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Up to date as of January 31, 2010
(Redirected to Profession article)

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Profession
File:Profession.png

Gathering style="text-align:center; width: 80%"
Alchemist [ G / R ]
Farmer [ G / R ]
Lumberjack [ G / R ]
Miner [ G / R ]
Fisherman [ G / R ]
Hunter [ G / R ]
Crafting
Baker [ R ]
Butcher [ R ]
Fishmonger [ R ]
Handyman [ R ]
Jeweller [ R ]
Shoemaker [ R ]
Tailor [ R ]
Carvers :
Bow [ R ]
Staff [ R ]
Wand [ R ]
Smiths :
Axe [ R ]
Dagger [ R ]
Hammer [ R ]
Shovel [ R ]
Sword [ R ]
Shield [ R ]

Specialization
Specialization
Carvmagus
(Bow, Staff, Wand)
Smithmagus
(Axe, Dagger, Hammer,
Shovel, Sword
)
Shoemagus
Costumagus
Jewelmagus

Special
(Not true professions)
Basic
Breeder

Your character can acquire professions. Some professions allow you to gather certain resources from the environment, while other professions allow you to craft certain items. One of the main reasons for taking on a profession is to earn kamas. Your character's carrying capacity will also increase for each level you gain in your profession, with a big bonus at level 100.

Warning: If you have a poor internet connection, you may receive a temporary ban if you try to craft too many items at once (exact quantity varies).

Contents

Available Professions

For an in-game introduction to most professions, visit the "Job Information Center" at (1,-20) in Astrub.

Actual Professions

The professions can be divided in 2 groups:

Gathering

In a gathering profession the player harvests a type of resource directly from the environment. This resource can either be sold as is or processed by the gatherer into a new resource and then sold. For example, a Farmer harvests wheat and can either sell the wheat or create flour from the wheat and sell the flour. The focus of the gathering professions is to produce ingredients which are used in the crafting professions. (The Alchemist is the only gatherer profession that can produce an item which is directly usable by players, namely potions.) Practicing a gathering profession requires almost no expense, so is a good first profession for a new player.

The gathering professions are: Alchemist, Farmer, Fisherman, Hunter, Lumberjack, and Miner.

Crafting

In a crafting profession the player, following learned recipes, creates an item which can either be equipped or consumed. In fact, the vast majority of equipment and consumables that you will run across during the game were crafted by other players. A crafter requires a variety of ingredients, and this can make a crafting profession expensive to practice. Most players will, either in the same character or in different characters, practice a gathering profession that directly supports their crafting profession (like a Lumberjack and a Bow Carver). But notice that the Tailor and Shoemaker professions have a number of recipes that consist entirely of drops, so these crafting professions can be less expensive to practice if the player is willing to "harvest" these ingredients directly (i.e. defeating the appropriate monsters in the hopes of getting the appropriate drops).

The crafting professions can be grouped as follows:

Specializations (Maging)

Once you reach level 65 in a carver, tailor, jeweler, shoemaker, or smith profession, you can learn a specialization related to that profession. This specialization will fill one of the three smaller slots next to the three profession slots in your character window.

Details of these specializations can be found at Mage.

Pseudo-professions

These are not real professions, but as they follow certain similarities with the other professions they have been put here:

  • Basic, simple crafting and gathering activities that anyone can do (no profession slot is used).
  • Breeder, gathering (catching) Dragoturkeys and crafting (breeding) them into mounts. But even though being a Breeder involves a lot of work and time, no profession slot is used in becoming a Breeder so it isn't classified as a profession. (In fact it seems more of an advancement on the duties associated with taking care of pets.)
  • Pet Trainer, raise multiple pets at the same time. And sell them when they reach a certain level.

There is also evidence scattered across the game, in the community page and in the code of other professions of a group of abandoned professions, professions that the Dofus developers apparently began to create and then gave up on. Examples include Gold Prospector, Pick Smith, Scythe Smith and Brewer. Since the evidence for these professions has been around for a while, it seems unlikely that they will be introduced into the game.

General Mechanics

Learning

In order to learn a profession you must:

  • speak to a teaching NPC and usually go through an initiation process
  • acquire the profession's tool

It is not a complex process, you just need to know where to start. The "Job Information Center" can be the starting place for any profession, or you can visit the profession's article in this wiki (see links above).

Profession slots

There are 3 profession slots for the gathering/crafting professions and 3 smaller slot for the specializations. Each profession you acquire will use one of your 3 profession slots.

Prerequisites

You can't add a profession or specialization until your existing professions and specializations are at least level 30.

Maximum Job Level

The maximum level of a profession is 100. While you can continue to gain Job Experience, no further bonuses or recipes are gained past level 100.

The maximum usable level for non-subscribers (F2P) is 30. Non-subscribers cannot advance in professions past level 30. Former subscribers with a profession level of 31 or higher are treated as only being level 30. If they re-subscribe, the limit will be removed.

Note: Profession experience does NOT accumulate after level 30 for F2P players. After becoming P2P experience will still be at the start of level 30 (19,243 job experience points)

Job Bonus

At every profession level the character gains a five (5) pod carrying bonus. At profession level 100, the character gains an additional one thousand (1000) pod carrying bonus giving a total of one thousand five hundred (1500) pod carrying bonus total. This bonus does not enhance strength stats.

Forgetting

If you want to forget a specific profession, just drink the appropriate job loss potion (or speak to Gilles Caper in the Incarnam inn) and you will forget the profession entirely. When you forget a profession, you will lose all job bonuses you may have gained (extra pods). If you decide to relearn the profession later, you will start at level 1.

Crafting

Most professions can craft or otherwise create items according to recipes, and gain Job Experience from crafting.

