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modsoflight) wrote2017-03-18 10:30 pm
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Jobs
Many people within Astrean take on a Job to make their way about the world. While many Jobs exist for crafting, farming, and exploring, the real money (and danger) is in the many Jobs that specialize in battle. Below are the jobs that are available to all players. Some jobs are restricted to one of the two nations, and only members of that nation may take those jobs. You may have one Primary job and one Secondary job.
The Primary job generally defines the core of how your character works and fights - the armor and weapons they wield should all be derived from your Primary job. The secondary job represents a set of skills and abilities that you use to supplement your core job and make your character's combat style more interesting and engaging to write. The descriptions of the Jobs are intentionally vague to give you an idea of the capabilities but allow you to craft your own unique skills and spells that fit within the Job's idiom.
Jobs are generally fairly open, and your character can use a skillset that most appropriately reflects their style and is in bounds of the job itself. Players are asked to use discretion, young, inexperienced characters shouldn't be throwing out top-tier spells early game but may progress to them later. Ultimately, regardless of Jobs, PC characters are generally considered to be reasonably equal on the field of battle.
Knight: The Knight is a bulky, powerful warrior that often rides into battle atop a Chocobo. Knights wear heavy armor and can use a number of heavier weapons such as Axes, Greatswords and Lances, as well as a shield or using a weapon in both hands for extra power. Knights specialize in defending their allies and focusing inward to boost their attack or defense power, as well as special Break skills that lower their enemy's capabilities.
Monk: Monks wield claws and wear light armor. They are brawlers with an array of versatile skills and abilities that make them dangerous and unpredictable. Many Monks have the ability to recover the health and magic of themselves and their allies, remove poisons and other adverse effects, unleash waves of energy from their fists, and a variety of other stunning displays of strength and skill.
Thief: Thieves are quick and agile fighters who attack with knives, bows and thrown weapons and wear light armor. They are master adventurers, able to spot hidden passages and traps with ease, helping their team avoid or disable them. Additionally, they can steal a number of items from their foes. Thieves may not be the strongest in terms of raw damage, but they're slippery and difficult to pin down or hit.
Chemist: Chemists are scholarly characters who use knives and guns and wear light armor. They specialize in the use of a number of items, restoratives that can heal their allies and remove adverse effects or reagents that create powerful offensive effects. Additionally, they can mix items for new and exciting effects. Chemists are always considered to be armed with a number of items for general use, but should only be able to use powerful items and mixtures a few times before returning to their laboratory to restock and rebuild their supply.
White Mage: White mages wear robes and carry staves and maces, and specialize in healing magic. They can summon holy magic to heal and protect their allies, and can even use a few holy-based damage spells to defend themselves in a pinch.
Black Mage: Black mages wear robes and carry rods, and specialize in attack magic. They are often skilled in a number of the six different elements of Fire, Blizzard, Thunder, Water, Aero and Stone, and can use variations of increasing power. They also have some limited ability to debilitate their foes with spells that add extra effects such as poison or blindness.
Red Mage: Red Mages wield swords, staves and knives and wear light armor. They are able to utilize both White and Black magic, but can use neither as proficiently as their White and Black Mage counterparts. They are skilled at weaving spells together, with powerful red mages being able to chain their spells in rapid succession.
Blue Mage: Blue Mages wield scimitars and whips and wear light armor. These strange mages acquire the abilities of monsters through careful study and experience, allowing them to use the skills of various monsters. Blue Mages can adopt a monster's stance that allows them to use that monster's ability, and many Blue Mages know several stances they can move between to embody a number of different monsters.
Green Mage: Green Mages wield staves and knives and wear light armor. Green Mages focus on supportive magic, either buffing their allies with bursts of speed, stirring bravery or a resistance to the elements, or removing an enemy's capabilities. They are masters of casting debilitating statuses, but have no direct offensive capabilities of their own.
Beastmaster: Beastmasters wield whips and daggers and wear light armor. They have the unique capability of taming monsters to fight alongside them in battle. A Beastmaster may have no more than 3 monster companions at a time, but they can use their abilities to buff and train their monsters to become more effective in combat.
