Job Classes

A list of all the job classes in the goddess world and from within aventures Job system created with the originals adventures of origin as the basis The military and government as well as merchants Their own Jobs system

venting to a higher level in a class it seems you must meet a certain criteria To advance from a basic starting class to a more powerful one be it a more specialized class. is that you must have experience in the class thus creating a natural progression of power. Path for the Class from a regular one it may have to experience in another class before you can gain access to a new higher Class, That's my best explanation how it May work in the system Root set up

### Shadow Thief

skills

the higher jobs of Shadow Thieves are in the skills of the Shadowless Used in assassination

A advanced-class of jobs for the intent to kill

“Sharp Step.”

“Enhance – Death’s touch.”

“Largo Tempo.”

### **swordsman**

Force Player:The fusion of armor and magic, the giant power that the ritual implements possess and the replicas of the sacred treasures;

### **Dragon spiritualist or dragon tamer** :

is able to use a special summoning technique to *summoner dragon in a formal contract The stronger the Dragon requires a contract and weaker one do not if they do it of their free will*

### "**An explanation of classes in fantasy games with examples that different from what's in the story"**

###

It is a variation of the Class and Level System where instead of a character being locked into a single class for the entire game, the player is free to switch between distinct classes ("jobs") at individuals leisure, to adapt his or her character or party to different situations as the game progresses

Exactly which jobs a person has access to varies: Sometimes the job system is completely freeform and a character can change to any available job, while other times it is hierarchial and more powerful jobs must be unlocked by meeting certain prerequisites (such as mastering a the lesser jobs first).

explanation of the buildings different from with in the goddesses world Root seems to only used as a basis it is doubtful that all are used in the Adventure system seeing how they differ from the original aventures of origin 10 members

"**this is not necessarily have anything to do with exact system in The stories world it is just****Examples"**

* The Fighter Classes: Other Names: *Warrior*, *Knight*, *Soldier*. In any game with classes, the most basic usually maps to the Fighter. Fighters wield melee weapons and fight enemies head-on. While they may lack range, or have only limited ranged attack options, they excel at fighting enemies in close range combat, often having high HP, defense, and attack capabilities to aid in this. In a team based game they put themselves at risk at the front of the group and take the brunt of the damage meant for their less sturdy comrades. They are usually able to equip a wide variety of weaponry and armor, including stuff too heavy for other classes. Most of the time the Fighter is considered the default "hero" class and as such they are often considered good for beginners. Other classes that wield melee weaponry include:
	+ The Knight: Other Names: *Cavalier*note , *Guardian*, *Sentinel*. The Knight is often considered an upgrade to the basic Fighter. When treated as it's own class it may be able to wear bigger, heavier armor (including shields) and weaponry, possibly sacrificing speed in favor of more defense and power. When designed to work in a party, the Knight may gain supportive abilities relating to bravery and chivalry. For example; the ability to shield the group from enemy attacks, or a "taunt" command that forces foes to direct attacks towards them and away from allies or otherwise take hits meant for their friends, and/or the ability to make powerful Counter Attacks against enemies who ignore them. Knights may be able to employ mounted combat, if there is no dedicated Cavalier class.
	+ The Swashbuckler: Other Names: *Fencer*, *Duelist*. A fighter who tends toward light or no armor and prefers agility, cunning, daring and technical skill to sheer force. Tends to be rogue-like in his or her trappings (though usually more flamboyant than subtle) and is often used to evoke the Rogue archetype in games where skills and stealth play a small or no role. A likely default class for The Hero, especially in JRPGs and adventure novels after Alexandre Dumas.
	+ The Paladin: Other Names: *Holy Knight*, *Crusader*, *Templar*note , *Inquisitor*. The Paladin is a Fighter with the power of Light and healing magic, as well as defensive buffs for their allies. Their devotion to their god or deity gives them various prayers, healing abilities and light-based spells to protect themselves and others. Naturally, they are a type of Magic Knight. They are also quite good at laying the smite down on undead, demons and other traditionally evil supernatural creatures. However, they may have behavioral limits: some rulesets impose varying penalties on taking actions that stray too far from Lawful Good, which can lead to weakening of abilities, loss of abilities or sometimes even being kicked out of the "Paladin" class entirely. If the setting doesn't have behavioral limitations they may have lower stamina or speed to balance out their magic.
	+ The Dark Knight: Other Names: *Blackguard, Hexblade*, *Antipaladin*, *Death Knight*. The Dark Knight class is the opposite number of the Paladin, possessing the power of Darknessand often necromantic or dark-magic oriented abilities that deal large amounts of damage to enemies, although often at the cost of their own HP. They may have abilities that lower their target's stats or inflict Standard Status Effects also. As the opposite of the Paladin, they may do more damage to light based enemies such as angels, fairies or other traditionally good/holy creatures even if Light Is Not Good or find such foes to be their biggest weakness. They generally do not suffer the behavioral limitations of Paladins, except possibly when they are the literal counterpart of Paladins and need to behave accordingly.
	+ The Dragon Knight: Other Names: *Dragoon* note . A Fighter who either is in the employ of, powered by, part, owns, or specializes in hunting, dragons. A Dragon Knight usually has a variety of abilities that mimic or relate to dragons in some way — flight or high jumping ability, fire breath, and dealing extra damage to dragons are all common. Some are able to tame or train dragons (typically either big ones large enough to ride on, or smaller species/hatchlings) or even transform into a dragon themselves. They seem to be associated with spears for some reason.
	+ The Barbarian: Other Names: *Berserker*, *Gladiator*. The Barbarian is a breed of Fighter focused more on damage than defense. Note that in systems where Barbarians have normal or greater than normal physical defense compared to other warriors, such as D&D, they will usually have no defense whatsoever against magic. Often characterized by wearing less armor, being less civilized, and being able to fly into a berserker rage that increases damage output or allow them to do more damage based on how hurt they are.
	+ Monster Knight: related to Dragon Knight and Barbarian above as well as the Beast below, Monster Knight combines the augmented power of a monster/beast and the training and weaponry of a knight. They may also be able to tap on their basic monster instincts to gain more power and ferocity, often at a cost (either endangering you or your allies). Dragon Knight that can turn (whether fully or in part) into dragons overlap with this. In games with multiple playable races, if a Monstrous Humanoid race exists as one of the choices, them taking the Knight class make them this.
	+ The Samurai: Other Names: *Yojimbo*, *Kensai*, *Weapon Master*, *Myrmidon*. Samurai wear less armor than regular Fighters, which leads them to have less defensive abilities. In general, they commonly have access to Ki Attacks, higher damage, and higher speed and mobility, along with abilities related to Counter Attacks, sensing hidden enemies, or acting before their opponents can act. Some Samurai can wield both swords and longbows (and occasionally spears), but the majority focus on the sword to the exclusion of all other weapons. Generally restricted to Asian settings, but can appear outside them under more generic names like The Swordmaster. After the Hero, Samurai are the class most likely to have unique weapons which other classes cannot use. Because Yojimbo are mercenaries, they may be literally able to spend money to deal more damage.
	+ The Warlord: Other Names: *General*, *Tactician*, *Marshal*, *Commander*. The Warlord is a tactical master. He can hold his own in frontline combat as well as giving out buffs to his underlings and allies, usually by commanding them to superior positions than the ones they would have thought of on their own, and he may have protective auras made of his own charisma to increase a team's effectiveness in battle. Sometimes may be able to summon his own troops, overlapping with Pet Master below.

