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 Jobs, And how they work
Posted: Mar 23 2008, 12:15 AM

Arion Inair Dorundur

Group: Development
Posts: 3,244
Member No.: 598
Joined: 14-November 06

Jobs are for the most part, the main feature of the 4.0 version of FFO. They can be a bit confusing to understand so here are the basics.

The first thing that I must make a note of is that classes are entirely different things from what they were in the 3.5 version of FFO. I suggest people stop thinking of them in terms of 3.5 and forget anything they knew about them, as jobs determine your skills from now on.

When you're first starting out, you get to choose your class. Classes are completely different from Jobs. Classes are the following: Fighter, Black Belt, Thief, Red Mage, White Mage, Black Mage. The class you choose controls a few factors. It controls what your appearance is(if you don't have a custom icon), what jobs you can take on, and what abilities you learn from those jobs. Not every job is available to each class, so choose your class wisely. Your class also controls your stat gains at each level-up. An important thing to take note in is that the Class-Changed forms of classes no longer exist.

Each job has around 25+ abilities. Each class can only learn up to 15 abilities from each job, though, as well as a minimum of 5 abilities. You can choose up to two jobs at any one time. The first job is known as your primary job. The second is known as the secondary job. At the beginning of the game, each of the "Mage" classes receive a spell to help them along from Silas. Once you take your primary job, you lose this spell.

The beginning eight jobs will eventually be: Brawler, Druid, Warlock(Zarhovic), Priest(Mr. Flagio in Aldeae's Church of Lydia), Hunter(Tibor in the Poison Mountain Inn), Knight, Alchemist(Located in a house in Aldeae), and Rogue. Once you've found the respective job trainer for the job you wish to take on(assuming you're able to take that job in the first place), you'll have to do some talking in order to take that job. You may even need to do something before you can take the job, whether it be answer a few questions, or donate some gold. After you take the job, you can talk to the trainer again about them training you. Most jobs offer abilities right when you take the job, like Pray and Lamp for Priest or Saber and Lock for Warlock. Training your proficiencies is generally the same except for one small difference. You no longer automatically learn abilities right from the Trainer's Clinic. Once you have the required proficiencies for an ability, you have to return to your job trainer and learn the ability, just like you learned your starting abilities for that class.

Here is a chart that shows the jobs that each class can take:
user posted image

The starting abilities for each of the starting jobs are as follows:

Pray - Low HP regen to party.
Lamp - Torch-like effect, removes blind.

Saber - Increases attack and dexterity, self-cast only.
Lock - Lowers target's agility.

Aim - Accurate shot, reduced damage.
Capture - Captures a monster, allowing you to release it later as a mercenary.

Toss Potion - Throws a potion at target.
Combine - Combines 5 lesser potions into 1 greater one.
Dilute - Turns 1 potion into 5 lesser ones.

*Note - Just because these are starting abilities, doesn't mean every class that takes the job will get all of them.

Once more jobs are added, I will ammend this FAQ to include a few other things that don't need to be known until they are added.

Hope this helps with everyone who is confused about the job system.

Job Chart
Starting job abilities and descriptions(first four starting jobs)

FAQ Index

This post has been edited by Exophus on May 22 2008, 07:39 PM

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