Job Recipes

At profession level 1, recipes can have up to 2 ingredients. This increases to 3 at level 10, 4 at level 20, and then +1 every 20 levels. Note that not all professions have recipes with a high number of ingredients. Higher level also increases success rate.

Success rates

Success rate for a profession usually starts at 50% and increases per level so it becomes 99% at level 100, in a linear progression. Success rate for a specialization usually starts at 5% and increases per level so it becomes 94% at level 100, in a linear progression.

Job Level 1 10 20 40 60 80 100
Maximum Recipe Slots Available 2 3 4 5 6 7 8
Experience gained 10 25 50 100 250 500 1000

Note: Not all professions follow this exactly. E.g. polishing (miner) is unlocked at level 40, and shell (farmer) has a fixed success rate of 100%.

Cooperation Crafting

An alchemist cooperation crafting window

Cooperation crafting allows two people to pool resources for a recipe for the craftsman to create an item. It is commonly used by professionals when crafting an item for a customer; it is the safest way to conduct business as both players must confirm it before the item is made.

  • To start cooperation crafting, click 'Invite To Make ????' when you select another player. The craftsman must stand next to their profession's workbench while the customer can be anywhere in the same room.
  • The cooperation crafting window will then open. This window is the same for both customer and craftsman except flipped.
  • Now the customer or the customer & craftsman can put the materials for the craft into the workbench. The customer can browse the craftsman's recipes and double-click on the desired one to automatically select the proper materials. For recipes with many slots, this is often faster. There is a display of the the item that will be created from those materials, like normal craft (with the exception of secret recipes).
  • Through the 'Payment' tab the customer and the crafter can agree on a payment (money or items) for the crafting and there is an additional option (the second / bottom one) for an extra tip in case of a successful craft. Note that one can have the 'Payment' tab up whist the other can continue to be in the normal cooperation crafting screen.
  • When you are ready, click the 'confirm'. When both players have confirmed, the crafting will begin.

If the craft is successful, it will go into the customers inventory immediately, and the crafter will automatically receive their payment. If the craft fails, the customer will lose the materials, will not receive the item, and the crafter will receive their payment but not their additional tip.

Options

Public Mode

To activate this function one must go to its profession window in the 'Option' tab and choose 'Activate'. Public Mode lets someone invite / start cooperation crafting with a craftsman who is next to his/her profession's workstation to make something for them. When Public Mode is off, only the craftsman can start cooperation crafting. Public Mode is automatically turned off whenever you log off or unequip your profession's tool.

Signing Crafts

When a player reaches level 100 in some professions, a 9th slot is added. This does not mean that there are 9-slot recipes, but rather that crafters can sign their crafts by adding a Signature Rune to the recipe they are about to combine. This is a way to promote one's skills and attract other players to look for that specific player to craft an item. Even when there are good stats on a signed craft, this is not an indication that the crafter is more gifted or more lucky than others of the same level. Players tend to go for professionals who have crafted an item with extraordinarily high stats.

Profession Runes

Profession runes, crafted by miners, allow you to have your name published in the "List of the Craftsmen" book in the corresponding workshops, allowing users to private message you to craft items for them.

In order to have your name published, you must activate (use) the rune. Using the rune a second time clears your name from the list (eg. if you want to be left alone). The rune is deactivated when your session ends (you have to reactivate it each time your character logs on).

Experience

Crafting gives profession experience according to the number of different ingredients, that is how many slots are used.

The rules are :

  1. You can only gain experience from recipes/crafts that use your current maximum slots, or 1, 2, or 3 slots less than your current maximum slots.
  2. Recipes/Crafts that use 2 or 3 slots less than your current maximum will have a 100% success probability (99% is displayed).
  3. Specializations gain job experience in a different way--see Mage page for more information.
  4. Levels gained while crafting do not increase your slot limit or success rate until you close and reopen the crafting interface.

Example: A craftsman between level 60 and 79 (able to make 6 slot recipes) will gain experience from his 3, 4, 5, and 6 slot recipes and will no longer gain experience from 1 and 2 slot recipes.

The same craftsman will have a 100% success probability when making 1, 2, 3 and 4 slot recipes

All this information appears in game in the recipe tag coded with colors

  • Recipes that no longer allow you to gain experience and with a 100% success probability are displayed in grey.
  • Recipes that allow you to gain experience and with a 100% success probability are displayed in green.
  • Recipes that allow you to gain experience and with a normal (depending on your level) success probability are displayed in red.

8 slot items can only be made at level 100, at which point you don't need any more exp, but crafting still gives 1000 experience.

Experience gain per slot & success probability
Prof Lvl 1–9 10–19 20–39 40–59 60–79 80–99 100
1 slot 1 1 1 0 0 0 0
2 slots 10 10 10 10 0 0 0
3 slots - 25 25 25 25 0 0
4 slots - - 50 50 50 50 0
5 slots - - - 100 100 100 100
6 slots - - - - 250 250 250
7 slots - - - - - 500 500 (*)
8 slots - - - - - - 1000 (*)

(*) These recipes are displayed in red in the recipes list, but have a 100% success probability instead of 99%.

