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04/04/2015 Page 12 | Bravely Default Guide: Complete Game Walkthrough | USgamer http://www.usgamer.net/articles/bravelydefaultguidecompletegamewalkthrough/page12 1/68 Bravely Default's battle system revolves around effective use of the Jump to page: 1234567891011 12 Previous page Next page Page 12: Bravely Default Guide: Complete Game Walkthrough Welcome to our Bravely Default guide - a complete walkthrough of the game split into multiple parts that's packed with information. By USgamer Team 02/19/2014 1 comment Facebook Tw itter Google+ Reddit

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Page 1: Jobs Guide

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Bravely Default's battle system revolves around effective use of the

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Page 12: Bravely Default Guide: Complete GameWalkthrough

Welcome to our Bravely Default guide - a complete walkthrough of the game split into multiple partsthat's packed with information.

By USgamer Team

02/19/2014

 1 comment

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available Jobs, and combining abilities from several Jobs. 

Early in the game, you'll be using Final Fantasy mainstays like White Mage, Black Mage andKnight, but later you'll have the opportunity to track down some more advanced jobs withspecialized abilities. 

Don't forget that you can combine abilities from two Jobs by equipping one and attachingthe Job Command from a second job in the Abilities menu. And don't neglect your SupportAbilities -- some of these are extremely powerful if used in the correct combinations. 

Don't forget to unequip support abilities that aren't useful to you -- i.e. those that have thesame effects as a Job's passive abilities. 

Basic ProgressionEach job has 14 Job Levels that are independent from your character levels. To progress inJob Level, you need to earn Job Points (JP), which are earned separately from XP. 

In order to boost the number of JP you earn from battle, try and finish as many battles insuccession as possible with the "Unscathed" bonus by taking no damage -- 1-4 battles withno damage will give a small boost to JP; 5-9 will declare you an "Unscathed Ace" and getyou a bigger boost to JP; 10 or more in a row will brand you an "Unscathed Hero" and giveyou a significant JP bonus. Note that being inflicted with a status effect does count as takingdamage and thus cancels an Unscathed bonus chain. 

The best way to earn the Unscathed bonus is to pump up the encounter rate in an area thatfeatures enemies who are strong enough to yield reasonable XP and JP when you defeatthem normally, but who have elemental or enemy type weaknesses you can easily exploitusing abilities such as Black Magic or the Ranger's Hunting ability -- you may wish to setone or the other of these as the secondary Job ability for other Jobs you're looking toimprove quickly. Once into battle, Brave three times with all your party members and

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unleash as much damage of the appropriate types as you can muster in one go, preferablyknocking the whole enemy party down in a single turn and netting you the XP-boosting 1-Turn Victor bonus at the same time. 

In order to level up each job, you'll need to earn a particular amount of JP: 

Level 2: 30 JP

Level 3: 70 JP

Level 4: 150 JP

Level 5: 200 JP

Level 6: 250 JP

Level 7: 400 JP

Level 8: 600 JP

Level 9: 800 JP

Level 10: 3,500 JP

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Level 11: 4,000 JP

Level 12: 4,000 JP

Level 13: 5,000 JP

Level 14: 5,000 JP/9,999 JP for Freelancer

FreelancerThe Freelancer is, as the cliché goes, a jack of all trades and a master of none, with distinctlyaverage HP, MP, Strength, Dexterity, Agility, Vitality, Mind and Intelligence stats. They alsohave a B-rank with all weapons, which means they can equip pretty much anything withoutpenalty -- but without bonuses either. 

This unremarkable nature doesn't mean you should disregard Freelancer, though; where theJob really shines is in its special abilities, all of which are very useful. Freelancer's LateBloomer passive ability also causes all stats to rise by 1% for every other Job you master,making it an extremely powerful late-game option if you've taken the time to level a lot ofJobs. 

Freelancer AbilitiesJob Level 1: Examine (battle ability) -- Displays enemy information, including HP,

elemental weakness and enemy type.

Job Level 2: Treat (battle ability) -- Restore 20% HP to one ally, can be used whileSilenced.

Job Level 3: Divining Rod (support ability, cost 1) -- Displays the number of unopenedtreasure chests in the zone you're currently in on the map screen.

Job Level 4: Dungeon Master (support ability, cost 1) -- Avoid damage and statuseffects from traps in dungeons. Applies to the whole party even when only equippedonce.

Job Level 5: Mislead (support ability, cost 1) -- Lowers chances of being targeted by

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enemies. Useful for mages.

Job Level 6: Prayer (support ability, cost 1) -- Increase success rate of self-buffs.

Job Level 7: MP 10% Up (support ability, cost 1) -- Self-explanatory.

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Job Level 8: Endure (battle ability) -- Raise physical and magic defense by 25% forfour turns.

Job Level 9: Poison Immunity (support ability, cost 1) -- Self-explanatory.

Job Level 10: JP Up (support ability, cost 1) -- Earn JP at 1.2 times the normal rate.

Job Level 11: Flee (battle ability) -- Escape with 100% success rate, except boss fightsand other inescapable battles.

Job Level 12: Lure Enemy (support ability, cost 1) -- Double encounter rate. Largelyuseless, given the slider in the menu, unless you really want encounters at 400% thenormal rate, which allows you to recreate that one dungeon in Final Fantasy I wheregoing the wrong way would give you a battle every single step.

Job Level 13: Stand Ground (support ability, cost 3) -- Have a 75% chance to survive(with 1HP) damage that would normally KO you, except where your HP is already at 1.

Job Level 14: Mimic (battle ability) -- Perform the same ability that was justperformed, whether it was your own or an ally's. No resources (HP, MP, BP, pg or items)will be consumed in the Mimic process. Have a firm understanding of the order your partymembers act in before using this!

MonkYou'll acquire the Monk asterisk early in the game, after the boss fight against Barras Lehrand Holly Whyte. 

Monks have high HP and physical strength, but low MP, Dexterity, Mind and Intelligence,making magic-based or accuracy-dependent secondary abilities less than useful. They haveS-rank proficiency with their fists or knuckle weapons and staves, but rank E with all otherweapons and any armor that requires proficiency to wear. Thus, Monks are best equippedwith light armor and either no weapon -- a value equal to twice your level will be added to

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your physical attack in this case -- or a decent set of knuckles. 

Max out Monk and you'll get the support ability Natural Talent, which increases your

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physical attack rating by a whopping 100% if you have the guts to play with no equipmentwhatsoever -- a good combo with the Freelancer's Mislead support ability. 

Monk AbilitiesJob Level 1: Strong Strike (battle ability) -- Deal double damage to a single target

with a 50% chance of missing.

Job Level 2: Invigorate (battle ability) -- Raise physical attack by 25% for two turns.25% chance that this will fail, dealing damage equal to 20% of your max HP.

Job Level 3: Inner Alchemy (battle ability, 5MP) -- Cure Poison, Blind, Silence, Dreadand Confuse on self.

Job Level 4: HP 10% Up (support ability, cost 1) -- Self-explanatory.

Job Level 5: Knuckle Lore (support ability, cost 1) -- Useless for Monk, but allowsother classes to enjoy the Monk's S-rank proficiency with knuckle weapons.

Job Level 6: Hidden Dragon (battle ability) -- Attack at the end of the turn, but deal1.25 times your normal damage to a single target.

Job Level 7: Qigong Wave (battle ability, 12MP) -- Ignore Default's damage reductionand deal 1.25 times normal damage to one target.

Job Level 8: Blind Immunity (support ability, cost 1) -- Self-explanatory.

Job Level 9: P.Attack 10% Up (support ability, cost 1) -- Increase Physical Attack by10%.

Job Level 10: HP 20% Up (support ability, cost 2) -- Self-explanatory.

Job Level 11: Pressure Point (battle ability, 1BP) -- Ignore target's defense and dealdouble normal damage.

Job Level 12: HP 30% Up (support ability, cost 1) -- Self-explanatory.

Job Level 13: Phoenix Flight (battle ability) -- Reduce HP to 1, convert damage takeninto damage applied to one enemy. Best combined with HP Up support abilities.

Job Level 14: Natural Talent (support ability, cost 1) -- Raise Physical Attack by 100%

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when nothing is equipped in right hand, left hand, head, body and accessory slots.

White Mage

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You'll obtain White Mage at the same time as you acquire the Monk asterisk. 