Paladin: The Paladin is a righteous warrior of light who wears heavy armor and can wield a number of heavy weapons such as greatswords, axes and lances. They have a number of abilities to channel holy power to shield allies, destroy enemies, and cast basic healing skills.
Seer: The Seer is a powerful user of white magic who wears robes and wields bows, staves and maces. The Seer is the only Job that can channel unparalleled holy force, accessing the most powerful of white magic abilities, culminating in the ultimate white magic spell, Holy. Seers cannot access the lower level abilities of the White Mage, but while their spells are stronger and fewer in number they also have a few inherent abilities such as gradual health and magic recovery over time and divine protection from elements.
Ranger: The Ranger is a skilled hunter who wears light armor and wields bows, daggers, and throwing weapons. They have strong tracking and trap-laying skills, as well as the ability to use precise shots that can disable enemies or unleash a flurry of attacks in rapid succession.
Bard: The Bard is a powerful musician that wears robes and wields instruments and staves. They can unleash powerful songs that boost the power of its allies in a number of different ways such as healing them, restoring their magic, or empowering their attack power or speed.
Geomancer: The Geomancer is a powerful nature warrior that wears light armor and wields swords, axes and maces. They can draw power from the planet itself and unleash powerful spells that channel the power of the area they occupy, creating a number of effects both offensive and defensive in nature. Geomancers are especially reliant upon the area they currently stand in, and their magic works differently wherever they go.
Mystic Knight: Mystic Knights are a special form of warrior-mage that channel spells into their weapon. They wield swords, scimitars, and lances and wear light armor. They can use a number of Black and White Magic spells to empower their weapon, channeling it into whatever they strike. Using White Magic in their weapon usually nullifies its ability to deal damage, unless they are channeling a damage-based holy spell such as Dia.
Samurai: The Samurai is a focused, powerful warrior who wields katana and knives and wears heavy armor. They have the ability to draw their blade swiftly from its sheathe and cut down enemies in one single fluid stroke, as well as channel their ki through their sword in order to create a number of powerful effects such as bursts of energy or a wave of power that heals their allies. Finally, for the more affluent among them, they can hurl money for a surprisingly large amount of damage, although the money is lost in the process.
Dark Knight: The Dark Knight is a powerful warrior that consumes their own health to strike at their foes. They wield Greatswords, Katana, and Axes, and wear Heavy Armor. Dark Knights can use a number of darkness attacks that drain their health but do tremendous damage to enemies, and often debilitate them by clouding their vision or causing their health to drain. They can also drain health or magic power from enemies to replenish their own, as they constantly dance between high and low health.
Magus: The Magus is a powerful wielder of black magic that wields rods, whips and daggers and wears robes. The Magus can master a number of high level black magic, including the ultimate black magic spell, Flare.
Additionally, they have the ability to passively absorb the ambient energy from magic cast upon them to regenerate their own magic power and, if it is a black magic ability, return it upon the caster with greater potency (this cannot be chained infinitely, if two Magi are in a spell duel only the targeted Magus will counter). Additionally, they have three favored elements of which their spells are especially potent when cast.
Ninja: The Ninja is a swift and merciless warrior that wields katana, claws, daggers and thrown weapons and wears light armor. They frequently wield a weapon in either hand, and unleash a flurry of quick blows that, while weaker individually, combine to create a massive amount of damage. In addition, they are skilled at throwing weaponry, as well as special bombs and shurikens for high damage. Ninja can also access a number of specialized magic spells for moderate elemental damage, as well as to conceal themselves or leave afterimages that make them difficult to hit.
Dancer: The Dancer is a graceful, elegant warrior that wields daggers, claws and thrown weapons and wears light armor. They channel mystic force into their dances that can entrance and debilitate their foes, even draining away their lifeforce or magic power and siphoning it into their allies.
