POWER ON, WE'RE DOING A RESTART!

graphics by dubird
Final Fantasy (c) Square-Enix
Bel'serea and all else (c) Lorelei

Classes

These are all of the possible classes one can be in this world. However, if you have a suggestion for a class that isn't here already (if the mechanics are there, yet called something different), please suggest them.

One's class is determined by several things: Race, Genetic markers, spiritual resonance and even where you live.
Even some in the same family could all be one specific type of class, and even one's spiritual power, or resonance can have an effect. Spiritual resonance can mean the difference between a White Mage and a White Mage Conjurer, or between a Dragoon and a Monk. Spiritual resonance is often detected and specified at birth, and from that day on, a child is usually trained to be that specific class to do as well as they can to develop their abilities.

Even whole cities are dedicated to one specific class; not every single member of that city or village may be a part of the class, but the whole population of that area works to help the inner workings of that class' society.

Note: As for class switching, mid-game, if it's absolutely necessary or important to the development of your character, contact me and we'll discuss it and if possible, accommodate it. Keep in mind though it'll be harder to switch from a Warrior to a Mimic than it would to switch from a Black Mage to a Red Mage.

Note: Dual classes and switching are discouraged, as it can get too technical and can get in the way of the flow of the RPG. If it's absolutely necessary, please contact me, and we will discuss it - this doesn't guarantee that you'll get what you want, this only guarantees that I will consider your request. If I disagree, please respect my decision.

Common
( Freelancer), Warrior, Soldier, Fencer, Monk, Master, Samurai, Dragoon, Thief, Ninja, Archer.

Mist
White Mage, Devout, Black Mage, Magus, Time Mage, Arcane Mage, Green Mage, Conjurer, Summoner, Blue Mage, Geomancer, Trainer.

Mixed
Paladin, Dark Knight, Red Mage, Alchemist, Bard, Dancer, Mystic Knight.

Rare
Mechanist, Mimic, Puppetmaster.

COMMON

These classes use weapons, armour, blood, sweat and tears - even their own hands - to fight enemies. Many however include special techniques though in general, these are not based in magic, but controlling their own life force for the specific effect. These classes are in the majority of classes on the planet. Being the heavy hitters of the classes, they have higher strength and endurance, and have quick reflexes and battle skills.

Freelancer

Freelancers have no specialty and while not technically a class, it has some potential. They have low yet balanced stats, yet they can equip a wide variety of equipment (even use low-level black and white magic) - they have no particular expertise, they can also wear anything they like. This is a good class for children and teenagers, but it doesn't have any long-term benefits - even to seem as they get weaker over time. Finally, the term 'Freelancer' can describe any one person who has abilities of which the majority doesn't fall under one particular class - only time can tell what they will ultimately choose, and abilities learned now will eventually fade, replaced with new ones.

Warrior

Proficient in hand-to-hand combat, and in the use of the majority of weapons (most notably the sword) and armour, the warrior is the most common class in the world. They have no magic specifically, but over the years have developed their abilities to help themselves 'evolve' to a more advanced class, such as the ones below. Some choose to utilize this class in this manor, but some continue with this form of combat until the day they die, to master this class.
Weapons
Main:
Sword
Alternatives: Axe, Hammer, Dagger, Spear
Abilities: [ Advance ] - Sacrifice some defense to strike harder. [ Guard ] - Reduces physical damage by half.

Soldier

An advanced Warrior, the Soldier has the abilities to break armor (or armored status) of enemies, and to reduce their stats. Soldiers have great HP growth and power, but slow movements, and sometimes along with their armour break, they can also inflict status ailments.
Weapons: Sword, Knight Sword, Great Sword, Broadsword.
Abilities: [ Armor/ Shield/ Weapon Break ] - Destroy the enemy's armor, shield or weapon. [ First Aid ] - Heals a small amount of HP and some status effects. [ Provoke ] - Causes 'Berserk' in low to mid-level enemies. [ Body Slam ] - Damages target and self. [ Downsize ] - Halves target's HP.

