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Bravely Default Job Guide – All 24 Jobs and Support Abilities

From Arcanist to White Mage, we break down all 24 jobs, including full lists of their abilities.
This article is over 10 years old and may contain outdated information

Beat Bravely Default with Prima’s complete and free walkthrough!

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Bravely Default has a total of 24 Jobs available, and they all vary in abilities, weapons and specialties. Here, we break down all 24, with packed-charts showing costs, descriptions, level requirements and names of all abilities for each Job. We also note some of the best combinations—in other words, which ones work well together. For easy navigation for this guide, all Jobs are in alphabetical order.

Two jobs can be combined with the benefit of using unique abilities; one with a primary command, and then the second with support abilities (or job command). When you assign a character with a primary job, take note that you’re automatically given the Specialty, which is always a skill on the job’s ability list (with the exception of the Freelancer). In addition, Specialties don’t use slots.

Remember, you must purchase magic scrolls at Magic Shops, in addition to the Job Level required, before you’re able to use them. Summons are acquired from Elemental Sages in dungeons, where you’ll need to survive each summon attack to claim it.

As always, special thanks to Pete Davison from USgamer.

Chart Key

  • (S): Specialty
  • BP: Brave Points
  • MP: Magic Points
  • HP: Hit Points
  • SA: Support Ability (Slot)
  • Lv.: Job Level

Arcanist 

An Arcanist’s primary focus is casting dark spells (most efficiently with rods), but this generally doesn’t work against stronger enemies. Combine this job with a Black Mage or Dark Knight to increase your magic attacks. 

Lv.

Ability

Cost

Description

1

Corpse

4 MP

Cast Doom on an enemy (75% success rate).

2

Black Magic Amp

1 SA

Black magic’s MP costs 1.5 times more, but deals 1.5 times the damage. Works with Max Black Magic.

3

Exterminate

4 MP

Dark damage increases towards poisoned allies and enemies.

4

Absorb M. Damage (S)

1 SA

Heals HP equal to 25% of magic damage. Poison attacks and KO are excluded.

5

Twilight

9 MP

Defeats target in a sleep state. Does not work with bosses and certain enemies.

6

Save BM MP

2 SA

Black magic’s MP cost reduces by 25%.

7

Sacrifice

 

Increase magic attack by 50% for three turns while sacrificing 25% of max HP. M. Atk limit is 150%. 

8

Zero

1 SA

Magic attack damage increases by 1.5 times when MP’s last digit is zero.

9

Convergence

3 SA

Group-cast magic damage increases by 1.5 times for a single enemy.

10

Annihilation

4 MP

Dark-based attack on everyone with negative BP. Damage increases towards ones with lesser BP.

11

Status Ailment Amp

1 SA

Chances to cast status infringements rise. 

12

Iniquity

4 MP

Dark-based magic attack on everyone with positive BP. The higher BP, the more damage.

13

Max Black Magic

3 SA

Doubles Black Magic’s MP use, but deals 1.5 times more damage. Can be used with Black Magic Amp.

14

Interment

210 MP

Deal powerful dark magic to all enemies.

Black Mage 

A Black Mage can cast various elemental attacks, and is quite handy in dealing with enemies that have magic weaknesses. Not only that, but Damage Dispersion is a useful tool that allows you to divide all the damage inflicted from an enemy across your entire party, making a hard hit seem like a slap. Rods are best equipped with them.

Lv.

Ability

Cost

Description

1

Black Magic Lv. 1

 

Use Fire, Blizzard, and Thunder spells.

2

Rod Lore

1 SA

Rods are bumped to S rank.

3

Black Magic Lv. 2

 

Use Silence, Poison and Sleep spells.

4

Abate Fire

1 SA

Lowers damage from fire attacks.

5

Damage Dispersion

1 SA

Divides 15% of damage received to whole party.

6

Silence Immunity

1 SA

Grants immunity to Silence.

7

Black Magic Lv. 3

 

Use Fira, Blizzara and Thundara spells.

8

Black Resonance (S)

1 SA

Party’s black magic damage increases; yourself excluded.

9

Black Magic Lv. 4

 

Use Drain, Aspir and Fear spells.

10

M. Attack 20% Up

2 SA

Magic Attack increases by 20%.

11

Black Magic Lv. 5

 

Use Firaga, Blizzaga and Thundaga spells.