* The Cavalier: Other Names: *Knight*note . The Cavalier fights from the back of a mount, whether a normal horse or something more exotic. Cavaliers have higher movement speed than other Fighters and may be able to charge through groups of enemies or perform Hit-and-Run Tactics. However, they also have more weaknesses: their large size can make them easier to hit or prevent them from travelling through certain terrain, and they may be vulnerable to specialised Anti-Cavalry weapons or attacks which frighten/control animals. Cavaliers with flying mounts also tend to be Fragile Speedsters, presumably because heavy armor would hinder their ability to fly. Sometimes a cavalier's mount can be separately targeted and killed, which either kills the cavalier or turns them into an infantry unit with poorer stats. In games where a lot of fighting takes place indoors, the Cavalier is usually folded into another Fighter class such as Knight or Dragon Knight, and they may be able to switch between infantry and cavalry modes. Mounted archers are comparatively rare, and tend to be closer to Rangers than Fighters.

* this one most likely doesn't exist in class system it was be the goddess who sets Who chooses a hero The Hero: Other Names: *Lord*, *Protagonist*. This is the class generally used exclusively used by RPG protagonists, the protagonist of the game will be the only character able to become this class (usually) and may become it as a plot point. Although they are definitely a type of physical class, and sometimes referred to by one of the names of the classes above, they aren't a Mighty Glacier or Stone Wall; but much closer to being the Jack-of-All-Stats. They may gain some magic, and will almost certainly have unique skills. Almost always uses a sword, and possibly a shield. Sometimes they will have exclusive access to powerful items like the Infinity +1 Sword.

