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Bravely Default Job Guide (Part 1)

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Job Guide (Part 1)



Freelancer

Stat Grades
  • HP: C
  • MP: C
  • Strength: C
  • Intelligence: C
  • Dexterity: C
  • Vitality: C
  • Mind: C
  • Agility: C

Equipment Grades
  • Swords: B
  • Axes: B
  • Spears: B
  • Rods: B
  • Staves: B
  • Daggers: B
  • Bows: B
  • Katanas: B
  • Knuckles: B
  • Shields: B
  • Helms: B
  • Armor: B

Abilities
  • Examine: Display enemy information, including HP, elemental weakness and family. Once you have examined a certain enemy, move the Circle Pad left at any time to view the information again. You can also select the enemy to view its current stats. Current HP can be reviewed by moving the Circle Pad left.
  • Treat: Restore the HP of one ally by 20%. Note that this ability can even be used in the silence state.
  • Divining Rod: Displays the number of unopened treasure chests within a dungeon on the map screen.
  • Dungeon Master: Avoid damage and status ailments from tricks, traps, and other dungeon devices. Note this effect applies to all allies.
  • Mislead: Lower your chances of being targeted by enemies to the lowest level possible.
  • Prayer: Make chance-based abilities 1.5 times more likely to succeed for ten turns.
  • MP 10% Up: Raise maximum MP by 10%.
  • Endure: Raise your physical defense and magic defense by 25% for four turns. The upper limit for P.Def and M.Def is 150%.
  • Poison Immunity: Confer immunity to poison during battles.
  • JP Up: Earn 1.2 times the normal amount of job points. Note that this effect does not stack with similar effects from items.
  • Flee: Always succeed in escaping from battle. However, this will not work in certain battles or areas.
  • Lure Enemy: Double the enemy encounter rate. Note that effects from the same ability do not stack.
  • Stand Ground: When KO'd, has a 75% chance to survive with 1 HP. Doesn't work if already at 1 HP to begin with.
  • Mimic: Imitate the previous command without expending HP, MP, BP, pg or items.

Monk

Stat Grades
  • HP: A
  • MP: D
  • Strength: A
  • Intelligence: E
  • Dexterity: C
  • Vitality: B
  • Mind: D
  • Agility: B

Equipment Grades
  • Swords: E
  • Axes: E
  • Spears: E
  • Rods: E
  • Staves: S
  • Daggers: E
  • Bows: E
  • Katanas: E
  • Knuckles: S
  • Shields: E
  • Helms: E
  • Armor: E

Abilities
  • Strong Strike: Deal double damage of a conventional attack to one target, but there is a 50% chance that the attack will miss.
  • Invigorate: Raise your physical attack by 25% for two turns. However, there is a 25% chance of failure, in which case you will take damage equal to 20% of your maximum HP. The upper limit for P.Atk is 150%.
  • Inner Alchemy: Cure yourself of the status ailments poison, blind, silence, dread, and confuse.
  • HP 10% Up: Raise maximum HP by 10%.
  • Knuckle Lore: Raise arm aptitude for knuckles to S. In addition, when no weapons are equipped, a value equal to two times your level will be added to Physical Attack.
  • Hidden Dragon: Attack at the end of the turn, but deal 1.25 times the damage of a conventional attack to one target.
  • Qigong Wave: Ignore Default's damage reduction effect and deal 1.25 times the damage of a conventional attack to one target.
  • Blind Immunity: Confer immunity to blind during battle.
  • P. Attack 10% Up: Raise Physical Attack by 10%.
  • HP 20% Up: Increase Max HP by 20%.
  • Pressure Point: Ignore the target's physical defense and deal 2 times the damage of a conventional attack to one target.
  • HP 30% Up: Raise maximum HP by 30%.
  • Phoenix Flight: Reduce HP to 1 and convert the amount of HP sacrificed into damage applied to target enemy.
  • Natural Talent: Physical Attack increase by 100% when nothing is equipped (both hands, head, body and accessories).