White Mages have moderate HP, high MP and high Mind. Their Intelligence isn't bad, either,meaning they can wield offensive spells quite effectively, but that high Mind stat means theymake the most effective healers. 

White Mages have the passive ability to self-heal, which means they'll automatically recoverfrom Poison, Blind and Silence at the end of a battle, though this unfortunately doesn'tmake them immune to these effects during battle. 

You'll want to equip White Mages with light armor and a staff, though they can also wielddaggers and shields reasonably well. Staffs usually have lower physical attack, butcounterbalance this with a boost to magical capabilities. 

White Mage AbilitiesJob Level 1: White Magic Lv.1 (job command) -- Use level 1 White Magic spells (Cure,

Poisona, Blindna) which you have purchased the scrolls for.

Job Level 2: M.Defense 10% Up (support ability, cost 1) -- Raise Magic Defense by 10%.

Job Level 3: White Magic Lv.2 (job command) -- Use level 2 White Magic spells(Protect, Shell, Aero) which you have purchased the scrolls for.

Job Level 4:Staff Lore (support ability, cost 1) -- Raise staff proficiency to S. Useful forJobs who are poor at wielding staves but for whom you wish to be able to boost themagical abilities of.

Job Level 5:Self-Healing (support ability, cost 1) -- Same as the White Mage's passiveability.

Job Level 6:White Magic Lv.3 (job command) -- Use level 3 White Magic spells (Cura,Raise, Esuna) which you have purchased the scrolls for.

Job Level 7:Abate Water (support ability, cost 1) -- Reduce damage from water

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attacks.

Job Level 8: Angelic Ward (support ability, cost 1) -- 50% chance to halve incomingdamage, whether it's a single- or multiple-target attack.

Job Level 9 White Magic Lv.4 (job command) -- Use level 4 White Magic spells(Reflect, Dispel, Aerora) which you have purchased the scrolls for.

Job Level 10: M.Defense 30% Up (support ability, cost 3) -- Raise Magic Defense by30%.

Job Level 11: White Magic Lv.5 (job command) -- Use level 5 White Magic spells(Esunaga, Curada, Aeroga) which you have purchased the scrolls for.

Job Level 12: Epic Group-Cast (support ability, cost 3) -- Magic does not lose potencywhen casting on multiple targets.

Job Level 13: White Magic Lv.6 (job command) -- Use level 6 White Magic spells(Curaga, Arise, Holy) which you have purchased the scrolls for.

Job Level 14: Conservation of Life (support ability, cost 3) -- Restore all allies --including those already KO'ed -- to full HP when you suffer a KO. Only works once perbattle.

Black MageYou'll likewise obtain Black Mage as part of the main story, this time when you defeat theboss Ominas Crowe early in the game. You'll also fill out your party roster with Edea aroundthe same time. 

Black Mages are useful in the early game, particularly for exploiting elemental weaknesses,but later in the game you'll probably find melee attackers are more effective at dealing quickdamage. There are some useful support abilities worth learning, though -- particularly theability to pierce magic defense -- and they're obviously great at fighting opponents that areimmune to physical attacks, such as some of the Nemesis bosses. 

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The Black Mage's Black Resonance passive ability becomes more useful if several charactershave learned the Job up to level 8 so you can stack bonuses from several characters. It doestake up a valuable support ability slot, though, so think carefully before devoting too much

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time to training an army of magic-users. 

Black Mage AbilitiesJob Level 1: Black Magic Lv.1 (job command) -- Use level 1 Black Magic spells (Fire,

Blizzard, Thunder) you've purchased the scrolls for. Note that Blizzard is considered"water" damage rather than "ice."

Job Level 2: Rod Lore (support ability, cost 1) -- A support ability that allows otherclasses to use rods as well as a Black Mage can. Primarily useful for other casters.

Job Level 3: Black Magic Lv. 2 (job command) -- Use level 2 Black Magic spells(Silence, Poison, Sleep) you've purchased the scrolls for.

Job Level 4: Abate Fire (support ability, cost 1) -- Reduce damage from fire-basedattacks.

Job Level 5: Damage Dispersion (support ability, cost 1) -- Split any damage to youbetween you and your allies -- 15% each on your current allies, and the remainder onyourself.

Job Level 6: Silence Immunity (support ability, cost 1) -- Essential.

Job Level 7: Black Magic Lv.3 (job command) -- Use level 3 Black Magic spells (Fira,Blizzara, Thundara) you've purchased the scrolls for.

Job Level 8: Black Resonance (support ability, cost 1) -- Black Magic damage riseswith each additional ally other than yourself with this ability set.

Job Level 9: Black Magic Lv.4 (job command) -- Use level 4 Black Magic spells (Drain,Aspir, Fear) you've purchased the scrolls for.

Job Level 10: M.Attack 20% Up (support ability, cost 2) -- Increase Magic Attack by20%.

Job Level 11: Black Magic Lv.5 (job command) -- Use level 5 Black Magic spells(Firaga, Blizzaga, Thundaga) you've purchased the scrolls for.

Job Level 12: Pierce Magic Defense (support ability, cost 3) -- Ignore target's Magic

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Defense when dealing magical damage.

Job Level 13: Black Magic Lv.6 (job command) -- Use level 6 Black Magic spells (Dark,Kill, Death) you've purchased the scrolls for.

Job Level 14: Group-Cast All (support ability, cost 3) -- Group-cast spells that arenormally limited to a single target, with the exception of spells that only target yourself.

KnightAlso acquired through the main story, after the boss fight against Heinkel. 

Knights are a good early-game tank class, but become less useful as the game goes on. Theyhave unmatched Vitality, which means they soak up a huge amount of damage, but theirother abilities aren't anything to get too excited about. Their Strength is reasonable,allowing them to deal decent physical damage, and their Mind stat is similarly not-bad,meaning they can be a backup healer in a pinch. 

Where Knights become particularly useful is through their Protect Ally passive skill, whichautomatically covers any ally with less than 20% HP left who takes a single-target attack. AtJob Level 10, you'll also learn Full Cover, which allows you to designate a specific ally tocover for the whole turn -- when you do, you'll only take half the damage your ally wouldhave suffered. 

Knight AbilitiesJob Level 1: Stomp (battle ability) -- Deal damage 1.25 times stronger than usual, but

suffer a 25% penalty to physical and magical defense for two turns.

Job Level 2: Two-handed (support ability, cost 1) -- Allows swords, axes, spears,staves and katana to be held in both hands for double the physical attack stat at theexpense of equipping a shield.

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Job Level 3: P.Defense 10% Up (support ability, cost 1) -- Increase Physical Defense by10%.

Job Level 4: Ironclad (battle ability, 5MP) -- Increase physical defense for a whole

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turn.

Job Level 5: Protect Ally (support ability, cost 1) -- Same as Knight's passive ability.

Job Level 6: Shield Strike (battle ability, 8MP) -- Deal normal damage and raisephysical defense by 25% for two turns. Only available if a shield is equipped.

Job Level 7: Shield Lore (support ability, cost 1) -- Raises shield proficiency to S-rank.

Job Level 8: Vengeance (battle ability, 1BP) -- Attack all enemies, with powerincreasing according to how many allies are in the KO state.

Job Level 9: Sword Lore (support ability, cost 1) -- Raise sword proficiency to S.

Job Level 10: Full Cover (battle ability) -- During the entire turn this is used, you'llcover a single ally, taking any single-target hits meant for them and only suffering halfthe damage.

Job Level 11: Dual Shield (support ability, cost 1) -- Equip a shield on both arms.Makes for unstoppable defense, but not much in the way of attack power.

Job Level 12: P.Defense 30% Up (support ability, cost 3) -- Increase Physical Defenseby 30%.

Job Level 13:Chivalrous Spirit (support ability, cost 1) -- Raise Physical Defense by25% for five turns if Protect Ally, Full Cover or Merchant ability White Knight is used.

Job Level 14: Super Charge (battle ability, 1BP) -- Convert double your physicaldefense into attack power, then attack a single enemy.

ThiefThief is one of the first optional Jobs you can obtain, along with Merchant. You can get it byfollowing the sidequest that appears in Chapter 1 after you arrive in Ancheim. Speak toProfiteur in the mansion on the eastern side of Ancheim, then leave the city and head to theOasis to the west to see an event. Finally, go to the cave to the northwest to see another

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event. Progress through the dungeon -- be careful of the gas-spitting Blind traps -- to take onJackal and his henchman Khint. 