* The Magician Classes: Other Names: *Mage, Wizard, Sorcerer, Witch, Warlock, Magi, Magus, Sage, Magician*. By whatever name you know this class by, you know this class: they primarily use magic powers. In any game with classes, there will always be one that maps to the Magician. These have the widest variety of any set of role-playing classes simply because there are so many varieties of Functional Magic. In a Fantasy Kitchen Sink setting, there can potentially be an infinite number of magic users, so long as there is justification for considering them each their own type. A Magician is usually a Glass Cannon, blasting away at long range, but easily taken down at close range. Variations include:
	+ The Inherent Gift Magician: Other Names: *Sorcerer*. This magic-user was born with abilities they don't need to study, and can use more readily than other magicians. This is sometimes explained as being descended from a magical creature, other times as being part of a Witch Species. However, they are often much less versatile than other magic-users, being limited to a smaller or much more tightly-themed pool of spells. Commonly, their powers manifest at adolescence.
	+ The Theurgist: Other Names: *Warlock*. The Magician makes a pact with a higher spirit (although not usually a god since those tend to be distinct in fantasy settings), who supplies him with magical powers. This is usually flavored with a Deal with the Devil. While healing class pacts are seen as good, a magician that makes a pact with an entity that gives them the power to harm or destroy is usually flavored in a darker light - and it may turn out to be with demons or Eldritch Abominations. Thus, this type of magic is usually heavily offensive and nasty, dealing heavy area damage and/or multitude of Status Ailment.
		- The Summoner: Other Names: *Conjurer*. A higher level in which the caster summons the entity to them to do its bidding. Usually even more dangerous than regular Theurgists.Usually supplemented with some magic of another type. If the summoned entity sticks around for a while to assist the summoner, then they may learn magic that allows them to support it. If the summoned entity simply uses a single powerful attack or ability before vanishing, then the summoner is likely to have weaker abilities of roughly the same type, with the summons themselves serving as a form of Limit Break.
	+ The Vancian Magician: Other Names: *Wizard*, among many others. These casters rely on Rule Magic and study to learn and wield magic, usually taking years, leaving their bodies squishy and out of shape... most of the time. Dusty tomes and candlelit towers are what you should associate with these guys. If there's a distinction between this and the Inherent Gift Magician, it will be that these ones have some kind of limitation — like needing to prepare which spells they'll use ahead of time — in exchange for more versatility if prepared.
	+ The Red Mage: A magician who does not specialize in one school or tradition and studies the magic of various types. They tend to be rare, and depending on which limitations they have, may be very powerful thanks to their versatility or very weak thanks to their lack of focus. In any case, they usually aren't able to use the more complex spells their specialized brethren use, or at least not nearly as often. Of all the kinds of magician, they tend to be the most open minded and least prone to think there are Un Equal Rites. May also have more physical prowess than most other mages to be even more versatile.
	+ The Blue Mage: Other Names: *Mime, Mimic*. A magician who does not usually rely on standard spells, but instead learns various spells and special abilities from monsters encountered in travel. Often they will need to see the spell or special ability in action, or cast their own unique spell to 'absorb' the ability. Traditionally will develop to be as diverse as the Red Mage, except with unique monster-like abilities to supplement them.
	+ The Necromancer: A magic-user who wields power over the dead, blood, and "death energy". They're usually antagonists, but if Dark Is Not Evil, may be a playable class. Often they employ a Zerg Rush - creating hordes of weak undead and sending them after a problem till it dies. Any other abilities will likely be curses that weaken or sap away strength. Very often also a form of Black Mage, especially if an alternative more versatile battle mage is not available. May or may not overlap with the Theurgist class above.
	+ The Illusionist: A magic-user who casts illusions. Generally considered weak, with no real damage output, and has been phased out of most settings - their abilities are generally given to characters with Psychic powers and Bards.
	+ The Nature Magician: Wields power over the natural world, often including elements, animals, and plants.
		- The Elementalist: A specialized Magician who can only use Elemental Powers in some way. They may be able to use all the elements, or may specialize in one or two. Often, they are the key to winning Elemental Rock-Paper-Scissors in their setting. May sometimes come with a pact with - and optionally summon - Elemental Embodiment.
		- The Druid: A jack of all trades nature magician. They often have a mix of elemental offense, healing, and the ability to morph into animals or elemental spirits to become melee fighters. To further the overlap with the Cleric classes, is often a "worshiper" of nature.
		- The Shaman: A nature magician with a Summoner twist. This class generally revolves around bargaining with spirits and building a Place of Power for yourself. (Although since a story about someone who stays in the same place is likely to get boring, this place may become more or less mobile in practice.)