Machinist: The Machinist is a smart and crafty engineer that wields daggers and guns and wears light armor. They have access to a number of special tools that can achieve great effects, such as the Bioblaster which can poison a number of foes, and the chainsaw that can hack up enemies and inflict massive damage. Additionally, many Machinists will ride Magitek Armor, the pride of Dalvarus ingenuity. While riding the armor, they instead use the armor's inherent ability to launch missiles and elemental beams. While the armor helps, Machinists are not themselves especially combat oriented, and tend to crumple quickly when attacked directly.
Rune Knight: The Rune Knight is a warrior specially trained to counter mages. They wield swords, greatswords and katana, and wear heavy armor. They can use their special Runic skill to absorb spells cast around them, causing them to fizzle harmlessly. These spells are then stored and can be cast back upon their allies or enemies as warranted. They also have the ability to use basic black magic skills.
Dragoon: The Dragoon is a powerful warrior that wields lances and axes and wears Heavy Armor. They can use a number of powerful abilities such as mimicking the breath of the mighty dragons or using the indomitable spirit of a dragon to heal their allies or rise again when knocked down. Their signature ability is the ability to leap high into the air and come crashing down on an enemy, doing immense damage that is amplified if wielding a lance.
Summoner: Summoners are a special class that are only available to those who have completed a pact with one of the available Eidolons. If desired, a Summoner can be set as one of a character's two jobs. When set, the Summoner job allows them to fight using the general attacks and abilities of the Eidolon they have forged a pact with. In addition, depending on the Eidolon, if set as a primary job it may also affect the weapons and armor they might wear (Odin, for example, would favor Greatswords, Lances and Heavy Armor whereas Ifrit favors claws and light armor). Summoners are also notable in that they are the only native job that has the power to naturally harm the Archons - the power of the Eidolons seems capable of penetrating their defenses for reasons that are still unknown.
Whether or not the Summoner job is set as one of the character's jobs, the character gains the ability to Invoke the Eidolon. When Invoking an Eidolon, the Eidolon will merge with the body of the Summoner and they will align as one. For the duration of the Invocation, the character may fight with the body and full abilities of the Eidolon. However, an Eidolon may limit Invocation as they wish - some Eidolons may choose to give a limited number before the supplicant must forge the pact anew, others might review each situation and determine if they are willing to answer the call. In any event, an Eidolon should only be invoked in the most dramatic and important of times.
The Primary job generally defines the core of how your character works and fights - the armor and weapons they wield should all be derived from your Primary job. The secondary job represents a set of skills and abilities that you use to supplement your core job and make your character's combat style more interesting and engaging to write. The descriptions of the Jobs are intentionally vague to give you an idea of the capabilities but allow you to craft your own unique skills and spells that fit within the Job's idiom.
Jobs are generally fairly open, and your character can use a skillset that most appropriately reflects their style and is in bounds of the job itself. Players are asked to use discretion, young, inexperienced characters shouldn't be throwing out top-tier spells early game but may progress to them later. Ultimately, regardless of Jobs, PC characters are generally considered to be reasonably equal on the field of battle.
Open Jobs
Knight: The Knight is a bulky, powerful warrior that often rides into battle atop a Chocobo. Knights wear heavy armor and can use a number of heavier weapons such as Axes, Greatswords and Lances, as well as a shield or using a weapon in both hands for extra power. Knights specialize in defending their allies and focusing inward to boost their attack or defense power, as well as special Break skills that lower their enemy's capabilities.
Monk: Monks wield claws and wear light armor. They are brawlers with an array of versatile skills and abilities that make them dangerous and unpredictable. Many Monks have the ability to recover the health and magic of themselves and their allies, remove poisons and other adverse effects, unleash waves of energy from their fists, and a variety of other stunning displays of strength and skill.
Thief: Thieves are quick and agile fighters who attack with knives, bows and thrown weapons and wear light armor. They are master adventurers, able to spot hidden passages and traps with ease, helping their team avoid or disable them. Additionally, they can steal a number of items from their foes. Thieves may not be the strongest in terms of raw damage, but they're slippery and difficult to pin down or hit.