White Mage

Stat Grades
  • HP: C
  • MP: A
  • Strength: D
  • Intelligence: B
  • Dexterity: D
  • Vitality: E
  • Mind: A
  • Agility: C

Equipment Grades
  • Swords: E
  • Axes: E
  • Spears: E
  • Rods: B
  • Staves: S
  • Daggers: C
  • Bows: E
  • Katanas: E
  • Knuckles: E
  • Shields: E
  • Helms: E
  • Armor: E

Abilities
  • White Magic Lv. 1: Enables the use of level 1 white magic: Cure, Poisona, and Blindna. Note that these cannot be used without the appropriate scrolls.
  • M. Defense 10% Up: Raise Magic Defense by 10%.
  • White Magic Lv. 2: Enables the use of level 2 white magic: Protect, Shell, and Aero. Note that these cannot be used without the appropriate scrolls.
  • Staff Lore: Raise arms aptitude for staves to S.
  • Self-Healing: Recover from Poison, Blind and Silence at the end of a battle.
  • White Magic Lv. 3: Enables the use of level 3 white magic: Cura, Raise, and Esuna. Note that these cannot be used without the appropriate scrolls.
  • Abate Water: Reduce damage taken from water attacks. Note that you will not receive further reduction if this ability is used along with items with similar effects. Water nullification effects take precedence over reduction effects.
  • Angelic Ward: Has a 50% chance to halve the damage received, regardless of whether it is a single-target or multiple-target attacks. However, this effect does not apply to damage from poison.
  • White Magic Lv. 4: Enables the use of level 4 white magic: Reflect, Dispel, and Aerora. Note that these cannot be used without the appropriate scrolls.
  • M. Defense 30% Up: Raise Magic Defense by 30%.
  • White Magic Lv. 5: Enables the use of level 5 white magic: Esunaga, Curada, and Aeroga. Note that these cannot be used without the appropriate scrolls.
  • Epic Group-Cast: The damage dealt and the amount of recovery do not decline when group-casting magic. Note that this effect can also be invoked from the Menu Screen.
  • White Magic Lv. 6: Enables the use of level 6 white magic: Curaga, Arise, and Holy. Note that these cannot be used without the appropriate scrolls.
  • Conservation of Life: Bring back all allies from K.O. and restore all their HP when you suffer a K.O.

Black Mage

Stat Grades
  • HP: C
  • MP: A
  • Strength: E
  • Intelligence: A
  • Dexterity: D
  • Vitality: E
  • Mind: B
  • Agility: C

Equipment Grades
  • Swords: E
  • Axes: E
  • Spears: E
  • Rods: S
  • Staves: C
  • Daggers: C
  • Bows: E
  • Katanas: E
  • Knuckles: E
  • Shields: E
  • Helms: E
  • Armor: E

Abilities
  • Black Magic Lv. 1: Cast level 1 Black Magic: Fire, Blizzard and Thunder. Note that these cannot be used without the appropriate scrolls.
  • Rod Lore: Raise arms aptitude for rods to S.
  • Black Magic Lv. 2: Cast level 2 Black Magic: Silence, Poison and Sleep. Note that these cannot be used without the appropriate scrolls.
  • Abate Fire: Reduce damage taken from fire attacks. Note that you will not receive further reduction if this ability is used along with items with similar effects. Fire nullification effects take precedence over reduction effects.
  • Damage Dispersion: Disperse 15% of damage to each ally when hit by a single-target attack and sustain the remaining damage yourself. Does not apply to magic damage reflected by Reflect.
  • Silence Immunity: Confer immunity to silence during battles.
  • Black Magic Lv. 3: Cast level 3 Black Magic: Fira, Blizzara, and Thundara. Note that these cannot be used without the appropriate scrolls.
  • Black Resonance: Black magic damage rises with each ally (excluding yourself) on which Black Resonance has been set.
  • Black Magic Lv. 4: Cast level 4 Black Magic: Drain, Aspir and Fear. Note that these cannot be used without the appropriate scrolls.
  • M. Attack 20% Up: Raise Magic Attack by 20%.
  • Black Magic Lv. 5: Cast level 5 Black Magic: Firaga, Blizzaga and Thundaga. Note that these cannot be used without the appropriate scrolls.
  • Pierce M. Defense: Ignore the target's Magic Defense when dealing magic damage.
  • Black Magic Lv. 6: Cast level 6 Black Magic: Dark, Kill and Death. Note that these cannot be used without the appropriate scrolls.
  • Group-Cast All: Enable group-casting even for normally non-group-cast magic. However, this does not apply to magic targeting yourself.