* The Rogue Classes: Other Names: *Thief*, *Assassin*, *Ninja*. Rogues are a diverse class that contains everything from dexterous thieves, to treasure-hunters, to assassins. Masters of stealth and infiltration, Rogues prefer to attack when their opponent is least aware. They are quick but fragile, unable to take heavy damage, and instead rely on their speed to dodge attacks and slip in and out of the shadows to catch their opponent off guard; setting traps and inflicting status effects on foes to give them the edge. Outside of battle Rogues usually have a wide range of helpful utility abilities such as lockpicking to allow them to open locked doors and treasure chests without needing to find/buy keys or the ability to detect and disarm traps. Some can even steal items directly from enemies allowing the player to obtain items that otherwise might be unobtainable. Sometimes Rogues are lumped in with the Ranger class, but more commonly they are differentiated by specializing in melee - particularly with light blades and daggers or ranged attacks using throwing weapons such as knives and shuriken. Variations include:
	+ The Thief: The Thief, when it is a separate class, is a version of the Rogue with lower damage, but the ability to steal items from enemies. Sometimes, this can extend even to intangible items, such as experience points, but more commonly includes rare items that cannot be obtained in any other way.
	+ The Assassin: A more offensive rogue, who sacrifices technical expertise for better stealth and killing abilities. Often have a variety of weakening and poisoning abilities and are able to cripple a foe to leave him open for allies or to let him die from Damage Over Time.
	+ The Gambler: The Gambler is a fairly rare variation more often seen in video games than in pen and paper settings. The Gambler is a rogue who has a set of magical powers that rely more on chance than usual. They may have to draw a card, spin a roulette, roll magical dice, or activate a magical slot machine to get a desired effect which may be positive or negative depending on their luck. Very likely to attack with playing cards in lieu of throwing knives.
	+ The Ninja: Generally, the highest tier of Rogue-type classes. The Ninja is a rogue who may have a long list of useful skills. Stealth and backstabbing are universal, but beyond that, it gets hazy. Invisibility, smoke techniques that increases evasion, long-range elemental powers, and sometimes special bonuses to combat like dual-wielding. They also tend to excel at throwing items like shurikens, daggers, and kunai. Often a Game Breaker. May be combined with the Assassin or distinct.
	+ The Shadow: Other Names: *Nightblade*. Occasionally, Rogue-types will specialize in magic or powers that augment their stealth, and when they do, those powers generally feature darkness, shadows or the occult as themes. May be distinct or combined with the Ninja or Assassin.
	+ The Bandit: Other Names: *Burglar, Thug, Brigand*. Close to the Thief, a Bandit is a Rogue whose stealth skills are either downplayed or non-existent. While they have all the standard Rogue abilities, they tend to use them in less subtle ways - instead of unlocking a door they'll kick it down, and instead of stealthily pickpocketing their enemies they'll simply walk up and grab things from them. Sometimes they also have the ability to intimidate their enemies or are good at destroying structures, as well as whole slew of other "gang" related abilities. Bandits are generally the Mighty Glacier of Rogue classes, having stats more similar to a Fighter (though they may still be a Fragile Speedster compared to non-Rogues). While they display slightly more variation in weapons than standard Rogues, most Bandits still cannot equip heavy armor and are thus not as tough as Fighters.
	+ The Pirate: Other Names: *Corsair, Privateer, Swashbuckler*. Currently a rare variation of the Rogue, but gaining popularity thanks to Memetic Mutation. The archetype for pirate isn't yet set that hard in stone, but in general, a Pirate will use a combination of weaponry instead of specializing - usually being able to switch freely between pistols and swords. They may also receive bonuses for fighting in water terrain or on ships, or be the best class at swimming. May have some aspects of the Bandit, or the Bandit class may be folded into Pirate entirely. When this class specifically represents a pirate *captain* it sometimes overlaps with Warlord.
	+ The Scout: Other Names: *Spy, Acrobat, Operative*. Another rare variation on the Rogue, the Scout combines high movement rate with superior sensory and information-gathering skills, and often emphasizes stealth as well. Not guaranteed to be as good at combat as other Rogues; may overlap with the Ranger archetype if they are. May also favour ranged weapons more than other Rogues. Sometimes combined with the Thief and/or Assassin to give them more things to do.

* The Cleric Classes: A Cleric is usually The Medic — some variation on dedicated healers. Unlike Magician-classes, the Clerics usually draw their powers from either Faith, a god, or some variation of the two. Their magic generally requires them to stick to a certain doctrine to access it, but usually comes with less of a price or chance of backfiring like some Magician classes might experience. Clerics often focus on healing and party buffs, but sometimes they are offensively useful against "unholy" enemies such as demons and undead. Often draw their powers from Crystal Dragon Jesus and may be suspiciously Catholic for a fantasy setting. Cleric-type classes generally have the least amount of variation, simply because healing is so vital and important that distracting a healer generally isn't seen as a good idea. Variations include:
	+ The Priest: Other Names: *Healer, White Mage*. A squishy dedicated healer with little abilities at offense aside from specific types of enemies, most commonly demonic entitiesand the undead.
	+ The Battle Priest: A badass, tough warrior, carrying blessed weapons. This version of the Cleric can dish out melee damage and heal. They tend to be closer to Clerics than Paladins, who tend to be closer to Fighters; although occassionally this is a literal overlap a.k.a hybrid of Fighter and Cleric class.
	+ The Witch Doctor: A version of the cleric flavored for a more shamanic, nature-worshiping culture as opposed to the generally Monotheistic religion most Cleric-using settings use. May be slightly more magically offensive and overlap with the Shaman (see above).
	+ The Templar: Other Names: *Inquisitor*. Named after The Knights Templar, the Templar is more of an assassin mixed with a Cleric. The chief role in the story is generally to do the church's dirty work, ferreting out heretics and covering up the great conspiracy. In battle, they may be anything, but tend to be a jack of all trades, weaker than a Paladin, Cleric, or Rogue in their specialties, but able to handle all of their roles to one extent or another. They can also be defined as Mage Killer / The Witch Hunter, especially in settings where the Church is very much at odds with some, if not all, mages. If the Cleric class normally comes with innate restrictions or drawbacks (e.g. must always tell the truth, cannot wear metal armor, must avoid contact with The Dark Side) then a Templar can usually ignore at least some of them.
	+ The Caster: In some settings, the Cleric will be combined with the Magician to create the Caster. The Caster isn't so much The Red Mage (although depending on the case, it can be) as they are the Squishy Wizard; the physically weak magic user. This character is usually female. Story-wise, they will be in the party because no-one else can use magic. This is more common in modern settings, but some medieval works will still use this class for the heroine.

