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* ''Franchise/FinalFantasy'': %% XI and XIV are MMOs and go in the MMO folder.

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* ''Franchise/FinalFantasy'': %% XI and XIV are MMOs [=MMOs=] and go in the MMO folder.
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* ''VideoGame/DragonsDogmaII'' also features vocations, with some key changes. Among the basic vocations, Fighter and Mage return, while the "Strider" class is [[DecompositeCharacter split into two unique classes]]: "Thief" for dagger-users, and "Archer" for bow-wielders. The advanced vocations of Warrior and Sorcerer also return, while the hybrid vocations are overhauled with three new classes joining the Magick Archer: "Mystic Spearhand", a MagicKnight that uses spells in conjunction with a [[DoubleWeapon double-bladed spear]]; "Trickster", a support-based magic class that [[MechanicallyUnusualClass foregoes the ability to deal damage]] in exchange for [[MasterOfIllusion casting illusions to distract and misdirect enemies]]; and "Warfarer", a JackOfAllTrades capable of using [[WalkingArmory every weapon in the game]], albeit with [[MasterOfNone reduced stats]].
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* ''VideoGame/PhantasyStarUniverse'' allows players to change classes for a nominal fee. In addition to the original classes of [[FighterMageThief Hunter, Ranger, and Force]], there are also advanced classes that run the gamot from classes expanding on the basic classes' abilities (Fortefighter, Fortegunner, and Fortetecher) to hybrid classes (Fighgunner, Guntecher, and Wartecher) and unique classes (Acrofighter, Acrotecher, and Protranser). In addition, there are "Master Types", high-tier classes that focus on unlocking the full potential of the basic classes (Fighmaster, Gunmaster, and Techmaster), as well as Acromaster, a JackOfAllTrades class specializing in all of the lightweight weapons the other Master Types do not use.
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* ''VideoGame/FinalFantasyXIV'' makes this an integral part of its gameplay with the "Armoury System", which allows a character to change classes at any time simply by equipping the appropriate weapon or tool (the various types of ItemCrafting each have their own class too, as does the gathering of materials ''for'' crafting). The classic ''Final Fantasy'' Jobs are utilized as {{Prestige Class}}es for the combat disciplines,[[note]]For classes introduced from ''Heavensward'' onwards, this system became TheArtifact: while classes introduced in ''A Realm Reborn'' continue to use them because it would be difficult to change the way their class and job quests work, every job introduced afterwards no longer require a specific class be leveled before and can be unlocked and used so long as the player meets a prerequisite level requirement.[[/note]] with classes of the same category in the DamagerHealerTank triangle sharing certain actions with one another. The more a class is leveled up, the more role skills it can use.[[note]]Role skills are TheArtifact of what used to be the cross-class skill system. As originally implemented, certain skills were compatible with other classes and could be equipped in cross-class skill slots that were unlocked by leveling up. This was intended to reward players for playing multiple classes, but in practice, it ''forced'' them to -- every tank wanted Provoke, every caster wanted Swiftcast, etc. Which is why it was streamlined into its current form.[[/note]] Furthermore, every class and job has stats tied directly to them so there is no risk of leveling up a White Mage (magic-based job) and then switching to Warrior (physical-based job).