Experience required per level
Level Exp.   Level Exp.   Level Exp.   Level Exp.   Level Exp.
1 0   21 8,973   41 38,800   61 105,082   81 251,574
2 50 22 9,898 42 41,044 62 109,930 82 262,660
3 140 23 10,875 43 43,378 63 114,971 83 274,248
4 271 24 11,903 44 45,804 64 120,215 84 286,364
5 441 25 12,985 45 48,325 65 125,671 85 299,037
6 653 26 14,122 46 50,946 66 131,348 86 312,297
7 905 27 15,315 47 53,669 67 137,256 87 326,175
8 1,199 28 16,564 48 56,498 68 143,407 88 340,705
9 1,534 29 17,873 49 59,437 69 149,811 89 355,924
10 1,911 30 19,242 50 62,491 70 156,481 90 371,870
11 2,330 31 20,672 51 65,664 71 163,429 91 388,582
12 2,792 32 22,166 52 68,960 72 170,669 92 406,106
13 3,297 33 23,726 53 72,385 73 178,214 93 424,486
14 3,846 34 25,353 54 75,943 74 186,080 94 443,772
15 4,439 35 27,048 55 79,640 75 194,283 95 464,016
16 5,078 36 28,815 56 83,482 76 202,839 96 485,274
17 5,762 37 30,656 57 87,475 77 211,765 97 507,604
18 6,493 38 32,572 58 91,624 78 221,082 98 531,071
19 7,271 39 34,566 59 95,937 79 230,808 99 555,741
20 8,097 40 36,641 60 100,421 80 240,964 100 581,687
Number of craftings to level
Level >
\/ Recipe
1-10 10-20 20-30 30-40 40-60 60-65 65-80 80-100
1 slots 1,903 6,176 11,135 17,389 - - - -
2 slots 194 622 1,118 1,743 6,386 - - -
3 slots - 252 450 700 2,558 1,012 4,618 -
4 slots - - 227 352 1,284 507 2,314 6,824
5 slots - - - - 648 255 1,162 3,417
6 slots - - - - - 103 467 1,373
7 slots - - - - - - - 692
8 slots - - - - - - - -

Note: The table considers experience lost on level ups. E.g. if you use a 2-slots recipe and need 5 exp for a level up, you will only receive 6 exp instead of 10. The values are exactly what you need to have just enough materials for the actual crafting (since you only use one slot number just in an entire range).

Reaching level 30 does not give another slot, but it is the level needed to learn another profession. Likewise level 65 does not give another slot, but it is the level required to learn the corresponding magus specialization.

External Links

  • Dofus Profession Calculators

This article uses material from the "Profession" article on the Dofus Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Final Fantasy

Up to date as of February 01, 2010
(Redirected to Job System article)

From Final Fantasy Wiki

An element common to most Job System games is the ability for a character to switch between different jobs. Displayed is Ingus from the Nintendo DS remake of Final Fantasy III as the Thief, Red Mage, Monk and White Mage jobs.

While each game in the Final Fantasy series features their own systems, such as the Materia or the Junction system, one that has reoccurred most often in the series has been the Job System, also known as the Class System or the Job Class System. The basic concept of the Job System is that each player character starts as a blank slate on which to choose character classes, much like computer RPGs, and has development directly controlled by the player's decisions.

While this system was a fundamental element of Final Fantasy initially, today it finds much more use in the Final Fantasy Tactics sub-series, as the Job System puts heavy focus on complex statistical decisions, which suits a Tactical game, over the plot-related character development that modern Final Fantasy games have become more involved in.

Each game that has featured the Job System has expanded on it and changed it in their own ways.

Contents

Appearances

Final Fantasy

Main article: List of Final Fantasy Jobs
Choosing Jobs after selecting 'New Game' in the first Final Fantasy (NES Version shown)

The Job System in the original Final Fantasy, much like the rest of the game, is some what simple in comparison to its incarnations today. At the start of a new game the player picked one of six available classes for four different characters, much similar to the popular computer RPGs of that time such as Ultima (whose influence on the series has been noted often, most especially in the older games). Each class featured their own unique ability the player could use, such as the Thief's ability to Flee or the Black Mage to use a Black Magic spell. Upon reaching a certain point of progress in the game, the four classes the player chose for his characters would all upgrade into a masterful version related to their basic starting class (e.g. a Thief becomes a Ninja). While basic, this was the starting point for the Job System to gradually progress from.

Final Fantasy III

Main article: List of Final Fantasy III Jobs
Job screen of Final Fantasy III in the NES version.

In Final Fantasy III the system was somewhat similar in progression compared to the first Final Fantasy, but had a good deal of changes and improvements to it. One major change in particular is instead of picking a class at the start of a new game and being locked into it, all the characters started as a basic "beginning" class (The Onion Knight/Onion Kid in the NES version, Freelancer in the Nintendo DS remake). Eventually after making some progress basic Jobs such as the Thief and White Mage would make themselves available for the player to select, but in addition the player was allowed to freely change between Jobs whenever they wished and make accumulating progress in each. Also expanded where the individual Job abilities, with advanced ones such as the 'Scan' for the Scholar and 'Steal' for the Thief.

Like the first Final Fantasy, reaching a point in the plot will bestow the player with new "advanced" or "master" versions of classes - except in Final Fantasy III this will occur up to 4 times (including the first encounter yielding the basic Jobs) and you do not need to make progress in a "basic" class to use the "master" one (the master classes make themselves available depending on their power - i.e. the most powerful classes will be available last).

Despite that, having your characters undergo progression through drastically different branches of Jobs can be both a blessing and a curse as statistics gained during a class accumulate into the permanent abilities of the character - a Thief will not make as powerful of a Knight as a Warrior would, yet that Knight will be quicker than one that developed from a Warrior. The capability to freely manipulate the development of your characters as the player wishes became one of the integral parts of the Job System in Final Fantasy III.

Final Fantasy V

Main article: List of Final Fantasy V Jobs
Selection of jobs in the Spanish version of Final Fantasy V.

Final Fantasy V retained the concepts of having a basic starting Job which to make progress with and the ability to freely switch between classes while retaining progress in each. New to the Job system, though, was the concept of Ability Points and multiple skills per Job to be purchased by them. After a successful battle, AP would be earned along with XP and the player could use this AP to gain one of many skills available to the Job chosen in a way similar to gaining levels for a specific character, as jobs now use multiple abilities instead of just one. This became another major part of the Job System and contributed to more flexibility and diversity available to the player.

