes. |
| Evoker | Early summoner — summons fire a random (RNG) effect. |
| Bard | Buff/utility songs; weak in a straight fight. |
Earth Crystal (final)
| Job | Role |
|---|---|
| Ninja | Top physical: dual-wield, Throw (shuriken), high speed. An endgame pillar. |
| Sage | Casts all White, Black and Summon magic. The endgame magic pillar. |
| Summoner | Full-power summons (not RNG like the Evoker). |
| Devout | Master White mage — the best healing in the game. |
| Magus | Master Black mage — the strongest offensive magic. |
| Black Belt (Master) | Endgame Monk — enormous barehanded physical damage. |