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Bravely Struggle/Jobs

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As the player progresses through the story of Bravely Struggle, they will obtain up to forty Jobs either through story events or sidequests.


Freelancer

Freelancer
Job Command: Miscellany
Specialty Ability: Late Bloomer

A jack of all trades with balanced stats and a knack for both healing and damaging in equal measure. A Freelancer is useful for nearly any situation. Most noteworthy is its Examine skill, which allows you to analyze an enemy's stats and record them for future reference.
The Freelancer does not have an asterisk, as it is available from the very start of your adventure.
HP
C
MP
C
STR
C
INT
C
DEX
C
VIT
C
MND
C
AGI
C
Sword
B
Axe
B
Spear
B
Rod
B
Staff
B
Dagger
B
Katana
B
Greatsword
B
Bow
B
Knuckles
B
Pistol
B
Shield
B
Helm
B
Armor
B
Lv1
Examine
Miscellany
"Scans" the enemy to reveal their HP and elemental weaknesses. Adds their information to the Bestiary.
Lv2
Divining Rod
Support
Costs one slot. The number of unopened treasure chests in the player's area is displayed on the map.
Lv3
Treat
Miscellany
Costs 7 MP. Restores the HP of one ally by 20%. Can be used even when Silenced.
Lv4
Dungeon Master
Support
Costs one slot. Immunizes the party against the negative effects of hazards encountered outside of battle.
Lv5
Attack Item Amp
Support
Costs one slot. Boosts the damage of attack items by 50%.
Lv6
Square One
Miscellany
Costs 1 BP. Removes all status effects from all allies and all enemies, including buffs, debuffs, and ailments.
Lv7
Treasure Map
Support
Costs one slot. Treasure chests and hidden items are displayed on the map.
Lv8
JP Up
Support
Costs one slot. Increases the rate at which JP is accumulated by 20%.
Lv9
Mimic
Miscellany
Copy the action performed immediately prior to the user’s turn, regardless of the usual cost to perform the action.
Lv10
Jack of all Blades
Support
Costs two slots. Raises all Weapon and Armor Aptitudes up to B-Rank. Does not apply to Weapon or Armor Aptitudes that exceed B-Rank.
Lv11
Late Bloomer
Support
Costs two slots. Raises the character's base stats by 1% for every job mastered.


Bishop

Bishop
Job Command: Holy Magic
Specialty Ability: Good Measure

A sacred figure clad in shimmering robes. A Bishop uses Holy Magic to restore allies' vitality, dispel specific status ailments, or even revive fallen comrades. With their Good Measure ability, they can also power up any spells they know by casting the same spell multiple times in a row.
The Bishop's asterisk is obtained in the Prologue from Pope Agnès Oblige after she leaves your party.
HP
C
MP
A
STR
C
INT
B
DEX
D
VIT
D
MND
A
AGI
B
Sword
E
Axe
E
Spear
B
Rod
B
Staff
S
Dagger
C
Katana
E
Greatsword
E
Bow
E
Knuckles
E
Pistol
E
Shield
E
Helm
E
Armor
E
Lv1
Holy Magic Lv1
Holy Magic
Enables the use of Heal and Antidote if the player possesses the necessary scrolls.
Lv2
Saving Grace
Support
Costs two slots. When using a healing skill on a target with less than 20% HP, the effectiveness of the healing skill is increased by 50%.
Lv3
Holy Magic Lv2
Holy Magic
Enables the use of Open Eyes and Holy if the player possesses the necessary scrolls.
Lv4
Good Measure
Support
Costs two slots. By casting the same spell twice in a row using Brave, you can combine the two casts in order to increase the spell’s effectiveness.
Lv5
Holy Magic Lv3
Holy Magic
Enables the use of Blessing and Vivify if the player possesses the necessary scrolls.
Lv6
Holy Magic Lv4
Holy Magic
Enables the use of Holy Night and Innocence if the player possesses the necessary scrolls.
Lv7
Holy Magic Lv5
Holy Magic
Enables the use of Benediction and Holyra if the player possesses the necessary scrolls.
Lv8
Echoing Verse
Support
Costs three slots. By casting the same spell thrice in a row using Brave, you can combine the three casts in order to increase the spell’s effectiveness.
Lv9
Brevity
Support
Costs three slots. The user has a 50% chance of activating Good Measure when single-casting a spell, and a 10% chance of activating Echoing Verse when either single-casting or double-casting a spell.
Lv10
Holy Magic Lv6
Holy Magic
Enables the use of Resurrect and Martyrdom if the player possesses the necessary scrolls.
Lv11
Heavensend
Support
Costs three slots. Once per battle, the party regains 40% HP and 25% MP at the end of a Struggle Turn, and can continue the fight normally. Equipping Heavensend to multiple party members does not increase number of times you can be revived per fight.