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Equip your magic users with silence-resisting abilities or accessories to counter Khint'sannoying tendency to silence them, and focus on downing the henchman first -- he'll runaway after you knock his HP down to approximately 50%. After this, you can concentrate onkilling off Jackal, though note that he can heal himself with Potions for 600HP when he's indanger of falling. 

Thieves have unmatched Agility and Dexterity, giving them a high hit rate and number ofhits. This gives them enormous damage-dealing potential. They're best equipped withdaggers or bows and light armor. Thieves' passive ability is Master Thief, which doubles thesuccess rate of all stealing abilities. 

Thief AbilitiesJob Level 1: Steal (battle ability) -- 25% chance to steal an item from an enemy.

Job Level 2: Abate Wind (support ability, cost 1) -- Reduce damage from wind-basedattacks.

Job Level 3: Speed 10% Up (support ability, cost 1) -- Self-explanatory.

Job Level 4: Life Thief (battle ability, 8MP) -- Deal normal damage, with a 75% chanceto restore own HP by the damage dealt.

Job Level 5: Speed 20% Up (support ability, cost 2) -- Self-explanatory.

Job Level 6: Mug (battle ability, 16MP) -- Normal attack with a 25% chance to stealan item.

Job Level 7: Raid (support ability, cost 1) -- Raise all allies' BP by one when the partygets either a First Strike or +1 BP Bonus at the start of a battle.

Job Level 8: Dagger Lore (support ability, cost 1) -- Increase dagger proficiency to S-rank.

Job Level 9: GodSpeed Strike (battle ability, 2BP) -- Attack that uses Speed instead ofPhysical Attack, and ignores Physical Defense.

Job Level 10: Master Thief (support ability, cost 3) -- Same as Thief passive ability.

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Job Level 11: Rob Blind (support ability, cost 2) -- Steal two items instead of onewhen successful.

Job Level 12: Shake Down (battle ability, 1BP) -- Steal items from all enemies with a25% success rate per enemy.

Job Level 13: Speed 30% Up (support ability, cost 2) -- Self-explanatory.

Job Level 14: Burgle and Buff (support ability, cost 1) -- Increase Physical Attack by25% when either successfully stealing or recovering HP with Life Thief.

MerchantAfter finishing the Thief sidequest, return to Ancheim and confront Profiteur. You'll be throwninto another boss fight where Profiteur fights alongside a familiar face: Khint. 

Take down Khint first -- again, he'll leave before he's defeated -- and then concentrate onProfiteur, whose Takeover attack deals 300 damage regardless of physical defense. BlackMage's Damage Dispersion ability is useful here; otherwise, be ready for lots of healing andreviving. 

Merchant is a tricky class to take advantage of, particularly early in the game, but it hassome really interesting abilities that can benefit you if you use them effectively. They're alsouseful if you're short on cash -- their passive ability causes you to earn 1.5 times the normalamount of pg after a battle. 

Merchant AbilitiesJob Level 1: Pay to Play (battle ability) -- Spend your level times 50 pg to raise the

target's Critical Rate by 300% for four turns. You can do this repeatedly up to a cap of1,000%.

Job Level 2: Salesman (battle ability) -- Make an enemy buy a recovery item from you

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at 2.4 times the normal sale price.

Job Level 3: White Knight (support ability, cost 1) -- The ally with most HP protectsyou when you suffer a single-target physical attack while your HP is below 20%.

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Job Level 4: Pharmacy (battle ability) -- Purchase a recovery item and use it on atarget.

Job Level 5: Hedge Risk (battle ability) -- Halve the damage you suffer for five turns byspending money equal to half the damage.

Job Level 6: Takeover (battle ability) -- Spend your level times 50 pg to deal damageto one target equal to the amount of money you spent.

Job Level 7: BP Drink (battle ability) -- Purchase a BP recovery item and use it on asingle target.

Job Level 8: Specular (support ability, cost 1) -- Either increase damage by 200% or do0 damage. Risky!

Job Level 9: Money Up (support ability, cost 2) -- Increase money earned from battle.

Job Level 10: Millionaire (battle ability) -- Summon a friend in battle at a cost of 25pgper level.

Job Level 11: Dark Cartel (battle ability) -- Gain money from enemies when theyrecover HP.

Job Level 12: Full Leverage (battle ability) -- Double everything -- MP cost, HPrecovery, damage dealt and taken.

Job Level 13: Low Leverage (battle ability) -- Halve everything -- MP cost, HPrecovery, damage dealt and taken.

Job Level 14: Payoff (battle ability) -- Spend money to buy off the enemy and end thebattle early.

Spell FencerLeave Ancheim and wait on the world map until night falls. Enter the windmill marked withthe sidequest icon and enter the secret passage. Work your way through the dungeon andfight the bosses to acquire both the Spell Fencer and Time Mage asterisks. 

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As for the battle itself, deal with Khamer first as his support abilities are a pain. Once he'sdown, concentrate on Khint. 

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Spell Fencer is made for exploiting weaknesses. By infusing your weapon with magic, youcan combine the best of two worlds -- a class with high physical damage and magic topunch through an elemental weakness. Consequently, once you've levelled it, Spell Fencer'sabilities are best used as a secondary job command rather than a character's main Job. 

Spell Fencer abilitiesJob Level 1: Sword Magic Lv.1 (job command) -- Enables Level 1 sword magic, which

corresponds to Black Magic scrolls you've purchased.

Job Level 2: Sword Magic Lv.2 (job command) -- Enables Level 2 sword magic, whichcorresponds to Black Magic scrolls you've purchased.

Job Level 3: Firewall (support ability, cost 1) -- 50% chance to counterattack single-target physical attacks with fire damage.

Job Level 4: Sword Magic Lv.3 (job command) Enables Level 3 sword magic, whichcorresponds to Black Magic scrolls you've purchased.

Job Level 5: Auto-Aspir Blade (support ability, cost 1) -- Imbue a weapon with theability to absorb MP for 10 turns, starting from the beginning of the battle.

Job Level 6: Magic Armor (support ability, cost 1) -- Casting sword magic also reducesdamage for that element.

Job Level 7: Sword Magic Lv.4 (job command) -- Enables Level 4 sword magic, whichcorresponds to Black Magic scrolls you've purchased.

Job Level 8: Memento (support ability, cost 3) -- Restore 50% of MP for all allies whenyou suffer a KO. (Allies who are also KO'ed do not receive MP.)

Job Level 9: Sword Magic Lv. 5 (job command) -- Enables Level 5 sword magic, whichcorresponds to Black Magic scrolls you've purchased.

Job Level 10: Anti-Magic (support ability, cost 2) -- Raise Magic Defense for four turnswhen hit by magic. Same as Spell Fencer's passive ability.

Job Level 11: Sword Magic Amp (support ability, cost 1) -- MP cost of sword magicdoubles, but damage dealt is 1.25 times greater.

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Job Level 12: Sword Magic Lv.6 (job command) -- Enables Level 6 sword magic,which corresponds to Black Magic scrolls you've purchased.

Job Level 13: M.Def Specialize (support ability, cost 1) -- Lower Physical Defense by25% and increase Magic Defense by 50%.

Job Level 14: Phantom Weapon (support ability, cost 3) -- Current weapon's damageis added to the damage of magic attacks.

Time MageTime Mage's passive ability is Time Slip, which effectively allows you a free "do-over" if yourparty is wiped out in a battle. Time Mage learns this at Job Level 5 if you want to equip it toanother Job. 

Time Mage has some useful abilities, particularly in the support department, but doesn't getreally good until much later. Its higher-level Job abilities can speed combat along for bothyou and your opponents as well as providing some useful buffs. 

Time Mage also has a stupid hat. 

Job Level 1: Time Magic Lv.1 (job command) -- Ability to use level 1 Time Magic(Quake, Regen, Slow) once you've bought the scrolls.

Job Level 2: M. Attack 10% Up (support ability, cost 1) -- Raise Magic Attack by 10%.

Job Level 3: Slow Parry (support ability, cost 1) -- 50% chance to apply Slow toattacker when taking a single-target physical attack.

Job Level 4: Time Magic Lv.2 (job command) -- Ability to use level 2 Time Magic(Quakera, Teleport Haste) once you've bought the scrolls.