12

Pierce M. Defense

3 SA

Ignores enemy’s Magic Defense.

13

Black Magic Lv. 6

 

Use Dark, Kill and Death spells.

14

Group-Cast All

3 SA

Allows group-casting effects with non-group magic; excluding yourself.

Conjurer

Simply put, the Conjurer is going to help you raise all your magic attacks via summon spells. This isn’t the most efficient class for serious battles, but perhaps the best way to grind (level up). Obliterate IMMEDIATELY ends a battle as long as you get the first strike—combine this with Alarm Earrings, and you’ll build your characters in no time flat. They rank A with all weapons, and are a good match with a Summoner or other magic casters.  

Lv.

Ability

Cost

Description

1

Invocation Lv. 1

 

Summons Girtablulu (Earth).

2

Steady MP Recover

1 SA

Gain 30 MP after each turn.

3

Invocation Lv. 2

 

Summons Hresvelgr (Wind).

4

Critical MP Recover

1 SA

Replenish 200 MP with -20% HP.

5

Invocation Lv. 3

 

Summons Ziusudra’s Sin (Water).

6

Save SM MP

2 SA

Summon magic’s MP cost decreases by 25%.

7

Post-Battle MP (S)

2 SA

Restore 20% max HP after battle.

8

Invocation Lv. 4

 

Summons Promethean Fire.

9

Obliterate

4 SA

Instantly ends a battle.

10

Invocation Lv. 5

 

Summons Dues Ex (Lightning).

11

Max Summoning

3 SA

Deals 1.5 times the summoning damage, but doubles Summon magic’s MP cost. Works with Summoning Amp.

12

MP 30% Up

3 SA

Max MP increases by 30%.

13

Invocation Lv. 6

 

Summons Sisano-o (non-elemental).

14

Experience Up

1 SA

Gain 1.5 times the experience from battle.

Dark Knight

Dark Knights are risk-takers that can pull off extremely powerful attacks while sacrificing the HP as the consequence.  The trick? The lesser HP, the more butt-kicking. Vampire’s Back From the Dead is a useful combo, since you’ll most likely be falling from battle, or a Spiritmaster to keep them standing with Absorption or Enigma. Equip them with swords or katanas.

Lv.

Ability

Cost

Description

1

Dark Bane

 

Dark physical attack with 1.25 times the damage. Sacrifices 20% of HP.

2

Abate Dark

1 SA

Damage from dark attacks lowers. Is not efficient with similar-effect items.

3

Adversity (S)

1 SA

Physical and magic attacks, along with magic defense, increase by 10% for three turns when damage equals 25% of your max HP.

4

Demon Master

6 MP

Casts Charm on a demon enemy.

5

See You in Hell

1 SA

Deal four times the damage to all enemies upon KO. Does not work with Raise.

6

Minus Strike

16 MP

Deal damage equal to HP reduced.

7

Helm Lore

1 SA

Helms are bumped to S rank.

8

Black Bane

 

Deal 1.5 times the damage to all enemies while sacrificing 30% of your HP.

9

Gloom

1 SA

Damage from dark attacks increase by 1.25 times with any equipment or ability.

10

Absorb Magic

 

Nulls magic attacks at the start of battle and absorbs MP. Does not work with Reflect.

11

Dark Nebula

 

A dark attack that hits everyone with 1.5 times the damage. 30% of your max HP is sacrificed.

12

P. Attack 30% Up

3 SA

Physical Attack increases by 30%.

13

Life or Death

 

Physical/magic attacks and defenses increase by 50% for four turns, but causes Doom. Upper limit is 150%.

14

Rage

2 BP

Performs Dark Bane repeatedly and randomly for five turns or when HP reaches 1.

Freelancer

The Freelancer falls in line with a mix of all different abilities, and works fairly well with pretty much all weapons. It is the first-default job that everyone starts out with. Most notably is their use for venturing through dungeons, marking all unopened chests and becoming immune to any dungeon traps. Helpful for traditional fights and gaining some JP, or boosting stats.

Lv.

Ability

Cost

Description

1

Examine

 

Reveals enemy HP, Weakness, Family and stats.

2

Treat

 

Heals 20% HP of ally. Available during Silence.

3

Divining Rod

1 SA

Displays number of unopened chests on map.

4

Dungeon Master

1 SA

Grants immunity to dungeon traps.

5

Mislead

 

Lessens chance of being attacked.