In addition, the concept of having a "basic" class, such a Warrior, and an "Advanced" class such as a Knight became less prominent. Instead the game offered a variety of very different classes to the player, which bore little relation to each other. The classes present in Final Fantasy V included past staples such as the White Mage and Thief, but also included new ones such as the Blue Mage and Samurai which became staples within their own right in the series.

Final Fantasy X-2

Main article: List of Final Fantasy X-2 Jobs

As the Tactics series was now in existence to facilitate the Job System and the primary Final Fantasy games began to gravitate towards intricate plots over intricate statistics, Final Fantasy X-2's system was a compromise between these two polarities. More acute details of the Job System were shred in favor of putting production values to other things important for this release, but it still manifested in its own way. Referred to as Dresspheres, the Job System in Final Fantasy X-2 operates more or less like Final Fantasy V, with new Jobs making themselves available as you make progress through the game. The major change of the job system in this game was that Yuna and her companions could now change jobs in battle.

Only a few of the "classic" jobs were present in Final Fantasy X-2, which featured fewer classes in general, as it tried to establish entirely new types which had been yet unseen (and are still currently unique to the game) while still being accessible.

Final Fantasy XI

Main article: List of Final Fantasy XI Jobs

Final Fantasy XI's presentation of the Job System included many classic Job types, as well as a few that unique to the 11th instalment. Some mechanics of the system were changed to be more in line with computer MMORPGs, which in a way is a modern version of what occurred with the first Final Fantasy. Most jobs retain their archetypal expertise and many abilities commonly associated with the jobs from previous instalments. Other aspects of the system do remain such as the player picking from one of 6 basic jobs to start with, the same 6 original jobs from the original Final Fantasy. Players have the option to change job it at will, similar to Final Fantasy V or Final Fantasy Tactics. This is unique to Final Fantasy XI among MMORPGs. Once progress has been made on a character to level 30, more advanced jobs types make themselves available to be pursued via specific quests made available at that point.

The unique aspect of Final Fantasy XIs job system is the "Support Job". This system allows a player to augment their character with Abilities, Traits and Spells from another chosen job at half the level of their current job. For instance a level 20 Warrior could set Ninja as their support job. This allows them to use all Ninja Abilities, Traits and Spells up to that of a level 10 Ninja while still primarily being a level 20 Warrior. The support job system allows for job merges never before seen in the Final Fantasy series.

Final Fantasy XII International Zodiac Job System

Main article: Zodiac Job System
Selection of work in Final Fantasy XII: International Zodiac Job System, where you can choose the job for your character depending on his/her zodiacal sign.

The original version of Final Fantasy XII had no clearly defined Job System. The Final Fantasy XII International version (only released in Japan) now gives a new version of the Job System, called the Zodiac Job System. Characters are given twelve special License Boards to choose from, each one corresponding to one of twelve Jobs and a Zodiac Sign. Each board has special Licenses which give each Job its special equipment and abilities. Once a character chooses a Job, they can never be switch out. Characters who do not choose a Job cannot receive LP.

Though most of the Classes represented in the Zodiac Job System are purely traditional such as Black Mage, White Mage, and Knight, several were renamed just for this game. For example, the Class usually called "Dragoon" has now been named "Uhlan".

Final Fantasy Tactics

Main article: List of Final Fantasy Tactics Jobs
Final Fantasy Tactics added structure to the Job System. Pictured are the branched requirements for each Job.
Master job screen in FFT.

Being in a game genre which focuses heavily on number crunching and player decisions, the Job System expanded intensely in Final Fantasy Tactics. In this game, the ability to freely change Jobs at will was more heavily structured. Instead of swapping in and out, the character had to make a planned progression of their character abilities to reach the destination they wished, such as to be a Ninja a character must have the prowess of an Archer, the agile skill of a Thief and the knowledge of a Geomancer - all of which find a distant root in the basic Squire class.

Starting off the player would again be given a 'base' Job as a starting point, but instead there were now two: the Squire (combat focused) and the Chemist (support focused). After choosing which their characters will be, progress is made much similar to Final Fantasy V's method of accumulating AP and spending it on skills - which have further increased in number per Job and have multiple categories such as 'Movement Skills' and 'Reactive Skills'. As the character develops in their Job further, new Jobs make themselves available and as you change between them skills will now be able to be transported over to the next (unlike Final Fantasy V, where skills were restricted to their individual Jobs). This addition of mixing skills (along with the jobs themselves) and the statistics gained from them further developed the Job System and also became integral parts of the Tactics series.

Final Fantasy Tactics Advance

Main article: List of Final Fantasy Tactics Advance Jobs
A major addition to the Job System in Final Fantasy Tactics Advance was races. Pictured are a Viera Sniper, a Bangaa Templar, a Moogle Gadgeteer, and a Nu Mou Morpher.
Marche with all the jobs available for the hume race.

Final Fantasy Tactics Advance resumes the progress of the Job System where the original Final Fantasy Tactics left off, again providing the same structured character progression and blending of skills. Changed, though, is how the skills are obtained and how to access particular Jobs. While Final Fantasy Tactics used Final Fantasy V's system of accumulating AP and spending it on a list of possibile skills, Final Fantasy Tactics Advance has the character learn their skills from the equipment they are wearing (much like Final Fantasy IX, which in turn was much similar to Final Fantasy VI's Esper system).

While worn, the skill present on the specific item is ready to be used, but once unequipped it is no longer available. To make the skill a permanent part of the character, the player must build up a specific amount of AP while it is equipped in battle. As the availability of equipment is limited to the progression of the player, this makes the development process somewhat more linear in regards to skills.

Despite that, the character options available to the player were expanded further by introducing character races such as Moogles and Nu Mou, who all had different varieties of Jobs and progression paths available to them. With that, many new classes were able to be introduced in Final Fantasy Tactics Advance and many long unused classes found a revival, without seeming out of place (as the classes fit the personalities of the races) or overwhelming (as each race has their own limited and mostly unique sets of Jobs). This allowed players to add in more decisions on how they will structure their parties.