Job Level 5: Time Slip (support ability, cost 3) -- Same as Time Mage's passive ability.

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Job Level 6: Time Magic Lv.3 (job command) -- Ability to use level 3 Time Magic(Gravity, Veil, Slowga) once you've bought the scrolls.

Job Level 7: Stop Immunity (support ability, cost 1) -- Self-explanatory.

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Job Level 8: Time Magic Lv.4 (job command) -- Ability to use level 4 Time Magic(Comet, Veilga, Hastega) once you've bought the scrolls.

Job Level 9: T.Magic MP Save (support ability, cost 2) -- Reduces MP cost of TimeMagic by 25%.

Job Level 10: Time Magic Lv.5 (job command) -- Ability to use level 5 Time Magic(Quakega, Stop, Quick) once you've bought the scrolls.

Job Level 11: Slow World (support ability, cost 2) -- Lower BP of all allies and enemiesby 1 once every two turns.

Job Level 12: Time Magic Lv.6 (job command) -- Ability to use Level 6 Time Magic(Meteo, Reraise, Gravitiga) once you've bought the scrolls.

Job Level 13: M. Attack 30% Up (support ability, cost 3) -- Raise Magic Attack by 30%.

Job Level 14: Hasten World (support ability, cost 2) -- Raise BP of all allies andenemies by 1 at the end of each turn, including KO'ed allies.

RangerAfter returning from the Water Temple, speak to all the NPCs marked with the blue sidequesticon on your map in Florem. Leave the city and head north-east. Defeat the grunts andcontinue east until you see a big tree. Beat the boss Artemia Venus and you'll be rewardedwith the Ranger asterisk. 

Artemia is accompanied by a Legion Impaler and a Legion Mage. Knock these two downfirst, since neither of them have many HP. Meanwhile, Artemia has a number of verypowerful attacks and likes to Default between them in order to charge up BP. Stagger yourattacks so you are Defaulting while she is Braving, and vice versa. Default-piercing abilitiessuch as the Monk's Qigong Wave are particularly useful here, for obvious reasons. 

Ranger is great in the early game, with consistently high damage output and the ability to

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exploit enemy types rather than enemy weaknesses. Later in the game, however, it becomesless effective as other classes overtake it in terms of unique special abilities. Rangers are bestequipped with bows, which makes them particularly effective against flying enemies. 

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Ranger AbilitiesJob Level 1: Targeting (battle ability, 12MP) -- Deal 1.25 times normal damage.

Job Level 2: Bug Slayer (battle ability, 8MP) -- 1.5 times normal damage to bug-type enemies.

Job Level 3: Plant Slayer (battle ability, 8MP) -- 1.5 times normal damage to plant-type enemies.

Job Level 4: Beast Slayer (battle ability, 8MP) -- 1.5 times normal damage to beast-type enemies.

Job Level 5: Paralyze Immunity (support ability, cost 1) -- Self-explanatory.

Job Level 6: Aerial Slayer (battle ability, 8MP) -- 1.5 times normal damage to aerialenemies.

Job Level 7: Aquatic Slayer (battle ability, 8MP) -- 1.5 times normal damage toaquatic enemies.

Job Level 8: Bow Lore (support ability, cost 1) -- Raise bow proficiency to S-rank.

Job Level 9: Dragon Slayer (battle ability, 8MP) -- 1.5 times normal damage todragon-type enemies.

Job Level 10: Undead Slayer (battle ability, 8MP) -- 1.5 times normal damage toundead enemies.

Job Level 11: Demon Slayer (battle ability, 8MP) -- 1.5 times normal damage todemonic enemies.

Job Level 12: Hawkeye (support ability, cost 1) -- Raise accuracy by 100%.

Job Level 13: Precision (support ability, cost 2) -- If all hits in a regular attackconnect, damage increases by 3% for each attack.

Job Level 14: Multiburst (battle ability, 1BP) -- Attack four random targets, dealing0.6 times the damage of a regular single attack each time.

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Summoner

To acquire the Summoner asterisk, go to the Florem weapon shop after returning from theWater Temple. Leave Florem and head north-west and enter the garden. Proceed through

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the garden, taking care not to step on the Silence-inducing blue flowers, and proceed to theboss Mephilla Venus. 

Take out Mephilla's supporting grunts as quickly as possible so you can concentrate onsurviving her powerful summon attacks, which come every three turns. She can alsosummon further grunts throughout the fight, so knock them down if they show up. 

Learning new Summon spells is a little different to learning other spells. In order to acquirethem, you must track down the Elemental Sages around the world and survive an attackfrom their summon spells. You won't be able to do this until you can access the relevant areain the story, and you won't be able to use the summon you've acquired until Summoner is atan appropriate Job Level, so bear this in mind before going on a pilgrimage. 

Your first summon, Girtablublu, comes with the asterisk. The second, Hraesvelgr, is acquiredfrom the Wind Sage in the Wind Temple. Ziusudra's Sin is acquired from the Water Sage atMt. Chelate. Prometheus's Flame is acquired from the Fire Sage in the Fire Temple. Deus Ex isacquired from the Thunder Sage in the Everlast Tower. And finally, Susano-o is acquiredfrom a secret area only accessible from chapter 6 onwards -- head to the north-east of themap and look for a crescent-shaped island. 

Summoner AbilitiesJob Level 1: Summoning Lv.1 (battle ability, 40MP) -- Summon Girtablublu.

Job Level 2: Abate Lightning (support ability, cost 1) -- Reduce damage taken fromlightning-based attacks.

Job Level 3: Summoning Lv.2 (battle ability, 40MP) -- Summon Hraesvelgr.

Job Level 4: Summoning Lv.3 (battle ability, 40MP) -- Summon Ziusudra's Sin.

Job Level 5: Friendship (support ability, cost 1) -- Affinity growth rate with summonedfriends doubles.

Job Level 6: Summoning Amp (support ability, cost 2) -- Raise MP cost of summon

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magic by 1.25 while also increasing damage by 1.25.

Job Level 7: Summoning Lv.4 (battle ability, 40MP) -- Summon Prometheus's Flame.

Job Level 8: Summoning Lv.5 (battle ability, 40MP) -- Summon Deus Ex.

Job Level 9: Substitute Summon (support ability, cost 3) -- Automatically summonwhen KO'ed.

Job Level 10: Summoning Lv.6 (battle ability, 60MP) -- Summon Susano-o.

Job Level 11: Convert MP (support ability, cost 3) -- Restore MP equal to 1% ofdamage sustained. Same as Summoner's passive ability.

Job Level 12: Summon Rush (support ability, cost 3) -- Increase summon power basedon how much you've used each summon.

Job Level 13: Danger Summon (support ability, cost 3) -- Automatically summonwhen health is low.

Job Level 14: Amp Friends (support ability, cost 1) -- Boost damage, recovery amount,chance of imparting status ailment and number of terms buffing/debuffing when usingSummon Friend -- best used in combination with a Summon Friend who is using aSpecial Move.

ValkyrieAfter the Flower Festival in Florem, leave Florem and wait on the world map until night falls.Return to Florem to see an event, then go north to Witherwood. Work your way through thedungeon to the boss Einheria Venus to score the Valkyrie asterisk. 

Einheria alternates between Crescent Moon, which does damage to all allies, and Jump,which does high damage to a single ally on the next turn. If she uses Jump, Defaulting is agood idea as this will reduce the damage and provide you with an extra BP to use next turn.When she's low on HP, she'll cast Spirit Barrier, which causes her to absorb damage throughher MP rather than HP for 10 turns or until you deplete her MP. 

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Valkyries are strong, spear-using fighters somewhat akin to Final Fantasy's Dragoon Job.They are very reliant on BP, though, which means they might not get to attack quite as oftenas some other classes if you're not careful about managing these precious points. They're

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also in possession of an arguably somewhat overpowered combo attack when paired with aTime Mage -- the Time Mage should use their Job Level 14 ability Hasten World while theValkyries in the party use High Jump, though this is only effective if you are faster to act thanthe enemies. 

Equipping a spear on a Valkyrie is a must not only for their S-rank proficiency, but also forthe fact that Jump abilities do significantly more damage when using a spear. 

Valkyrie AbilitiesJob Level 1: Crescent Moon (battle ability, 1BP) -- Attack all enemies.

Job Level 2: Jump (battle ability, 1BP) -- Leap off-screen and re-appear next turn,dealing double damage, triple if equipped with a spear.

