* The following changes are planned for patch 1.20.
* All features are under development and subject to change.
  • The following is a listing of changes to actions planned for patch 1.20, along with those to be introduced alongside the implementation of jobs in 1.21.
    * The list is sorted by category, and not the order in which the actions are learned.

    All features are under development and subject to change.
    For instance, actions initially designed to affect a single target may change to AoE. Conditions such as exclusivity may also come under revision.

    Details such as potency, effect duration, and recast time are still undergoing finalization, and as such have not been included.
    • Name
      The names of all actions listed are provisional.
      The mark ∟ found before certain names indicates a combo.
      Class actions are automatically learned upon reaching certain levels within that class.
      Job actions are learned by completing quests, and can only be used when that job is active.

    • Type
      The following types of actions exist:
      • Abilities (Abl.)
        Abilities can be performed instantaneously with no risk of interruption. Barring a few exceptions, abilities are governed by a recast timer only.
      • Weaponskills (WS)
        Weaponskills are offensive actions performed with your weapon. Barring a few exceptions, weaponskills require TP to perform.
      • Magic (Mag.)
        Magic, or spells, are actions that require MP to perform. Barring a few exceptions, magic is subject to a casting time.
    • Exclusive
      Indicates whether or not the action can be used by a class or job other than its own.

    • Range
      Indicates who is affected by the action.
      • Blank: A single target, including yourself.
      • Target AoE: Enemies or allies within range of the target.
      • Self AoE: Enemies or allies near you.
      • Frontal: Enemies or allies within a cone-shaped area in the target's direction.
      • Direct: Enemies or allies in a line between you and the target.
       
Gladiator & Paladin Action List
A master of sword and shield, the gladiator is a melee specialist who excels in defense. Though his individual blows do not deal great damage, he is able to deliver them in quick succession, a quality that has earned him a reputation for dependability. The paladin job sacrifices maximum HP, but this is compensated by way of greatly enhanced defense as well as the ability to cast healing magic. Valiant by nature, a paladin can shield his comrades from blows, making him the unyielding rock upon which a party’s defense is built.
NameExclusiveRangeDescription
GLA Abl. 1Temporarily reduces damage you sustain and increases enmity generated by actions executed while effect is active.
GLA Abl. 2OBlocks the next attack made against you and grants HP in proportion to damage sustained.
GLA Abl. 3Self AoETemporarily increases the defense of all party members within range. Generates massive enmity.
GLA Abl. 4ORemoves Bind and Heavy effects.
GLA Abl. 5Increases block rate and grants TP for each block made while effect is active.
GLA Abl. 6Increases target's enmity. Traits may trigger an AoE and a chance to inflict Blind.
PLD Abl. 1ORedirects a melee attack against the target party member to you.
PLD Abl. 2OGrants a HoT effect on all party members within range when a healing spell is cast on you.
PLD Abl. 3OGrants imperviousness to melee attacks. Effect fades upon moving.
PLD Mag. 1ORestores target's HP. When cast on another player, restores 50% of their HP in addition to a portion of your own.
GLA WS 1Melee attack. Damage increased when executed from in front of the target.
 ∟GLA WS 2Melee attack.
Combo: GLA WS 1, Bonus: Increased enmity.
 ∟GLA WS 3Melee attack.
Combo: GLA WS 1 Bonus: Increased damage.
   ∟GLA WS 4OMelee attack. Chance to inflict a DoT effect when executed from behind the target.
Combo: GLA WS 3, Bonus: Increased DoT.
GLA WS 5ORanged attack. Defense decreased when executed from behind the target.
 ∟GLA WS 6OFivefold attack with low accuracy.
Combo: GLA WS 5, Bonus: Increased accuracy.
GLA WS 7Shield attack. Chance to inflict Stun.
Block
 ∟GLA WS 8OSelf AoEIncreases enmity of all enemies within range. Can only be used immediately after blocking an attack.
 ∟GLA WS 9OMelee attack. Can only be used immediately after blocking an attack.
   ∟PLD WS 10OMelee attack.
Combo: GLA WS 9, Bonus: Increased damage based on your remaining HP.
* The list is sorted by category, and not the order in which the actions are learned.