* The Ranger Classes: Other Names: *Hunter*. Rangers are woodsmen skilled at surviving in the wild. They may be lumped in with Fighters or Rogues (above) but more often than not are a separate tree of classes all their own. Archery is generally their favored skill, although most can fall back on swordplay if necessary. Rangers may also be skilled in some form of wilderness or nature magic, and sometimes capable of utilizing their terrain or surroundings to their advantage. They may be very good at fighting a specific type of enemy, and often take on the role of The Hunter against such foes. In a setting that allows guns, they will usually appear in the hands of the Ranger.
	+ The Sniper Ranger: This version is totally reliant on archery, but usually does higher damage because of it. May have a variety of status-inflicting arrows to slow or otherwise annoy enemies. Keeps to the back of a battle, as they're weak in terms of close combat.
	+ The Bow and Blade Ranger: A version of the ranger that can handle bladed weapons as well, allowing them to defend themselves against approaching enemies or close in for the kill. The most likely Ranger to overlap with the Fighter archetype, usually the Swashbuckler, or alternatively the Rogue.
	+ The Dual Wielding Ranger: The Dual Wielding Ranger most famously represented by the famed Drow ranger Drizzt Do'Urden, who uses two melee weapons, though it does predate him by quite some time. Very common in *Dungeons & Dragons*-based material, but less so elsewhere.
	+ The Beast Master Ranger: Living out in the wilderness is just easier with a loyal dog at your side and a hawk on your arm. This variant employs a number of beasts, and can be as simple as a Houndmaster using two or three dogs, to something more fantastic like a snake charmer or dinosaur rider. Different from the Druid because the Beast Master Ranger is still a martial class who fights alongside his beasts, and either doesn't use magic or only uses minor magic to compliment his weapon(s), and may be limited in the kind of beasts they can use compared to, say, pure Beastmasters (see below).
	+ The Trapper Ranger: The Trapper is a character who can lay down various traps in an area that the enemy can walk into, making them vulnerable to ambushes or follow-up attacks. Often combined with the Sniper or Beast Master above.
	+ The Magical Ranger: A version of the ranger who can use enchanted or Trick Arrows to take advantage of Elemental Rock-Paper-Scissors, or slow down and disable enemies with "net arrows" or "freezing arrows" and the like. Also tend to be capable of (nature) magic.