Thief

Thief
Job Command: Thievery
Specialty Ability: Rob Blind

A less action-oriented class with unmatched agility. A Thief’s most noteworthy trait is their ability to Steal rare items from enemies for later use, but they can also dish out plenty of damage when they want to using their high speed and respectable physical damage output.
The Thief's asterisk is obtained in the Prologue from Puck Pockette after defeating him.
HP
C
MP
C
STR
C
INT
E
DEX
S
VIT
C
MND
E
AGI
S
Sword
C
Axe
E
Spear
E
Rod
E
Staff
E
Dagger
S
Katana
C
Greatsword
E
Bow
A
Knuckles
C
Pistol
C
Shield
E
Helm
E
Armor
E
Lv1
Steal
Thievery
Has a 50% chance of stealing an item from one enemy.
Lv2
Steal Breath
Thievery
Costs 8 MP. A weapon attack on one enemy that restores the user’s HP by 75% of the damage dealt by the attack.
Lv3
Mug
Thievery
Costs 16 MP. Perform a weapon attack on one enemy with a 50% chance of stealing an item.
Lv4
Speed 20% Up
Support
Costs one slot. Raises the user's Speed stat by 20%.
Lv5
Steal Mind
Thievery
A weapon attack on one enemy that restores the user’s MP by 10% of the damage dealt by the attack.
Lv6
Dagger Lore
Support
Costs one slot. Raises the user's Dagger Aptitude to S-Rank.
Lv7
Rob Blind
Support
Costs two slots. Upon successfully stealing, the user receives two items instead of one.
Lv8
Getaway Plan
Support
Costs one slot. Upon successfully stealing an item, the user’s physical attack and speed rise by 25% each.
Lv9
Godspeed Strike
Thievery
Costs 1 BP. A powerful attack on one enemy that calculates damage using speed instead of physical attack and ignores the enemy's defenses.
Lv10
Shake Down
Thievery
Costs 1 BP. Has a 50% chance of stealing an item from every enemy present.
Lv11
King of Thieves
Support
Costs two slots. When stealing, the user has a chance of obtaining an item that normally cannot be stolen from that enemy.


Ventriloquist

Ventriloquist
Job Command: Puppetry
Specialty Ability: Five’s a Crowd

A magician that rarely ever fights directly, and instead employs a doll-like Puppet golem to protect them from harm. While the Puppet is summoned, the Ventriloquist is protected from physical attacks, and the two can combine their magic to tear through enemy ranks.
The Ventriloquist's asterisk is obtained in the Prologue from Plutarch Van Der Venne after defeating him and Eniko Ironhide.
HP
E
MP
B
STR
D
INT
A
DEX
D
VIT
E
MND
B
AGI
D
Sword
E
Axe
E
Spear
C
Rod
B
Staff
B
Dagger
C
Katana
E
Greatsword
E
Bow
C
Knuckles
E
Pistol
E
Shield
D
Helm
E
Armor
E
Lv1
Puppet Magic Lv1
Puppetry
Enables the use of Holy and Dark if the player possesses the necessary scrolls.
Lv2
Summon Puppet
Puppetry
Sacrifice 20% of the user's own HP to summon the Puppet. While summoned, the Puppet protect the user from physical attacks, perform physical attacks in their stead, and cast magic alongside them. Bear in mind that the Puppet does not guard against magical attacks, and can be dispelled if it takes damage equal to the amount of HP sacrificed to summon it.
Lv3
Re-Stitch
Puppetry
Costs 4 MP. Restores 20% HP to the Puppet. Can only be used when the Puppet is active.
Lv4
Puppet Magic Lv2
Puppetry
Enables the use of Holyra and Darkra if the player possesses the necessary scrolls.
Lv5
Five's a Crowd
Support
Costs one slot. Start the battle with a Puppet already summoned.
Lv6
Infusion
Support
Costs one slot. When the user takes elemental damage from a magical attack, the element of the attack is applied the Puppet’s physical attacks for the next five turns.
Lv7
Puppet Magic Lv3
Puppetry
Enables the use of Holyga and Darkga if the player possesses the necessary scrolls.
Lv8
Re-Energize
Puppetry
Costs 16 MP. Restores 50% of the Puppet’s HP. Can only be used when the Puppet is active.
Lv9
Group Project
Support
Costs three slots. Allows allies to target this user’s Puppet with their healing skills.
Lv10
Double Trouble
Support
Costs two slots. When the user has less than -1 BP, they regain BP at double the usual speed.
Lv11
Bipolarity
Puppetry
Costs 90 MP. Deals immense Light/Dark-elemental damage to all enemies. Can only be used when the Puppet is active.


