- (c) Templar (a finesseful but no-nonsense longsword wielder who can stay his class for a Sword Saint feel, or swap to Mage Knight, which is a Mystic Knight developed, actually, to kill mages. Think HEMA.)
- (j) Mage Knight (see above. Now HEMA with runes/seals. Hybrid / Vanguard. More likely to stray from using the shared resources for pure dps and instead support the party when against magic damage or debuffs)
- (c) Fencer (the lighter, faster cohort of the Templar, wielding the rapier, side-sword, or so forth. Still winds a bit, but more interested in setups and overwhelming the enemy through accrued or more gradually created openings, more detailed combos, etc., than in the physicality of self vs. opponent. In short, less likely to simply let an enemy attack pass by, tossing the attacker to the ground and stabbing it through the neck; more likely to overwhelm it in a flurry of attacks. Highly tactical, though its adrenaline junky components of attention-intensive, rapid setup and payoff might not appeal to all.)
- (j) Red Mage (all Fencer weaponskills and related ability have an elemental nuance to them. The Red Mage plays off that, weaving sword and spells. The Red Mage sacrifices a bit of physical defense and weapon-inflicted enfeeblement capabilities for spellbound utilities that greatly broaden its range and role. The Red Mage is indeed short of a master in any particular output form, his tanking for one shoddy at best in any traditional or meat-tank point of comparison, but mastering the flow of each and the abilities behind them (resources largely shared between roles, allowing near full capability in each role without having to limit overall versatility) produces top-line raid contribution. Shares Artificer's unique cloth set.
- (j) Adept (No base class. Though filling a similar spell-fighter type alongside the Red Mage, the Adept and the Red Mage are still more different in button-flow and considerations thereto than even, say, a Summoner and a Monk. Wielding a Staff, the Adept is quick and graceful, kicking and spinning and striking and blasting enemies back with wind and water and earth, with a much greater focus on the self than as present in the Fencer or its Red Mage job, capable of buffing oneself to great heights. The feel of the Adept is a bit like a dancing specter, familiar yet foreign, nostalgic but unpredictable. Though its outcomes are reliable, its build-up is so analog, based on internal resources rather than hard buffs or related durations, that the same strategy against the same opponent may quickly take on very different gameplay. To those new to the job, the Adept may seem a faceroll job that works itself out or just somehow fails to do so; to the experienced it is a gambler, and investor, who demands you go along for the ride and often enjoy what's given more than keeping your eyes on a preset goal; to the veteran, it's one hell of a dance, with potentially terrifyingly good outputs that somehow manage to generally avoid the balancing swing of poor RNG. Between the capabilities of a Fencer and Monk for tanking, which is to say, only in a pinch — with high control and toolkit like the prior, but faintly less passive survivability than the latter — and about as capable as a Red Mage for combat kiting, which is to say pretty damn great, probably the best in the game, capable of multiple groups of enemies from multiple approach angles in range of melee allies or colliding for party AoEs without hardly reaching the Adept himself. That is, until immunities. Shares Artificer's unique cloth set.