* Rarer Class Archetypes: The following character classes appear often but non consistently, depending on the type of world the author is attempting to create. In general, they are often seen as clashing with science fiction or with a European medieval setting in some way (but so do the Samurai and Ninja, above).
	+ The Magic Knight: Other Names: *Spellblade, Hexblade, Eldritch Knight, Rune Knight*. The Magic Knight is a hybrid Fighter/Magician. The key distinction between different versions of this class is how the Fighter and Mage parts are combined: there is a difference between using a sword and magic, and using magic to improve your sword/fighting abilities. Sometimes split into multiple classes based on different kinds of magic or fighting styles - e.g. the same game might have both "Spelldancers" who are highly trained Vancian-Swashbucklers, and "Elemental Blades" who are Elementalist-Knights born into their powers. Usually, they tend to be worse at fighting than Fighters or magic than Mages, but that's the price of versatility.
	+ The Bard: The Bard is a class specializing in music. Perhaps understandably, they're butt of a lot of jokes in fantasy settings, however, depending on the game, they may be useful. Bardic songs are generally useful for buffing allies, weakening enemies, status effects, and occasionally damage, and of all the classes, Bards are the most likely to be good at diplomacy with NPCs. Sometimes they act as the Jack-of-All-Trades.
		- The Dancer: A rare variation of the Bard, who tend to get the same jokes made, but for dancing instead of music. They tend to do the same things as Bards, too, so perhaps they deserve it. A variant is The Whirling Dervish, who looks to the casual observer like an ordinary dancer but is actually a spinning buzz-saw of slice-and-dice death; she'll give new meaning to Aram Khachaturian's Sabre Dance and have *way* too much fun doing it.
		- The Cantor: The Cantor sings not just songs but *hymns*, acting as a cross between the Bard and the Priest. Cantors generally have more focus on healing abilities than a standard Bard, but instead of having attacks which harm demonic creatures and The Undead, a Cantor makes his allies better at fighting such creatures. Alternatively a Cantor may specialize in supporting other Cleric classes, such as restoring their Mana or increasing the potency of their healing spells. Can overlap with Dancer for characters who use religious dances, such as Miko.
		- The Skald: A more "savage" version of the Bard, who charges into battle himself so that he can write epic stories about how glorious it was afterwards. Tends to be less of a Jack-of-All-Trades than a standard Bard in favor of combat abilities similar to the Barbarian. He might also have buffs which turn his allies into Glass Cannons, affect larger numbers of allies than a standard Bard, or allow allies to march or fight continuously without rest. Usually acts as a substitute for Bards in whatever culture Barbarians come from, but they can show up in just about any military setting as "morale officers" or similar.
	+ The Monk: Other Names: *Black Belt, Martial Artist, Pugilist, Fighternote , Mystic*. The Monk is partway between the Fighter and the Rogue... kind of. They are usually bare-fisted warriors who either eschew weapons entirely or use only martial artsy weapons like nunchucks and staves. They are often Glass Cannons, or if the Knight is a Glass Cannon, they'll be Mighty Glaciers. They often have access to some sort of Ki Attacks and build up attacks. Self-sufficiency is what sets them apart from classes relying on fragile magics, higher powers or expensive items.
		- The Beast: Other Names: Beastmen, *Wolfling, Laguz, Manakete*. The Beast is either a non-human creature, or can turn into one, and fights with their own body in place of weapons. As such, they are generally even less tied to equipment than Monks are. Beasts often lack versatility compared to other classes, but compensate with high stats, high movement speed, and/or terrain-based abilities (either gaining bonuses in certain terrains, moving through rough terrain without being slowed, or just being able to fly over obstacles entirely). Sometimes combined with the Barbarian, Nature Magician or Dragon Knight; alternately they may possess similar wilderness skills to the Ranger. If a Beast has access to Prestige Classes, they will usually represent a physical metamorphosis or simply getting larger and stronger.
	+ The Engineer: Other Names: *Tinker, Artificer, Machinist, Gadgeteer, Alchemist* note . This is a character class that relies on technology, often of the Steam Punk or Magitek variety, to achieve ranged controlling effects similar to a wizard. They most likely have guns and bombs as primary weapons, and employ stationary and/or mobile machines on the battlefield. May be seen as "too sci-fi".
		- The Gunslinger: The Gunslinger is the wielder of firearms in a fantasy setting that has them, when guns aren't common enough to be in the hands of regular people (or, if they are in the hands of regular people, the gunslinger tends to use them with much greater effectiveness and panache). Different from the Engineer in that guns are all he has, as opposed to bombs and such. Generally involves, well, guns, and all of the tropes that come with them. Often weak or useless at close range. Sometimes given a nerf or weakness in order to keep people playing the *Ranger* class (assuming it isn't *merged* with the Ranger class) - for instance guns might have lower damage or a slower rate of fire than bows, in exchange for longer range or the ability to pierce armor, or alternatively Gunslingers may lack versatility but deals more damage compared to regular Rangers. Gunslinger and Ranger are the only classes likely to have Wild West motifs, though even then, they don't always have them.
	+ The Alchemist: Other Names: *Chemist, Brewer*. An Alchemist combines items, magic or otherwise, to create potions or bombs to use in battle, often mixing them together *during*battle. Oddly enough, of all of the classes, they're the ones most likely to be good at throwing things, partly because bombs aren't going to deliver *themselves* to his enemies. They often are also capable of making supportive items, Health Potion and food being most common.
	+ The Psychic: Other Names: *Psion, Mentalist, ESPer*. Psychics generally employ a combination of telepathy and psychokinesis to attack the opponent's mind directly, or to deal damage to his body. Distinctions between psychic powers and magic may be difficult to make. In addition, the list of Psychic Powers potentially available is often seen as too long and generalized. Was generally restricted to science fiction settings before the popularity of X-Men prompted its controversial inclusion in *Dungeons & Dragons* decades ago, and has appeared only sporadically in other fantasy settings since then.
	+ The Beastmaster: Other Names: *Pet Master, Puppet Master, Trainer*. Pet Masters specialize in controlling a powerful "pet" to fight by their side. The pet can be anything from a tamed animal to a summoned elemental to a constructed Golem, but usually it serves as a front-line melee combatant while the master hangs back to support it with healing, buffing and long-range attacks. In extreme cases the master does not take part in combat at all. If the pet is an animal then this class is often folded into Ranger or Nature Magician, and comes with the ability to control animals in general. If folded into Summoner then the character might have access to multiple pets, but only be able to use one at a time. Sometimes a Pet Master can *ride* their pet and function somewhat like a Cavalier, except that the pet does most of the fighting. An MMORPG Pet Master will *always* have some way of summoning their pet to their position.

this is not necessarily have anything to do with exact system The stories world is just Examples

Skills are generally handled in one of three ways -

1. Skills are exclusive to the class - i.e. if a Warrior learns Guard at Level 5, only a character who is a Warrior at Level 5 or higher can use Guard.
2. The character can assign the skill to one of his skill slots once they level up the job - i.e. anyone who levels up his Warrior class to Level 5 can assign Guard to his Skill Slots.
3. The class must be maxed out before the skill can be assigned to another class - i.e. a Level 5 Warrior can use Guard, but Warrior must be maxed out before the character can use it as a Ranger/Wizard/etc.

Finally, when a character levels up, his current job may have an effect on his statistics — this usually falls into three categories:

1. Stats are tied to the class: A level 20 character in the Warrior class will always have the same stats as any other, and the Job Level is used to provide other effects.
2. Stat *gains* are tied to the class, but the actual *stats* are tied to the character. If a Warrior gains +5 HP, +2 MP, +1 Attack per level-up while the Mage gains +2 HP, +5 MP, and +1 Intelligence per level-up, a character who has been a Warrior for 20 levels before changing to a Mage will be less squishy than another who has been a Mage for the same 20 levels; however, his lower MP and Intelligence will hinder his effectiveness as a Mage compared to the other.
3. A character has a set of 'base stats' independent of his job, but the job provides additional bonuses on top of these; such as a Warrior getting a 1.5x boost in attack power while a Mage gets a 1.5x boost to his magic power.