Knight

Knight
Job Command: Chivalry
Specialty Ability: Protect Ally

With sword and shield in hand, a Knight’s first duty is to guard allies with their life - something that unmatched physical defense helps with. They are also highly powerful warriors, and are capable of smiting even tough monsters with only a little effort.
The Knight's asterisk is obtained in the Prologue from Eniko Ironhide after defeating her and Plutarch Van Der Venne.
HP
B
MP
D
STR
B
INT
D
DEX
D
VIT
S
MND
B
AGI
D
Sword
S
Axe
A
Spear
A
Rod
E
Staff
E
Dagger
B
Katana
D
Greatsword
S
Bow
D
Knuckles
E
Pistol
E
Shield
S
Helm
A
Armor
A
Lv1
Ironclad
Chivalry
Costs 5 MP. Raises the user’s physical defense to maximum for the duration of the turn.
Lv2
Two-Handed
Support
Costs one slot. Doubles physical attack when wielding a one-handed weapon with an empty Left Hand slot.
Lv3
P.Defense 20% Up
Support
Costs one slot. Raises the user's P.Defense stat by 20%.
Lv4
Protect Ally
Support
Costs one slot. The user will automatically take hits that target allies with less than 20% HP remaining.
Lv5
Shield Strike
Chivalry
Strike an enemy with a weapon attack while raising physical defense.
Lv6
Shield Lore
Support
Costs one slot. Raises the user's Shield Aptitude to S-Rank.
Lv7
Ally Cover
Chivalry
For the duration of the turn, when a selected ally is single-targeted by a physical attack, the user will take the attack at half-damage for the ally.
Lv8
Party Cover
Chivalry
Costs 1 BP. For the duration of the turn, when any other ally is single-targeted by a physical attack, the user will take the attack at half-damage for the ally.
Lv9
Polished Armor
Support
Costs two slots. Immunizes the user against physical defense debuffs inflicted by enemies.
Lv10
Super Charge
Chivalry
Costs 1 BP. A powerful weapon attack that deals more damage when the user has more physical defense.
Lv11
Retribution
Chivalry
Costs 1 BP. A powerful weapon attack that increases in damage output for every fallen ally in the user’s party. During Struggle Turns, this attack would do as much damage as it would if all allies were KO'd.


Salve-Maker

Salve-Maker
Job Command: Medication
Specialty Ability: Auto-Potion

A potion-seller that specializes in amplifying the utility of the party's inventory. A Salve-Maker is able to alchemize new items and apply the effects of old items to all allies, and is an interesting alternative to more magic-oriented healing classes like the White Mage and the Bishop.
The Salve-Maker's asterisk is obtained in Chapter 1 from Professor Cammie Pounde after defeating her.
HP
C
MP
C
STR
D
INT
B
DEX
C
VIT
C
MND
A
AGI
B
Sword
D
Axe
E
Spear
D
Rod
D
Staff
S
Dagger
S
Katana
E
Greatsword
E
Bow
B
Knuckles
B
Pistol
E
Shield
E
Helm
E
Armor
E
Lv1
Compounding
Medication
Combine two items together to create unique effects.
Lv2
Half Dosage
Medication
Costs 8 MP. Use an item on all allies with a halved effect.
Lv3
Experiment
Medication
Costs 3 MP. Transforms one healing item into a random attack item, or an attack item into a random healing item.
Lv4
Waste Not
Support
Costs one slot. The user has a 25% chance of using an item without consuming it.
Lv5
Auto-Potion
Support
Costs one slot. When an ally is at or below 25% HP at the end of a turn, the user will automatically use a Potion, Hi-Potion, or X-Potion to heal that ally. If the inventory does not contain any Potions, Hi-Potions, or X-Potions, this Support will not go into effect.
Lv6
Quick Recovery
Support
Costs one slot. The user’s party is more likely to naturally recover from status ailments.
Lv7
Anaesthetize
Medication
Costs 18 MP. Immunizes one ally against all damage for three turns, but at the end of the third turn, they will take 125% of all the damage that they ignored.
Lv8
Full Dosage
Medication
Costs 20 MP. Use an item on all allies with the full effect.
Lv9
Auto-Phoenix
Support
Costs two slots. When an ally is KO’d at the end of a turn, the user will automatically use a Phoenix Down or Phoenix Pinion to revive that ally. If the inventory does not contain any Phoenix Downs or Phoenix Pinions, this Support will not go into effect.
Lv10
Healing Lore
Support
Costs two slots. Doubles the effectiveness of skills or items that restore HP and MP.
Lv11
Bottomless Satchel
Support
Costs two slots. The user can use any items in their inventory without consuming them during a Struggle Turn.


