Third Circle
Chronomancer
- HP
- 75
- MP
- 95
- PA
- 4
- MA
- 14
- SP
- 9
- DEF
- 2
- MDEF
- 7
- MOV
- 3
- JUMP
- 3
Innate Short Charge Charged spells charge 30% faster. Always on while this is your primary job, on top of the Support you equip.
Evasion
- Physical
- 8%
- Magical
- 20%
Evasion is subtracted from an attacker's accuracy, and facing decides how much of it applies: full from the front, half from the side, and none from behind. Flanking beats dodging.
Unlocking
- Requires
- White Seraph level 1 + Arcanist level 3
- Weapon classes
- Pole · Rod · Staff
Action abilities 17
Each of these rolls independently at the start of every battle. The percentage is the chance this job fields it as a primary.
common 75% primary · 60% sub
uncommon 50% primary · 30% sub
Arrears
uncommon
Levy an hour they cannot pay. The debt is not forgiven — it compounds, and every cast on the same debtor makes the next turn dearer
14 MP · 2 CT charge
Borrowed Time
uncommon
Take the minutes out of them — it hurts, and it costs them the next step
16 MP · 2 CT charge · POW 14
Immobilize
uncommon
Pin them in place — they may still act, but not step
16 MP · 3 CT charge
Paradox
uncommon
The next spell that finds them finds a moment that never happened
14 MP · 2 CT charge
Phase Out
uncommon
Step out of the moment. Until your next turn you are nowhere — whatever was meant for you arrives to an empty tile
12 MP
Time Warp
uncommon
Two places trade their occupants — reach an ally, wherever they have got themselves to
14 MP · 2 CT charge
rare 25% primary · 9% sub
Diminish
rare
Compress time around a target — strips half their current HP, never the killing blow
20 MP · 3 CT charge · POW 50
Out of Time
rare
Not now. For two of your turns, not anywhere — and then exactly where you were
24 MP · 3 CT charge
Quickening
rare
Hasten a knot of allies at once — the aimed tile and its neighbours
26 MP · 3 CT charge
Teleport Divide
rare
Fold the space between two points — trade with an ally to save them, or with an ENEMY to tear them out of their own line
22 MP · 3 CT charge
Temporal Collapse
rare
AoE temporal field — every enemy in the well slows down
24 MP · 3 CT charge
Time Bomb
rare
A clock, wound and set on them. Two turns. Somebody had better be able to read it
22 MP · 3 CT charge
Vanish
rare
Blur from sight — the next attack against you all but misses
22 MP · 2 CT charge
ultimate 10% primary · 1% sub
Reaction, Support & Movement
One of each may be equipped. Unlike actions these are not rolled — they are chosen, and a secondary job never lends them. The one marked Innate is always on for a Chronomancer and never takes the Support slot, so the slot is free for another pick. Every one in the game is on the passives page.
| Slot | Name | Effect | JP |
|---|---|---|---|
| Reaction | Foresight | Glimpse the strike before it lands — apply Haste to self on hit; fires at half your Faith (triggers at 50% of your Faith) | 260 |
| Support | Short Charge Innate | Charged spells charge 30% faster | 500 |
| Movement | Stolen Seconds | Every step borrows time — bank 10 CT toward your next turn whenever you move | 400 |