Marauder & Warrior Action List
Marauders are fearsome frontline combatants whose arsenal of actions enables them to strengthen their offensive and defensive prowess, whichever the situation demands. Charging into battle with a massive axe, the marauder quickly draws the attention of enemies, and turns their attacks against them. Warriors have the honor of possessing the highest HP of any class or job. Thriving on the enmity of his foes, there is no fiercer fighter on the field of battle.
NameExclusiveRangeDescription
MRD Abl. 1Increases target enmity. Traits may trigger a chance to reduce target's attack power.
MRD Abl. 2Increases parry rate. Effect fades upon parrying an attack.
MRD Abl. 3Grants Absorb HP effect to next attack.
MRD Abl. 4OIncreases attack power and reduces defense with each successful attack. Effect resets upon sustaining damage, and fades upon reuse. Cannot be used simultaneously with MRD Ability 5.
MRD Abl. 5OIncreases attack speed and defense for each attack against you, and restores HP for each crit you land. Effect fades upon moving or reuse. Cannot be used simultaneously with MRD Ability 4.
MRD Abl. 6OGrants imperviousness to enfeebling effects at the cost of reduced movement speed. Allows continuation of MRD Ability 5 effects while moving.
WAR Abl. 1ORedirects a portion of the next damage you sustain back to its source.
WAR Abl. 2OGrants an additional attack to the next weaponskill used.
WAR Abl. 3ORedirects enmity generated by target party member's next attack to you.
WAR Abl. 4OSelf AoEIncreases the maximum HP and attack power of all party members within range, and removes any Sleep effects. Stuns all enemies within range.
MRD WS 1Melee attack. Accuracy increased when executed from in front of the target.
 ∟MRD WS 2Melee attack.
Combo: MRD WS 1, Bonus: Increased enmity.
   ∟WAR WS 1OSelf AoEAoE attack. Consumes MRD Ability 5 effect if active to increase damage.
Combo: MRD WS 2, Bonus: Crit.
MRD WS 3Melee attack. Damage increased when executed from the right or left of the target.
 ∟MRD WS 4Melee attack.
Combo: MRD WS 3, Bonus: Increased accuracy.
   ∟MRD WS 5OThreefold attack. Consumes MRD Ability 4 if active to increase accuracy.
Combo: MRD WS 4, Bonus: Increased crit rate.
MRD WS 6Melee attack. Chance to inflict Heavy when executed from behind the target.
 ∟MRD WS 7OSelf AoEAoE attack.
Combo: MRD WS 6, Bonus: Consumes all TP to increase damage when your HP is below 50%.
Parry
 ∟MRD WS 8OMelee attack. Can only be used immediately after parrying an attack. Chance to render target unable to use weaponskills.
 ∟MRD WS 9Frontal AoEAttacks targets in a cone before you. Can only be used immediately after parrying an attack.
* The list is sorted by category, and not the order in which the actions are learned.


