Third Circle
Cursebrand
- HP
- 70
- MP
- 100
- PA
- 4
- MA
- 15
- SP
- 8
- DEF
- 2
- MDEF
- 7
- MOV
- 3
- JUMP
- 3
Innate Zodiac Ward A hostile star sign can never be used against you. 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
- Arcanist level 3 + Shadowblade level 1
- Weapon classes
- Book · Pole · Rod · Staff
Action abilities 24
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
Belief
common
Fill an ally with zeal — their magic runs hotter both ways
10 MP
Dimming Pall
common
AoE blindness — every enemy in the pall stops landing physicals
18 MP · 1 CT charge
Disbelief
common
Hollow out conviction — their magic stops believing in itself
10 MP
Gag Aria
common
Single-target silence — locks the target out of magic
16 MP
Nightshade
common
Single-target poison curse — slow HP drain over time
14 MP
Trepidation
common
Whisper the worst outcome — the target's Brave sags
10 MP
uncommon 50% primary · 30% sub
Corruption
uncommon
Sour the blood — from now on, kindness burns them
18 MP · 2 CT charge
Frailty
uncommon
Unpick the wards one thread at a time. Whatever lands next lands deeper
16 MP · 1 CT charge
Grasping Shadow
uncommon
A hand of shadow closes at range and hauls them to your feet
10 MP · POW 8
Hesitation
uncommon
Still the mind — the target can move, but cannot act
20 MP
Hex Snare
uncommon
A ring of five hexes on open ground. The first enemy to stop on each takes 15% of their health and is rooted
10 MP
Mana Leech
uncommon
Siphon the arcane reserve — up to 20 of their MP becomes yours
10 MP · 1 CT charge · POW 20
Palsy
uncommon
The fingers will not close. Whatever they were holding is suddenly just weight
18 MP · 1 CT charge
Rupture
uncommon
Every step tears it wider. They can stand there, or they can bleed for the distance
16 MP · 1 CT charge
Unweaving
uncommon
Pull the threads out — every blessing on them comes undone
20 MP · 1 CT charge
rare 25% primary · 9% sub
Blight
rare
The rot goes where the air goes
20 MP · 2 CT charge · POW 16
Blood Rage
rare
All muscle, no mind — huge attack, but no spell will come
20 MP
Death Knell
rare
Toll the bell. Two turns, and no argument
28 MP · 3 CT charge
Hush
rare
A quiet that spreads — every tongue in the circle stops mid-word
24 MP · 2 CT charge
Life Leech
rare
Take their vitality and wear it yourself
16 MP · POW 24
Mind Flay
rare
Cursed melody — the target's mind unravels and turns on its own
24 MP · 3 CT charge
Repose
rare
A deep and unasked-for sleep, until something wakes them
22 MP · 2 CT charge
Stone Gaze
rare
Meet the Cursebrand's eye and you will not move again this turn. Everyone facing the other way is spared
26 MP · 3 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 Cursebrand 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 | Hex Recoil | Strike the curse-marked and the curse strikes back — chance to poison the attacker; fires at half your Faith (triggers at 50% of your Faith) | 240 |
| Reaction | Mana Shield | Convert incoming HP damage into MP damage 1:1 — until MP runs out; fires at half your Brave (triggers at 50% of your Brave) | 350 |
| Support | Equip Poles | Field poles and rods — swing with Magic, at two tiles | 450 |
| Support | Zodiac Ward Innate | A hostile star sign can never be used against you | 450 |
| Movement | Witherstep | Every step withers — enemies beside you lose 5 MP, and you take it | 380 |