6

Prayer

8 MP

More chances to succeed with Chance-based abilities for 10 turns.

7

MP 10% Up

1 SA

Max HP increases by 10%.

8

Endure

 

Physical and magic defense increase by 25% for four turns. Limit is 150%.

9

Poison Immunity

1 SA

Grants immunity to Poison.

10

JP Up

1 SA

Receive more Job Points.

11

Flee

1 SA

Always escape from battle. Does not work against bosses and in certain locations.

12

Lure Enemy

1 SA

Doubles enemy-encounter rate.

13

Stand Ground

3 SA

Grants a better chance to survive with 1 HP.

14

Mimic

 

Emulates previous command of you or ally without effecting stats.

(S)

Late Boomer

 

HP, Offense and Defense increase by 1% with every job mastered.

Knight

Knights are highly-defensive characters that can tolerate a ton of damage and reduce injury inflicted, thanks to their preference for armor, shields, etc. They can truly be a “knight in shining armor” by guarding weaker members in the party with Protect Ally. They favor swords in combat. Not bad for protection, but they tend to have mediocre attacks.

Lv.

Ability

Cost

Description

1

Stomp

 

Attack with 1.5 times more damage; physical and magic defense decreases by 25%.

2

Two-Handed

1 SA

Allows dual-wielding for a weapon. Single-wielded required first.

3

P. Defense 10% Up

1 SA

Physical Defense increases by 10%.

4

Ironclad

5 MP

Physical Defense is maxed for entire turn.

5

Protect Ally (S)

1 SA

Guards an ally with -20% HP.

6

Shield Strike

8 MP

Deals two-consecutive attack damage, raising physical defense by 25%. Shield Required. 

7

Shield Lore

1 SA

Shields are bumped to S rank.

8

Vengeance

1 BP

Strikes all enemies with a physical attack. Damage increases with KO allies.

9

Sword Lore

1 SA

Swords are bumped to S rank. 

10

Full Cover

 

Guards an ally from an attack and halves the damage.

11

Dual Shields

1 SA

Allows two shields to be equipped.

12

P. Defense 30% Up

3 SA

Physical Defense increases by 30%.

13

Chivalrous Spirit

1 SA

Physical Defense increases by 25% for five turns with Protect Ally, Full Cover or White Knight.

14

Super Charge

1 BP

Doubles amount of physical defense, turning it into a physical attack. 

Merchant 

Some may not consider a Merchant a serious player, but it’s one of the jobs you can access early on to earn a ton of money or spend pg like a celebrity. Want to bribe your way out of a tough fight and still reap the rewards? How about ripping off enemies by luring them into buying a potion for double the cost? You can do so with a Merchant.

Lv.

Ability

Cost

Description

1

Pay to Play

 

Critical Rate increases by 300% when multiplying 50pg times your level. Limit is 1000%.

2

Salesman

 

Lures an enemy to buy a recovery item from you for 2.4 times the price, depending on item.

3

White Knight

1 SA

Ally with most HP protects you from a single physical attack; HP must be -20%.

4

Pharmacy

 

Buy a recovery item and use it.

5

Hedge Risk

 

Damage is halved for five turns by spending pg equal to half the damage you sustain.

6

Takeover

 

Deal damage based on 50pg times your level.

7

BP Drink

 

Boost your BP by purchasing BP recovery items.

8

Speculate

1 SA

50% chance of doubling your damage and 50% chance to inflict none.

9

More Money (S)

2 SA

Earn 1.5 times more pg.  Does not work with similar items.

10

Millionaire

 

Gift a friend 25pg per level, allowing you to summon them.

11

Big Pharma

 

Heal an enemy and make them pay the amount of HP recovered.

12

Full Leverage

 

Damage, recovery, HP, MP and BP will be doubled for five turns on everyone, including enemies.

13

Low Leverage

 

Damage, recovery, HP, MP, and BP will be halved on everyone for five turns, including enemies.

14

Payoff

 

Bribe an enemy to end the battle. You still receive EXP, JP and pg.

Monk

Monks are heavy hitters that can deal tremendous amount of damage. The good news is they don’t necessarily need a weapon to severely smack their foes, but are fit with knuckles. The drawback: they’re best used without defensive equipment, making them vulnerable to even simple attacks. 

Lv.

Ability

Cost

Description

1

Strong Strike

 

Doubles damage, but has 50% of failing.