Pugilist & Monk Action List
A master of hand-to-hand combat, pugilists harbor the power of the elements within their fists. Making use of MP to imbue his already punishing strikes with the power of fire and earth, the pugilist is a reliable damage-dealer against most any kind of foe. The monk job further acquires the power of wind, and in marrying offense and defense in attacks, improves upon the pugilist’s capacity to deal explosive damage.
NameExclusiveRangeDescription
PGL Abl. 1Restores HP.
PGL Abl. 2Makes your next attack a crit when executed from behind the target. Traits may trigger INT bonus.
PGL Abl. 3OTemporarily focuses the target's attacks on you.
PGL Abl. 4Increases evasion and restores MP when an attack is evaded. Effect fades upon evading an attack or after a certain period of time elapses.
PGL Abl. 5OConverts your attacks into fire attacks and grants a bonus to attack power. Effect fades upon reuse. MP is continually consumed while effect is active. Cannot be used simultaneously with PGL Ability 6 or MNK Ability 4.
PGL Abl. 6OConverts your attacks into earth attacks and grants a bonus to defense. Effect fades upon reuse. MP is continually consumed while effect is active. Cannot be used simultaneously with PGL Ability 5 or MNK Ability 4.
MNK Abl. 1OTemporarily increases attack speed.
MNK Abl. 2OAdds kicks to auto-attacks. Effect fades upon reuse. MP is continually consumed while effect is active.
MNK Abl. 3OPrevents target from executing actions or moving. MP is continually consumed while effect is active. Effect fades upon executing an action, or if you or the target sustain damage.
MNK Abl. 4OConverts your attacks into wind attacks and grants a bonus to evasion. Effect fades upon reuse. MP is continually consumed while effect is active. Cannot be used simultaneously with PGL Ability 5 or PGL Ability 6.
PGL WS 1Melee attack. Damage increased when executed from in front of the target.
 ∟PGL WS 2Melee attack. Chance to inflict Blind when executed from the right or left of the target.
Combo: PGL WS 1, Bonus: Increased damage.
   ∟PGL WS 3ONinefold melee attack with low damage.
Combo: PGL WS 2, Bonus: Increased damage.
 ∟PGL WS 4OSelf AoEAoE attack.
Combo: PGL WS 1, Bonus: Chance to inflict Slow.
PGL WS 5Melee attack. Chance to inflict Stun when executed from behind the target.
 ∟PGL WS 6Melee attack.
Combo: PGL WS 5, Bonus: Chance to dispel an effect.
   ∟PGL WS 7Melee attack. Accuracy increased when executed from the right or left of the target.
Combo: PGL WS 6, Bonus: Increased damage.
 ∟PGL WS 8OMelee attack. Chance to absorb MP when executed from the right or left of the target.
Combo: PGL WS 5, Bonus: Chance to increase Absorb MP effect.
   ∟MNK WS 1OTwofold melee attack.
Combo: PGL WS 8, Bonus: Chance to render target unable to use weaponskills.
Evasion
 ∟PGL WS 9OMelee attack. Can only be used immediately after evading an attack. Chance to inflict Stun.
* The list is sorted by category, and not the order in which the actions are learned.


Lancer & Dragoon Action List
The lancer is a class that specializes in wielding a variety of long-hafted spears and polearms. They possess a wide range of weaponskill combinations, but have low HP in comparison to other melee classes, and no abilities enabling them to bolster their defense. The amount of damage generated by a string of critical hits is enough to send any enemies left standing fleeing in terror. The dragoon job possesses even greater offensive abilities. In addition to enhanced attack power, dragoons are also able to take to the skies for short periods of time and rain down attacks on their enemies from above.
NameExclusiveRangeDescription
LNC Abl. 1Grants TP. TP does not diminish out of combat while effect is active.
LNC Abl. 2OConsumes TP to increase attack power and damage sustained, up to a maximum of three stacks. Cannot be used simultaneously with LNC Ability 3.
LNC Abl. 3OConsumes TP to grant an Absorb HP effect to auto-attacks, up to a maximum of three stacks. Cannot be used simultaneously with LNC Ability 2.
LNC Abl. 4OAbsorbs HP the next time damage is sustained. Consumes LNC Ability 2 or LNC Ability 3 effects to increase HP absorbed.
LNC Abl. 5Sacrifices HP to increase damage of next attack.
LNC Abl. 6Sacrifices HP to reduce recast time of next weaponskill.
DRG Abl. 1OPerforms a jumping attack on the target.
DRG Abl. 2OPerforms a jumping evasion and attack that triggers when you are attacked.
DRG Abl. 3OTarget AoEDeals fire damage to all enemies within range of the target.
LNC WS 1Melee attack. Accuracy increased when executed from in front of the target.
 ∟LNC WS 2Self AoEAoE attack.
Combo: LNC WS 1, Bonus: Chance to inflict Stun.
   ∟LNC WS 3DirectPiercing attack.
Combo: LNC WS 2, Bonus: Increased accuracy.
   ∟DRG WS 1OShort-range attack.
Combo: LNC WS 2, Bonus: Draws in enemies with enmity towards you.
 ∟LNC WS 4Melee attack. Chance to inflict Stun when target is attacking you.
Combo: LNC WS 1, Bonus: Increased Stun duration.
LNC WS 5Melee attack with low accuracy. Crit rate increased when executed from behind the target.
 ∟LNC WS 6Melee attack with low accuracy. Damage increased when executed from the right or left of the target.
Combo: LNC WS 5, Bonus: Increased crit rate.
   ∟LNC WS 7OSixfold melee attack with low accuracy.
Combo: LNC WS 6, Bonus: Increased crit rate.
   ∟DRG WS 2OSelf AoEAoE melee attack.
Combo: LNC WS 6, Bonus: Increased crit rate.
Miss
 ∟LNC WS 8Melee attack. Can only be used immediately after missing an attack.
 ∟LNC WS 9OMelee attack with increased TP generation. Can only be used immediately after missing an attack.
* The list is sorted by category, and not the order in which the actions are learned.