Fencer

Fencers wield Rapiers exclusively in battle and have an array of tricks at their disposal, including status ailments and mp damage. They have a wide range of effects that they can do at not only high speeds, but also from a distance.
Weapon: Rapier
Abilities: [ Swarmstrike ] - Summon a swarm of bugs to damage and inflict Poison on target. [ Shadowstick ] - Lower target's speed. [ Checkmate ] - Inflict Doom on target. [ Featherblow ] - Attack with 1/2 damage, but 2x accuracy. [ Swallowtail ] - Cause damage to all adjacent units. [ Manastrike ] - Cause MP damage. [ Piercethrough ] - Attack through two squares. [ Nighthawk ] - Distance attack.

Monk

Monks are renowned for their exceptional discipline, and weapon-less fighting skills. Relying on their fist (and sometimes metal knuckles) to attack, what they lack in strength, is made up for in HP and endurance. However, they cannot equip any kind of armour, only reinforced clothing which is made especially by tailors of their native land. All are trained to use the Counter ability, and even the ability to attack two or three enemies at one time.
Weapons
Main: Bare Hands
Alternatives: Brass Knuckles, Gloves
Abilities: [ Kick ] - Flying kick to all enemies for minor damage. [ Endure ] - Increase defense.

Master

Exactly what the name implies. The Master is the ultimate level for a Monk. They utilize not only their bare fists and whatever a Monk may equip, but also nunchaku and other various weapons. The Master can build up their strength (like the Focus for the Black Mage and Magus) for a strengthened attack. All skills learned as a Monk are at the mastered level and with a nearly perfected success rate. Their ability to Counter and attack multiple enemies are also heightened, and sometimes can attack up to 20 targets in one go. The only downside is that the Master can get weaker from equipping some armour, or too much.
Weapons
Main: Bare Hands
Alternatives: Brass Knuckles, Claw, Gloves, Nunchaku
Abilities: Abilities: [ Kick ] - Flying kick to all enemies for minor damage. [ Endure ] - Increase defense. [ Chakra ] - Recovers HP and possibly MP or status. [ Retaliate ] - Will counterattack for 2x damage if they are hit until they can attack again. [ Power ] - Delay attack for 2x damage. [ Boost ] - Up to three times. Will increase power, put if done a third time in a row, will cause damage to the character.

Samurai

Samurai are characterized more by their appearance than abilities, yet have a strict honour code in which to live by. They equip Katana and even Great Katana (however the latter is usually passed down in families, and larger), and any number of daggers anywhere on their bodies; their armour is usually derivative of traditional armour, and like their weapons, it has to be made over a span of time by master blacksmiths. Katana made by the master Samurai are imbued with a certain ability, and the samurai in which it is given, can learn this over time, and call on it during battle. More advanced Samurai learn ways to instantly kill enemies, or in some cases, merely paralyse them. Aside from drawing out abilities (called 'spirits') from their Katana, the only other kind of small magic ability they possess is the ability to cast a 'Warding Circle' that protects a certain area or person from Demons.
A way to tell a typical Katana from a Samurai's Katana or Great Katana, is that when the hilt of the sword is wrapped, a small custom charm is placed there, to mark the owner of this sword for life. All the materials used to make the katana are very heavy, and are engraved with sometimes very elaborate designs.
Weapons
Main: Katana
Alternatives: Bows/Crossbows, Great Katana, Spear
Abilities: Abilities: [ Zeninage ] - Choose amount of gil to throw to damage enemies. [ Warding Circle ] - Increase allies' resistance to demons. [ Mineuchi ] - Paralyze an enemy by tapping them with sword. [ Nonpareil ] - Raise user's strength and accuracy. [ QuadraSlice ] - Attack all enemies at random with powerful four sword slashes.