Knight

Stat Grades
  • HP: B
  • MP: D
  • Strength: B
  • Intelligence: D
  • Dexterity: D
  • Vitality: S
  • Mind: B
  • Agility: D

Equipment Grades
  • Swords: S
  • Axes: A
  • Spears: A
  • Rods: E
  • Staves: E
  • Daggers: B
  • Bows: D
  • Katanas: D
  • Knuckles: E
  • Shields: S
  • Helms: A
  • Armor: A

Abilities
  • Stomp: Deal damage 1.25 times that of a conventional attack. However, your physical defense and magic defense will decrease by 25% for two turns. The lower limit for P.Def and M.Def is 75%.
  • Two-Handed: Double a weapon's Physical Attack when swords/axes/spears/staves/katanas are held in both hands. (One hand must be free before this will take effect).
  • P. Defense 10% Up: Raise Physical Defense by 10%.
  • Ironclad: Start at the beginning of a turn to raise your physical defense to the maximum level for the entire turn. The upper limit for P.Def is 150%.
  • Protect Ally: If an ally with less than 20% of HP left takes a single-target attack, you will take the attack instead.
  • Shield Strike: Deal the same damage as a conventional attack and for two turns, raise physical defense by 25%. Available only when equipping a shield. The upper limit for P.Def is 150%.
  • Shield Lore: Raise armor aptitude for shields to S.
  • Vengeance: Unleash a physical attack on all enemies. The more of your allies are in K.O. state, the more powerful your attack will be.
  • Sword Lore: Raise arms aptitude for swords to S.
  • Full Cover: For one turn, when the selected ally takes a single-target physical attack, you will take the hit instead, but only suffer half the damage.
  • Dual Shields: Equip a shield on both arms.
  • P. Defense 30% Up: Raise Physical Defense by 30%.
  • Chivalrous Spirit: Raise Physical Defense by 25% for five turns each time Protect ally, Full Cover, or White Knight is used.
  • Super Charge: Make an attack based off physical defense at 200% strength.

Thief

Stat Grades
  • HP: C
  • MP: C
  • Strength: C
  • Intelligence: E
  • Dexterity: S
  • Vitality: C
  • Mind: E
  • Agility: S

Equipment Grades
  • Swords: C
  • Axes: E
  • Spears: E
  • Rods: E
  • Staves: E
  • Daggers: S
  • Bows: A
  • Katanas: C
  • Knuckles: C
  • Shields: E
  • Helms: E
  • Armor: E

Abilities
  • Steal: Has a 25% chance to steal an item from an enemy.
  • Abate Wind: Reduce damage taken from wind attacks. Note that you will not receive further reduction if this ability is used along with items with similar effects. Wind nullification effects take precedence over reduction effects.
  • Speed 10% Up: Raise Speed by 10%.
  • Life Thief: Deal the same damage as a conventional attack to one target. Also has a 75% chance to restore your own HP by the amount of the damage dealt.
  • Speed 20% Up: Raise Speed by 20%.
  • Mug: Deal the same damage as a conventional attack to one target. Also has a 25% chance to steal an item from that target.
  • Raid: Raises all allies' BP by one when the party gets first strike or gains a +1 BP bonus at the start of battle.
  • Dagger Lore: Raise arms aptitude for daggers to S.
  • Godspeed Strike: Unleash an attack that substitutes speed for physical attack and ignores enemies' physical defense.
  • Master Thief: Doubles the success rate of stealing abilities. Note that this effect does not stack with similar effects from items.
  • Rob Blind: Nab two items instead of one when stealing.
  • Shake Down: Steal an item from all enemies with a 25% success rate for each.
  • Speed 30% Up: Raise Speed by 30%.
  • Burgle and Buff: Raise physical attack by 25% when stealing an item from an enemy or recovering HP with Life Thief.

