- 1 Introduction
- 2 Job chart
- 3 Overview
- 4 Jobs
Jobs are an extension of their base classes, and require a Soul Crystal to activate. Each job acquires additional role-specific actions based on the job's role in group content (Tank, DPS, or Healer). With the release of Stormblood, players are no longer required to level a secondary class and can advance to their respective job at level 30. Jobs added with expansions do not have a base class and receive their Soul Crystal as soon as they are unlocked. They also start out at higher base levels.
This list includes all jobs with their base (level 1-30) classes. Eight jobs can only be obtained by purchasing Heavensward (Dark Knight, Astrologian, Machinist and Blue Mage), Stormblood (Samurai, Red Mage) and Shadowbringers (Gunbreaker and Dancer).
|Base Class||Job||Role||Starting Location||Prerequisites||Starting Level|
|Rogue||Ninja||Melee DPS||Limsa Lominsa||None(*)||1|
|Archer||Bard||Ranged Physical DPS||Gridania||None||1|
|Thaumaturge||Black Mage||Ranged Magical DPS||Ul'dah||None||1|
|Arcanist||Summoner||Ranged Magical DPS||Limsa Lominsa||None||1|
|None||Blue Mage|| Limited Job
Ranged Magical DPS
|Limsa Lominsa||Level 50||1|
|None||Dark Knight||Tank||Ishgard|| Level 50 HW
|None||Astrologian||Healer||Ishgard|| Level 50 HW
|None||Machinist||Ranged Physical DPS||Ishgard|| Level 50 HW
|None||Samurai||Melee DPS||Ul'dah||Level 50 SB||50|
|None||Red Mage||Ranged Magical DPS||Ul'dah||Level 50 SB||50|
|None||Gunbreaker||Tank||Gridania||Level 60 ShB||60|
|None||Dancer||Ranged Physical DPS||Limsa Lominsa||Level 60 ShB||60|
(*) Although Rogue/Ninja has no specific prerequisites, it is not available as a starting class, so you must first follow the same steps as acquiring any other class: unlock class-changing (level 10) and gain access to Limsa Lominsa (level 15, unless you started there).
Note: You can level all classes and jobs on a single character.
Jobs have some unique features:
- Primary Class is the class that a job is tied to.
- To switch to a job, equip its Soul Crystal. Returning to a base class works similarly by leaving the crystal slot empty.
- Jobs possess all of the abilities and traits of the primary class and can select five additional actions shared among all jobs of that role.
- Before attaining level 60, Jobs borrow all of their Traits from their primary class. However, any Traits acquired from levels 61 to 70 are restricted to the job upon which they are received.
- Note that while most abilities are acquired through gaining levels, some are locked behind Class and Job Quests.
- Level is shared between job and primary class once that job is unlocked. For example, if you level a Summoner to 40, then swap over to its base class (Arcanist), the latter will also be at level 40. Both the primary class and its respective job will always be the same level, regardless of which you play as.
- Jobs released in Heavensward (3.0) – Dark Knight, Astrologian and Machinist – start from level 30 and do not require base classes. Instead, they begin with a full set of abilities of their own.
- Jobs released in Stormblood (4.0) – Samurai and Red Mage – start from level 50 and do not require base classes.
- Jobs released in Shadowbringers (5.0) – Gunbreaker and Dancer – begin from level 60 and do not require base classes.
Paladins are front-line specialists, sporting a veritable arsenal of defensive and supportive tools to protect both themselves and their allies. Paladin's also utilize MP to heal their comrades and to deal burst damage.
Warriors are mighty front-liners wielding terrifying two-handed axes which are used to perform huge burst damage after filling their Beast Gauge. Unlike their tanking counterparts, Warriors forgo some mitigation abilities in exchange for a whopping health-pool and self-healing abilities.
Dark Knights strive to occupy the proverbial middle-ground between Warrior and Paladin, providing the player with a balanced offering of mitigation and damage-dealing tools, complemented by their skill with two-handed greatswords.
Gunbreakers blend solid damage, mitigation and utility into a straightforward playstyle. They possess consistent combos that generate Cartridges, which can be used to increase their damage further or to aim special abilities (such as shields or regen) at party-members.
Astrologians are masters of fate that provide shields and regeneration to allies in a large area, and can also use Cards to provide damage buffs to fellow party members through use of their Star Globe.
Scholars, accompanied by their faithful healing pets, pepper allies with powerful barriers whilst debilitating enemies with their devastating damage-over-time (DoT) effects.
White Mage is a straightforward healing class that forgoes utility to provide immense healing output and regeneration effects to their allies. In times of need, they can also blast their enemies with devastating elemental attacks.
Bards are ranged damage dealers sporting mobility, utility, and a proc-based combat style that debilitates enemies through damage-over-time effects wrought by their bow and arrows. Through the power of song, they can also provide party-wide buffs and inspire their allies to greater feats of damage.
Black Mages resemble the classical elemental mage, trading defense and mobility for unmatched area spells. Their unique mechanics revolve around balancing Astral Fire and Umbral Ice to mitigate MP consumption while dealing massive damage with offensive fire, ice and lightning magicks.
Blue Mages learn skills by copying the abilities of their defeated enemies. They have access to a wide variety of spells, which make them more and more versatile and powerful as they learn. However, their status as a Limited Job restricts their access to content.
The Dancer is a highly-mobile job providing damage, utility and support capabilities to those around them while slicing their enemies with their vicious Chakra. Dancer's can also choose a party member as their Dance Partner, causing some of their skill's effects to activate on the selected player.
Dragoons are famous for launching themselves across battlefields and decimating their foes using lance-based weapons, often bombarding enemies with vicious leaping attacks and positional combos.
Machinists are gun-toting tinkerers that specialize in blasting foes in rapid succession, building up their Heat gauge, which is used to fuel their abilities further. They can also deploy an automaton to assist the player in combat temporarily.
Monks are very agile combatants that deal impressive sustained single-target damage, darting across the battlefield to annihilate foes with lightning speed using their fist-based weapons and martial techniques.
Ninja's are agile and elusive fighters that utilize ninjutsu and dual-daggers, slicing unsuspecting foes from the shadows in the blink of an eye. By using the right combination of mudras, they can also blast enemies with a variety of elemental attacks. Their ace-in-the-hole, Trick Attack, also increases the damage a target takes from all sources.
The Red Mage is a versatile class capable of using both magic and weapon skills effectively. The class focuses on building and balancing white and black mana by casting magic, then expending them on their melee rapier skills to deal a finishing blow. In addition to dealing damage, Red Mages can learn healing magic and can even raise fallen party members.
The Samurai uses a two-handed katana to deal out tremendous single-target damage. Their attacks are slow, methodical and deliberate, yet extremely potent, able to carve even the most stalwart opponent into mere ribbons.
Summoners conjure one of three battle-pets into the fray and bombard their enemies with devastating damage-over-time effects, as well as other abilities performed through their use of aetherflow. Summoner, like Red Mage, is also one of the few DPS jobs that can resurrect fallen allies in combat.