The Job system
Units belong to a Job (class), earn JP (Job Points) by acting, and spend JP to learn that job's abilities. Mastering jobs and meeting prerequisites unlocks new jobs along a branching tree.
- Each job has its own level (driven by JP) and its own ability list.
- Advanced jobs require levels in prerequisite jobs (climb from Squire/Chemist into combat and mage lines, then into elite hybrids).
- A unit's stat growth depends on the job it levels up in — so the class you grind matters for the final build, not just the abilities you learn.
Ability slots
This is the actual build system and where the depth lives. A unit equips:
- One Job (primary) — its full action set.
- One Secondary command — the action abilities of any other job you've learned. The cross-class engine: a Knight with Black Magick, a Monk with White Magick.
- One Reaction — auto-triggers on a condition (counterattack when hit, auto-heal on damage).
- One Support — a passive (equip heavier weapons, two-hand, boost a stat, dual-wield).
- One Movement — movement/positioning passive (+Move, +Jump, move through tiles, teleport).
Job tree and progression
Broad shape of the tree (names follow the Ivalice Chronicles localization):
- Base: Squire and Chemist — everyone starts here; Squire's JP-up and Chemist's items are foundational.
- Physical line: Knight (armor, break equipment), Archer (ranged, charge shots), Monk (high HP/PA, healing punches), Thief (steal, speed), Geomancer (terrain attacks), Dragoon/Lancer (jump), Samurai (draw-out elemental hits), Ninja (dual-wield, throw, very high Speed).
- Magick line: Black Mage (elemental nukes), White Mage (heal/buff), Time Mage (haste/slow/quick, the turn-economy class), Summoner (big AoE MA), Oracle/Mystic (status ailments), Orator/Mediator (recruit, persuade), and the Mathematician/Calculator class.
- Elite/hybrid: Mystic Knight/specialty hybrids and the unique story jobs.
Climbing the tree is the long-game project: grind prerequisite jobs not only to unlock the next class but to pick up cross-class abilities your final build wants.
Standout jobs and why
- Time Mage — Haste, Slow, and Quick weaponize the turn economy. Some of the strongest action economy in the game.
- Ninja — innate dual-wield and top-tier Speed; a fast attacker and a premier stat-grind class. Throw adds ranged burst.
- Monk — huge HP and PA, weaponless, with healing and AoE punch arts; strong early and a great secondary on bruisers.
- Mathematician (Calculator) — the notorious build-breaker: cast certain spells free on every unit matching a numeric condition (Height/CT/Level/EXP). Slow to set up, devastating once online.
- Orator/Mediator — recruit enemy humans and some monsters; how you grow a roster of special units and rare classes.
- Samurai / Summoner — top MA and physical-magick burst for clearing groups.
- Knight — equipment/stat breaks neuter dangerous enemies; sturdy frontline.
The "best" job is always relative to the combination you build around it — see the build archetypes.