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* ''VideoGame/FinalFantasyXIV'' makes this an integral part of its gameplay with the "Armoury System", which allows a character to change classes at any time simply by equipping the appropriate weapon or tool (the various types of ItemCrafting each have their own class too, as does the gathering of materials ''for'' crafting). The classic ''Final Fantasy'' Jobs are utilized as {{Prestige Class}}es for the combat disciplines,[[note]]For classes introduced from ''Heavensward'' onwards, this system became TheArtifact: while classes introduced in ''A Realm Reborn'' continue to use them because it would be difficult to change the way their class and job quests work, every job introduced afterwards no longer require a specific class be leveled before and can be unlocked and used so long as the player meets a prerequisite level requirement.[[/note]] with classes of the same category in the DamagerHealerTank triangle sharing certain actions with one another. The more a class is leveled up, the more role skills it can use.[[note]]Role skills are TheArtifact of what used to be the cross-class skill system. As originally implemented, certain skills were compatible with other classes and could be equipped in cross-class skill slots that were unlocked by leveling up. This was intended to reward players for playing multiple classes, but in practice, it ''forced'' them to -- every tank wanted Provoke, every caster wanted Swiftcast, etc. Which is why it was streamlined into its current form.[[/note]] Furthermore, every class and job has stats tied directly to them so there is no risk of leveling up a White Mage (magic-based job) and then switching to Warrior (physical-based job).job) and then being at a disadvantage because you've changed from a squishy caster to a tank job.
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* ''VideoGame/DemonHunterTheReturnOfTheWings'': There are three skill trees for sword, guns, and magic. Gun's class and special attack change according to which tree has the most points allocated to. Each class also applies different penalties to some stats.
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# Skills are exclusive to the class - i.e. if a Warrior learns Guard at Level 5, only a character who is a Warrior at Level 5 or higher can use Guard.
# The character can assign the skill to one of their skill slots once they level up the job - i.e. anyone who levels up their Warrior class to Level 5 can assign Guard to their Skill Slots.
# The class must be maxed out before the skill can be assigned to another class - i.e. a Level 5 Warrior can use Guard, but Warrior must be maxed out before the character can use it as a Ranger/Wizard/etc.

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# Skills are exclusive to the class - -- i.e. if a Warrior learns Guard at Level 5, only a character who is a Warrior at Level 5 or higher can use Guard.
# The character can assign the skill to one of their skill slots once they level up the job - -- i.e. anyone who levels up their Warrior class to Level 5 can assign Guard to their Skill Slots.
# The class must be maxed out before the skill can be assigned to another class - -- i.e. a Level 5 Warrior can use Guard, but Warrior must be maxed out before the character can use it as a Ranger/Wizard/etc.



# Stats are tied to the class: A level 20 character in the Warrior class will always have the same stats as any other, and the Job Level is used to provide other effects.

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# Stats are tied to the class: A level Level 20 character in the Warrior class will always have the same stats as any other, and the Job Level is used to provide other effects.
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Another common feature is the ability to mix-and-match a limited amount of skills from one job onto another, such as allowing a Warrior to wield WhiteMagic and heal their comrades during battle, or allowing a Mage to equip a sword and shield instead of the usual staff or rod.

Exactly which jobs a character has access to varies: Sometimes the job system is completely freeform and a character can change to any available job, while other times it is hierarchial and [[PrestigeClass more powerful jobs]] must be unlocked by meeting certain prerequisites (such as mastering the lesser jobs first).

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Another common feature is the ability to mix-and-match mix and match a limited amount of skills from one job onto another, such as allowing a Warrior to wield WhiteMagic and heal their comrades during battle, or allowing a Mage to equip a sword and shield instead of the usual staff or rod.

Exactly which jobs a character has access to varies: Sometimes the job system is completely freeform and a character can change to any available job, while other times it is hierarchial hierarchical and [[PrestigeClass more powerful jobs]] must be unlocked by meeting certain prerequisites (such as mastering the lesser jobs first).



Also related to LimitedMoveArsenal, which may overlap with this, as that's for when characters's usable moves are only a subset of what they can learn.

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Also related to LimitedMoveArsenal, which may overlap with this, as that's for when characters's characters' usable moves are only a subset of what they can learn.



** ''VideoGame/DragonQuestIII'' established the basic system, then it was expanded upon for ''VideoGame/DragonQuestVI'', ''VideoGame/DragonQuestVII'' and ''VideoGame/DragonQuestIX''. Generally stats are tied to the level of your current class (you may not even have a level separate from class), spells are tied to the class, and non-spell abilities are tied to the character (though skills based on a weapon still require that weapon for use and you have to max skill in a weapon for every class to use it).
** Becomes a complete GameBreaker in ''VI'', where you keep spells learned from one class to another. Melee classes have high stats but no spells, so taking the WhiteMage classes until you have full heal and revival spells lets you have a team of [[MightyGlacier Mighty Glaciers]] that can heal, buff and revive each other whenever their HP finally gets too low.