Dragoon

Dragoons specialise in spears and polearms, and dress themselves in Dragon-related gear - they are the only class outside an experienced Knight who can equip shields and heavy armour. Their two main unique abilities are the Jump and Reis' Wind abilities; they can jump into the air for a short time, before falling to the ground, and striking the enemy with an extra-charged attack - Reis' Wind restores health on all allies in the area, or gradually over time - it depends on the Dragoon.
Higher level Dragoons travel to a special area with their teacher, and through several days, create a blood pact with a Wyvern (a sub-species of a Dragon, or Wind Drake), and will be able to call it to battle for either an elemental breath, or a healing breath attack. Half of all Dragoons kill Dragons, yet half of their class revere and respect them - it's an individual choice. It's an honour to call a Dragoon by the name of 'Highwind'.
Weapons
Main: Spear
Alternatives: Polearm, Staff, Sword
Abilities: [ Jump ] - Leap into air, removed from battle for a short time, then deliver a powerful attack (damage 2x if using spear). [ Lancer ] - Cause damage to HP and MP. [ Reis' Wind ] - Cast Regen to party. [ Cherry Blossom ] - Strong physical attack on all enemies. [ White Draw ] - Restore some MP to whole party. [ Ancient Circle ] - Increases party's defense against dragons.

Thief

The only other class that's as common as the warrior is the Thief. Identified by their worn, ragged clothing, their main purpose is to steal useful items from the enemy. An especially proficient Thief will be able to 'Mug' enemies, which means that he or she can both steal and attack at the same time, which increases their survival rate outside of cities and townships. Thieves have high agility, yet their strength is merely average, and uses their additional speed to escape from battle. Thieves equip knives and short swords, wear little to no armour, and have high agility and speed to escape from battles more easily. Even Thieves have a code of conduct, in that they are forbidden to use their abilities on the populace - only on monsters.
Weapons
Main: Dagger
Alternatives: Bare Hands, Boomerang, (Short) Sword
Abilities: [ Steal ] - Take an item from an enemy, with some chance of success. [ Run ] - Run away from battle. [ Detect ] - See enemy's items. [ Pilfer Gil ] - Steal gil from enemy. [ Mug ] - Attack and take item. [ Sacrifice ] - Remove self from battle (KO) to restore HP and MP to allies.

Ninja

Ninja have very high dexterity, agility, speed, as well as steal or mug in this class. They have the ability to cause paralysis in their targets, as well as the Throw ability, which enables them to throw any kind of weapon, especially the shuriken or pinwheel, to the enemy. The only downside to this ability is that whatever is thrown is most likely lost permanently, and must be used with discretion. The Ninja can use a special kind of Ninja Katana, knives, and boomerangs; Katana made for this class are very lightweight, which enables the ninja to use two at one time, with each hand. These are not to be confused with the Katana of the Samurai, which tend to be twice as heavy. Ninja can only equip lightweight armour - any heavier would be a detriment to their abilities.
Weapons
Main: Ninja Sword, Shuriken / Pinwheel/ Full Moon/ Rising Sun
Alternatives: Boomerang, Bow/Crossbow, Claw, Dagger, Nunchaku
Abilities: [ Throw ] - Throw any item or equipment at enemy. [ Flame ] - Cause fire damage to all enemies. [ Blitz ] - Cause damage to all enemies. [ Smoke ] - Flee without losing GP. [ Image ] - Project two images of the self to avoid the next two physical attacks. [ Pin ] - Paralyze one enemy.

Archer

The marksman of classes, they equip bows and arrows (some even with the crossbow), and usually attack enemies from afar with their high accuracy and keen eyesight to make up for their weak hand-to-hand combat. Trained with the ability to heighten their aim, which can boost the power of their shot even more. They can inflict Doom, Poison and other effects with venom-tipped arrows, and can break or destroy armour from a great distance. Not only this, but their accuracy is triplefold, with perfect, or near-perfect accuracy.
Archers sometimes prefer the woods as their home, and will sometimes call themselves Rangers, who offer guidance and protection to travellers.
Weapons
Main: Bow, Crossbow
Alternatives: Dagger, Short Sword
Abilities: [ Aim ] - Attack with 100% hit rate, but takes more time to perform. [ Barrage ] - Fire multiple shots at once. [ Vitals Shot ] - Inflict a random status ailment. [ Camouflage ] - Become hidden from enemies. [ Sonic Boom ] - Area damage. [ Shadowbind ] - Root enemy in place.