Charioteer

Charioteer
Job Command: Warfare
Specialty Ability: Born Warrior

A mighty class with unmatched mastery over the art of war. A Charioteer has the unique ability to wield nearly all of the weapons in the player's inventory with equal skill, allowing them to cater to individual enemies' weaknesses and dish out massive damage.
The Charioteer's asterisk is obtained in Chapter 1 from Julia Battaglia after defeating her.
Lv1
Trample
Warfare
A weapon attack that grows in strength when the user has more HP remaining.
Lv2
Weapon Toss
Warfare
Throw a weapon in your inventory at one enemy to deal heavy damage. Thrown weapons are returned to the inventory at the end of battle.
Lv3
Triple Wield
Support
Costs one slot. Allows the user to equip weapons to their Head slot. Weapons equipped to this slot attack at 50% power.
Lv4
P.Attack 20% Up
Support
Costs one slot. Raises the user's P.Attack stat by 20%.
Lv5
Retrieve Weapon
Warfare
Costs 8 MP. Immediately return all thrown weapons to your inventory.
Lv6
Room To Move
Support
Costs one slot. The user gains 10 Evasion for every two-handed weapon they have equipped.
Lv7
Born Warrior
Support
Costs two slots. With each normal attack performed with a weapon, the user's Aptitude with that weapon rises. Weapon Aptitude reverts back to its original rank upon exiting battle.
Lv8
Wild Toss
Warfare
Throw a weapon in your inventory at all enemies to deal medium damage. Thrown weapons are returned to the inventory at the end of battle.
Lv9
Backup Weapon
Warfare
Costs 7 MP. Change the user's equipment in the middle of battle.
Lv10
Quad Wield
Support
Costs two slots. Allows the user to equip weapons to their Head and Torso slots. Weapons equipped to these slots attack at 50% power.
Lv11
Achilles' Heel
Support
When attacking an enemy with a weapon that is effective against that type of enemy, all attacks are critical hits.

Miner

Miner
Job Command: Prospecting
Specialty Ability: Material Mastery

A physically-oriented class with skills orienting around speeding up the process of collecting Materials, which are invaluable thanks to the introduction of the Forging feature. Rake in some rewards while dishing out some damage with mighty axe blows!
The Miner's asterisk is obtained in Chapter 1 from Old Orenstein after defeating him.
Lv1
Mine
Prospecting
Obtain a random Material from the environment. The Materials you can get with this skill vary depending on where this action is used.
Lv2
Pickaxe
Support
Costs one slot. Standard attacks have a 10% chance of yielding Materials.
Lv3
Motherload
Prospecting
A powerful weapon attack to one enemy and adds an item to the user’s inventory. The item is usually a Material, but can also be a regular item or pg.
Lv4
Gold Rush
Support
Costs one slot. When using skills that gather items from enemies or surroundings, the user also obtains some pg.
Lv5
Smelt
Prospecting
Expends Materials to deal elemental damage to an enemy. Expend different Materials to deal damage of a different element, and expend more Materials at once to deal more damage.
Lv6
Ore Vein
Support
Costs two slots. When using skills that gather items from enemies or surroundings, the user obtains three items rather than simply one.
Lv7
Appraisal
Support
Costs one slot. When using Examine on an enemy with this support equipped, the user can obtain a list of the Materials and Cat Food that can be obtained from the enemy. Enemies that were not Examined with Appraisal active must be re-Examined for their Material and Cat Food drop information to be added.
Lv8
Material Mastery
Support
Costs two slots. Doubles the likelihood of obtaining Materials from defeated enemies.
Lv9
Hitting It Big
Prospecting
Costs 1 BP. A powerful weapon attack to all enemies and adds an item per enemy to the user’s inventory. The items are usually a Material for Forging, but can also be regular items or pg.
Lv10
Hard-Earned Reward
Support
Costs two slots. Weapons that have been forged or re-forged deal 50% more damage.
Lv11
Goldmine
Support
Costs two slots. Increases the multiplier of rewards obtained at the end of successful Struggle Turns from x2 to x3.