Final Fantasy Tactics A2: Grimoire of the Rift

Main article: List of Final Fantasy Tactics A2: Grimoire of the Rift Jobs
Job screen in FFTA2 for the hume race.

Final Fantasy Tactics A2, being a direct sequel to Final Fantasy Tactics Advance, is for the most part the same in regards to the Job System. Many smaller mechanics were heavily tweaked to the wishes of players and it is sort of a 'refined' version of what was present in Final Fantasy Tactics Advance. New races and many new Jobs were added to the game, furthering complexity in regards to those aspects. It features the most Jobs of a Job System game, with a large majority of them being new creations.

Final Fantasy Crystal Chronicles: My Life as a King

Main article: List of Final Fantasy Crystal Chronicles: My Life as a King Jobs

Like in the Final Fantasy Tactics Advance games, the Job System is based upon tribes, with certain tribes being limited to certain classes. The Clavats, however, can use all four Jobs. There are only four basic classes: Black Mage, White Mage, Thief, and Warrior.

Hikari no 4 Senshi: Final Fantasy Gaiden

The Job Screen of Hikari no 4 Senshi: Final Fantasy Gaiden.

The Job System returns in Hikari no 4 Senshi: Final Fantasy Gaiden for the four Warriors of Light to use to once again save the Crystals. In its newest incarnation, the Job System is known as the "Crown System", as characters use hats to switch between jobs. According to the Job Screen, there appears to be 28 Jobs available, counting a "Bare" head in the top left corner.

References

Several Final Fantasy games that do not feature the Job System often apply specific job archetypes to some characters. Though they cannot change Jobs, their roles are often direct references to Classes from the Job System.

Final Fantasy IV

Playable characters in Final Fantasy IV are all listed as having a particular job, but with the exception of Cecil, none of the characters may change their job assignments during the game. Each character has several static abilities that are usually the same the Job they represent. In the world of Final Fantasy IV, many NPCs can be seen to hold certain Classes. Classes are usually cultural groups; the kingdom of Eblan is ruled by Ninjas, Mysidia is home to White and Black Mages, Fabul is ruled by Monks, and Baron's army consists of Dragoons, Dark Knights, and Black and White mages.

Final Fantasy IV: The After Years

Final Fantasy IV: The After Years uses similar styled menus to Final Fantasy IV. Each character is assigned a job class displayed beside their name. A few characters change jobs (Ceodore goes from Prince to Red Wings, and Ursula goes from Princess to Monk), but unlike Cecil's change in the previous game, the change in their "Job" has no effect on game play, with the exception of Kain, when he becomes a Holy Dragoon.

Final Fantasy VI

The game Menu of Final Fantasy VI lists every playable character as having a Job, though usually not the same as the traditional Final Fantasy ones. Every character has set abilities similar to Final Fantasy IV. For example, Locke Cole, who is similar to the Thief Class, is not listed as such; rather, he is called an "Adventurer".

Final Fantasy VII

The characters of Final Fantasy VII were to have job classes. However, this was taken out of the final production. It is unknown if this would have actually affected gameplay. Cloud was a Mystic Knight, Barret was a Gunner, Tifa was a "Shooter", or Monk, Aerith was a Geomancer, Red XIII was a "Beast", Cid was a "Pilot", or Dragoon, Vincent was a "Horror Teller", and Yuffie was to be Ninja or Assassin. As said, this was removed from the final product, although some characters still retain traits of their intended classes.

Final Fantasy VIII

In Final Fantasy VIII the characters do not have an apparent job but it's referenced via their limits, (for some). For example, Selphie is a Gambler, Irvine is a Gunner, Zell is a Monk, Rinoa starts off as a Beastmaster then a sorceress Sage, Quistis is a Blue Mage and Squall is a Blademaster.

Final Fantasy IX

Artwork of Various NPCs in Final Fantasy Jobs by Toshiyuki Itahana

Most playable characters in Final Fantasy IX are references to past Jobs in the series. Characters often dress in manners similar to the Classes they represent: Vivi looks exactly like a traditional Black Mage, Princess Garnet is seen in a White Mage's garb towards the beginning of the game. Only Amarant Coral seems to break this pattern, as he does not have a clear Job Class, though he has traits of the Monk and Ninja classes. Like in Final Fantasy IV, NPCs also have Jobs. The Black Mages are a race of manufactured weapons. Some Jobs seen, like Red Mages, cannot even be used by the player.

Final Fantasy X

While all of the characters can eventually acquire all of the abilities and maximize their stats, for a significant portion of the game, they all have very different abilities. Each characters' individual starting section of the Sphere Grid contains different nodes corresponding with the character's predetermined strengths and weaknesses: Tidus is a cross between a Warrior and a Time Mage, Auron is something akin to a Spellblade or a Samurai, Yuna is a White Mage (and the only playable character who can summon), Kimahri is a Blue Mage who can lean towards any of these (although he is aesthetically reminiscent of Dragoon and even can use the Jump command), Lulu is a Black Mage (and referred to as such early on, by Wakka), Rikku is a Thief, and Wakka's accuracy and long-range weapon lend him best as a Ranger. Seymour Guado, playable for a single battle, is often said to be a Sage, because of his variety of spells in his arsenal and average attack power.

Final Fantasy XII: Revenant Wings

Unlike the original Final Fantasy XII or the Zodiac Job Class version, the playable characters in Revenant Wings all have set Job Classes. For example, Penelo is a Dancer. The Classes cannot be changed during the game in any way. Also, Sky Pirate enemies in the game have Job Classes, often ones that the player does not have access to. These enemies all have special skills similar to those that the playable characters learn during the course of the game.