Job Level 3: Spear Lore (support ability, cost 1) -- Increase spear proficiency to S-rank.

Job Level 4: Judgement (battle ability, 2BP) -- Deal triple damage to one target.

Job Level 5: Spirit Barrier (battle ability, 10MP) -- Incoming damage is reduced to10% and applied to your MP gauge for 10 turns, or until you run out of MP.

Job Level 6: Soul Crush (battle ability, 16MP) -- Reduce one enemy's MP by 10% ofyour normal attack damage.

Job Level 7: BP Skill Amp (support ability, cost 3) -- BP-powered skills increase theircost by 1, but damage increases by 1.5 times.

Job Level 8: Decimate (battle ability) -- Allies and enemies with 10% or less HPremaining all suffer damage equal to their remaining HP.

Job Level 9: High Jump (battle ability, 2BP) -- As Jump, only with triple normaldamage, or 4.5 times normal damage if equipped with a spear.

Job Level 10: Pierce Default (support ability, cost 2) -- Damage is not reduced byenemies' Default.

Job Level 11: Soul Mates (support ability, cost 1) -- Physical and Magic Attack

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increase by 25% for five turns whenever an ally suffers a KO. Same as Valkyrie's passiveability.

Job Level 12: Aerials (support ability, cost 1) -- Jump abilities increase their BP costby one, take an extra turn to resolve and increase their damage by 1.5 times.

Job Level 13: Sky High (support ability, cost 2) -- Begin a battle in the air, divingdown to attack on the first turn for double normal damage.

Job Level 14: Super Jump (battle ability, 3BP) -- As Jump, only with double damageon all enemies two turns later.

Red MageTo acquire the Red Mage asterisk, it's yet another sidequest in Florem. This time, it occursthe third time you come back to the town, after speaking with Yulyana. 

Speak to the man dressed in flamboyant red clothes -- he's marked with the usual bluesidequest marker on the map. Watch the event. Then continue the story through the FlowerFestival sequences and rest at the Inn. 

Leave Florem and wait on the world map until night, then re-enter and head to the northernarea. Speak to the girl with the sidequest marker, then move near DeRosa to trigger the nextevent. Tiz and Ringabel's espionage efforts will end in failure, so rest, leave Florem, wait fornight and try again. You will fail again, so rest, leave Florem, wait for night and try a thirdtime, this time with Edea in the Bravo Bikini as bait. Before you do this, equip Edea with aRebuff Locket if you have one. You'll end up in an underground room and have to fightDeRosa. Defeating him will reward you with the Red Mage asterisk. 

Edea will begin the fight in a Charmed state -- unless you equipped the aforementionedaccessory -- so your first priority should be curing her. After that, be ready to deal withDeRosa's variety of status attacks, which will inflict Charmed (attack party members or healDeRosa) or Fear (unable to use Brave) and be wary of his Revenge ability which occasionally

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gives him a bonus BP when you attack him. He's fond of using Brave until his BP are wellinto the negatives, though, which will give you a few turns to heal, recuperate and spamsome Brave attacks to whittle him down. 

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Red Mages have fairly average all-round stats, but their main strength is the ability to useboth White and Black Magic up to level 4. Their moderate Mind and Intelligence stats meanthey're not as good at either as a dedicated White or Black Mage, but they make up for thisby being more able to both stand up to punishment and dole out physical damage. Theirreactive abilities such as Revenge (which works the same way as it did when you werefighting DeRosa), Turn Tables and Adrenaline are also very powerful, and good supportabilities for heavy BP users such as Valkyries. 

Red Mage AbilitiesJob Level 1: W&B Magic Level 1 (job command) -- Use White and Black Magic you

have the scrolls for, up to level 1.

Job Level 2: MP 20% Up (support ability, cost 2) -- Self-explanatory.

Job Level 3: W&B Magic Level 2 (job command) -- Use White and Black Magic youhave the scrolls for, up to level 2.

Job Level 4: Turn Tables (support ability, cost 1) -- Gain 1BP when you evade anenemy attack.

Job Level 5: MP Free in a Pinch (support ability, cost 2) -- MP cost for magic drops tozero when you have 20% HP or less.

Job Level 6: W&B Magic Level 3 (job command) -- Use White and Black Magic youhave the scrolls for, up to level 3.

Job Level 7: Adrenaline (support ability, cost 1) -- Gain 1BP when you defeat anenemy.

Job Level 8: Magic Save (support ability, cost 3) -- Reduce MP costs by 25%.

Job Level 9: BP Recover (support ability, cost 1) -- Gain 2BP when suffering a statusailment.

Job Level 10: W&B Magic Level 4 (job command) -- Use White and Black Magic youhave the scrolls for, up to level 4.

Job Level 11: Revenge (support ability, cost 2) -- 25% chance to gain 1BP when taking

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damage. Same as Red Mage's passive ability.

Job Level 12: Revival (support ability, cost 3) -- Gain 2BP when taking damage whilelow on HP.

Job Level 13: An Eye for an Eye (support ability, cost 1) -- When your HP drops below20%, critical chance increases by 900% for five turns.

Job Level 14: In the Red (support ability, cost 1) -- Raise magic damage when youhave negative BP.

Salve-MakerBetter known as Chemist in other Final Fantasy games, Salve-Maker is an excellent supportclass. It's obtained as a difficult-to-miss sidequest when you go to Starkfort to find Egil. Takethe left stairway in Starkfort to find Dr. Qada, whom you must defeat to obtain the asterisk. 

Qada is a tricky fight thanks to his healing abilities and poisonous status attacks. When hecharges up his BP, he's preparing to use his ultimate Dark Breath attack, which inflictsdamage on you equal to the damage he has taken so far in the fight -- up to 9999 if you'realready a goodly way through the battle. Also be wary of his regenerative abilities -- bringalong a White Mage to dispel his beneficial status effects to make your life a little easier. 

Salve-Maker's main ability is Compounding, which is similar to the Mix command in earlierFinal Fantasy games. There are 89 different recipes to use, which is a little outside of thescope of this specific guide, but watch out for a detailed Compounding guide here onUSgamer shortly. 

Salve-Maker AbilitiesJob Level 1: Compounding (battle ability) -- Mix two items to create a special effect.

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Job Level 2: First Aid (battle ability) -- Restore HP to whoever has the least HP at theend of the turn.

Job Level 3: Experiment (battle ability) -- Turn a consumable item into an attack

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item.

Job Level 4: Attack Item Amp (support ability, cost 1) -- Enhance attack items' power.

Job Level 5: Inoculate (battle ability) -- Consumable items normally used to curestatus effects can instead be used to confer immunity to the effect in question for sixturns.

Job Level 6: Auto-Potion (support ability, cost 1) -- Automatically use a Potion whenyou take damage.

Job Level 7: Shorten Ailment (support ability, cost 1) -- Chances of status effectsnaturally expiring at the start of a turn increased by 50%. Does not apply to Doom.

Job Level 8: Widen Area (battle ability, 1BP) -- Use an item normally intended for asingle target on all targets.

Job Level 9: Healing Lore (support ability, cost 2) -- Double all HP and MP healingeffects, whether from items or magic. Same as Salve-Maker's passive ability.

Job Level 10: Turn Toxic (battle ability) -- Throw a recovery item at an enemy,inflicting poison and dealing damage equal to what the item would normally heal.

Job Level 11: Auto-Phoenix (support ability, cost 2) -- Automatically use a PhoenixFeather (if you have one) if an ally is in the KO state during the last command in yourturn.

Job Level 12: Collect (battle ability) -- Get an item. What you get depends on yourlocation.

Job Level 13: Resurrect (battle ability) -- Revive all KO'ed allies with 25% HP.

Job Level 14: Feel No Pain (support ability, cost 3) -- Any damage taken is "delayed"for two turns, after which you'll take it all at once, unless you finish the battle beforethen, of course.

Performer

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Performer has some of the best costumes in the game. Ringabel's in particular is quitesomething. In order to acquire this Job, you'll need to complete yet another sidequest, thistime after acquiring the poison sample from Grapp Keep. 

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Speak with Captain Goodman in Eisenburg's battle fortress. Select the third choice andwatch the event. Then you'll have to speak to a whole bunch of NPCs around the world, eachof whom is marked with a blue sidequest icon on the map. First head to the bar in Grandship,then Ancheim, then Caldisla, then Florem and finally Hartschild City. Then return toGrandship and speak with the old lady in the bar again. Last of all, return to the fortress inEisenburg, speak with Captain Goodman again and choose the third choice. You'll then getto fight Praline, whom you'll need to defeat for the Performer asterisk. 