Merchant

Stat Grades
  • HP: C
  • MP: C
  • Strength: C
  • Intelligence: B
  • Dexterity: C
  • Vitality: D
  • Mind: C
  • Agility: C

Equipment Grades
  • Swords: D
  • Axes: E
  • Spears: S
  • Rods: E
  • Staves: S
  • Daggers: S
  • Bows: C
  • Katanas: E
  • Knuckles: E
  • Shields: E
  • Helms: E
  • Armor: E

Abilities
  • Pay to Play: Spend your level times 50 pg to raise the target's Critical Rate by 300% four turns. The upper limit for Crit Rate is 1000%.
  • Salesman: Make an enemy buy a recovery item from you at 2.4 times the selling price. Note that the success rate of the sale depends on the item.
  • White Knight: The ally with the most HP protects you when you suffer a single-target physical while your HP is below 20%.
  • Pharmacy: Purchase a recovery item and use it on one target.
  • Hedge Risk: Halve the damage you suffer for five turns by spending money equal to half the damage.
  • Takeover: Spend your level times 50 pg to deal damage to one target that is equal to the money spent.
  • BP Drink: Purchase a BP recovery item and use it on one target.
  • Speculate: Has a 50% chance to deal double damage and a 50% chance to deal none.
  • More Money: Earn 1.5 times more money than normal after a battle. Note that this effect does not stack with similar effects from items, but the bonus from multiple characters using this ability does stack.
  • Millionaire: Use this ability with the Send command to gift an amount equal to your level times 25 pg to a friend who summons this action using Summon Friend.
  • Big Pharma: Restore one enemy's HP and make the target pay pg equal to the number of HP recovered.
  • Full Leverage: For five turns, damage, recovery, and the HP/MP/BP required for actions will be double the usual for all allies and enemies.
  • Low Leverage: Halves MP/HP/BP Cost, recovery, damage dealt for both allies and enemies for 5 turns.
  • Payoff: Spend money to buy off the enemy and end the battle. (You still get pg, exp, JP and items)

Spell Fencer

Stat Grades
  • HP: B
  • MP: B
  • Strength: B
  • Intelligence: B
  • Dexterity: C
  • Vitality: B
  • Mind: B
  • Agility: C

Equipment Grades
  • Swords: S
  • Axes: E
  • Spears: D
  • Rods: E
  • Staves: E
  • Daggers: C
  • Bows: E
  • Katanas: B
  • Knuckles: E
  • Shields: A
  • Helms: A
  • Armor: A

Abilities
  • Sword Magic Lv. 1: Enables the use of level 1 sword magic: Fire, Blizzard, and Thunder. Note that these cannot be used without the appropriate scroll.
  • Sword Magic Lv. 2: Enables the use of level 2 sword magic: Silence, Poison, and Sleep. Note that these cannot be used without the appropriate scroll.
  • Firewall: Has a 50% chance to counterattack with fire damage when hit with a single-target physical attack.
  • Sword Magic Lv. 3: Enables the use of level 3 sword magic: Fira, Blizzara, and Thundara. Note that these cannot be used without the appropriate scroll.
  • Auto-Aspir Blade: Imbue a weapon with an MP absorb effect for ten turns, starting from the beginning of the battle. Attacks with this weapon absorb the target's MP. Note that this can be overwritten by other sword magic.
  • Magic Armor: When using elemental sword magic, damage from the element in use is reduced for four turns.
  • Sword Magic Lv. 4: Enables the use of level 4 sword magic: Drain, Aspir, and Fear. Note that these cannot be used without the appropriate scroll.
  • Memento: Restore 50% of MP for all allies except yourself when you suffer a K.O. However, allies in the K.O. state do not recover MP. Except during Bravely Second, the upper limit for MP restoration is 999.
  • Sword Magic Lv. 5: Enables the use of level 5 sword magic: Firaga, Blizzaga, and Thundaga. Note that these cannot be used without the appropriate scroll.
  • Anti-Magic: Raise Magic Defense by 50% for four turns when hit by a magic attack. The upper limit for M.Def is 150%.
  • Sword Magic Amp: The MP cost of sword magic doubles, but the damage dealt while the ability is in effect is 1.25 times greater no matter which sword magic is used.
  • Sword Magic Lv. 6: Enables the use of level 6 sword magic: Holy, Dark, and Death. Note that these cannot be used without the appropriate scroll.
  • M. Def Specialize: Physical defense becomes 50%, magical defense becomes 200%.
  • Phantom Weapon: The damage from the currently equipped weapon is added to the damage of magic attacks.