Compare Stance System; the Job System differs in that Stances often can be changed at any time in or out of battle, whereas Jobs can (usually) only be changed outside of battle and/or at a specific location. Also, each character generally has a set of Stances unavailable to other characters, but Jobs are a roster available to any character. See Fantasy Character Classes for some examples of available jobs.

## Examples:

MMORPGs

* The MMORPG *Dream Of Mirror Online* uses Type 1, so different jobs have different stats. But you can use skillsets from other jobs, with some mechanical limitation: you can't use skills that are ten level higher than you current job level, and efficiency is reduced when using skillsets from very different jobs (like spell casting if you are a sword fighter).
* *Eden Eternal* Has a type 3, with basic classes for the White Mage, Black Mage, etc., plus the various Prestige Classes
* *Phantasy Star Online 2* uses Type 1: players can learn skills on certain classes if they have enough skill points and unlocked certain skills on the class's Skill Treebeforehand. The subclass system also allows the player to apply some of the stats and most of the skills of one class to their main class, allowing them to mix and match.
* Every character in *AdventureQuest Worlds* can acquire and max out as many classes as he or she wishes. The character can only use one class at a time and cannot change classes mid-battle, and while there is some overlap of skills between classes, the character is limited to the skills of his or her current class, and cannot pick and choose skills from different classes. Stats are also tied to class, and are modified by Enhancements placed on items. As a result, changing classes often means changing items as well, but considering that there are only a set number of enhancement categories, it's not hard for most players to put together some given "sets" for their general needs.
* *Kingdom of Loathing* does something similar to type 3. Every time you beat the game and "ascend" you can choose a new class. Each ascension gives you some "karma," which you can spend to keep one or more skills from your current class (or other skills unrelated to classes), making it available permanently for any class (of the normal six, not counting special ones like Avatar of Boris or Zombie Slayer). Many skills are only useful for the class that normally learns them, but "perming" them is often still useful—it makes a skill available at level 1, i.e. as soon as you start a new game, even if you'd normally have to reach a much higher level for that skill to become available for training.

Role-Playing Game

* *Final Fantasy*
	+ The Trope Namer here. Games from the main series featuring Job Systems include *Final Fantasy III*, *Final Fantasy V*, *Final Fantasy X-2* and *Final Fantasy XIII*. It can also be found in all three of the *Final Fantasy Tactics* games.
	+ Statistics-wise: *X-2* used the first method; *III* on the NES used the 2nd system but in the DS remake, it switched to the 1st system for everything except HP; *Tactics*used the second, and *V* used the third with the addition of Freelancer's having the highest stat boost for each stat in any of the classes they've mastered. *XIII* falls under none of the above; characters do not level up, but gain Crystogen Points to be distributed manually.
	+ Skill-wise: *X-2*, *XIII*, and both versions of *III* used the first scheme; *Tactics* used the second with the limit that you could only use your current job's skillset in addition to the ones mastered as one other class in addition to a passive ability, a counter ability, and (in the original *Tactics*) a movement ability; *V* used the first method, except when you played as Freelancer you had all passive abilities (except Berserk) applied and your choice of any two active skills.
	+ *Final Fantasy XI* uses a version of type one, which is interesting seeing as it's an MMORPG and most MMOs tell you flat-out "An Adventurer is You" and give you no recourse to change your class after you create your character. There are around 20 different jobs, though you only start with 6, and you can change them at any time by going to your Mog House. You can even pick a secondary job to complement your primary one after a certain point in the game.
	+ *Final Fantasy XIV* makes this an integral part of its gameplay with the "Armoury System", which allows a character to change classes at any time simply by equipping the appropriate weapon or tool (the various types of Item Crafting each have their own class too, as does the gathering of materials *for* crafting). The classic *Final Fantasy* Jobs are utilized as Prestige Classes for the combat disciplines, sacrificing the ability to use as many cross-class skills, and thus versatility, for greater skill in their specific field. Instead of the usual "equip the skillset of a second job" of the series, classes and jobs can select up to 10 and 5 abilities from other classes, respectively, with every class offering a couple of abilities to choose from. Every class and job has stats tied directly to them so there is no risk of leveling up a White Mage (magic based job) and then switching to Warrior (physical based job).
	+ Used in *Final Fantasy Dimensions* as well.
* Some *Dragon Quest* games have it too: *Dragon Quest III* established the basic system, then it was expanded upon for *Dragon Quest VI*, *Dragon Quest VII* and *Dragon Quest IX*. Generally stats are tied to the level of your current class (you may not even have a level separate from class), spells are tied to the class, and non-spell abilities are tied to the character (though skills based on a weapon still require that weapon for use and you have to max skill in a weapon for every class to use it).
* *Fire Emblem* has included reclassing since the 11th title (a remake of the first).
* *Blue Dragon* is basically *Final Fantasy V*'s job system.
* The *Tales of the World* spin offs of the *Tales Series* has them too, an interesting variation, since *Tales of the World* is an action RPG. Also, several "classes" are main characters from other *Tales* games.
* The *Ogre Battle* series, of which *Tactics Ogre*, *Final Fantasy Tactics*' Spiritual Predecessor, is a part of, has this.
* *Golden Sun*'s class system, which relies on Mons and the odd Upgrade Artifact.
* *Wizardry* reset your level and stats when you changed class, but not your HP, your spell list or skills, which was all that really mattered for many classes. Also the Trope Codifier and possibly the Ur-Example.
* *Bravely Default* is strongly reminiscent of Final Fantasy V's system: While each character has slightly different base stats which increase at level up, these are modified by a set amount based on the active job. Additionally, each character can have access to any other class's set of active commands, as well as up to 5 passive skills chosen from those unlocked across all classes.
* *Fantasy Life* uses a Job System where your selected Life Class determines which stats are boosted, in addition to each class having skills unique to them. The basic functions of each class can be used by any class, though: a Paladin is still capable of fishing like an Angler or crafting like a Blacksmith, for instance.
* In *Planescape: Torment*, the Nameless One can switch among Fighter, Thief, and Wizard with some training. This represents his numerous past lives. The other characters are fixed.
* *Xenoblade Chronicles X*: Each character is pre-designated to one of the game's 15 job classes, but your player created avatar is the only one allowed to switch between them. The one you choose determines which weapons you can equip and which Arts you can learn. Once your skill level reaches lvl.10, the class is mastered, allowing you to retain all Arts and Class Skills acquired from it and branch into the advanced subdivisions of that class. Once you fully master a subdivision branch, you can use the weapons/Arts of that branch in any other class.