Praline is accompanied by a set of various grunts and uses her Performer skills to buff themup to dangerous levels. Try to knock them down as quickly as possible -- Valkyrie's CrescentMoon skill is useful here, since it hits all opponents -- and then deal as much damage toPraline as you can. She may summon another set of grunts during the fight -- this secondcrowd will have lower HP, though, so don't panic. 

Performer is probably the best support class in the game, with a wide variety of useful buffsthat will make your life a whole lot easier. It can be used as a secondary job command, butPerformer's passive ability reduces MP costs for Singing abilities by 50% so it's best used as aprimary Job, perhaps paired with something like White Magic for the ultimate support-healing combo. 

Performer AbilitiesJob Level 1: Love Power (battle ability, 30MP) -- Raise all targets' Physical Attack by

25% for four turns.

Job Level 2: Love Rush (battle ability, 24MP) -- Raise all targets' Speed by 25% for fourturns.

Job Level 3: One More for You (battle ability, 26MP) -- Give 1BP to a target.

Job Level 4: Got Your Back (battle ability, 24MP) -- Raise all targets' Physical Defenseby 25% for four turns.

Job Level 5: Key to Your Heart (battle ability, 24MP) -- Raise all targets' Magical

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Defense by 25% for four turns.

Job Level 6: Support Amp (support ability, cost 1) -- Increase stat-raising effects onyourself by 10%, decrease stat-lowering effects on yourself by 10%.

Job Level 7: Little Devil (battle ability, 24MP) -- Raise all targets' Magic Attack by 25%for four turns.

Job Level 8: Catch Me (battle ability, 12MP) -- Draw all enemy attacks for five turns.

Job Level 9: Buff Up (support ability, cost 2) -- Increase Physical Attack, MagicalAttack, Physical Defense and Magical Defense by 5% each turn for five turns from thestart of battle.

Job Level 10: Prolong Support (support ability, cost 1) -- Double the length of timestat-raising buffs on yourself last.

Job Level 11: Charm Immunity (support ability, cost 1) -- Self-explanatory.

Job Level 12: Save Singing MP (support ability, cost 2) -- Halve the cost of Singingabilities. Same as Performer's passive ability.

Job Level 13: Zero Sum (battle ability, 15MP) -- Reduce BP to zero for either allenemies or all allies who have one or more BP.

Job Level 14: My Hero (battle ability, 2BP) -- Raise all allies' BP by one.

PiratePirate is one of the strongest classes in the game, though it has been toned down a littlesince the original Japanese version of Bravely Default from 2012. It's still a solid choice if youlike inflicting physical damage, however. 

To unlock Pirate, head to the port in Eisenburg any time after you're supposed to head toGrapp Keep. Speak with Datz to hear a story, then head out in your ship and look for a foggyarea. The exact location is random, but it's usually somewhere in the vicinity of Grandship.When you've found the right area, you'll see an event. Choose the second option when

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prompted to visit the Ghost Ship, then speak with Barbarossa to begin the battle for thePirate asterisk. 

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Barbarossa is weak against Lightning, so take advantage of this fact when possible. Be waryof his BP skills, however -- he tends to use 2BP prior to using his most powerful attacks, sotime your Defaults carefully to mitigate as much damage as possible; unleash a SpecialMove and unload all your BP on him if you're feeling, well, Brave. 

Pirate AbilitiesJob Level 1: Double Damage (battle ability, 25% MP) -- Single attack with twice the

normal damage.

Job Level 2: Provoke (battle ability) -- Draw the attention of all enemies.

Job Level 3: Shell Split (battle ability, 9MP) -- Attack with normal power on a singletarget, plus 25% penalty to target's Physical Defense for four turns.

Job Level 4: Scale Strip (battle ability, 9MP) -- As Shell Split, but with Magic Defensereduction instead.

Job Level 5: Shin Smash (battle ability, 9MP) -- As Shell Split, but with Speedreduction instead.

Job Level 6: Mass Attack (battle ability, 1BP) -- Allies with 20% or less HP attack atthe same time as you.

Job Level 7: Berserk (battle ability) -- Increase physical attack by 50% andautomatically attack for six turns.

Job Level 8: Adrenaline Rush (support ability, cost 2) -- Physical Attack and PhysicalDefense both rise by 50% for five turns when you have 20% HP or less. Same as Pirate'spassive ability.

Job Level 9: P.Attack 20% Up (support ability, cost 2) -- Raise Physical Attack by 20%.

Job Level 10: Defang (battle ability, 9MP) -- As Shell Split, but with Physical Attackreduction instead.

Job Level 11: Skull Bash (battle ability, 9MP) -- As Shell Split, but with Magic Attackreduction instead.

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Job Level 12: Axe Lore (support ability, cost 1) -- Raise axe proficiency to S-rank.

Job Level 13: Torrent (battle ability, 2BP) -- Water-based attack that hits one target16 times for 0.3 times normal physical damage.

Job Level 14: Amped Strike (battle ability, 50% MP) -- Deal quadruple damage on onetarget.

NinjaAfter bringing Egil to the inn in Caldisla, you can pursue the Ninja sidequest. Go toHartschild City and into Goodman's Mansion to witness an event. Then do one of two things:either interrogate everyone in the building, try to leave the mansion and then use the key onthe basement, or simply examine the servant's body twenty times to automatically triggerthe next event. Either way, you'll be fighting Kikyo. 

Kikyo has two things to watch out for: firstly, she hits very hard indeed, to try to mitigatedamage as much as possible; secondly, her Utsusemi ability that lets her evade a singlephysical attack. If she uses this, hit her with a weak ability or normal attack to remove theevasion buff, then hurl as much damage as you can at her in one go. 

Ninja is a good multi-purpose class. Dual-wielding weapons makes for formidable damage,but with abilities such as Utsusemi they make decent evasion tanks, too. Equip a pair ofdecent daggers to get the most out of them. 

Ninja AbilitiesJob Level 1: Shippuujinrai (battle ability, 16MP) -- Jump the turn order and perform a

physical attack at the start of the turn.

Job Level 2: Transience (support ability, cost 1) -- After evading an attack,counterattack automatically.

Job Level 3: Evasion 10% Up (support ability, cost 1) -- Self-explanatory.

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Job Level 4: Utsusemi (battle ability) -- Evade one physical attack.

Job Level 5: Comeback Kid (support ability, cost 1) -- Raise Magic and PhysicalAttack by 25% for each physical attack evaded. Buff caps at 150%.

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Job Level 6: Ikkikasei (battle ability, 1BP) -- Increase hit count on your attacks nextturn.

Job Level 7: Cleave (support ability, cost 1) -- Chance to automatically attack againafter defeating an enemy with a normal attack.

Job Level 8: Evasion 20% Up (support ability, cost 2) -- Self-explanatory.

Job Level 9: Shunshin (battle ability) -- Raise evasion to maximum for six turns.

Job Level 10: Kairai (battle ability) -- Divert enemy attacks to another ally for the restof this turn.

Job Level 11: Dual Wield (support ability, cost 1) -- No penalties to weapons' PhysicalAttack bonuses when dual-wielding. Same as Ninja's passive ability.

Job Level 12: Kakuremi (battle ability) -- Lower your chance of being targeted byenemies to the lowest possible level for five turns.

Job Level 13: Evasion 30% Up (support ability, cost 3) -- Self-explanatory.

Job Level 14: Frenetic Fighting (support ability, cost 2) -- Increase the cap on numberof hits in a normal attack from 16 to 32.

SwordmasterAfter clearing the Fire Temple, head back to Starkfort. The central passage that waspreviously blocked off is now open -- head in there and work your way to the top to fightKamiizumi for the Swordmaster asterisk. 

Fighting Kamiizumi is a bit of a pain because all his attacks are counter-based, meaningyou'll take damage whenever you deal damage. Charge up your BP and rush him, but makesure there's someone ready to heal the damage you'll take in the process. 

Swordmaster is a difficult class to use due to its heavy focus on countering, but when pairedwith damage reduction or evasion abilities such as those Ninja offers, it can be a powerfuladdition to your lineup. Its ultimate skill, which reduces MP costs to zero for two turns, is

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also useful when combined with expensive abilities such as Pirate's Amped Strike. 