Black Mage

Black Mage
Job Command: Black Magic
Specialty Ability: Damage Dispersion

A classic job that attacks with rods and staves. A Black Mage specializes in attacking with spells of nearly every element, giving it a wide range of options in terms of attacks, and its Support skills boost the damage of magical attacks to even greater heights.
The Black Mage's asterisk is obtained in Chapter 1 from Arcturus Aquinas after defeating him.
Lv1
Black Magic Lv1
Black Magic
Enables the use of Fire, Blizzard, and Thunder if the player possesses the necessary scrolls.
Lv2
Black Magic Lv2
Black Magic
Enables the use of Poison and Silence if the player possesses the necessary scrolls.
Lv3
Black Concentration
Black Magic
Costs 8 MP. Absorbs energy and raises the strength of magical attacks used during the same turn to 1.5x normal power.
Lv4
Damage Dispersion
Support
Costs one slot. When the user is targeted with a single-target attack, the damage is spread among the party, diverting 15% of the damage to each party member.
Lv5
Rod Lore
Support
Costs one slot. Raises the user's Rod Aptitude to S-Rank.
Lv6
Black Magic Lv3
Black Magic
Enables the use of Fira, Blizzara, and Thundara if the player possesses the necessary scrolls.
Lv7
Black Resonance
Support
Costs one slot. The power of the party's magical attacks increases by 1.2x for every character equipped with this skill.
Lv8
Black Magic Lv4
Black Magic
Enables the use of Drain and Aspir if the player possesses the necessary scrolls.
Lv9
Black Magic Lv5
Black Magic
Enables the use of Firaga, Blizzaga, and Thundaga if the player possesses the necessary scrolls.
Lv10
Pierce M.Def
Support
Costs three slots. The user's magical attacks ignore the target's M.Def.
Lv11
Black Magic Lv6
Black Magic
Enables the use of Flare, Icicle, and Storm if the player possesses the necessary scrolls.


Time Mage

Time Mage
Job Command: Time Magic
Specialty Ability: Three Steps Back

A class that didn’t get much love in the past, but is now back and better than ever! A Time Mage now has access to the ability to undo previous actions - an ability originally used by the Exorcist class - which grants it plenty more versatility in terms of support.
The Time Mage's asterisk is obtained in a sidequest in Chapter 1 from King Afzal Khamer after defeating him and Malaika Khamer.
Lv1
Time Magic Lv1
Time Magic
Enables the use of Quake, Haste, and Regen and if the player possesses the necessary scrolls.
Lv2
Time Magic Lv2
Time Magic
Enables the use of Rewind HP, Rewind Item, and Rewind Status if the player possesses the necessary scrolls.
Lv3
M.Attack 20% Up
Support
Costs one slot. Raises the user’s M.Attack stat by 20%.
Lv4
Time Magic Lv3
Time Magic
Enables the use of Quara, Quick, and Stop if the player possesses the necessary scrolls.
Lv5
Stop Parry
Support
Costs one slot. When being hit by a single-targeting attack, the user has a 20% chance of inflicting Stop on the attacker.
Lv6
Three Steps Back
Support
Costs one slot. Allows the user to use Rewind skills on actions three turns ago instead of just actions one turn ago.
Lv7
Time Magic Lv4
Time Magic
Enables the use of Hastega and Reset if the player possesses the necessary scrolls.
Lv8
Slow World
Support
Costs two slots. At the end of every other turn, there is a 20% chance that all enemies don’t gain any BP.
Lv9
Time Magic Lv5
Time Magic
Enables the use of Rewind Attack and Reraise if the player possesses the necessary scrolls.
Lv10
Hasten World
Support
Costs two slots. At the end of every other turn, there is a 20% chance that all allies gain one extra BP.
Lv11
Fast Forward
Support
Costs two slots. Lowers all real-time waiting by 20%, including SP gain and construction/upgrading of facilities in Wa. Effect does not stack.