Chemist: Chemists are scholarly characters who use knives and guns and wear light armor. They specialize in the use of a number of items, restoratives that can heal their allies and remove adverse effects or reagents that create powerful offensive effects. Additionally, they can mix items for new and exciting effects. Chemists are always considered to be armed with a number of items for general use, but should only be able to use powerful items and mixtures a few times before returning to their laboratory to restock and rebuild their supply.
White Mage: White mages wear robes and carry staves and maces, and specialize in healing magic. They can summon holy magic to heal and protect their allies, and can even use a few holy-based damage spells to defend themselves in a pinch.
Black Mage: Black mages wear robes and carry rods, and specialize in attack magic. They are often skilled in a number of the six different elements of Fire, Blizzard, Thunder, Water, Aero and Stone, and can use variations of increasing power. They also have some limited ability to debilitate their foes with spells that add extra effects such as poison or blindness.
Red Mage: Red Mages wield swords, staves and knives and wear light armor. They are able to utilize both White and Black magic, but can use neither as proficiently as their White and Black Mage counterparts. They are skilled at weaving spells together, with powerful red mages being able to chain their spells in rapid succession.
Blue Mage: Blue Mages wield scimitars and whips and wear light armor. These strange mages acquire the abilities of monsters through careful study and experience, allowing them to use the skills of various monsters. Blue Mages can adopt a monster's stance that allows them to use that monster's ability, and many Blue Mages know several stances they can move between to embody a number of different monsters.
Green Mage: Green Mages wield staves and knives and wear light armor. Green Mages focus on supportive magic, either buffing their allies with bursts of speed, stirring bravery or a resistance to the elements, or removing an enemy's capabilities. They are masters of casting debilitating statuses, but have no direct offensive capabilities of their own.
Beastmaster: Beastmasters wield whips and daggers and wear light armor. They have the unique capability of taming monsters to fight alongside them in battle. A Beastmaster may have no more than 3 monster companions at a time, but they can use their abilities to buff and train their monsters to become more effective in combat.
Liciae Jobs
Paladin: The Paladin is a righteous warrior of light who wears heavy armor and can wield a number of heavy weapons such as greatswords, axes and lances. They have a number of abilities to channel holy power to shield allies, destroy enemies, and cast basic healing skills.
Seer: The Seer is a powerful user of white magic who wears robes and wields bows, staves and maces. The Seer is the only Job that can channel unparalleled holy force, accessing the most powerful of white magic abilities, culminating in the ultimate white magic spell, Holy. Seers cannot access the lower level abilities of the White Mage, but while their spells are stronger and fewer in number they also have a few inherent abilities such as gradual health and magic recovery over time and divine protection from elements.
Ranger: The Ranger is a skilled hunter who wears light armor and wields bows, daggers, and throwing weapons. They have strong tracking and trap-laying skills, as well as the ability to use precise shots that can disable enemies or unleash a flurry of attacks in rapid succession.
Bard: The Bard is a powerful musician that wears robes and wields instruments and staves. They can unleash powerful songs that boost the power of its allies in a number of different ways such as healing them, restoring their magic, or empowering their attack power or speed.
Geomancer: The Geomancer is a powerful nature warrior that wears light armor and wields swords, axes and maces. They can draw power from the planet itself and unleash powerful spells that channel the power of the area they occupy, creating a number of effects both offensive and defensive in nature. Geomancers are especially reliant upon the area they currently stand in, and their magic works differently wherever they go.
Mystic Knight: Mystic Knights are a special form of warrior-mage that channel spells into their weapon. They wield swords, scimitars, and lances and wear light armor. They can use a number of Black and White Magic spells to empower their weapon, channeling it into whatever they strike. Using White Magic in their weapon usually nullifies its ability to deal damage, unless they are channeling a damage-based holy spell such as Dia.
Samurai: The Samurai is a focused, powerful warrior who wields katana and knives and wears heavy armor. They have the ability to draw their blade swiftly from its sheathe and cut down enemies in one single fluid stroke, as well as channel their ki through their sword in order to create a number of powerful effects such as bursts of energy or a wave of power that heals their allies. Finally, for the more affluent among them, they can hurl money for a surprisingly large amount of damage, although the money is lost in the process.