MIST

Mist, or magical classes, specialize in moving the mist around them through and around their bodies for their caste of magic, then after casting, return this mist to the planet. These classes are less common, due to the death rate of those who are not careful in training (however this is more common with Conjurers than say, the White Mage) - however, whomever becomes one of a Mist class usually have a longer lifespan, and can live anywhere up to 120 years on average. People who belong to the mist classes have very high constitution and intelligence, due to their duty and responsibility with handling planetary mist; if the mist is too high or too low, they could either pass out or throw their bodies into Sanction, and the risk of dying is too great. This is why mist classes are less common - not just ANYONE can be a mist-user.

A complete list of magic can be found on the Mist page.

White Mage

Students of white magic, the White Mage is a blessing to any party. Delivering relief to wounds, status ailments and even death - if they act quickly enough - with curative, defensive and support magic. They have little to no combat ability, although it's common to see a White Mage with a quarter or full length staff, a mace, club, or even a dagger to assist in walking/battling and some spell-casting (however, they can cast their magic perfectly well without it). They can only wear light armour, and wear one or two accessories for support energy. The primary purpose of a White Mage in a party is for support, as for highly offensive white magic is hard to attain. If a White Mage travels, it's very common to see him or her travelling with an experienced warrior, one being able to protect both him or herself, and the white mage. Women seem to dominate this class, but it's not uncommon to see a male White Mage.
White Mages, since they are still in training technically, learn magic one spell at a time, however the more spells they learn, the longer it takes to learn each spell.
Weapons: Bow/Crossbow, Club, Rod, Staff
Abilities: [ Pray ] - Small amount of HP restored to entire party with no MP cost. [ Vigor ] - Restore some HP to self. [ Divine Seal ] - Enhances power of next spell.

Devout

The White Mage at their ascended level, or their 'evolved' form. The Devout has elevated magic and magic defence, and can cast magic more often. They eventually learn every white magic known, as well as new skills to further help others including the risky 'Benediction' ability. Once a Devout attains the magic 'Holy' they ascend to the honoured title of 'Shaman' and holds a special place in Sana'lan's elders, given of course there isn't one already.
Weapons: Bow/Crossbow, Club, Hammer, Rod, Staff
Abilities: [ Pray ] - Small amount of HP restored to entire party with no MP cost. [ Vigor ] - Restore some HP to self. [ Divine Seal ] - Enhances power of next spell. [ Martyr ] - Sacrifice 25% HP to heal party member (healing equals 2x sacrificed HP). [ Devotion ] - Sacrifice 25% HP to give party member same amount of MP. [ Benediction ] - Restore a large amount of HP and remove all status ailments for party. Cannot be used often..

Black Mage

Those who study black magic; the Black Mage is an asset wherever he or she goes. The Black Mage casts offensive magic which harms (Fire, Water, Lightning or Ice) or enfeebles the enemy , with status effects. Black Mages can cast all four elemental classes of spells, however there is one or more spell he or she is gifted with, and the others while still being able to wield it, for some reason is less skilled. As any mage class, they have very poor offensive/attack power and defence, yet high stats with magic and magic resistance. They channel their magic through an item, most likely a rod or staff, however it's possible to cast without it (some even prefer it), since an item isn't necessary to harm an enemy. They're able to use rods, staves, clubs, maces, and other small arms either blunt or small-bladed. Misunderstood as evil, some even enjoy scaring little kids due to their appearance.
Black Mages, since they are still in training technically, learn magic one spell at a time, however the more spells they learn, the longer it takes to learn each spell.
Weapons: Club, Rod, Staff, Whip
Abilities: [ Focus ] - Raises user's Magic for next round. [ MP Absorb ] - Absorbs MP from single target.

Magus

A Black Mage to the mastered level - their 'evolved' state. Not only can they use their Focus ability which heightens their concentration, but they can cast every element at their command at a much more powerful level. They can Doublecast in one turn, and have the usual elevated magic and magic defence. A Magus' magical spell is enhanced based on the weather; if it's hot, fire will be stronger, etc.
The White Mages and Devouts taunt the Magus for not having mastered 'Ultima', or in some other words, 'forgotten' it.
Weapons: Club, Rod, Staff, Whip
Abilities: [ Focus ] - Raises user's Magic for next round. [ MP Absorb ] - Absorbs MP from single target. [ Return Magic ] - Counter-attack with the same spell the attacker used. [ Doublecast ] - Cast more than one spell at the same time.

