The Jobs
Everybody starts as an Adventurer. At level 10 the mentors take you on, and every job levels on its own. Here's what each one does, what it swings, and what it learns on the way.
KnightProtector
WizardDamage (magic)
ClericHealer
ThiefDamage (melee) and treasure
BrawlerDamage (melee) and off-tank
BerserkerDamage (melee), two-handed
LancerDamage (melee), reach and armour
SpellbladeHybrid: blade and light magic
RangerDamage (ranged)
SamuraiDamage (melee), two-handed, Links
BeastmasterDamage (melee) with a creature companion
Second job pairings
From level 30 a mentor teaches you to carry a second job underneath, at half your level. It lends its spells and tricks (never its weapon skills). The same level brings your job's first advancement (a mentor's trial, a new title, a new look and a signature move of its own). Good pairs, and what the second job lends by level 15:
| Main job | Good second jobs | Lends you |
|---|---|---|
| Knight | Cleric or Brawler | Cleric: Cure and Banish |
| Wizard | Cleric or Spellblade | Cleric: Cure and Banish |
| Cleric | Wizard or Brawler | Wizard: Ember, Frost, Gale, Stone and Sleep |
| Thief | Brawler or Berserker | Brawler: Combo and Second Wind |
| Brawler | Knight or Thief | Knight: Provoke, Flash, Cleave and Radiant Edge |
| Berserker | Knight or Thief | Knight: Provoke, Flash, Cleave and Radiant Edge |
| Lancer | Berserker or Knight | Berserker: Blood Rush, Whirling Axe and Skullsplitter |
| Spellblade | Wizard or Cleric | Wizard: Ember, Frost, Gale, Stone and Sleep |
| Ranger | Thief or Berserker | Thief: Steal, Venom Blade, Quickstep and Smoke Bomb |
| Samurai | Berserker or Knight | Berserker: Blood Rush, Whirling Axe and Skullsplitter |
| Beastmaster | Knight or Cleric | Knight: Provoke, Flash, Cleave and Radiant Edge |

Pro Tip
You can change job anywhere, any time you are not in a fight. Try them all. Commitment is overrated, lu.