Crystal Defenders

Main article: List of Crystal Defenders Jobs

Units can be purchased and sent into battle like in the Tactics games, but their jobs cannot be changed after being placed on the field. Available jobs include Soldiers, Archers, Black Mages, White Monks, Time Mages, and Thieves, though only the first three are available in the demo. More jobs become available in later rounds. Units can be upgraded multiple times to increase their range and power, but their classes and abilities remain the same.

Crystal Defenders: Vanguard Storm

Final Fantasy Crystal Chronicles: Ring of Fates

Some armor characters can equip are named for certain job classes, with some abilities based on that class. For example Magic type armor, like the Black Mage armor can give AI characters the Black Mage's Eye which automatically make them cast magic during battle. These abilities depended on the armor crafted and what bonus material is used when making them.

Dissidia Final Fantasy

Some recurring and iconical jobs in the series appear as job cards in the "Duel Colosseum", each having their own effect.

Furthermore, although they aren't the traditional job classes, each character has a unique fighting style that is described by a "class" of sorts. Kefka uses "Mad Mage", Sephiroth uses "Focused Blade", Firion uses "Weapons Specialist", etc., etc.


This article uses material from the "Job System" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Lostpedia

Up to date as of February 07, 2010
(Redirected to Occupations article)

From Lostpedia

Many Lost characters share the same occupations. This increases the possibility that they may have crossed paths in character connections.

Contents

Art

Picture Name Occupation Work Place Current employment status
Achara Tattoo artist. Phukett, Thailand. Employed.
Desmond Hume Set designer. Royal Shakespeare Theatre. Quit job, before joining "The Royal Scots".
Michael Dawson Never worked as artist. Never worked as artist. Character is deceased.
Shannon Rutherford Ballet instructor. Unknown. Character is deceased.
Thomas Painter. Unknown, probably at his home. Unknown.

Business and leadership

Picture Name Occuation Work Place Current employment status
Boone Carlyle COO of Carlyle Weddings. Unknown. Character is deceased.
Sabrina Carlyle Owner of Carlyle Weddings. Unknown. Employed.
Alvar Hanso CEO & owner of Hanso Foundation. Copenhagen, Denmark Probably still employed.
Francis Heatherton Owner of Heatherton Corporation Unknown. Employed.
Mr. Paik Manufacturing industry magnate Seoul, South Korea Employed.
Sun-Hwa Kwon Managing Director of Paik Industries. Seoul, South Korea Employed in the near future.
Randy Nations Mid-management. Mr. Cluck's Chicken Shack, Hurley's company & Curcuit House Employed.
Charles Widmore Executive of Widmore Industries. Unknown. Employed.

Crime

Picture Name Occuation Work Place Current employment status
Anthony Cooper Con artist. Around the USA, most notably Jasper, Alabama. Character is deceased.
Caldwell Maker of fake passports. Australia. Employed.
Mr. Eko Druglord/Warlord. Nigeria. Character is deceased.
Emeka Warlord. Nigeria. Character is deceased.
Goldie Drug smuggler. Nigeria. Character is deceased.
Gordy Grifter. USA. Employed.
Hawaiian Shirt Mr. Paik's henchman. Unknown, probably various places for Mr. Paik. Employed.
Hibbs Criminal. USA. Employed.
Jan Marijuana-growing commune participant. Commune. Character is probably in jail.
Jason (bank robber) Bank robber. USA. Character is probably in jail.
Jason McCormack Criminal. LA, California, USA. Character is deceased.
Jimmy Bane Criminal. LA, California,USA. Employed.
Jin-Soo Kwon Mr. Paik's henchman. Seoul, North Korea. Character is on island.
Katherine "Kate" Austen Fugitive: murderer, car-thief, bank-robber. USA and Australia. Not any more, lives quiet life after O6's rescue.
Kilo Criminal. Louisiana, USA. Employed.
Laurence Metal work/Illegal gun salesperson. Sydney, Australia. Employed.
Mike Marijuana-growing commune participant. Commune. Character is currently in jail.
Mr. Paik Crime, possible mob boss. South Korea. Empolyed and/or selfemployed.
Munson Thief. USA. Character is in prison. Previously employed.
James "Sawyer" Ford Con artist. Around the USA. Character is on-island.
Tommy Drug dealer. The United Kingdom. Employed.
Thug captain Guerrila. Nigeria. Currently unknown.
White suit Mr. Paik's henchman. South Korea. Employed.
Nikki Fernandez Con artist. Australia, possible other locations. Character is deceased.
Paulo Con artist. Australia, Brazil possible other locations. Character is deceased.

Education

Picture Name Occuation Work Place Current employment status
Leslie Arzt Science teacher. A High school. Character is deceased.
Sarah Shephard Elementary school teacher. An elementary school. Employed, in future on maternity leave.
Gayle Harrington Music teacher. Unknown. Character is deceased.
Olivia Goodspeed (elementary) School teacher. The Barracks. Character is deceased.

Espionage

Picture Name Occuation Work Place Current employment status
Alyssa Cole CIA agent. USA. Employed.
Kelvin Joe Inman DIA agent. Iraq, possible other unknown locations. Character is deceased.
Robbie Hewitt ASIS agent. USA. Employed.

Food services

Picture Name Occuation Work Place Current employment status
Chet Waiter. Phukett, Thailand. Employed.
Claire Littelton Food salesperson. Fish & Fry. Character is on island.
Diane Janssen Weitress. Keith's diner. Stoped working after tumor diagnosis.
Frank Duckett Shrimp stand owner. Sydney, Australia. Character is deceased.
Hugo "Hurley" Reyes Food salesperson. Mr. Cluck's Chicken Shack. Fired, later bought Cluck's.
Johnny Food salesperson. Mr. Cluck's Chicken Shack. Quit job, after Hurley got fired.
Neil "Frogurt" Frogurt industry worker. Unknown. Character is deceased.
Sayid Jarrah Chef. La Portail d'Arabie, Paris, France. Quit job.
Paulo Chef. Australia. Left job, after killing Howard Zukerman.
Thai boy Soft-drinks salesperson. Phukket, Thailand. Employed.