Time Mage

The Time Mage, sometimes called the Time/Space mage or Dimensional Mage, is a type of class which alters the reality around a single or multiple targets with time, space and dimensional magic. Time Mages are considered as branched off from the White Mages, as it aids and supports the party as white magic does, and at the same time, de-buffing the enemy.
Weapons: Short Sword, Rod.
Abilities: [ Mana Shield ] - Physical damage is converted into magic damage. [ Charge ] - Restores amount of users MP. If it fails, MP is reduced to 0. [ Stamp ] - Moves an active status effect from the user to another target. [ Teleport ] - Distort time, moving immediately to your destination. Moving too far will end in failure.

Arcane Mage

Arcane Mages is the second type of specialized mages who branch off from Black Magic. They deal direct damage and negative effects which are used to distort the senses and judgement of both ally and foe. Because of their advanced spell portfolios and high level of mist, they make a very potent foe and a wonderful ally in an extended battle.
Weapons: Staff, Rod, Whip.
Abilities: [ Drain ] - Absorb MP from enemy. [ Pierce ] - Next spell ignores reflect.

Green Mage

Green Mages are a relatively new class in Bel'serea, the first one being Eryia, a Viera. Green mages protects and buffs the party and weakens the enemies so is considered branched off from the White Magic caste.
Weapons: Hammer, Mace, Bow and Rod.
Abilities: [ Spellbound ] - Buffs and debuffs last longer on the target. [ Evade Magick ] - Allows mage to avoid some damage spells.

Conjurer

The Conjurer, sometimes known as the Evoker, or Caller, are sometimes found within the White Mage caste (they can also be found within Black Mages too, however this is uncommon). Using the same white magic, they also have a high spiritual frequency, which allows them to communicate with ethereal beings known as the Scielans. Since these Conjurers are merely beginners, they stay with Scielan elders within the White mages until they 'evolve' to full Summoners, and are 'given' to the others to fully develop their gifts.
The Conjurer can summon up to four or even five Scielans, and what they can channel to this planet is limited; a smaller version of their full appearance may be called to battle, and has a limited range of what it can do for it's Conjurer. The effects of the Scielan is random, and their time is limited, so the Scielan only has time to appear, cast their spell (depending on the Conjurer), and depart. The Conjurer must be careful however. If their Scielans are not chosen with the greatest of care, it has been known for Conjurers to die mid-training, because the energy of the Scielan was too much for their abilities and bodies to handle.
Weapons: Bow/Crossbow, Club, Rod, Staff, Whip

Summoner

The ultimate form, evolved from the Conjurer - summoning to it's highest form. Since their bodies are more used to the energy, Scielans can arrive in their natural form, and can even stay for as long as the Summoner is conscious, or however long they are needed. During their brief time in this world, Scielans have a physical attack, a special attack, magic and even a mist attack, which is usually the last they can perform before being sent away (since this attack usually depletes all magic the Summoner retained during the battle). There is a danger however, with Summoning; if killed while a Scielan is summoned, the Scielan has no way of returning to their dimension - they will become trapped in this 'mundane' world, and will eventually morph into a more human, or demon-like form - an Esper. This is why the process in becoming a Summoner is very strenuous for the spirit. Because of this, Summoners tend to be more frail than the white or black magic users, so they need to take caution when travelling - even deciding whether or not to travel at all. The Summoner, since he or she has concentrated on their unique talents, lose some of their security with their initial magic form, and must have a rod or staff to assist them in magic - if they lose it, then they can only Summon without an object to depend on. Otherwise, their abilities with their magic progress naturally, if not a little slower, than normal mages.
Weapons: Bow/Crossbow, Club, Hammer, Dagger, Rod, Staff, Whip
Abilities: [ Critical ] - Restores MP when critical.