2

Invigorate

 

Physical attack increases by 25% for two turns. Chance of failing.

3

Inner Alchemy

5 MP

Cures Poison, Silence, Dread and Confuse.

4

HP 10% Up

1 SA

Max HP increases by 10%.

5

Knuckle Lore

1 SA

Knuckles are bumped to S rank.

6

Hidden Dragon

 

Damage increases by 1.25 times at end of turn.

7

Qigoing Wave

12 MP

Damage increases by 1.25 times even with an enemy in Default.

8

Blind Immunity

1 SA

Grants immunity to Blindness.

9

P. Attack 10% Up

1 SA

Physical Attack increases by 10%.

10

HP 20% Up

2 SA

Max HP increases by 20%.

11

Pressure Point

1 BP

Double damage no matter the enemy’s defense stats.

12

HP 30% Up

3 SA

Increase max HP by 30%.

13

Phoenix Flight

 

Reduces HP to 1. Damage is based on HP-reduced amount.

14

Natural Talent

1 SA

Physical attack with nothing equipped.

Ninja 

Ninjas are, well, just plain cool. Katana being their weapon of choice, you’ll slice and dice enemies in no time. Because of their incredible amount of evading tactics, stats and countering move, the Ninja stands alone as a superb attacker nobody would want to mess with. Unfortunately, their damage defense isn’t the greatest, considering they’re best used with dual weapons, though you can prevent this by pairing it with a Knight for dual shields (lowering offense, however).

Lv.

Ability

Cost

Description

1

Shippujinrai

16 MP

Be the first to attack.

2

Transience

1 SA

Evade an attack and counter with moderate damage.  

3

Evade 10% Up

1 SA

Evasion increases by 10%.

4

Utsusemi

 

Evade one physical attack.

5

Comeback Kid

1 SA

Magic and Physical attacks increase by 25% for three turns. Physical attacks are also evaded. Limit is 150%.

6

Ikkikasei

1 BP

Number of attacks increase by 100% for one turn. Limit is 200%.

7

Cleave

1 SA

Chance to attack after defeating an enemy. 

8

Evade 20% Up

2 SA

Evasion increases by 20%.

9

Shunshin

 

Maximizes Evasion for six turns. Evasion limit is 150%. 

10

Kairai

 

Shuffles allies being attacked.

11

Dual Wield (S)

2 SA

Duel-wielded weapons’ P. attack increases by 100%.

12

Kakuremi

 

Chances of being targeted decreases for five turns.

13

Evade 30% Up

           3 SA

Increase evasion by 30%.

14

Frenetic Fighting

2 SA

Attack limits increase to 32.

Performer

If you find your party lacking  strength, or need to boost your magic spells, a Performer is a good option. They have a high rank with staves, rods and daggers. Performers help deal with tougher foes you encounter. Several jobs work well with this, especially magic casters.  

Lv.

Ability

Cost

Description

1

Love Power

30 MP

Boosts everyone’s physical attacks by 25% for four turns. Limit is 150%.

2

Love Rush

24 MP

Boosts everyone’s speed by 25% for four turns. Limit is 150%.

3

One More for You

26 MP

User gains 1 BP.

4

Got Your Back

24 MP

Boosts everyone’s physical defense by 25% for four turns. Limit is 150%.

5

Key to Your Heart

24 MP

Boosts everyone’s magic defense by 25% for four turns. Limit is 150%.

6

Support Amp

1 SA

Stat-boosting effects increase by 10%.

7

Little Devil

24 MP

Boosts everyone’s magic attack by 25% for four turns. Limit is 150%.

8

Catch Me

12 MP

Chances of being attack rise for five turns.

9

Buff Up

2 SA

Physical, Magic, Attack, Physical Defense and Magic Defense increase by 5% for five turns. Limit is 150%

10

Prolong Support

1 SA

Stat-raising effects last longer.

11

Charm Immunity

1 SA

Grants immunity to Charm.

12

Salve Singing MP (S)

2 SA

MP cost of Singing decreases by 50%.

13

Zero Sum

30 MP

Drain all enemies or allies with 1 or more BP to zero.

14

My Hero

2 BP

Raises 1 BP for everyone.

Pirate

Everyone at some point in their lives wants to be a Pirate. This optional job is one of the best classes in the game; gifted with high-physical offense to even the most intimating foes. Axes are their favorable weapon. More so, Pirates can decrease enemy attacks and their defense with proper abilities applied, leaving your party more comfortable when taking a hit.