Law enforcement

Picture Name Occuation Work Place Current employment status
Ana Lucia Cortez Police officer. LAPD. Character is deceased.
Teresa Cortez Police captain. LAPD. Employed.
Det. Calderwood Australian State Police Detective. Sydney, Australia. Employed.
Eddie Humboldt County Sheriff's Deputy. Humboldt County. Unknown.
Warden Harris Prison warden. USA. Employed.
Mike "Big Mike" Walton Police detective. LAPD. Employed.
Edward Mars U.S. Marshal. USA. Character is deceased.
Kevin Callis Miami-Dade police officer. Florida, USA. Employed.
Sheriff Williams County sheriff. California, USA. Employed.

Law

Picture Name Occuation Work Place Current employment status
Duncan Forrester Attorney. LA, California, USA. Employed.
Arthur Galzethron Judge. LA, California, USA. Employed.
Melissa Dunbrook Attorney. LA, California, USA. Employed.
Susan Lloyd Attorney. Sydney, Australia. Character is deceased.
Mr. Slavitt Lawyer. Sydney, Australia. Employed.
Finney Attorney. NYC, New York, USA. Employed.
Lizzy Lawyer. NYC, New York, USA. Employed.
Brian Porter Attorney. Sydney, Australia. Employed.

Medicine and Psychology

Picture Name Occuation Work Place Current employment status
Jack Shephard Neurosurgeon. St. Sebastian Hospital. Employed.
Christian Shephard Chief of Surgery. St. Sebastian Hospital. Character is deceased.
Juliet Burke Fertility doctor. Mittelos Bioscience. Stoped working after leaving the Others.
Ethan Rom Surgeon. Mittelos Bioscience. Character is deceased.
Bernard Dentist. USA. Character is on Island.
Libby Therapist. Unknown. Character is deceased.
Tom Brennan Doctor. St. Francis Hospital. Character is deceased.
Dr. Curtis Psychiatrist. LA, California, USA. Employed.
Dr. Je-Guy Kim Fertility doctor. Seoul, North Korea. Employed.
Erika Stevenson Doctor. St. Sebastian Hospital. Employed.
Edmund Burke Doctor. Miami, Florida, USA. Character is deceased.
Dr. Brooks Psychiatrist. Santa Rosa Mental Health Institute. Employed.
Matthew Reed Therapist. LAPD. Employed.
Dr. Ian McVay Undertaker. Sydney, Australia. Employed.
Nurse Lazenby Nurse. Santa Rosa Mental Health Institute. Employed.

Military

Picture Name Occuation Work Place Current employment status
Naomi Freighter's science team security, confirmed military background. The Island. Character is deceased.
Desmond Hume Royal Scots recruit. Royal Scots Regiment. Left job, prior leaving to sail over the world.
Sam Toomey U.S. naval officer . A listening post in the South Pacific. Character is deceased.
Leonard Simms U.S. naval officer. A listening post in the South Pacific. Retired.
Kelvin Joe Inman DIA agent. Iraq and the Island. Character is deceased.
Sam Austen Sergeant Major in the U.S. Army Iraq. Employed.
Sayid Jarrah Torturer. Iraq. Left after the Gulf War.
Martin Keamy Mercenary. Several places around the world, most notably Uganda and the Island. Character is deceased.
Omar Mercenary. The Kahana and the Island. Character is deceased
Image:Mayhew-mini.jpg Mayhew Mercenary. The Kahana and the Island. Character is deceased.
Kocol Mercenary. The Kahana and the Island. Character is deceased.
Lacour Mercenary. The Kahana and the Island. Character is deceased.
Redfern Mercenary. The Kahana and the Island. Character is deceased

Music

Picture Name Occuation Work Place Current employment status
Charlie Pace Bass guitar player & singer for Drive Shaft. United Kingdom. Character is deceased.
Liam Pace Main vocals for Drive Shaft. United Kingdom. Unemployed.
Roderick Guitarist for Drive Shaft. United Kingdom. Unemployed.
Drive Shaft drummer Drummer for Drive Shaft. United Kingdom. Unemployed.
The Musician Musician. Unknown. Unknown.

Religion and occult

Picture Name Occuation Work Place Current employment status
Mr. Eko
as Father Tunde
Priest. Nigeria and United Kingdom. Character is deceased.
British priest Priest. United Kingdom. Employed.
Isaac of Uluru Miracle healer. Uluru, Australia. Employed.
Richard Malkin Psyhic. At his home in Sydney, Australia. Employed
Yemi Priest. Nigeria. Character is deceased.
Father Chuck Priest. Tustin, USA. Employed.
Eko's Monsignor Manager of a particular Parish within the Catholic Church. Australian Catholic Church. Employed.
Brother Campbell Monk. Eddington Monastery and Moriah Vineyards. Employed.
Desmond David Hume Monk. Eddington Monastery and Moriah Vineyards. Expelled from monastery.
Miles Straume Ghostbuster. Unknown, probably traveled while working. Character is on-island, probably resuming work there.

Sales

Picture Name Occuation Work Place Current employment status
Johnathan "John" Locke Department store assistant manager. Department store. Currently on-island, unknown in future.
Starla Salesperson. A music shop. Probably still employed.
Claire Littleton Salesperson. Fish and fry. Character on island.