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** ''VideoGame/DragonQuestIII'' established the basic system, then it was expanded upon for ''VideoGame/DragonQuestVI'', ''VideoGame/DragonQuestVII'' ''VideoGame/DragonQuestVII'', and ''VideoGame/DragonQuestIX''. Generally stats are tied to the level of your current class (you may not even have a level separate from class), spells are tied to the class, and non-spell abilities are tied to the character (though skills based on a weapon still require that weapon for use and you have to max skill in a weapon for every class to use it).
** Becomes a complete GameBreaker in ''VI'', where you keep spells learned from one class to another. Melee classes have high stats but no spells, so taking the WhiteMage classes until you have full heal and revival spells lets you have a team of [[MightyGlacier Mighty Glaciers]] that can heal, buff buff, and revive each other whenever their HP finally gets too low.



* ''VideoGame/OctopathTraveler'' starts each of the eight characters with their own unique job class, and they will have access to that job's stats and abilities for the entirety of the game. As you progress, you can find shrines associated with these eight jobs which allow you to apply their abilities and stat bonuses as sub-jobs to any character in your party. Each job also has a set of passive abilities which are unlocked by learning its skills, and once learned for that character they can be used regardless of what sub-job they have equipped. [[spoiler:There are also four advanced classes found in high-level shrines toward the end of the game.]]

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* ''VideoGame/OctopathTraveler'' starts each of the eight characters with their own unique job class, and they will have access to that job's stats and abilities for the entirety of the game. As you progress, you can find shrines associated with these eight jobs which allow you to apply their abilities and stat bonuses as sub-jobs to any character in your party. Each job also has a set of passive abilities which that are unlocked by learning its skills, and once learned for that character they can be used regardless of what sub-job they have equipped. [[spoiler:There are also four advanced classes found in high-level shrines toward the end of the game.]]



* Every character in ''VideoGame/AdventureQuestWorlds'' can acquire and max out as many classes as he or she wishes. The character can only use one class at a time and cannot change classes mid-battle, and while there is some overlap of skills between classes, the character is limited to the skills of his or her current class, and cannot pick and choose skills from different classes. Stats are also tied to class, and are modified by Enhancements placed on items. As a result, changing classes often means changing items as well, but considering that there are only a set number of enhancement categories, it's not hard for most players to put together some given "sets" for their general needs.
* The MMORPG ''VideoGame/DreamOfMirrorOnline'' uses Type 1, so different jobs have different stats. But you can use skillsets from other jobs, with some mechanical limitation: you can't use skills that are ten level higher than you current job level, and efficiency is reduced when using skillsets from very different jobs (like spell casting if you are a sword fighter).

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* Every character in ''VideoGame/AdventureQuestWorlds'' can acquire and max out as many classes as he or she wishes. The character can only use one class at a time and cannot change classes mid-battle, and while there is some overlap of skills between classes, the character is limited to the skills of his or her current class, and cannot pick and choose skills from different classes. Stats are also tied to class, class and are modified by Enhancements placed on items. As a result, changing classes often means changing items as well, but considering that there are only a set number of enhancement categories, it's not hard for most players to put together some given "sets" for their general needs.
* The MMORPG ''VideoGame/DreamOfMirrorOnline'' uses Type 1, so different jobs have different stats. But you can use skillsets from other jobs, with some mechanical limitation: you can't use skills that are ten level levels higher than you your current job level, and efficiency is reduced when using skillsets from very different jobs (like spell casting if you are a sword fighter).