Archer & Bard Action List
Archers are gifted at concealing themselves to avoid detection and deftly attacking their enemies at range. They are capable of generating large amounts of damage in brief spans of time, but are less effective the longer a battle drags on. The bard is a versatile job that performs songs to bolster various attributes of his companions. Coupled with his ability in battle, this enables the bard to carry his own weight in either an offensive or defensive capacity.
NameExclusiveRangeDescription
ARC Abl. 1Increases accuracy.
ARC Abl. 2Reduces enmity and increases TP generated by next action.
ARC Abl. 3Consumes MP to evade a single ranged or magic attack.
ARC Abl. 4Reduces enmity.
ARC Abl. 5OSacrifices accuracy to convert your next shot into a multifold attack.
ARC Abl. 6OIncreases attack power each time an attack lands, up to a maximum of three stacks. Effect fades upon missing an attack.
ARC Mag. 1OSelf AoEIncrease the movement speed all party members within range. Effect fades upon sustaining damage.
BRD Abl. 1OSelf AoEIncreases the maximum HP and certain magic effects of all party members within range.
ARC standard attackORanged attack. Does not consume TP.
ARC WS 1Ranged attack.
 ∟ARC WS 2Ranged attack. Chance to inflict Heavy.
Combo: WS 1, Bonus: Increased Heavy duration.
   ∟ARC WS 3OTarget AoEDeals damage to all enemies within range of the target. Low accuracy.
Combo: ARC WS 2, Bonus: Increased accuracy.
 ∟ARC WS 4OFrontal AoEDelivers a close-range, cone-shaped attack in the target's direction.
Combo: ARC WS 1, Bonus: Fivefold attack on target.
   ∟BRD WS 1OTarget AoEDeals damage to all enemies within range of the target.
Combo: ARC WS 4, Bonus: Chance to inflict Stun.
ARC WS 5Ranged attack.
 ∟ARC WS 6Ranged attack.
Combo: ARC WS 5, Bonus: Chance to inflict Blind.
    ∟ARC WS 7ORanged attack. Chance to inflict DoT effect.
Combo: ARC WS 6, Bonus: Deals additional damage when DoT effect fades.
 ∟ARC WS 8OBinds target.
Combo: ARC WS 5, Bonus: Increased Bind duration.
BRD Mag. 1OSelf AoEGradually restores the MP of all party members within range.
BRD Mag. 2OSelf AoEGradually increases the TP of all party members within range.
BRD Mag. 3OSelf AoEIncreases the physical and magic accuracy of all party members within range.
* The list is sorted by category, and not the order in which the actions are learned.


