October 7, 2026 10:16 AM CSTWarrior, Rune Fencer, and Paladin Main Jobs Gain Offensive Passives
Warrior, Rune Fencer, and Paladin Main Jobs Gain Offensive Passives
Warrior adventurers and generated Warrior Recruits gain a hidden Double Attack bonus that grows from +1% at level 1 to +30% at level 75. Rune Fencers gain the same progression for damaging weapon skill damage, and Paladins gain it for normal melee attacks, including multi-attack swings. These bonuses add to normal combat stats and equipment.
The bonuses require the matching main job and effective level; subjobs and named Trusts receive none. Tank Recruits keep their job bonus whether assigned as main tank or off-tank. Local level and combat-scope checks passed; live combat behavior still needs an in-game check.
October 7, 2026 10:16 AM CSTHealer Main Jobs Gain Distinct Level-Scaled Passives
Healer Main Jobs Gain Distinct Level-Scaled Passives
White Mage adventurers and generated Recruits gain a hidden direct Cure bonus that grows from +1% at level 1 to +30% at level 75. Red Mages gain +1 to +30 Fast Cast through the normal casting and recast rules. Dancers gain +1% to +30% HP restored by healing Waltzes.
Scholar gains the same level-scaled bonus for HP-restoring Healing Magic while using Light Arts, or damaging Elemental Magic while using Dark Arts. The two Scholar Recruit profiles keep their corresponding Arts. These bonuses require the matching main job, stack with normal mechanics, and do not apply through subjobs. Local level and action-scope checks passed; live combat and healing still need an in-game check.
October 7, 2026 10:16 AM CSTDancer Recruits Become TP-Based Combat Healers
Dancer Recruits Become TP-Based Combat Healers
Generated Dancer Recruits now stay engaged and use their TP for Curing, Divine and Healing Waltzes. They protect enough TP for a useful heal, then maintain a Samba and spend surplus TP on Steps and Flourishes. Samba choices reflect the party and avoid rapid switching.
Their White Mage subjob spells are reserved for idle travel and recovery. When idle, a generated Dancer can share Chocobo Jig with nearby eligible party members. Human Dancer abilities are unchanged. Live party combat remains to be checked in game.
October 7, 2026 10:16 AM CSTPet Job Masters Gain Distinct Offensive Traits
Pet Job Masters Gain Distinct Offensive Traits
Beastmaster adventurers and generated Recruits gain level-scaled damage on their own melee attacks and physical weapon skills. Dragoon gains Jump damage, Puppetmaster gains Martial Arts, and Summoner gains Staff and Club weapon skill damage. Each bonus grows from +1 at level 1 to +30 at level 75.
These traits require the matching main job and do not increase pet damage or pet statistics. Pet Mastery remains separate. Live combat results still need an in-game check.
October 7, 2026 10:16 AM CSTBlue Mage Head Butt Stun Duration Varies
Blue Mage Head Butt Stun Duration Varies
Head Butt now rolls a 2-to-8-second base stun duration before normal resistance shortens it. Titan already counts eligible physical Blue Magic hits for their additional effects, so the existing hit, damage and TP behavior is retained. Other Blue Magic stuns are unchanged.
Controlled source checks passed; live spell outcomes still need an in-game check.
October 7, 2026 10:16 AM CSTAdventurer Equipment Icons Match Auction House Quality
Adventurer Equipment Icons Match Auction House Quality
Equipment on adventurer profiles now uses the same item image source as Auction House listings, replacing a missing local image path. Item names and equipment details remain unchanged.
October 7, 2026 10:16 AM CSTBlue Mage Gains Damage and Accuracy Mastery
Blue Mage Gains Damage and Accuracy Mastery
Main-job Blue Mages and generated Blue Mage Recruits gain a gradual bonus from +1 at level 1 to +30 at level 75: increased damaging Blue Magic and Blue Magic accuracy. Physical and magical spells retain their normal hit, resistance and affinity rules. Healing, buffs, MP recovery and weapon skills receive no damage bonus.
The bonuses use effective main-job level and exclude subjobs. Local checks passed; live spell behavior still needs an in-game check.
October 7, 2026 10:16 AM CSTMonk Ranger Bard Corsair and Geomancer Gain Main-Job Traits
Monk Ranger Bard Corsair and Geomancer Gain Main-Job Traits
Five more jobs gain hidden level-scaled traits, equally for adventurers and generated Recruits. Monk gains Kick Attack rate. Ranger gains ranged physical damage and accuracy. Bard gains song duration and offensive song accuracy. Corsair gains roll duration and damaging Quick Draw power. Geomancer gains Geomancy and Handbell skill.
Each bonus grows from +1 at level 1 to +30 at level 75 and applies only to the matching main job. Existing combat limits and resistance rules remain in place. Local checks passed; live combat remains to be checked.





















Moon: Pending
RSE: Pending
Ferry: Pending
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