* ''VideoGame/FinalFantasyXIV'' makes this an integral part of its gameplay with the "Armoury System", which allows a character to change classes at any time simply by equipping the appropriate weapon or tool (the various types of ItemCrafting each have their own class too, as does the gathering of materials ''for'' crafting). The classic ''Final Fantasy'' Jobs are utilized as {{Prestige Class}}es for the combat disciplines,[[note]]For classes introduced from ''Heavensward'' onwards, this system became TheArtifact: while classes introduced in ''A Realm Reborn'' continue to use them because it would be difficult to change the way their class and job quests work, every job introduced afterwards no longer require a specific class be leveled before and can be unlocked and used so long as the player meets a prerequisite level requirement.[[/note]] with classes of the same category in the DamagerHealerTank triangle sharing certain actions with one another. The more a class is leveled up, the more role skills it can use.[[note]]Role skills are TheArtifact of what used to be the cross-class skill system. As originally implemented, certain skills were compatible with other classes, and could be equipped in cross-class skill slots that were unlocked by leveling up. This was intended to reward players for playing multiple classes, but in practice it ''forced'' them to -- every tank wanted Provoke, every caster wanted Swiftcast, etc. Which is why it was streamlined into its current form.[[/note]] Furthermore, every class and job has stats tied directly to them so there is no risk of leveling up a White Mage (magic based job) and then switching to Warrior (physical based job).

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* ''VideoGame/FinalFantasyXIV'' makes this an integral part of its gameplay with the "Armoury System", which allows a character to change classes at any time simply by equipping the appropriate weapon or tool (the various types of ItemCrafting each have their own class too, as does the gathering of materials ''for'' crafting). The classic ''Final Fantasy'' Jobs are utilized as {{Prestige Class}}es for the combat disciplines,[[note]]For classes introduced from ''Heavensward'' onwards, this system became TheArtifact: while classes introduced in ''A Realm Reborn'' continue to use them because it would be difficult to change the way their class and job quests work, every job introduced afterwards no longer require a specific class be leveled before and can be unlocked and used so long as the player meets a prerequisite level requirement.[[/note]] with classes of the same category in the DamagerHealerTank triangle sharing certain actions with one another. The more a class is leveled up, the more role skills it can use.[[note]]Role skills are TheArtifact of what used to be the cross-class skill system. As originally implemented, certain skills were compatible with other classes, classes and could be equipped in cross-class skill slots that were unlocked by leveling up. This was intended to reward players for playing multiple classes, but in practice practice, it ''forced'' them to -- every tank wanted Provoke, every caster wanted Swiftcast, etc. Which is why it was streamlined into its current form.[[/note]] Furthermore, every class and job has stats tied directly to them so there is no risk of leveling up a White Mage (magic based (magic-based job) and then switching to Warrior (physical based (physical-based job).



** The ''Reclass'' system in ''VideoGame/FireEmblemShadowDragon'' allowed for units (except Marth, ballisticians, thieves, and manaketes) to change into other classes, though there are some restrictions like the class selection being limited to three sets of classes based on gender and the unit's initial class, as well as limits as to how many units can be that specific class (How many units that join as that class initially + 1). When (ab)used with certain characters such as Wolf or Sedgar, this has the potential to make the the unit a walking GameBreaker by inheriting the class's base stats and gains into the units own, eventually leading to certain units with insane stats come endgame.

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** The ''Reclass'' system in ''VideoGame/FireEmblemShadowDragon'' allowed for units (except Marth, ballisticians, thieves, and manaketes) to change into other classes, though there are some restrictions like the class selection being limited to three sets of classes based on gender and the unit's initial class, as well as limits as to how many units can be that specific class (How many units that join as that class initially + 1). When (ab)used with certain characters such as Wolf or Sedgar, this has the potential to make the the unit a walking GameBreaker by inheriting the class's base stats and gains into the units own, eventually leading to certain units with insane stats come endgame.