Blue Mage

Along with the Mimic and Red Mage, the Blue Mage is one of the more obscure classes in the world. They have the ability to not only learn Enemy, or Monster Skills, but also sense the enemy's weak point without casting spells. The effectiveness and power of the skill varies to each one, but the skills need to be used with care if to be used effectively. Time consuming and some Blue Mages even considered to be real whack-jobs, this isn't a class to be taken seriously, more often than not. Some may question why a Blue mage is considered a magical class, but some scholars within both the white and black magic castes speculate that they draw in a small part of the mist within the enemy's body, and thusly is able to learn that information.
Weapons: Club, Hammer, Dagger, Rod, Staff, Sword
Abilities: [ Scan ] - Displays info about enemy. [ Immunity ] - Immune to some status ailments for a time.

Geomancer

Having an affinity with the Planet, Geomancy is an unusual power. It's defined mainly as a demi-magic class; the Geomancer casts spells with their 'Terrain' ability, and the spell which results depends wholly on where they stand at the time. Some prefer to wield axes to defend themselves, but the more gentle of Geomancers prefer to use Bells, as a sort of way to 'call' to the Planet for assistance, as in the eyes of the black and white mages, they're not a 'true' mage class.
Weapons: Axe, Bell, Bare Hands, Boomerang, Claw, Hammer
Abilities: [ Pitfalls ] - Detect holes in the floor. [ Nature's Wrath ] - Counter with geomancy. [ Ignore Terrain ] - Walk easily over damaging floors like lava, or walk over unstable areas like sand and rivers.

Trainer

Trainers hold control of nearly all kind of wildlife. They can control one special animal companion they train with their whole lives which can perform special abilities (attack/heal, etc), but they can also capture monsters and can command them to do as they wish, and attack whatever they wish (usually up to three at one time). They equip whips to not only signal their commands, but to attack to wear down the enemy if needed - others however take the gentler approach and stay back, while they use a bell or flute to signal commands and to cause effects to the enemy to weaken them instead. It varies with each Trainer on where they're a straight out attacker, magic user or one who inflicts status ailments.
Weapons: Whip / Bell
Alternatives: Bare Hands, Bow/Crossbow, Dagger, Flute, Staff
Abilities: [ Charm ] - Temporarily entices enemy monsters to fight for them. This ends when it either dies or is killed by the party. [ Manipulate ] - Controls an enemy's actions. High chance of failure. [ Immunity ] - Grants immunity to Poison, Blind, Silence, and Sleep. [ Last Haste ] Bestows Haste when in critical HP.

MIXED

Somehow, the emergence of these classes have become more common, as it was unheard of to suddenly change classes in the middle of one's life. These classes balance physical combat with magic in equal proportions, which proves that it CAN be done, but needs to be done so with caution.

Paladin

Literally the 'Knight in Shining Armour', Paladins work for the better of society. Evolved from a standard knight, a Paladin's skill comes not only from their expertise in weapons, but their ability to cast a certain amount of white magic. The Paladin prefers to work in groups, and his ability to quickly come to a team-mateÕs aid, cover them, and take the damage themselves. They can fight undead enemies better than the average person, since their swords are imbued with a mere spark of holy power, and can resist sleep.
Weapons
Main: Sword
Alternatives: Axe, Bow/Crossbow, Spear, Staff
Abilities: [ Cover ] - Take place of chosen unit when attacked. [ Thunder Slash ] - Inflicts thunder-elemental damage upon one opposing target. [ Stock Break ] - Inflicts non-elemental damage upon all opposing targets. [ Climhazzard ] - Inflicts heavy non-elemental damage upon all opposing targets. [ Holy Blade ] - Double damage on one target; holy element.