Astrologian

Astrologian
Job Command: Astral Magic
Specialty Ability: Prescience

A stargazer with a knack for predicting the future through constellations and astrological phenomenon. An Astrologian is equipped with a variety of useful skills to raise allies’ stats or immunize them against elements chosen specifically by the wielder of the skills.
The Astrologian’s asterisk is obtained in a sidequest in Chapter 1 from Malaika Khamer after defeating her and King Afzal Khamer.
Lv1
Astral Magic Lv1
Astral Magic
Enables the use of Physical Boon and Mystic Boon if the player possesses the necessary scrolls.
Lv2
Astral Magic Lv2
Astral Magic
Enables the use of Physical Ward and Mystic Ward if the player possesses the necessary scrolls.
Lv3
Precognition
Support
Costs one slot. Prevents enemies from starting battles with initiative or bravery.
Lv4
Astral Magic Lv3
Astral Magic
Enables the use of Elemental Boon and Elemental Ward if the player possesses the necessary scrolls.
Lv5
Astral Magic Lv4
Astral Magic
Enables the use of Speed Boon and Evade Boon if the player possesses the necessary scrolls.
Lv6
Prescience
Support
Costs two slots. Support abilities activate at the very start of a turn.
Lv7
Astral Magic Lv5
Astral Magic
Enables the use of Lucky Day and Elemental Mirror if the player possesses the necessary scrolls.
Lv8
Prolong Support
Support
Costs two slots. Doubles the duration of support effects.
Lv9
Limit Breaker
Support
Costs one slot. Raises the maximum amount by which the whole party’s stats can be raised by buff skills.
Lv10
Astral Magic Lv6
Astral Magic
Enables the use of Elemental Barrier and Status Barrier if the player possesses the necessary scrolls.
Lv11
Supernova
Support
Costs two slots. When the user falls in battle, they don’t lose any positive status boons. Positive status boons will even carry over into Struggle Turns.


Merchant

Obtained from Sir Kashmir Mondy in a Chapter 1 sidequest.


Patissier

Obtained from Parfait a la Mode in a Chapter 1 sidequest.


White Mage

Obtained from a currently unnamed Asterisk-holder in Chapter 2.


Rune Knight

Obtained from Sir Manaem Rundstrom in Chapter 2.


Hawkeye

Hawkeye
Job Command: Shamanism
Specialty Ability: Eagle Eye

An exotic sharpshooter armed with a simple rifle and an unmatched accuracy. By tapping into their ancestral abilities, a Hawkeye is capable of firing special bullets and hybridizing physical weaponry and elemental affinity in some very unique ways.
The Hawkeye’s asterisk is obtained in Chapter 2 from Shikoba Sharpe after defeating her.
Lv1
Warhead
Shamanism
Cots 5 MP. Alters the elemental effect of the user’s melee attacks. Can either apply an element to the user's attacks, or remove elements already affecting the user's attacks.
Lv2
Sidewinder
Shamanism
Cots 1 BP. A powerful physical attack. The user can select which specific enemies they want to attack, but selecting fewer enemies results in higher damage.
Lv3
Sparrow
Shamanism
Cots 8 MP. Deals high weapon damage based on M.Attack to one enemy.
Lv4
Maverick
Shamanism
Cots 8 MP. A powerful weapon attack that takes effect at the end of the turn. Always targets the enemy with the lowest HP.
Lv5
Barrage
Support
Costs one slot. For each offensive action performed in succession by the user, the damage of the next attack rises.
Lv6
Eagle Eye
Support
Costs one slot. Raises the user’s accuracy by 100%.
Lv7
Condor
Shamanism
Costs 8 MP. Enhances the user’s weapon attacks, causing them to deal increased damage to Defaulting foes for five turns.
Lv8
Harpoon
Shamanism
Costs 16 MP. Enhances the user’s weapon attacks, causing them to ignore the target’s defenses for five turns.
Lv9
Shrike
Shamanism
Costs 16 MP. A very powerful weapon attack that takes effect on the next turn.
Lv10
Crossfire
Support
Costs two slots. The user has a 25% chance to repeat actions performed by allies for free.
Lv11
Total War
Shamanism
Costs 90 MP. Three critically powerful weapon attacks based off of both P.Attack and M.Attack that target random enemies.


Gambler

Obtained from a currently unnamed Asterisk-holder in Chapter 2.


Nekomancer

Nekomancer
Job Command: Nekomancy
Specialty Ability: Learning

A savage but powerful beast-tamer armed with a giant war-axe and honed animal senses. A Nekomancer is capable of learning their enemy's attacks simply through observation and experience, and can then perfectly replicate them with the aid of their faithful feline companion.
The Nekomancer's asterisk is obtained in a sidequest in Chapter 2 from Nemean the Mighty Barbarian after defeating him and Atalanta the Swift Huntress.
Lv1
Meow Power
Nekomancy
Use Cat Food to perform previously learned enemy attacks.
Lv2
Dig
Nekomancy
Obtain a random Cat Food from the environment. The Cat Food you can get with this skill vary depending on where this action is used.
Lv3
Learning
Support
Costs one slot. When a party member is struck by certain enemy attacks, there is a chance of that attack becoming accessible to the party through the Meow Power command.
Lv4
Catnap
Nekomancy
Costs 10 MP. Has a 50% chance of inflicting Sleep on all enemies.
Lv5
Static Cattraction
Support
Costs two slots. Doubles the likelihood of obtaining Cat Food from defeated enemies.
Lv6
Cat Gourmet
Nekomancy
Expend Cat Food to apply status boons to allies. Expend different Cat Food to apply different boons, and expend more Cat Food to increase the boons’ duration.
Lv7
Maximum Meow
Nekomancy
Costs 15 MP. Raises the power of the party’s Meow Power attacks to 150% for five turns.
Lv8
Meow Booster
Support
Costs one slot. Boosts the damage of the user’s Meow Power attacks.
Lv9
Whisker Sense
Support
Costs one slot. Raises the likelihood of the party starting a battle with initiative or bravery.
Lv10
Meowchemy
Support
Costs two slots. Changes the items expended by Meow Power from Cat Food to Materials.
Lv11
Purrfect Stance
Nekomancy
Costs 13 MP. Raises P.Defense and M.Defense to the maximum level possible for three turns.


