Second Circle
Orator
- HP
- 85
- MP
- 65
- PA
- 6
- MA
- 11
- SP
- 8
- DEF
- 4
- MDEF
- 5
- MOV
- 4
- JUMP
- 3
Innate Equip Guns Field guns and books — damage that ignores your own strength entirely. Always on while this is your primary job, on top of the Support you equip.
Evasion
- Physical
- 10%
- 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 3
- Weapon classes
- Bag · Book · Gun · Knife
Action abilities 15
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
Enlighten
uncommon
Open the mind — an ally's magic sharpens
10 MP
Goad
uncommon
Say the thing they cannot let stand — they will swing harder, and guard nothing
12 MP
Hearten
uncommon
Steady an ally's nerve — they guard themselves better
9 MP
Single Out
uncommon
Name them, and point. Nobody's eyes leave them now — and nothing they do is quick enough
14 MP
Stall
uncommon
Keep them talking — the target loses tempo
8 MP
rare 25% primary · 9% sub
Conviction
rare
Absolute belief. Their magic lands like scripture — and so does everyone else's, on them
16 MP
Doubt
rare
Talk them out of it. No spell they cast works, and no spell touches them
16 MP
Not Yet
rare
You do not have my permission. Stand there and keep not dying until I say otherwise
18 MP
Persuade
rare
An offer they can't refuse — the target fights for you
22 MP
Second Wind
rare
On your feet. This is not where it ends
20 MP · POW 40
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 Orator 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 | Finger Guard | Talk fast, duck faster — block physical strikes (30% trigger) | 250 |
| Support | Equip Books | Field books and instruments — they swing on Strength and Magic together | 500 |
| Support | Equip Guns Innate | Field guns and books — damage that ignores your own strength entirely | 600 |
| Movement | Commanding Presence | An argument that follows you — enemies beside you lose 5 CT whenever you move | 400 |