Swordmaster Abilities

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Job Level 1: Nothing Ventured (battle ability) -- Take half damage if hit by a physicalattack; counterattack at double damage.

Job Level 2: Abate Earth (support ability, cost 1) -- Reduce damage from Earthattacks.

Job Level 3: Katana Lore (support ability, cost 1) -- Raise katana proficiency to S-rank.

Job Level 4: Squeaky Wheel (battle ability, 1BP) -- Reduce target's BP by one. Onlysuccessful 30% of the time on bosses.

Job Level 5: Multitask (support ability, cost 2) -- 25% chance of a free extra attackwhen making a normal attack.

Job Level 6: Counter (support ability, cost 2) -- 60% chance to automaticallycounterattack when hit by a single-target physical attack. Same as Swordmaster'spassive ability.

Job Level 7: Confuse Immunity (support ability, cost 1) -- Self-explanatory.

Job Level 8: Before Swine (battle ability) -- Halve magic damage; counterattack attriple normal damage.

Job Level 9: Counter Amp (support ability, cost 1) -- Increase damage of counters to1.5 times normal attack power.

Job Level 10: Know Thine Enemy (battle ability) -- Pick an enemy. If hit by a single-target attack from that enemy, counter at quadruple normal damage.

Job Level 11: Redoubled Effort (support ability, cost 2) -- The higher your BP, thestronger your attacks.

Job Level 12: The Worm Turns (battle ability) -- If hit when your HP is below 20%, deal7.5 times normal damage as a counterattack. Obviously you need to actually survive theattack for this to work.

Job Level 13: Slow and Steady (support ability, cost 1) -- After Defaulting, raise Speedfor two turns, up to a maximum of 150%.

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Job Level 14: Free Lunch (battle ability) -- Set MP cost to zero for two turns.

Arcanist

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To obtain this asterisk, simply defeat Victoria in Chapter 4. 

Arcanist relies heavily on inflicting status effects, making it less than useful in boss battles,since most bosses are immune to status effects. It pairs nicely with Black Mage, however,since a number of abilities are specifically designed to boost Black Magic. 

A difficult class to use effectively, but one worth exploring if you've been a heavy magic user. 

Arcanist AbilitiesJob Level 1: Corpse (battle ability, 4MP) -- 75% chance to inflict Doom.

Job Level 2: Black Magic Amp (support ability, cost 1) -- Raise MP cost of Black Magicby 1.5 times; increase damage by 1.25 times.

Job Level 3: Exterminate (battle ability, 4MP) -- Heavy damage to all Poisonedenemies.

Job Level 4: Absorb M. Damage (support ability, cost 1) -- Recover HP equal to 25% ofthe damage taken from a magic attack. Same as Arcanist's passive ability.

Job Level 5: Twilight (battle ability, 7MP) -- Instakill all Sleeping enemies exceptbosses.

Job Level 6: Save BM MP (support ability, cost 2) -- Lower Black Magic's MP cost by25%.

Job Level 7: Sacrifice (battle ability) -- Take damage equal to 25% of your maximumHP to increase your Magic Attack by 50% for three turns.

Job Level 8: Zero (support ability, cost 1) -- Magic does 1.5 times normal damagewhen your current MP is divisble by 10 (has a 0 on the end).

Job Level 9: Convergence (support ability, cost 3) -- Allows magic that may normallyonly be group-cast to be cast on a single target at 1.5 times its normal effect.

Job Level 10: Annihilation (battle ability, 4MP) -- Dark damage on all enemies and

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allies with -1BP or less.

Job Level 11: Status Ailment Amp (support ability, cost 1) -- Increase chance ofinflicting status ailments.

Job Level 12: Iniquity (battle ability, 4MP) -- Dark damage on all enemies and allieswith 1BP or more.

Job Level 13: Max Black Magic (support ability, cost 3) -- MP cost of Black Magicdoubles; effect increases by 1.5 times. Can be used at the same time as Black Magic Amp.

Job Level 14: Interment (battle ability, 151MP) -- Strong dark damage to all enemies.

SpiritmasterTo obtain Spiritmaster, simply defeat Victor in Chapter 4. 

Spiritmaster is an excellent support class, and pairs nicely with White Mage thanks to anumber of its abilities that boost White Magic in the same way Arcanist boosts Black Magic.By mastering Spiritmaster, you can help build some truly excellent healing characters whocan get you through some of the game's toughest challenges. 

Spiritmaster AbilitiesJob Level 1: Spirit Ward (battle ability, 16MP) -- Nullify all elemental damage on one

ally for four turns.

Job Level 2: Auto-Shell (support ability, cost 1) -- Automatically cast Shell on yourselffor ten turns at the start of a battle.

Job Level 3: M.Defense 20% Up (support ability, cost 2) -- Increase Magic Defense by20%.

Job Level 4: Fairy Aid (battle ability, 1BP) -- Target deals 1.5 times normal damagewith elemental attacks for five turns.

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Job Level 5: Convert BP (battle ability) -- 25% of your maximum MP is turned into2BP.

Job Level 6: Save WM MP (support ability, cost 2) -- Reduce the cost of White Magic by

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25%.

Job Level 7: Adaptation (battle ability, 32MP) -- One ally absorbs all elementaldamage for four turns.

Job Level 8: Stillness (battle ability, 2BP) -- No-one takes any damage for two turns.

Job Level 9: Holy One (support ability, cost 2) -- Physical Attack drops by 25% butrecovery magic is boosted by 2.5 times.

Job Level 10: Greater Spirit Ward (battle ability, 2BP) -- All allies take half damagefrom elemental attacks for four turns.

Job Level 11: Fairy Ward (battle ability, 2BP) -- All allies are immune to all statuseffects for five turns.

Job Level 12: Moderation (battle ability, 2BP) -- Allies and enemies with 1BP or morereduce their BP by one; allies and enemies with -1BP or less increase their BP by one.

Job Level 13: Enigma (battle ability, 3BP) -- All allies nullify all elemental damage forfour turns.

Job Level 14: Maximize HP (support ability, cost 3) -- Maximum HP doubles in battle.

Dark KnightTo acquire Dark Knight, simply defeat Alternis at the end of Chapter 4. 

Dark Knight, like its traditional Final Fantasy incarnation, is largely concerned withvoluntarily taking HP damage in exchange for some powerful abilities -- or leveragingdamage taken to trigger other abilities. It pairs well with Spiritmaster to mitigate some ofthe risk inherent in a job so dependent on HP. 

Dark Knight Abilities

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Job Level 1: Dark Bane (battle ability) -- Sacrifice 20% of your maximum HP to deal1.25 times normal damage.

Job Level 2: Abate Dark (support ability, cost 1) -- Reduce damage from Dark attacks.

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Job Level 3: Adversity (support ability, cost 1) -- Physical Attack, Physical Defense,Magic Attack and Magic Defense all increase by 10% for three turns each time you takedamage equal to or greater than 25% of your maximum HP. Same as Dark Knight'spassive ability.

Job Level 4: Demon Master (battle ability, 6MP) -- Charm one Demon-type enemy.

Job Level 5: See You In Hell (support ability, cost 3) -- Deal quadruple damage to allenemies when you are KO'ed. Does not work if you have Reraise on you.

Job Level 6: Minus Strike (battle ability, 6MP) -- Deal damage equal to the amount ofdamage you've taken.

Job Level 7: Helm Lore (support ability, cost 1) -- Raise helm proficiency to S-rank.

Job Level 8: Black Bane (battle ability) -- Sacrifice 30% HP to hit all enemies.

Job Level 9: Gloom (support ability, cost 1) -- Dark attacks are stronger.

Job Level 10: Absorb Magic (battle ability) -- Nullify damage from magic attacks andrecover MP equal to the casting cost of the spell that hit you.

Job Level 11: Dark Nebula (battle ability) -- Sacrifice 20% of your maximum HP to hitall allies and enemies with a Dark attack at four times your normal attack power.

Job Level 12: P.Attack 30% Up (support ability, cost 3) -- Raise Physical Attack by30%.

Job Level 13: Life or Death (battle ability) -- Inflict Doom on yourself, but enjoyincreased Physical Attack, Physical Defense, Magic Attack and Magic Defense until youkeel over dead.

