Classic FFXI community

A character's Main Job is the primary job he/she has chosen to use, and which will gain or lose any Experience Points. A Support Job (subjob) is a secondary job, restricted, if applicable, to half the level of the Main Job, which provides access to additional Job Abilities and Job Traits based upon the restricted level of the subjob.

The "Standard Jobs" below are those jobs that are available to all players at the beginning of the game. The "Extra Jobs" are available upon completion of certain quests.

Standard Jobs

There are six standard jobs that are available to all starting players.


Specializing in the arts of battle, warriors act as shields, protecting their comrades from the enemy attacks.


With their bodies that double as deadly weapons, monks attack enemies with explosive strength-filled punches.


Specializing in covert actions, thieves aim for the perfect opportunity to attack from behind.

White Mage

By using recovery spells, white mages can ensure a party's survival.

Black Mage

Through devastating magic spells, black mages bring tremendous firepower to the battlefield.

Red Mage

These fighter-mages can utilize both black and white magic, as well as the arts of the sword.

Extra Jobs

By completing certain quests after reaching level 30, the door to many other exciting jobs will open.

"RoZ" refers to a job requiring the Rise of the Zilart expansion pack to obtain. Likewise, "ToAU" refers to a job requiring the Treasures of Aht Urhgan expansion pack. No jobs require the Chains of Promathia expansion pack in order to unlock them.


Paladins specialize in close-range combat, just like warriors. However, through long hours of spiritual training, paladins have acquired the ability to cast white magic spells, making them even more valuable on the battlefield.

Dark Knight

To strengthen themselves in battle, not only have these outlaw warriors mastered the ways of numerous weapons, but they have also acquired certain black magic spells to torment their enemies.


These experts in monster research have trained tirelessly to communicate with--and even control--the animals of Vana'diel.


A bright tune to soothe a party's wounds... A brisk march to raise a party's spirits... A forbidden chant to weaken a party's foes... The bards of Vana'diel use music as their weapon.


With unparalleled tracking abilities and skill with the bow and arrow, rangers are experts in the field of hunting.



Through the study of Far Eastern martial arts techniques, these lone warriors have devoted their lives to their cause and to their blade, the mighty great katana.



Strict training in the forbidden arts of the Far East have transformed these fighters into cold, hard killing machines.



With their lances in hand and their faithful wyverns by their sides, dragoons suprise their enemies with their extraordinary jumping abilities.



By making pacts with the legendary "avatars", these heretic mages have unlocked the secrets to the forbidden magic of Vana'diel to unleash devastating force on their enemies.

Blue Mage


Employing the legendary arts of Aht Urhgan, these formidable fighter-mages employ elegantly curved blades for close combat, while decimating their enemies from afar with fell magic mastered from their opponents.



Descendants of the dauntless pirates that once scourged the seas of the Near East, corsairs rely on the “Hexagun", a multi-barreled revolver, and elaborate luck-based abilities to alter the stakes of battle.



These wandering performers entertain crowds and confound their enemies with a customizable puppet known as an "automaton." Puppetmasters can also fall back on hand-to-hand fighting skills that utilize the flexible movements of their art.

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