Time Mage

Stat Grades
  • HP: C
  • MP: A
  • Strength: E
  • Intelligence: A
  • Dexterity: D
  • Vitality: E
  • Mind: B
  • Agility: C

Equipment Grades
  • Swords: D
  • Axes: E
  • Spears: E
  • Rods: D
  • Staves: S
  • Daggers: D
  • Bows: E
  • Katanas: E
  • Knuckles: E
  • Shields: E
  • Helms: E
  • Armor: E

Abilities
  • Time Magic Lv. 1: Enables the use of level 1 time magic: Slow, Regen and Quake. Note that these cannot be used without the appropriate scrolls.
  • M. Attack 10% Up: Raise Magic Attack by 10%.
  • Slow Parry: Has a 50% chance to apply slow to your attacker when taking a single-target physical attack.
  • Time Magic Lv. 2: Enables the use of level 2 time magic: Haste, Teleport and Quara. Note that these cannot be used without the appropriate scrolls.
  • Time Slip: Return to the start of a battle if the entire party is wiped out. Note that even if multiple characters have this support ability, the effect only occurs once per battle. SP is not returned.
  • Time Magic Lv. 3: Enables the use of level 3 time magic: Gravity, Veil and Slowga. Note that these cannot be used without the appropriate scrolls.
  • Stop Immunity: Confer immunity to Stop during battles.
  • Time Magic Lv. 4: Enables the use of level 4 time magic: Hastega, Veilga, and Comet. Note that these cannot be used without the appropriate scrolls.
  • Save TM MP: Lower the MP cost of time magic by 25%.
  • Time Magic Lv. 5: Enables the use of level 5 time magic: Quick, Stop, and Quaga. Note that these cannot be used without the appropriate scrolls.
  • Slow World: Lower the BP of all allies and enemies by one every two turns. This works even if the character with this support ability is in the K.O. state.
  • Time Magic Lv. 6: Enables the use of level 6 time magic: Graviga, Reraise, and Meteor. Note that these cannot be used without the appropriate scrolls.
  • M. Attack 30% Up: Magic attack power increases by 30%.
  • Hasten World: All enemies and allies gain one BP at end of turn.

Ranger

Stat Grades
  • HP: C
  • MP: C
  • Strength: B
  • Intelligence: D
  • Dexterity: B
  • Vitality: C
  • Mind: D
  • Agility: B

Equipment Grades
  • Swords: D
  • Axes: E
  • Spears: D
  • Rods: D
  • Staves: D
  • Daggers: S
  • Bows: S
  • Katanas: D
  • Knuckles: D
  • Shields: E
  • Helms: E
  • Armor: E

Abilities
  • Targeting: Deal 1.25 times the damage of a conventional attack. Also pierces the Default effect.
  • Bug Slayer: Deal 1.5 times the damage of a conventional attack to members of the bug family.
  • Plant Slayer: Deal 1.5 times the damage of a conventional attack to members of the plant family.
  • Beast Slayer: Deal 1.5 times the damage of a conventional attack to members of the beast family.
  • Paralyze Immunity: Confer immunity to Paralysis during battles.
  • Aerial Slayer: Deal 1.5 times the damage of a conventional attack to members of the aerial family.
  • Aquatic Slayer: Deal 1.5 times the damage of a conventional attack to members of the aquatic family.
  • Bow Lore: Raise arms aptitude for bows to S.
  • Dragon Slayer: Deal 1.5 times the damage of a conventional attack to members of the dragonkind family.
  • Undead Slayer: Deal 1.5 times the damage of a conventional attack to members of the undead family.
  • Demon Slayer: Deal 1.5 times the damage of a conventional attack to members of the demonkind family.
  • Hawkeye: Raise accuracy by 100%.
  • Precision: When all conventional attacks hit, damage will rise according to the number of attacks. Specifically, damage is increased by 3% for each attack.
  • Multiburst: Unleash four physical attacks that randomly target enemies, dealing 0.6 times the damage of a conventional attack.