Job Level 14: Rage (battle ability, 2BP) -- Dark Bane repeats up to 5 times or untilyour HP reaches 1.

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Templar

Where there's a Dark Knight, a Paladin-equivalent surely follows, and Templar is BravelyDefault's Paladin. Acquire this asterisk partway through Chapter 4 by beating Braev Lee. 

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Templar makes a great replacement for Knight. Its ability to increase the BP cap by one isn'tto be sniffed at, either, and this makes it a very strong class that is a good option as yourprimary tank. Combine with classes good at attracting the attention of enemies like Pirateto put up the ultimate defensive barrier in front of the rest of your party. 

Templar AbilitiesJob Level 1: Heart Strike (battle ability, 1BP) -- Guaranteed critical hit.

Job Level 2: Abate Light (support ability, cost 1) -- Reduce damage from Lightattacks.

Job Level 3: P. Defense 20% Up (support ability, cost 2) -- Raise Physical Defense by20%.

Job Level 4: Giant Slayer (battle ability, 16MP) -- Hit a target with more HP than youfor 1.5 times normal damage.

Job Level 5: Magic Critical (support ability, cost 1) -- 15% chance of critical hits whenusing magic, either offensive or recovery.

Job Level 6: Default Guard (support ability, cost 1) -- Reduces incoming damageduring Default by 75%.

Job Level 7: Rampart (battle ability, 2BP) -- Protect all allies from one physicalattack.

Job Level 8: Item Critical (support ability, cost 1) -- 15% chance of critical hits whenusing items, either offensive or recovery.

Job Level 9: Radiant Blast (battle ability, 40MP) -- Ignores Default and deals 1.5 timesnormal damage to one target.

Job Level 10: Critical Amp (support ability, cost 2) -- Damage increase from criticalhits increases from 2 times to 2.5 times.

Job Level 11: BP Limit Up (support ability, cost 1) -- Raises BP cap to 4. Same as

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Templar's passive ability.

Job Level 12: Desperation (battle ability) -- Attack by adding Physical Defense toPhysical Attack for one turn, but Physical Defense is reduced to minimum for the rest ofthat turn.

Job Level 13: Armor Lore (support ability, cost 1) -- Increase armor proficiency to S-rank.

Job Level 14: Heaven's Gate (battle ability, 3BP) -- Unleash light attacks thatincrease in number the more BP you have, each of which strikes a random enemy.

ConjurerTo acquire the Conjurer asterisk, head to Yulyana's house after releasing three crystals andspeaking with Yulyana at Vestment Caves. Read the letter, then head to Eternia CentralCommand to find Yulyana on the last floor. Then you'll need to defeat a whole bunch ofother bosses, all of whom you've previously encountered if you have the other asterisks. 

First, go to Edea's room in Central Command and fight Alternis. Next, enter the city ofEternia and go into the Healing Tower to fight Braev. After that, head to the Twilight Ruinsto fight Einheria, Artemia and Mephilia all at the same time -- a tough battle for sure. Thenhead to Norende Ravine to see an event, and head back to Yulyana's house for the finalbattle in this quest. 

The fight against Yulyana is a difficult one with a lot of one-hit kills. Having a Salve-Makeron hand to mix Beast Liver and Dragon Fang and double allies' maximum HP is a must, andbe sure not to overdo the Braves so you have time to recover and stay on top of the massivedamage Yulyana inflicts. 

Conjurer is something of a jack-of-all-trades class, though once you've mastered all the Jobsyou'll probably want to switch back to Freelancer. Noteworthy abilities include Invocation,which lets you use Summon magic to buff your abilities, and Obliterate, which instakills

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anything twenty or more levels below you -- great for grinding. 

Conjurer Abilities

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Job Level 1: Invocation Lv.1 (job command) -- Enables use of level 1 Invocation.

Job Level 2: Steady MP Recover (support ability, cost 1) -- Recover 30MP at the end ofeach turn.

Job Level 3: Invocation Lv.2 (job command) -- Enables use of level 2 Invocation.

Job Level 4: Critical MP Recover (support ability, cost 1) -- Recover 200MP when HPdrops below 20%.

Job Level 5: Invocation Lv.3 (job command) -- Enables use of level 3 Invocation.

Job Level 6: Save SM MP (support ability, cost 2) -- Makes Summon Magic 25%cheaper to cast.

Job Level 7: Post-Battle MP (support ability, cost 2) -- Recover 25% of your maximumMP after a battle. Same as Conjurer's passive ability.

Job Level 8: Invocation Lv.4 (job command) -- Enables use of level 4 Invocation.

Job Level 9: Obliterate (support ability, cost 4) -- Instakill any enemies 20 or levelsbelow you at the start of a battle.

Job Level 10: Invocation Lv.5 (job command) -- Enables use of level 5 Invocation.

Job Level 11: Max Summoning (support ability, cost 3) -- Summon Magic MP costsdouble, but damage is 1.5 time normal. Stacks with Summoning Amp.

Job Level 12: MP 30% Up (support ability, cost 3) -- Raise maximum MP by 30%.

Job Level 13: Invocation Lv.6 (job command) -- Enables use of level 6 Invocation.

Job Level 14: Experience Up (support ability, cost 1) -- Earn 1.5 times experience afterbattle.

VampireVampire is Bravely Default's Blue Mage or Enemy Skill materia equivalent -- a class that canlearn enemies' abilities after being hit by them once. 

After defeating Braev, head to the Vampire Castle in the north-west area of Eternia. Defeat

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the Dragon Zombie if you have not already done so, then attempt to enter the castle. Ittranspires you'll need six Keystones to get in, each of which is guarded by a dragon you'llhave to defeat. Be wary of the dragons' breath attacks, which can inflict status effects, and

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their Eye abilities, which can make you weak to each dragon's element. 

The Fire stone is east of Starkfort. The Water stone is on a small island north of YulyanaForest. The Wind stone is near Ancheim Oasis. The Eart stone is in the southwest region ofEternia. The Light stone is north-east of Yulyana Forest. And finally, the Dark stone is nearthe Imperial villa. When you've acquired all the stones, return to the Vampire Castle andproceed through the dungeon until you reach the boss. Be sure to bring plenty of recoveryitems -- it's a long, challenging dungeon with some hard-hitting enemies. 

The battle against DeRosso is much easier if you have a Templar in your party. Make liberaluse of Rampart to protect against Energy Burst and try to keep the party's MP high to protectagainst Bone Crush, which deals more damage to characters with low HP. 

Vampire AbilitiesJob Level 1: Genome Ability (job command) -- Use a monster's ability.

Job Level 2: Absorb P.Damage (support ability, cost 1) -- Restore HP equal to 30% ofincoming physical damage, unless that damage KO's you.

Job Level 3: Blood Thirst (battle ability) -- Drain HP from an enemy equal to yournormal attack power.

Job Level 4: Bloodlust (support ability, cost 1) -- Increase Physical Attack, PhysicalDefense, Magic Attack and Magic Defense by 25% for five turns each time you defeat anenemy.

Job Level 5: Charm (battle ability) -- 75% chance to Charm an enemy.

Job Level 6: Magic Thirst (battle ability) -- Drain MP from an enemy equal to 10% ofyour normal attack power.

Job Level 7: Monster Ability Up (support ability, cost 1) -- Raise damage from GenomeAbilities to 1.25 times normal.

Job Level 8: Battle Thirst (battle ability, 16MP) -- Absorb 1BP from a target.

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Job Level 9: Subvert (battle ability, 20MP) -- 50% chance to Charm all enemies.

Job Level 10: Self-Restore (support ability, cost 1) -- Fully restore HP at end of battle.

Job Level 11: Absorb Stats (battle ability, 20MP) -- Absorb selected stat from onetarget.

Job Level 12: Drain Attack Up (support ability, cost 1) -- Increase damage from Drainabilities by 1.5 times.

Job Level 13: Genome Drain (support ability, cost 1) -- Learn enemy skills when hit bythem. Same as Vampire's passive ability.

Job Level 14: Rise from Dead (support ability, cost 1) -- 50% chance to automaticallyrecover from KO at the end of a turn.

Need some help, hints or tips on Bravely Default? Checkout these great USgamer guides:Bravely Default Salve-Maker Guide: What are the Best Compound Recipes? 

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Link to Chapter 4 goes nowhere, and it does not appear on the main page.

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#1 KeithXK A year ago

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