Conjurer & White Mage Action List
Conjurers are a casting class known for their specialization in healing and defense-enhancing magic. They also possess some skill with elemental magic, granting them a degree of offensive ability, and can put single targets to sleep, providing a valuable source of control. White mages are powerful casters whose talents enable them to fully restore the HP of all party members in a mere instant. Beyond healing, they can also apply their MP towards attack magic, granting them extremely powerful offensive abilities.
NameExclusiveRangeDescription
CNJ Abl. 1Grants AoE to next enhancing magic spell, but increases cast time.
CNJ Abl. 2Temporarily halves enmity and gradually restores MP.
CNJ Abl. 3OIncreases attack magic potency by 20% and reduces healing magic potency by 20%. Effect fades upon reuse.
CNJ Abl. 4OGradually stores MP while reducing HP. Effect fades and stored MP is obtained upon reuse.
WHM Abl. 1OEliminates cast time of next spell.
WHM Abl. 2OInstantly restores HP of all party members.
CNJ Mag. 1Restores a portion of the target's HP.
CNJ Mag. 2ORestores a large portion of the target's HP.
CNJ Mag. 3OTarget AoERestores HP of all party members within range of the target. Healing priority is given to those with lowest HP.
CNJ Mag. 4Resurrects the target. Traits may trigger prevention of Weakness and Brink of Death effects.
CNJ Mag. 5Creates a barrier around the target that prevents a fixed amount of damage.
CNJ Mag. 6Target AoEIncreases the defense of all party members within range of the target.
CNJ Mag. 7OPuts the target to sleep.
CNJ Mag. 8Deals wind damage to the target. Chance to inflict DoT effect.
 ∟CNJ Mag. 9OTarget AoEDeals wind damage to all enemies within range of the target. Chance to dispel an effect.
Combo: CNJ Magic 8, Bonus: Increased accuracy against target.
CNJ Mag. 10Deals earth damage to the target. Chance to reduce evasion against earth magic.
 ∟CNJ Mag. 11OTarget AoEDeals earth damage to all enemies within range of the target. Chance to inflict Heavy.
Combo: CNJ Magic 10, Bonus: Increased damage towards target.
WHM Mag. 1ORemoves an enfeebling effect from the target.
WHM Mag. 2OGradually restores the target's HP.
WHM Mag. 3OSelf AoEConsumes all MP to deal damage to all enemies within range. Chance to inflict Bind.
* The list is sorted by category, and not the order in which the actions are learned.


Thaumaturge & Black Mage Action List
Thaumaturges are casters who command spells of multiple elements to wreak havoc on their enemies. Their unparalleled devotion to the realm of magic endows them with the largest MP and smallest HP pools among all the classes. Though known for their inherently weak defenses, thaumaturges are feared for the destructive forces they wield. Specializing as a black mage serves to further strengthen class characteristics and also increases MP. Black mages are able to invoke devastating spells of ancient magic and subdue multiple enemies with a single cast.
NameExclusiveRangeDescription
THM Abl. 1Increases magic accuracy of next spell.
THM Abl. 2Increases range of next spell.
THM Abl. 3Gradually increases magic crit rate. Effect fades upon a successful crit.
THM Abl. 4ORestores HP when next attack magic spell is cast.
THM Abl. 5Reduces MP cost of next attack magic spell by half, and restores MP when cast is complete.
BLM Abl. 1OSwitches current HP and MP values.
THM Mag. 1OPuts the target to sleep.
THM Mag. 2Restores MP in proportion to damage sustained. Casts cannot be interrupted while effect is active.
THM Mag. 3ODeals ice damage to target. Chance to inflict Heavy.
THM Mag. 4OSelf AoEDeals ice damage to all enemies within range. Chance to inflict Bind.
THM Mag. 5Target AoEDeals fire damage to all enemies within range of the target.
 ∟THM Mag. 6Target AoEDeals fire damage to all enemies within range of the target.
Combo: THM Magic 5, Bonus: Reduced cast time.
   ∟THM Mag. 7OTarget AoEDeals fire damage to all enemies within range of the target.
Combo: THM Magic 6, Bonus: Reduced cast time.
THM Mag. 8Deals lightning damage to target.
 ∟THM Mag. 9ODeals lightning damage to target. Chance to inflict Stun.
Combo: THM Magic 8, Bonus: Increased damage and reduced cast time when Stun fails to trigger.
   ∟THM Mag. 10ODeals lightning damage to the target.
Combo: THM Magic 9, Bonus: Increased magic crit damage.
   ∟BLM Mag. 1ODeals lightning damage to target.
Combo: THM Magic 9, Bonus: Lower health yields greater damage.
BLM Mag. 2OTarget AoEPuts all enemies within range of the target to sleep.
BLM Mag. 3OSelf AoEDeals fire damage to all enemies within range. Chance to inflict DoT effect.
BLM Mag. 4ODeals ice damage to target and reduces enmity.
* The list is sorted by category, and not the order in which the actions are learned.


* Peruse the main article on class reforms.