Scientific research

Picture Name Occuation Work Place Current employment status
Gerald DeGroot Scientist, probably in one the DHARMA search areas. DHARMA Unknown.
Karen DeGroot Scientist, probably in one the DHARMA search areas. DHARMA. Unknown.
Danielle Rousseau Scientist. Unknown. Character is deceased.
Dr. Pierre Chang Astrophysicist DHARMA Initiative, the Island. Unknown.
Enzo Valenzetti Mathematicien. Italy, probably. Unknown.
Alvar Hanso Head of the Hanso Foundation. The Hanso Foundation. Employed.
Thomas Mittelwerk Technologist. The Hanso Foundation. Employed.
Dr. Juliet Burke Fertility research. Portland, USA and the Island. Character on Island, where she researched for three years.
Daniel "Dan" Faraday Physicist. Oxford, UK and Essex, USA. Character is deceased.
Charlotte Staples Lewis Cultural Anthropologist. Tunisia and probably some other places. Character is deceased.

Television

Picture Name Occuation Work Place Current employment status
Mary Jo Lotto girl. Mega Lotto Jackpot. Employed.
Tricia Tanaka TV News Reporter. Action 8 News. Character is deceased.
Camera man Camera man. Action 8 News. Character is deceased.
Billy Dee Williams Actor. Australia on Expose, probably other shows on different locations. Employed.
Nikki Fernandez Actress. Australia on Expose, probably few more in the USA. Character is deceased.
Howard L. Zukerman TV series producer. Sydney, Australia. Character is deceased.
Female anchor TV news anchor. USA. Employed.

Travel

Picture Name Occuation Work Place Current employment status
Cindy Chandler Flight attendant. Oceanic airlines. Character on-island.
Seth Norris Plane pilot. Oceanic airlines. Character deceased.
Frank Lapidus Plane and helicopter pilot. Oceanic airlines, Ajira Airlines Working as pilot for Ajira Airlines. Crashed with Flight 316 on the Island again.
Travel agent Travel agent. Melbourne Walkabout Tours. Employed.

This article uses material from the "Occupations" article on the Lostpedia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Runescape

Up to date as of February 07, 2010

From the RuneScape Wiki, the wiki for all things RuneScape

The RuneScape feature in this page/section has limited appearances due to an update by Jagex.

Contents

Description

Lumbridge, that sedate town where you begin your adventures, has a great deal of citizens, almost all of whom are dedicated to helping new adventurers learn their way. From melee and the casting of spells to the finer points of spinning wool and luring fish into your nets, these benevolent people spend much of their lives helping others.

For all this, though, they need supplies and other assistance, and it's only appropriate that they turn to the adventurers that they so dutifully aid for this. Life in Lumbridge is not without its perks, of course, so you can expect to be paid appropriately for aiding them.

Please note that you can only take 6 jobs every hour. The "hour" is defined as your online time, NOT including when you are offline. The jobs are counted regardless of whether or not you complete them, so requesting a new assignment without completing your current one will count as one of your 6 jobs.

Current Employers

The following people have tasks which can be assigned to players and earn some coins and lamps through this option:

Former Employers

[1]Ned and Aggie remained employers after 17 September, 2009, but later had this removed as well on a subsequent update on 23 September.

[2]Ned remained an employer after 17 September, 2009, but later had this removed as well on a subsequent update on 20 October.

[3]Gillie Groats and Millie Miller remained employers after 17 September 2009, but had this removed on 15 December.

Tasks

Working for the citizens of Lumbridge/Draynor There are three broad types of task you may be asked to perform:

  • Production

These jobs require you to bring a number of a certain item, which can be noted, to your employer. (usually 22-26 for less complicated tasks, the and 10-16 for the complicated tasks- tasks that requires 2 ingredients like bronze bars- requires copper ores and tin ores ) This could be very simple and be done in a few moments, or you may need to gather resources before turning them into other items (like smithed items, for instance).

You may be asked to bury a certain number of bones (22-26) in a specific location.

Much like the Slayer skill, you may be asked to rid the world of a certain number of creatures. (22-28) These will always be relatively easy to kill (no worse than level 20), and nothing nastier than a scorpion need concern you.

You will never be asked to do anything that is beyond your skills, so you can always head off straight away (unless you need a weapon or armour for combat jobs, of course, or if you are a F2P user, you can ask to get a leather coif, which only members can craft) and get your hands dirty. When you have completed your job, simply return to your employer for payment.

Rewards

Players are always be paid for their efforts in coins, and the amount they are paid will directly relate to items delivered or buried as determined by the minimum price for that item on the Grand exchange, or the number of creatures killed.

For items collecting jobs, they are equivalent to selling items at the Grand Exchange at minimum price, with 100% success.

One Antique lamp (granting xp = 25 times a chosen skill level) is given as reward from the employer, along with regular reward, for every 15 jobs completed from the Lumbridge employers. Players receive the message: "You receive x coins for your work. You also receive an XP lamp for completing 15 tasks."

Known assignments

Melee Armour and Weapons

Runes

Leather Products and Raw material (22-28)

Fish (12-28)

Baked foods (12-26)

Cooked Foods (?-25-?)

Logs (22-28)

Ores (22-28)

Bars and Symbols

Other items

Bone-Burying locations

  • Wheat field east of Draynor Village
  • Cabbage field North East of Fred the Farmer
  • Lumbridge Graveyard

Combat (22-28)

Trivia

  • As of 17 September, 2009, most NPCs, such as the Lumbridge Skill Tutors, Mikasi, Nemarti, and Harlan, stopped offering jobs. This unexpected update has been met with very little positive reception for both members and free players.
  • If you take some noted and un-noted versions of the same item to an employer, the employer will take the un-noted item over the noted item if you have more than required.
  • When asked to slay giant spiders as a task, the kills will not register and will not be taken note of in your task list. Therefore, the player will not be able to complete the task.
  • When asked to slay giant rats as a task, only killing the level 2 giant rats will register

See also


This article uses material from the "Jobs" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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