Lv.

Ability

Cost

Description

1

Double Damage

128 MP

Doubles damage to one enemy.

2

Provoke

 

Increase chances of being attacked.

3

Shell Split

9 MP

Enemy’s physical defense decreases by 25% for four turns. Deals consistent damage. Lower limit is 75%.

4

Scale Strip

9 MP

Enemy’s magic defense decreases by 25% for four turns. Deals consistent damage. Lower limit is 75%.

5

Shin Smash

9 MP

Enemy’s speed decreases by 25% for four turns. Deals consistent damage. Lower limit is 75%.

6

Mass Attack

1 BP

Allies with – 20% HP attack the same time as you.

7

Berserk

 

Consistently attack for six turns with P. attack up 50%. Does not work with boost effects.

8

Adrenaline Rush (S)

2 SA

Physical Attack and Physical Defense increase by 50% for five turns when HP is -20%. Limit is 150%. 

9

P. Attack 20% Up

2 SA

Physical Attack increases by 20%.

10

Defang

9 MP

Deal moderate damage while decreasing enemy’s physical attack by 25% for four turns.

11

Skull Bash

9 MP

Deal moderate damage while decreasing enemy’s magic attack by 25% for four turns.

12

Axe Lore

1 SA

Axes are bumped to S rank.

13

Torrent

2 BP

Physical water attack with .3 times the damage. Attacks one enemy 16 times.

14

Amped Strike

256 MP

Deal four-times greater damage to one enemy.

Ranger 

Best when equipped with a crossbow, the Ranger can put some serious hurt on your enemies. It fits the bill for a variety of battles—bug enemies, plants, beasts—you name it. Rangers rely mostly on physical attacks; however, carrying a two-handed distant weapon with them means that they cannot withstand that much damage without a shield.

Lv.

Ability

Cost

Description

1

Targeting

12 MP

Deals 1.5 times greater damage with moderate attacks, regardless of enemy in Default.

2

Bug Slayer

8 MP

Damage to bug enemies increases by 1.25 times.

3

Plant Slayer

8 MP

Damage to plant enemies increases by 1.25 times.

4

Beast Slayer

8 MP

Damage to beast enemies increases by 1.25 times.

5

Paralyze Immunity

1 SA

Grants immunity to Paralysis.

6

Aerial Slayer

8 MP

Damage to aerial enemies increases by 1.25 times.

7

Aquatic Slayer

8 MP

Damage to aquatic enemies increases by 1.5 times.

8

Bow Lore

1 SA

Bows are bumped to S rank.

9

Dragon Slayer

8 MP

Damage to dragon enemies increases by 1.5 times.

10

Undead Slayer

8 MP

Damage to undead enemies increases by 1.5 times.

11

Demon Slayer

8 MP

Damage to demon enemies increases by 1.5 times.

12

Hawkeye (S)

1 SA

Accuracy increases by 100%.

13

Precision

2 SA

Attacks increase by 3%.

14

Multiburst

1 BP

Four random attacks with .6 times more damage.

Red Mage

Red Mages are useful magic casters that can take advantage of both White and Dark Magic. If your healer is busy, per say, your Red Mage can also cast Cura for an immediate backup, or wreck enemies with offensive magic spells. It’s a bummer Red Mages aren’t allowed to use top-notch magic scrolls. Red Mages are mediocre with most weapons, but rank A with swords.

Lv.

Ability

Cost

Description

1

B/W Magic Lv. 1

 

Use Cure, Poisona, Blindna, Fire, Blizzard and Thunder spells.

2

MP 20% Up

2 SA

Max MP increases by 20%.

3

B/W Magic Lv. 2

 

Use Protect, Shell, Aero, Silence, Poison and Sleep spells.

4

Turn Tables

1 SA

Gain 1 BP while evading an attack.

5

MP Free in a Pinch

2 SA

No MP cost when HP is below 20%.

6

B/W Magic Lv. 3

 

Use Cura, Esuna, Fira, Blizzara and Thundara spells.

7

Adrenaline

1 SA

Gain 1 BP when defeating an enemy. Defeating multiple enemies in one shot raises BP based on total defeated.  

8

Save Magic MP

3 SA

MP cost decreases for black, white, time and summon magic by 25%.

