First Circle
Arcanist
- HP
- 70
- MP
- 90
- PA
- 4
- MA
- 16
- SP
- 6
- DEF
- 2
- MDEF
- 8
- MOV
- 3
- JUMP
- 3
Innate Arcane Battery Maximum MP +50%. Always on while this is your primary job, on top of the Support you equip.
Evasion
- Physical
- 5%
- Magical
- 15%
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
- Apothecary level 2
- Leads to
- Druid, Eidolon Caller, Chronomancer, Cursebrand
- Weapon classes
- Rod · Staff
Action abilities 25
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
Blizzard
common
Freeze target area
8 MP · 2 CT charge · POW 12
Fire
common
Ignite target area
8 MP · 2 CT charge · POW 12
Magic Bolt
common
Single-target arcane bolt — instant cast
6 MP · POW 10
Oil
common
Slick them down. Anything with a flame in it now hurts twice as much
6 MP
Thunder
common
Shock target area
8 MP · 2 CT charge · POW 12
uncommon 50% primary · 30% sub
Arcbolt
uncommon
A bolt that leaps and forks across the ground
14 MP · 3 CT charge · POW 20
Chain Lightning
uncommon
The bolt leaps from body to body wherever they stand in contact, weakening with every arc
18 MP · 2 CT charge · POW 16
Cinder Field
uncommon
Sets five tiles burning for three turns. Anyone who starts a turn in the fire takes 8% of their health, friend or foe
14 MP · 1 CT charge
Flamebrand
uncommon
Wreathe the blade-hand in flame — a hotter, wider burn
14 MP · 3 CT charge · POW 20
Focus
uncommon
Channel arcane power +30% MA on ally for 3 turns
6 MP
Frostbite
uncommon
Creeping cold that bites to the bone
14 MP · 3 CT charge · POW 20
Gale
uncommon
Razor wind — hits a small AoE
10 MP · 2 CT charge · POW 14
Napalm
uncommon
Clinging fire that will not go out — every cast on the same ground burns deeper, and everyone standing in it burns together
10 MP · 1 CT charge · POW 6
Stone
uncommon
Hurled boulder — Earth-element
10 MP · 2 CT charge · POW 14
rare 25% primary · 9% sub
Cinderfall
rare
The sky rains ash and ember over a wide field
34 MP · 6 CT charge · POW 40
Conflagration
rare
Massive fire explosion
24 MP · 5 CT charge · POW 30
Rimeshatter
rare
Encase the field in rime, then shatter it
24 MP · 5 CT charge · POW 30
Skysunder
rare
Split the heavens — the field answers in white fire
34 MP · 6 CT charge · POW 40
Spell Echo
rare
The air still remembers the last word — say it again, quieter
22 MP · 1 CT charge
Sunspear
rare
A circle of light on the ground, and one beat in which to not be standing in it
22 MP · 2 CT charge · POW 34
Thunderhead
rare
Call the storm anvil down on a wide area
24 MP · 5 CT charge · POW 30
Toad
rare
An old joke of a spell. Everything they knew, gone but the swing
20 MP · 2 CT charge
Usurp
rare
Whatever they last did to somebody, done to them — half as hard, and with their own words
26 MP · 1 CT charge
Winter's End
rare
The last cold — everything in the field stops moving
34 MP · 6 CT charge · POW 40
ultimate 10% primary · 1% sub
In motion 2
Filmed by the game itself — the cinematic each of these plays in a real battle.
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 Arcanist 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 | Absorb MP | Drain MP from the attacker on hit; fires at half your Faith (triggers at 50% of your Faith) | 250 |
| Reaction | Magic Counter | Counter with same-tier spell; fires at half your Faith (triggers at 50% of your Faith) | 300 |
| Support | Arcane Battery Innate | Maximum MP +50% | 550 |
| Support | Equip Rods | Field rods, whatever your class | 450 |
| Support | Magic Attack UP | Magic damage dealt +25% | 400 |
| Movement | Teleport | Teleport to any tile in range (teleport) | 500 |