Dark Knight

Dark Knights are personifications of sorrow, regret, hopelessness, and death. Sometimes called 'Fallen Warriors', their descent to this class from a normal Warrior are sometimes for personal reasons, which leaves them with low agility and speed, however this lends their power to high stats anywhere else. The antithesis to the noble Paladin, Dark Knights wear very dark, sometimes clunky armour, sometimes elaborate, with large swords to accompany this theme. The most common group of swords for a Dark Knight are the Bloodswords, which can not only attack, but steal the health of an enemy to add to their own. Whereas Paladins work for the greater good, the Dark Knight couldn't care less, and in their emotional state, would maliciously cause a situation to worsen by his or her actions. Some Dark Knights have a very limited amount of Black Magic, and tend to spend their time around another black mage for the majority of their time after becoming one, to the day they die. Dark Knights more often don't find a need for black magic however, as they find their abilities fine as they are, and having Black magic usually lowers defences in other areas. Dark Knights do not live long, as they usually have a death wish, and it's very quickly granted if one is determined enough.
Weapons
Main: Sword
Alternatives: Axe, Hammer, Spear
Black Magic: Poison, Stone, Demi, Confuse, Bio, Doom, Death.
Abilities: [ Darkside ] - Exchange health for greater damage to an enemy. [ Black Sky ] - Inflicts ten random hits of non-elemental magic damage to target area/enemies. [ Infernal Strike ] - Absorbs MP with the power of darkness. [ Unholy Sacrifice ] - Consumes 30% HP to do dark damage to surrounding area. [ Charon ] - Sacrificing oneself completely to kill the enemy.

Red Mage

Like the mimic, the Red Mage class is an oddity. This class is usually the result of a mage of either white or black magic, mid-way in their training, decided to abandon it. Shunned by their original caste of magic, they go to the opposite side of such magic, retain what they learned, and learn the magic of the newer mage class. Red mages can cast both kinds of magic, yes, but never really excel in either one - it's really a little less than that, which is why this class is highly discouraged. With having weakened magic ability due to the difference in training, they have more stamina, and have figured out how to cast magic faster than normal.
A Red Mage rarely becomes more than just a Red Mage, as there is no advancement to aim towards. At the most they can learn a little more than half of either castes of magic. There is absolutely no chance for one to become a Devout or a Magus.
Weapons: Bow/Crossbow, Books/Tomes, Claw, Club, Dagger, Rod, Staff, Sword, Whip
Abilities: [ Doublecast ] - Cast two spells at the same time. [ Charge ] - Restores amount of users MP. If it fails, MP is reduced to 0.

Alchemist

Alchemists either stay in one place (which seems to be the majority of people in this class), or can choose to travel with a group. In general, Alchemists can mix items together to amplify their effects for offensive, curative, or support effects - they can also mix them within seconds (and this time only increases as they master this class), can double one item's effectiveness, or can mix and save them for later use, without decreasing the potency. Alchemists, along with White mages, long ago developed the Ether - a perfect mixture of a potion and pure mist - although the Alchemists usually take the credit for this.
This class tend to stay in one area, especially in and around a clinic where his or her skills are needed for a specific balm or lotion for diseases which need more of a long-term treatment than White Magic. Alchemists tend to be doctors, and have a natural draw to help others in need.
Weapons: Bow/Crossbow, Dagger, Staff, Gun (rare).
Abilities: [ Mix ] - Allows user to mix any two items from the group stock for various effect. [ Treasure Hunt ] - Be more attune to discover hard to find items for a while. [ Throw ] - Throw any item or equipment at enemy.

Bard

The Bard's primary function is to support the party singing songs which effect status and attributes of allies - they also have the option to either attack the enemies, even though it's weak, or to hide from the enemies for a short while. Bards are rarely seen by themselves - due to their poor strength, survival means allying themselves with one or more people, and since it's an excellent support class, being accepted into a group is almost a guarantee. Bards are most commonly male, although there are a great number of female bards as well. Bards usually sing a song until they're told to stop, and have a natural defense against the silence ailment.
Weapons
Main: Harp
Alternatives: Flute, Knife.
Abilities: [ Cheer ] - Increase party's attack power slightly. [ Scare ] - Cause the enemy to run from battle, high chance of failure. [ Hide ] - Remove self from battlefield to avoid damage, but disable all actions until they show themselves. [ Medicine ] - Split a potion from the inventory amongst the party.