9

BP Recovery

1 SA

Gain 2 BP when sustaining a status ailment.

10

B/W Magic Lv. 4

 

Use Reflect, Dispel, Aerora, Drain, Aspir and Fear spells.

11

Revenge (S)

2 SA

25% chance to gain 1 BP when enduring damage, excluding Poison attacks.

12

Revival

2 SA

75% chance to gain 2 BP with -20% HP, excluding HP-consuming abilities.

13

An Eye for an Eye

1 SA

900% chance of a critical strike for five turns with -20% HP.

14

In the Red

1 SA

Increases magic damage with negative BP.

Salve-Maker

Recipes, recipes and more recipes. Salve-Makers are your traditional compound-mixer of various items with unique and extremely helpful effects best used with staves. Put your recovery items on steroids and double its effectiveness. Most notably, all those monster body parts turn useful—try mixing a Dragon Fang with Beast Liver. The result is Giant’s Draft, which doubles your HP capacity.

Lv.

Ability

Cost

Description

1

Compounding

 

Form a special effect by mixing two items.

2

First Aid

 

Cures an ally with the least amount of HP. Can be used during Silence.

3

Experiment

 

Forms a consumable item into an attack item.

4

Attack Item Amp

1 SA

Attack item’s damage increases by 1.5 times.

5

Inoculate

 

Use a status-ailment item for six turns. Can be used during Silence.

6

Auto-Potion

1 SA

Automatically heal using a potion when taking damage. Potion is needed in inventory.

7

Shorten Ailment

1 SA

Automatically cures Sleep, Paralyze, Dread, Confuse, Charm and Stop at the start of each turn (50% chance). 

8

Widen Area

1 BP

Single-use item effects entire party.

9

Healing Lore (S)

2 SA

Doubles effect of recovery items.

10

Turn Toxic

 

Causes a recovery item to damage and poison enemies.

11

Auto-Phoenix

2 SA

Automatically use a Phoenix Down on a KO’d alley. Item is needed.

12

Collect

 

Be gifted an item in battle. Varies on location.

13

Resurrect

 

Revives all KO allies and heals 25% of their HP. Can be used during Silence.

14

Feel No Pain

3 SA

Delays damage for two turns at the start of battle.

Spell Fencer

Spell Fencer’s favorite hobby takes a traditional swordsman and amps it up with Sword Magic. They are not too shabby unleashing elemental-based sword attacks, and can be quite defensive against magic with the right elements applied.  Try mixing any weapon-based class with this one and watch as you slay enemies. 

Lv.

Ability

Cost

Description

1

Sword Magic Lv. 1

 

Use Fire, Blizzard and Thunder spells.

2

Sword Magic Lv. 2

 

Use Silence, Poison and Sleep spells.

3

Firewall

1 SA

50% chance of a fire-counterattack when hit by a single attack.

4

Sword Magic Lv. 3

 

Use Fira, Blizzara and Thundara spells.

5

Auto-Aspir Blade

1 SA

Weapon absorbs MP for 10 turns at the start of battle.

6

Magic Armor

1 SA

Reduces elemental defense when equipped with similar sword magic.

7

Sword Magic Lv. 4

 

Use Drain, Aspir and Fear spells.

8

Memento

3 SA

All allies’ MP is restored when KO’d. Excludes yourself.

9

Sword Magic Lv. 5

 

Use Firaga, Blizzaga and Thundaga spells.

10

Anti-Magic (S)

2 SA

Magic Defense increases by 50% for four turns when hit by a magic attack. Limit is 150%. 

11

Sword Magic Amp

1 SA

Doubles MP cost of sword magic, but deals 1.25 times more damage with any element.

12

Sword Magic Lv. 6

 

Use Holy, Dark, and Death spells.

13

M. Def Specialize

1 SA

Physical Defense decreases by 25%; Magic Defense increases by 50%.

14

Phantom Weapon

3 SA

Currently-equipped weapon is added to magic attacks.

Spiritmaster

We’ll come right out and say it: the Spiritmaster is one of (if not the best) supporting character for any team looking for protection, damage reduction or dodging strong attacks. You won’t find a better magic-based defense character like this one. Try combining this class with a White Mage or Dark Knight, and your party will be happy, strong and healthy. They favor staves.

Lv.

Ability

Cost

Description

1

Spirit Ward

16 MP

Avoids all magic damage for four turns.