Summoner

Stat Grades
  • HP: C
  • MP: S
  • Strength: E
  • Intelligence: A
  • Dexterity: C
  • Vitality: D
  • Mind: B
  • Agility: D

Equipment Grades
  • Swords: D
  • Axes: E
  • Spears: E
  • Rods: S
  • Staves: C
  • Daggers: C
  • Bows: E
  • Katanas: E
  • Knuckles: E
  • Shields: E
  • Helms: E
  • Armor: E

Abilities
  • Summoning Lv. 1: Enables the use of level 1 summoning: Girtablulu.
  • Abate Lightning: Reduce damage taken from Lightning attacks. Note that you will not receive further reduction if this ability is used along with items with similar effects. Lightning nullification effects take precedence over reduction effects.
  • Summoning Lv. 2: Enables the use of level 2 summoning: Hresvelgr. Note that this cannot be used without finding the appropriate summon.
  • Summoning Lv. 3: Enables the use of level 3 summoning: Ziusudra's Sin. Note that this cannot be used without finding the appropriate summon.
  • Friendship: The amount that affinity goes up with one Summon Friend doubles.
  • Summoning Amp: Raise the MP cost of summoning magic by 1.25 times, and raise its damage by 1.25 times. This can be set at the same time as Max Summoning.
  • Summoning Lv. 4: Enables the use of level 4 summoning: Promethean Fire. Note that this cannot be used without finding the appropriate summon.
  • Summoning Lv. 5: Enables the use of level 5 summoning: Deus Ex. Note that this cannot be used without finding the appropriate summon.
  • Summon Substitute: When you suffer a K.O., random summon magic that you have learned is invoked without consuming any MP. Note that this effect will not occur during reraise or in the case of a K.O. from poison damage.
  • Summoning Lv. 6: Enables the use of level 6 summoning: Susano-o. Note that this cannot be used without finding the appropriate summon.
  • Convert MP: Restore MP equal to 1% of sustained damage. This effect is not triggered by damage from poison.
  • Summoning Surge: Each time summon magic is used in combat, the damage it does rises by 10%. Note that the same summon magic does not have to be used for this to take effect.
  • Summon in Pinch: Automatically uses a random summon when in critical HP.
  • Amp Friends: Enhances the effect of Friend Summons.

Valkyrie

Stat Grades
  • HP: B
  • MP: C
  • Strength: B
  • Intelligence: D
  • Dexterity: C
  • Vitality: B
  • Mind: D
  • Agility: B

Equipment Grades
  • Swords: C
  • Axes: E
  • Spears: S
  • Rods: E
  • Staves: C
  • Daggers: D
  • Bows: D
  • Katanas: E
  • Knuckles: E
  • Shields: A
  • Helms: A
  • Armor: A

Abilities
  • Crescent Moon: Unleash a physical attack on all enemies that deals the same damage as a conventional attack.
  • Jump: Jump out of the screen at the end of the turn and then come hurtling down during the next turn, dealing two times the damage of a conventional attack. Note the damage is tripled if a spear is equipped.
  • Spear Lore: Raise arms aptitude for spears to S.
  • Judgment: Deal three times the damage of a conventional attack to one target.
  • Spirit Barrier: Become impervious to damage for ten turns by sacrificing MP equal to 10% of the damage you suffered.
  • Soul Crush: Reduce one enemy's MP by 10% of the damage dealt by a conventional attack.
  • BP Skill Amp: The BP cost of abilities activated by BP use rises by one, but the damage they deal also increases by 1.5 times.
  • Decimate: Allies and enemies with 10% or less HP remaining will each suffer damage equal to their own remaining HP.
  • High Jump: Jump out of the screen and come hurtling down in the next turn, dealing three times the damage of a conventional attack. Note that damage is increased 4.5 times if a spear is equipped.
  • Pierce Default: Your attack's damage will not be reduced by the target's Default state.
  • Soul Mates: Physical attack and magic attack each rise by by 25% for five turns each time an ally suffers a K.O. The upper limit for P.Atk and M.Atk is 150%.
  • Aerials: The number of turns in the air during jump-type abilities increases by one turn, and the amount of damage dealt rises by 1.5 times. Note that the BP cost also rises by one, except for with Sky High.
  • Sky High: Start out battle already jumping.
  • Super Jump: Leap off the screen; two turns later, come down with an attack that deals 2 times normal damage to all enemies. Note the damage is tripled if a spear is equipped.