* ''VideoGame/VandalHearts'' has each character start as one of four basic classes, Soldier, Archer, Healer and Mage. When they reach level 10 they can choose to become an upgraded form of their current class or switch to a more specialised type. Soldiers can become "Armours", with huge attack and defense but terrible movement and magic defense that makes them useless. Archers can become "Flyers", who move fast, ignore terrain and have high attack at expense of a massive weakness to arrows, and are fairly useful if a bit fragile. Healers and Mages can choose to become a "Monk", with average stats everywhere, the inability to equip good defensive gear and a hodgepodge of middling healing and supportive spells and low level attack spells with a magic power that never really raises above the base class'.\\
The Hero also has his own unique class, the Hero -> Champion -> Paragon. But obtaining the Seven Holy Prisms (requires at least one flyer) and then completing the Seven Trials of Torroah unlocks his super secret class the Vandalier. It uses unique equipment, has massive stats in every area, knows every spell your team can learn and blocks all attacks from the front and sides. You only get to use it for about three or four fights though.

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* ''VideoGame/VandalHearts'' has each character start as one of four basic classes, Soldier, Archer, Healer and Mage. When they reach level 10 they can choose to become an upgraded form of their current class or switch to a more specialised type. Soldiers can become "Armours", with huge attack and defense but terrible movement and magic defense that makes them useless. Archers can become "Flyers", who move fast, ignore terrain terrain, and have high attack at the expense of a massive weakness to arrows, and are fairly useful if a bit fragile. Healers and Mages can choose to become a "Monk", with average stats everywhere, the inability to equip good defensive gear and a hodgepodge of middling healing and supportive spells spells, and low level low-level attack spells with a magic power that never really raises above the base class'.\\
The Hero also has his own unique class, the Hero -> Champion -> Paragon. But obtaining the Seven Holy Prisms (requires at least one flyer) and then completing the Seven Trials of Torroah unlocks his super secret class the Vandalier. It uses unique equipment, has massive stats in every area, knows every spell your team can learn learn, and blocks all attacks from the front and sides. You only get to use it for about three or four fights though.



* In ''VideoGame/PlanescapeTorment'', the Nameless One can switch among Fighter, Thief, and Wizard with some training. This represents his numerous past lives. The other characters are fixed.

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* In ''VideoGame/PlanescapeTorment'', the Nameless One can switch among between Fighter, Thief, and Wizard with some training. This represents his numerous past lives. The other characters are fixed.



* ''VideoGame/{{Wizardry}}'' reset your level and stats when you changed class, but not your HP, your spell list or skills, which was all that really mattered for many classes. Also the TropeCodifier and possibly the Ur-Example.

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* ''VideoGame/{{Wizardry}}'' reset your level and stats when you changed class, but not your HP, your spell list list, or skills, which was all that really mattered for many classes. Also the TropeCodifier and possibly the Ur-Example.



** The Chameleon class from ''Races of Destiny'' has abilities similar to multiple classes (including combat bonuses, stealth bonuses and multiple types of spellcasting) but can only use one set at once, and requires an extended amount of time to switch between them. Likewise the Binder class from ''Tome of Magic'' brushes on this trope due to its central mechanic being [[SummoningRitual summoning entities]] into its body to [[PowersViaPossession gain their skills and powers]].

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** The Chameleon class from ''Races of Destiny'' has abilities similar to multiple classes (including combat bonuses, stealth bonuses bonuses, and multiple types of spellcasting) but can only use one set at once, and requires an extended amount of time to switch between them. Likewise the Binder class from ''Tome of Magic'' brushes on this trope due to its central mechanic being [[SummoningRitual summoning entities]] into its body to [[PowersViaPossession gain their skills and powers]].
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[[caption-width-right:350:[[Film/TheDarkKnight They're the hero Ivalice deserves, but are they the one it needs right now?]]]]
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* ''VideoGame/XenobladeChroniclesX'': Each character is pre-designated to one of the game's [[https://www.youtube.com/watch?v=eF2YzesZiBo 15 job classes]], but your [[HelloInsertNameHere player created avatar]] is the only one allowed to switch between them(Though certain characters are "Alternate" versions of the class who use one weapon from another class). The one you choose determines which weapons you can equip and which Arts you can learn. Once your skill level reaches lvl.10, the class is mastered, allowing you to retain all Arts and Class Skills acquired from it and branch into the advanced subdivisions of that class. Once you fully master a subdivision branch, you can use the weapons/Arts of that branch in any other class.