Ranger

Obtained from Atalanta the Swift Huntress in a Chapter 2 sidequest.


Summoner

Obtained from a currently unnamed Asterisk-holder in a Chapter 2 sidequest.


Spell Fencer

Obtained from a currently unnamed Asterisk-holder in a Chapter 2 sidequest.


Soundcrafter

Obtained from Echo of the Trinity Sisters in Chapter 3.


Polymorph

Obtained from Masquera of the Trinity Sisters in Chapter 3.


Desperado

Obtained from Amaia of the Trinity Sisters in Chapter 3.


Spiritmaster

Obtained from Dr. Quinn Whitewell in a Chapter 3 sidequest.


Wizard

Obtained from Dr. Senka Spellmeyer in a Chapter 3 sidequest.


Vampire

Obtained from Prof. Jusztina Skelraffer in a Chapter 3 sidequest.


Guardian

Obtained from Prof. Shelena Skelraffer in a Chapter 3 sidequest.


Chemist

Obtained from Grandpa Braev Lee in Chapter 4.


Tailor

Obtained from Grandma Mahzer Lee in Chapter 4.


Kaiser

Kaiser
Job Command: Supremacy
Specialty Ability: Carrion

A master of warfare with high physical and magical prowess but low defenses and not much HP or MP to work with. A Kaiser specializes in shaping the battlefield with unique "auras" that change the way that all units fight, be they ally or enemy, and restoring their own limited HP and MP.
The Kaiser’s asterisk is obtained in Chapter 4 from Sir Yew Geneolgia after defeating him.
HP
D
MP
D
STR
A
INT
A
DEX
C
VIT
D
MND
B
AGI
C
Sword
A
Axe
E
Spear
E
Rod
C
Staff
E
Dagger
C
Katana
B
Greatsword
S
Bow
C
Knuckles
E
Pistol
E
Shield
C
Helm
C
Armor
B
Lv1
Blitz
Supremacy
A slightly weaker weapon attack that restores the user's HP and MP.
Lv2
Sonnenblume
Supremacy
Costs 16 MP. For five turns, the turn order is reversed, causing the slowest units to act first.
Lv3
Centurion
Support
Costs one slot. Causes attacks that normally target all enemies to target just one enemy, but doubles raises their power.
Lv4
Westwind
Supremacy
Costs 16 MP. Swaps all allies and all enemies’ P.Def and M.Def stats for five turns.
Lv5
Noble Eagle
Supremacy
Costs 16 MP. Raises P.Atk and M.Atk to 150% for all allies and all enemies for three turns.
Lv6
Carrion
Support
Costs two slots. Restores 25% of the user’s HP and MP upon defeating an enemy.
Lv7
Winter Storm
Supremacy
Costs 16 MP. Prevents all allies and all enemies from recovering HP, MP, or BP for three turns.
Lv8
Chimera
Support
Costs two slots. Standard attacks have a 5% chance of inflicting Dread.
Lv9
Overlord
Supremacy
Costs 24 MP. Causes all attacks landed by all allies and all enemies to become critical hits for three turns.
Lv10
Cerberus
Support
Costs two slots. At the end of battle, the user’s HP, MP, and ailments all revert to their pre-battle status.
Lv11
Caesar
Support
Costs two slots. Doubles the user’s base stats during Struggle Turns.


Swordmaster

Obtained from an unnamed Asterisk-holder in a Chapter 4 sidequest.


Ninja

Obtained from an unnamed Asterisk-holder in a Chapter 4 sidequest.