Dancer

The Dancer is as the name suggests - this person can perform dances which focus on negative support against the enemy, debuffs and status effects. This class does best with a party as it is a support class, and it is rare to see one traveling alone. Like the bard, the Dancer can also attack the enemy for slightly more damage, although not tremendously so. Dancers are primarily female, however there have been known to be very brave, very talented male dancers as well. Contrary to the Bard though, the effectiveness of a dance lasts only as long as the dancer dances - once she or he stops, so does the spell or effectiveness.
Weapons
Main: Dagger.
Alternatives: Hand-to-Hand, Throwing, Cloth/Rug, Staff, Pole.
Abilities: [ Flirt ] - Distract enemy and delay their turn time. High chance of failure.

Mystic Knight

The Mystic Knight has the ability to perfectly combine physical combat with magical attacks by charging their swords with a spell. These spells are generally elemental and even status effect spells (with a greater chance of success) for high damage. They are a little weaker than the common knight, however that is compensated by their magical abilities. The charge of the blade lasts until the end of battle or is removed from it, and a Shell is cast automatically on them when they are near death.
Main: Short Sword, Sword, Knife.
Spellblade: Fire Blade, Blizzard Blade, Poison Blade, Thunder Blade, Silence Blade, Water Blade, Stop Blade, Death Blade, Gravity Blade, Bio Blade, Flare Blade, Meltdown Blade.

RARE

These classes are rare for different reasons; whether it be misunderstanding with the regular populace, rarity of equipment, or recklessness causing early death, people of this class aren't usually a part of it actively for long. Dead or alive.
Due to the nature and rarity of these classes, they're first come, first served basis. I only want one character on each class at one given time. So, if one dies or becomes incapable of fighting, then that slot would be 'open' so to speak.

Machinist

Machinists have been few in number, but as technology develops, so does this class - they're on the cutting edge. An offshoot of the archer class, the Machinist uses the rare Gun to attack, and has amazing accuracy and marksmanship. They make up for their weak defence for long-ranged attacks, and support of the rest of the party. Machinists can target certain parts of the body to cause damage and even status effects if they do it carefully. Machinists have been known to use additional tools, but this is even more rare than the Machinist class in the first place. Machinists can attack rapidly with their guns for extra damage, but this can't be performed often without sacrificing time afterwards.
Mechanists have a natural drive for machinery of course, and to also uncover the ancient world that is buried underneath centuries of neglect and dust - and also to find out why it was hidden in the first place.
Weapons: Gun, Dagger
Ability: [ Tool ] - Use a unique battle tool that the Machinist has created. Can carry up to six at a time depending on size.

Mimic

This class is very peculiar. Mimics can equip a broader range of weaponry and even some armour, and have the ability to see nearly any attack - magic or otherwise - and can duplicate it with nearly no health or magic cost. Due to their strange abilities, this makes it very hard to be understood by normal society - on one hand, they need to be around others to see and mimic those attacks, but since they're so misunderstood, they're considered not trustworthy, and live alone. This makes this class very much a double edged sword - they can mimic attacks, yes, but will forget how to execute it the next day. The mimic class is extremely rare, and the few who remain are usually nomadic in nature, to move around the world for the rest of their lives. Similar with the Blue Mage, the Mimic uses less magic, and can only replicate actions taken by allies, and not monsters, like their mage counterpart.
Weapons: Bare Hands, Bell, Bow/Crossbow, Claw, Dagger, Staff, Sword, Whip
Abilities: [ Mimic Attack ] - Mimics the attack previously made to the same target. [ Mimic Magic ] - Mimics the magic spell previously cast on the same target. [ Mimic Ability ] - Mimics the previously used ability, although not at the same effectiveness, and sometimes with a random result.

Puppetmaster

Puppetmasters control a soulless automaton, which was found deep within ancient cities which teemed with technology. These automatons - some even suspect these were children's toys - can be controlled from afar, much like a Trainer's animal. These Puppetmasters can control, repair, and boost the hp and levels of the automaton in which they control. They equip no weapons, and use the puppet to attack. If the automaton were to be destroyed, the Puppetmaster can either try to find another automaton and start from the beginning, or begin to train for a new class themsleves. Puppetmasters, like Engineers, are gifted with gadgetry, and are quick-witted and intelligent.
Weapons: Bare Hands, Bell, Dagger, Staff