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* ''VideoGame/XenobladeChroniclesX'': Each character is pre-designated to one of the game's [[https://www.youtube.com/watch?v=eF2YzesZiBo 15 job classes]], but your [[HelloInsertNameHere player created avatar]] is the only one allowed to switch between them(Though them (Though certain characters are "Alternate" versions of the class who use one weapon from another class). The one you choose determines which weapons you can equip and which Arts you can learn. Once your skill level reaches lvl.10, the class is mastered, allowing you to retain all Arts and Class Skills acquired from it and branch into the advanced subdivisions of that class. Once you fully master a subdivision branch, you can use the weapons/Arts of that branch in any other class.



** ''VideoGame/FireEmblemThreeHouses'' takes this up a notch with the Certification Exam. Every character can become any class as long as they take and pass the exam. The exam can only be taken once a week, the character has to have the minimum weapon ranks for the class, and must pass the test, which has a random chance, but can be bumped up to guaranteed if the character has enough weapon ranks. Some classes are restricted by gender[[labelnote:*]]Pegasus Knight, Falcon Knight, and Gremory for women; Brawler, Grappler, War Master, Dark Mage, Dark Bishop, and Hero for men[[/labelnote]] and the Lord class is restricted to the main three Lords. In addition, the PlayerCharacter and the main three Lords have their own personal exclusive classes they automatically certify for as the story progresses. Also, the Dancer class is no longer exclusive to women, but can only be given to one of the students about partway and they must win it. Just as with the Shadow Dragon system above, this allows players to mix and match characters with classes to boost their stats and make them {{Game Breaker}}s.

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** ''VideoGame/FireEmblemThreeHouses'' takes this up a notch with the Certification Exam. Every character can become any class as long as they take and pass the exam. The exam can only be taken once a week, the character has to have the minimum weapon ranks for the class, and must pass the test, which has a random chance, but can be bumped up to guaranteed if the character has enough weapon ranks. Some classes are restricted by gender[[labelnote:*]]Pegasus Knight, Falcon Knight, and Gremory for women; Brawler, Grappler, War Master, Dark Mage, Dark Bishop, and Hero for men[[/labelnote]] and the Lord class is restricted to the main three Lords. In addition, the PlayerCharacter and the main three Lords have their own personal exclusive classes they automatically certify for as the story progresses. Also, the Dancer class is no longer exclusive to women, but can only be given to one of the students about partway and they must win it. Just as with the Shadow Dragon ''Shadow Dragon'' system above, this allows players to mix and match characters with classes to boost their stats and make them {{Game Breaker}}s.
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A variation of the ClassAndLevelSystem where instead of a character being locked into a single class for the entire game, the player is free to switch between distinct classes ("jobs") at his leisure, to adapt his character or party to different situations as the game progresses. Most often seen in Eastern {{RPG}}s.

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A variation of the ClassAndLevelSystem where instead of a character being locked into a single class for the entire game, the player is free to switch between distinct classes ("jobs") at his their leisure, to adapt his their character or party to different situations as the game progresses. Most often seen in Eastern {{RPG}}s.



Each job has an associated Level independent of the CharacterLevel, which dictates his proficiency with the assigned job and unlocks new job skills and/or abilities as it levels up. For example, if you've never put a character on Mage duty, they will have a minimum Mage level (and only beginner-rank spells to use), whereas a character who has reached maximum Mage level will have a wide arsenal of magic at his command.