Red Mage

Red Mage
Job Command: Red Magic
Specialty Ability: Revenge

TBAAA
The Red Mage’s asterisk is obtained in a sidequest in Chapter 4 from Lady Blodwyn Bloodworth after defeating her and Raphael Parrino.
Lv1
Red Magic Lv1
Red Magic
Enables the use of Fire, Blizzard, Thunder, Aero, and Quake if the player possesses the necessary scrolls.
Lv2
Red Magic Lv2
Red Magic
Enables the use of Cure, Esuna, and Regen if the player possesses the necessary scrolls.
Lv3
Turn Tables
Support
Costs one slot. Raises the user’s BP by one upon evading an attack.
Lv4
BP Recovery
Support
Costs one slot. Raises the user’s BP by one upon being inflicted with a status ailment.
Lv5
Red Magic Lv3
Red Magic
Enables the use of Fira, Blizzara, Thundara, Aerora, and Quara if the player possesses the necessary scrolls.
Lv6
Revenge
Support
Costs two slots. The user has a 25% chance of raising their BP by one upon taking damage from attacks.
Lv7
Red Magic Lv4
Red Magic
Enables the use of Cura, Raise, Drain, and Aspir if the player possesses the necessary scrolls.
Lv8
Revival
Support
Costs two slots. When the user’s HP falls below 20% from an enemy attack or status ailment, they have a 75% chance of raising their BP to maximum.
Lv9
Eye for an Eye
Support
Costs two slots. When the user’s HP is below 20%, their critical hit rate rises dramatically.
Lv10
Free in a Pinch
Support
Costs two slots. When the user’s HP is below 20%, all of their skills that cost MP can be used for free.
Lv11
Seeing Red
Support
Costs three slots. During Struggle Turns, all spells of the Black, White, and Time Magic commands are added to Red Magic.



Fencer

Fencer
Job Command: Swordplay
Specialty Ability: Muscle Memory

A swift swordfighter with the ability to switch between several stances at will. these stances offer stat buffs and debuffs, as well as the ability to use specific moves depending on the stance. Switch depending on you given situation and the Fencer will serve you well.
The Fencer’s asterisk is obtained in a sidequest in Chapter 4 from Raphael Parrino after defeating him and Lady Blodwyn Bloodworth.
Lv1
Blazing Wolf
Swordplay
Activates Wolf Stance, which raises the offensive stats of the user by 75% but decreases their defensive stats by 50%.
Lv2
Stalwart Aurochs
Swordplay
Activates Aurochs Stance, which raises the defensive stats of the user by 75% but decreases their offensive stats by 50%.
Lv3
Wolf Fang
Swordplay
Costs 5 MP and can only be used in Wolf Stance. Strike the enemy with 1.25x normal power and switch over to Aurochs Stance.
Lv4
Goring Aurochs
Swordplay
Costs 10 MP and can only be used in Aurochs Stance. Strike the enemy with 1.5x normal power and switch over to Wolf Stance.
Lv5
Stampede
Support
Costs one slot. The user gains the ability to counter single-target attacks in Aurochs Stance 75% of the time. Does not apply to reflected attacks.
Lv6
Muscle Memory
Support
Costs one slot. Retain the buffs and debuffs from stances for 4 turns after switching out of them.
Lv7
Bloody Wolf
Support
Costs one slot. The user has a 25% chance to receive a Strength boost when they are hit by a single-target attack while in Wolf Stance.
Lv8
Soaring Falcon
Swordplay
Activates Falcon Stance, which raises the speed of the user by 75% but decreases their offensive and defensive stats by 25%.
Lv9
Preemptive Stance
Support
Costs two slots. Allows the user to choose a stance at the beginning of battle before battle officially begins.
Lv10
Falcon Claw
Swordplay
Costs 1 BP and can only be used in Falcon Stance. Strike four random targets with 1.25x power and transition back to Falcon Stance.
Lv11
Secret Technique
Support
Costs three slots. Activates the positive buffs from all three stances at once when entering a Struggle Turn. No debuffs are activated.


Dark Knight

Obtained from Duke Alternis Dim in Chapter 5.


Templar

Obtained from Duchess Edea Dim in Chapter 5.


Performer

Obtained from an unnamed Asterisk-holder in a Chapter 5 sidequest.


Valkyrie

Obtained from an unnamed Asterisk-holder in a Chapter 5 sidequest.


Monk

Obtained from an unnamed Asterisk-holder in a Chapter 5 sidequest.


Pirate

Obtained from an unnamed Asterisk-holder in a Chapter 5 sidequest.


Kabuki

Obtained from Royal Adviser Sagishi in Chapter 6.


Oni

Obtained from Captain Mitsuko Mizushima in Chapter 6.


Outsider

Obtained from an unnamed Asterisk-holder in a Chapter 6 sidequest.

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