Tabletop Games

* Oddly enough, *Dungeons & Dragons* Third Edition is pretty damn close to being a Job System by this definition. Though the EXP penalties (that most groups don't bother with) are there to keep *too* much abuse.
	+ The Chameleon class from *Races of Destiny* has abilities similar to multiple classes (including combat bonuses, stealth bonuses and multiple types of spellcasting) but can only use one set at once, and requires an extended amount of time to switch between them. Likewise the Binder class from *Tome of Magic*brushes on this trope due to its central mechanic being summoning entities into its body to gain their skills and powers.
	+ *Pathfinder*, with its usual preference for carrot over stick, eliminated experience penalties altogether, replacing them with bonuses for increasing your level in your "favored" class. As with earlier editions of D&D, it's usually better to master one class than spread yourself too thin.
	+ The *Legend System*, a d20 RPG created by fans, is based on a kind of Job System. Each character must choose three to four "tracks", with each track representing a self-contained set of abilities. The flexibility is central to the system, and you can mix-and-match tracks (subject to multiclassing rules, but they are pretty flexible themselves, imposing no penalty for doing so) to make lots of different, unique characters.
	+ Elves in the earliest editions of *Dungeons and Dragons* could choose, once a day, whether to be a Fighter or a Magic User, with all the abilities and restrictions of each class.
* In *Flash Point: Fire Rescue*, the players can perform a "crew change", replacing their current specialist gear and skills with any other set that is not yet in play, at any time by returning to the fire engine.

Turn-Based Strategy

* *Wild AR Ms XF*
* The *Reclass* system in *Fire Emblem: Shadow Dragon* allowed for units (except Marth, ballisticians, thieves, and manaketes) to change into other classes, though there are some restrictions like the class selection being limited to three sets of classes based on gender and the unit's initial class, as well as limits as to how many units can be that specific class (How many units that join as that class initially + 1). When (ab)used with certain characters such as Wolf or Sedgar, this has the potential to make the the unit a walking Game Breaker by inheriting the class's base stats and gains into the units own, eventually leading to certain units with insane stats come endgame.
* *Vandal Hearts* has each character start as one of four basic classes, Soldier, Archer, Healer and Mage. When they reach level 10 they can choose to become an upgraded form of their current class or switch to a more specialised type. Soldiers can become "Armours", with huge attack and defense but terrible movement and magic defense that makes them useless. Archers can become "Flyers", who move fast, ignore terrain and have high attack at expense of a massive weakness to arrows, and are fairly useful if a bit fragile. Healers and Mages can choose to become a "Monk", with average stats everywhere, the inability to equip good defensive gear and a hodgepodge of middling healing and supportive spells and low level attack spells with a magic power that never really raises above the base class'.
The Hero also has his own unique class, the Hero -> Champion -> Paragon. But obtaining the Seven Holy Prisms (requires at least one flyer) and then completing the Seven Trials of Torroah unlocks his super secret class the Vandalier. It uses unique equipment, has massive stats in every area, knows every spell your team can learn and blocks all attacks from the front and sides. You only get to use it for about three or four fights though.
* Unlike its predecessors, *Valkyria Chronicles III* allows every character to change class, although each character has two classes that they excel at. This even applies to characters from previous games.

Miscellanous Games

* In *Little Alchemist*, you're prompted to select a class for your character at the start of the game — Healer, Enchanter, or Elementalist — which affects your starting deck, but you can freely switch to a different class any time outside of battle.