Another common feature is the ability to mix-and-match a limited amount of skills from one job onto another, such as allowing a Warrior to wield WhiteMagic and heal his comrades during battle, or allowing a Mage to equip a sword and shield instead of the usual staff or rod.

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Each job has an associated Level independent of the CharacterLevel, which dictates his the character's proficiency with the assigned job and unlocks new job skills and/or abilities as it levels up. For example, if you've never put a character on Mage duty, they will have a minimum Mage level (and only beginner-rank spells to use), whereas a character who has reached maximum Mage level will have a wide arsenal of magic at his their command.

Another common feature is the ability to mix-and-match a limited amount of skills from one job onto another, such as allowing a Warrior to wield WhiteMagic and heal his their comrades during battle, or allowing a Mage to equip a sword and shield instead of the usual staff or rod.



# The character can assign the skill to one of his skill slots once they level up the job - i.e. anyone who levels up his Warrior class to Level 5 can assign Guard to his Skill Slots.

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# The character can assign the skill to one of his their skill slots once they level up the job - i.e. anyone who levels up his their Warrior class to Level 5 can assign Guard to his their Skill Slots.



Finally, when a character levels up, his current job may have an effect on his statistics -- this usually falls into three categories:

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Finally, when a character levels up, his their current job may have an effect on his their statistics -- this usually falls into three categories:



# Stat ''gains'' are tied to the class, but the actual ''stats'' are tied to the character. If a Warrior gains +5 HP, +2 MP, +1 Attack per level-up while the Mage gains +2 HP, +5 MP, and +1 Intelligence per level-up, a character who has been a Warrior for 20 levels before changing to a Mage will be less [[SquishyWizard squishy]] than another who has been a Mage for the same 20 levels; however, his lower MP and Intelligence will hinder his effectiveness as a Mage compared to the other.
# A character has a set of 'base stats' independent of his job, but the job provides additional bonuses on top of these; such as a Warrior getting a 1.5x boost in attack power while a Mage gets a 1.5x boost to his magic power.

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# Stat ''gains'' are tied to the class, but the actual ''stats'' are tied to the character. If a Warrior gains +5 HP, +2 MP, +1 Attack per level-up while the Mage gains +2 HP, +5 MP, and +1 Intelligence per level-up, a character who has been a Warrior for 20 levels before changing to a Mage will be less [[SquishyWizard squishy]] than another who has been a Mage for the same 20 levels; however, his their lower MP and Intelligence will hinder his their effectiveness as a Mage compared to the other.
# A character has a set of 'base stats' independent of his their job, but the job provides additional bonuses on top of these; such as a Warrior getting a 1.5x boost in attack power while a Mage gets a 1.5x boost to his magic power.
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* In the ''{{VideoGame/Dokapon}}'' series, players can select from one of multiple classes at the start of the game. Class determines the character's preferred stat (which grows faster than other stats) and in later games determines unique abilities and skills. In ''VideoGame/DokaponKingdom'', many classes are unlockable and players can swap between them by vising Dokapon Castle; while abilities and unique job skills can't be kept between classes, any stats you have already gained remain with you upon reclassing.
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* ''VideoGame/WildArmsXF'', a Tactical RPG, takes a lot of its cues from ''Final Fantasy Tactics''. The Job system is one of them. The game comes with 16 classes, unlocked at certain plot flags, and allows more comprehensive mixing-and-matching than ''FFT''. That said, because the game is really more of a puzzle game, your opportunities to flex unique characters are limited; more often than not, you're required to do exactly what the programmers wanted you to do if you're going to win.
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* ''VideoGame/XenobladeChronicles3'': The six main party members are able to switch between each other's classes and later on the classes of the [[GuestStarPartyMember Heroes]] who join their party (Heroes themselves essentially being the seventh, uncontrollable party member). When a Hero joins the party, one party member instantly obtains their class, while the other party members unlock it the more the class is used. Maxing out a class' ranks allows you to use the class' Arts and Skills in another class, allowing for a large degree of customization.

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