Dalvarus Jobs
Dark Knight: The Dark Knight is a powerful warrior that consumes their own health to strike at their foes. They wield Greatswords, Katana, and Axes, and wear Heavy Armor. Dark Knights can use a number of darkness attacks that drain their health but do tremendous damage to enemies, and often debilitate them by clouding their vision or causing their health to drain. They can also drain health or magic power from enemies to replenish their own, as they constantly dance between high and low health.
Magus: The Magus is a powerful wielder of black magic that wields rods, whips and daggers and wears robes. The Magus can master a number of high level black magic, including the ultimate black magic spell, Flare.
Additionally, they have the ability to passively absorb the ambient energy from magic cast upon them to regenerate their own magic power and, if it is a black magic ability, return it upon the caster with greater potency (this cannot be chained infinitely, if two Magi are in a spell duel only the targeted Magus will counter). Additionally, they have three favored elements of which their spells are especially potent when cast.
Ninja: The Ninja is a swift and merciless warrior that wields katana, claws, daggers and thrown weapons and wears light armor. They frequently wield a weapon in either hand, and unleash a flurry of quick blows that, while weaker individually, combine to create a massive amount of damage. In addition, they are skilled at throwing weaponry, as well as special bombs and shurikens for high damage. Ninja can also access a number of specialized magic spells for moderate elemental damage, as well as to conceal themselves or leave afterimages that make them difficult to hit.
Dancer: The Dancer is a graceful, elegant warrior that wields daggers, claws and thrown weapons and wears light armor. They channel mystic force into their dances that can entrance and debilitate their foes, even draining away their lifeforce or magic power and siphoning it into their allies.
Machinist: The Machinist is a smart and crafty engineer that wields daggers and guns and wears light armor. They have access to a number of special tools that can achieve great effects, such as the Bioblaster which can poison a number of foes, and the chainsaw that can hack up enemies and inflict massive damage. Additionally, many Machinists will ride Magitek Armor, the pride of Dalvarus ingenuity. While riding the armor, they instead use the armor's inherent ability to launch missiles and elemental beams. While the armor helps, Machinists are not themselves especially combat oriented, and tend to crumple quickly when attacked directly.
Rune Knight: The Rune Knight is a warrior specially trained to counter mages. They wield swords, greatswords and katana, and wear heavy armor. They can use their special Runic skill to absorb spells cast around them, causing them to fizzle harmlessly. These spells are then stored and can be cast back upon their allies or enemies as warranted. They also have the ability to use basic black magic skills.
Dragoon: The Dragoon is a powerful warrior that wields lances and axes and wears Heavy Armor. They can use a number of powerful abilities such as mimicking the breath of the mighty dragons or using the indomitable spirit of a dragon to heal their allies or rise again when knocked down. Their signature ability is the ability to leap high into the air and come crashing down on an enemy, doing immense damage that is amplified if wielding a lance.
Summoner: Summoners are a special class that are only available to those who have completed a pact with one of the available Eidolons. If desired, a Summoner can be set as one of a character's two jobs. When set, the Summoner job allows them to fight using the general attacks and abilities of the Eidolon they have forged a pact with. In addition, depending on the Eidolon, if set as a primary job it may also affect the weapons and armor they might wear (Odin, for example, would favor Greatswords, Lances and Heavy Armor whereas Ifrit favors claws and light armor). Summoners are also notable in that they are the only native job that has the power to naturally harm the Archons - the power of the Eidolons seems capable of penetrating their defenses for reasons that are still unknown.
Whether or not the Summoner job is set as one of the character's jobs, the character gains the ability to Invoke the Eidolon. When Invoking an Eidolon, the Eidolon will merge with the body of the Summoner and they will align as one. For the duration of the Invocation, the character may fight with the body and full abilities of the Eidolon. However, an Eidolon may limit Invocation as they wish - some Eidolons may choose to give a limited number before the supplicant must forge the pact anew, others might review each situation and determine if they are willing to answer the call. In any event, an Eidolon should only be invoked in the most dramatic and important of times.