Overview
If your character takes the Fencer job, they will gain the powers of a fast, agile warrior, capable of slashing at incredible speed. Fencers gain bonuses to Accuracy and Evasion, making them difficult to pin down, but more able to pin you down. Their abilities fluctuate between magick and techniques, using an assortment of time-based magick to support their quick attacks. Their defenses are not very high, but, nonetheless, they are mostly a front row fighter — Fencers need to get in quick, then get away again.
Fencer Statistics
Base Statistics
Fencers benefit directly from a high Dexterity, improving their already-impressive evasion and accuracy. They can earn an edge with many of their more magickal abilities with a high Intelligence, as well. Charisma will alleviate their low MP total, but some Fencers choose to go with Strength or Constitution in order to enhance their front-line abilities.
Fencer Training

Skill: Persuasion
Weapon: Rapier
Armor: Mail
Accessory: Cape
Job Tree: Gambler or Freelancer
Job Statistics
| Physical | ||
| Score | Base | Level Up |
| HP | 15 + CON | +5 |
| Accuracy | +2 | +1 |
| Evasion | 12 | +1 |
| Stamina | 0 | +1 |
| Weapon Power | 1d10 | +1 |
| Magickal | ||
| Score | Base | Level Up |
| MP | 15 + CHA | +5 |
| Casting | 0 | +1 |
| Dodge | 10 | +1 |
| Willpower | 0 | +1 |
| Magick Power | 1d6 | +1 |
Job Table
The table below summarizes the unmodified stats at every level for the Dark Knight. It does not include any modifiers from equipment or high base statistics (and so is likely to be higher for you).
| Level | |||||||||
| Duel | |||||||||
| HP (CON) | MP (CHA) | ACC (AGI) | CST (SOR) | EVA (AGI) | DOD (MND) | STA (VIT) | WIL (MND) | WPW (VIG) | MPW (SOR) |
| Level 1 | |||||||||
| Features: Featherblow, Parry; Limit: Swordplay; Duel: Delay Attack | |||||||||
| 15 | 15 | +3 | +1 | 13 | 11 | 1 | 1 | 1d10+1 | 1d6+1 |
| Level 2 | |||||||||
| . | |||||||||
| 20 | 20 | +4 | +2 | 14 | 12 | 2 | 2 | 1d10+2 | 1d6+2 |
| Level 3 | |||||||||
| Duel: Cheer | |||||||||
| 25 | 25 | +5 | +3 | 15 | 13 | 3 | 3 | 1d10+3 | 1d6+3 |
| Level 4 | |||||||||
| . | |||||||||
| 30 | 30 | +6 | +4 | 16 | 14 | 4 | 4 | 1d10+4 | 1d6+4 |
| Level 5 | |||||||||
| Duel: Deccelerate | |||||||||
| 35 | 35 | +7 | +5 | 17 | 15 | 5 | 5 | 1d10+5 | 1d6+5 |
| Level 6 | |||||||||
| Duel: Delay Buster | |||||||||
| 40 | 40 | +8 | +6 | 18 | 16 | 6 | 6 | 1d10+6 | 1d6+6 |
| Level 7 | |||||||||
| Duel: Accelerate | |||||||||
| 45 | 45 | +9 | +7 | 19 | 17 | 7 | 7 | 1d10+7 | 1d6+7 |
| Level 8 | |||||||||
| Duel: Cheer Leader | |||||||||
| 50 | 50 | +10 | +8 | 20 | 18 | 8 | 8 | 1d10+8 | 1d6+8 |
| Level 9 | |||||||||
| Duel: Check | |||||||||
| 55 | 55 | +11 | +9 | 21 | 19 | 9 | 9 | 1d10+9 | 1d6+9 |
| Level 10 | |||||||||
| Duel: Deceleraja | |||||||||
| 60 | 60 | +12 | +10 | 22 | 20 | 10 | 10 | 1d10+10 | 1d6+10 |
| Level 11 | |||||||||
| Duel: Delay Buster, Shadowstick | |||||||||
| 65 | 65 | +13 | +11 | 23 | 21 | 11 | 11 | 1d10+11 | 1d6+11 |
| Level 12 | |||||||||
| Duel: Acceleraja | |||||||||
| 70 | 70 | +14 | +12 | 24 | 22 | 12 | 12 | 1d10+12 | 1d6+12 |
| Level 13 | |||||||||
| Duel: Pump Up | |||||||||
| 75 | 75 | +15 | +13 | 25 | 23 | 13 | 13 | 1d10+13 | 1d6+13 |
| Level 14 | |||||||||
| Duel: Checkmate | |||||||||
| 80 | 80 | +16 | +14 | 26 | 24 | 14 | 14 | 1d10+14 | 1d6+14 |
| Level 15 | |||||||||
| Arcana: Aspiraga | |||||||||
| 85 | 85 | +17 | +15 | 27 | 25 | 15 | 15 | 1d10+15 | 1d10+15 |
Fencer Features
These are attack, defense, and limit break options for a fencer:
Featherblow
Featherblow
When you make a physical attack, you can take a -5 penalty on Weapon Power to gain a +5 bonus to the Accuracy roll.
Parry
Parry
When you take the Defend option, choose a target. If that target hits you before your next turn, they must re-roll the attack.
Swordplay
Swprdplay
LIMIT BREAK!
You attack four times. Each attack deals 4 x (Weapon Power) damage.
Duel
"Duel" is the job ability of Fencers. Most Duel abilities are Techs.
Delay Attack
Level 1, 7 MP, Targets One Enemy
~Tech~
Delay Attack
On a hit, roll (Weapon Power). Half of this number is damage, and half of it is subtracted from the target's Speed.
Delay Buster
Level 6, 17 MP, Targets One Enemy
~Tech~
Delay Buster
On a hit, roll 2 x (Weapon Power). Half of this number is damage, and half of it is subtracted from the target's Speed.
Delay Blaster
Level 11, 27 MP]]], Targets One Enemy
~Tech~
Delay Blaster
On a hit, roll 3 x (Weapon Power). Half of this number is damage, and half of it is subtracted from the target's Speed.
Cheer
Level 3, 11 MP, Targets One Ally
~Tech~
Cheer
Roll (Magick Power). Half of this number is recovery and half is a bonus to the target's Speed.
Cheer Leader
Level 8, 21 MP, Targets All Allies
~Tech~
Cheer Leader
Roll (Magick Power). Half of this number is recovery and half is a bonus to the target's Speed.
Pump Up
Level 13, 31 MP, Targets All Allies
~Tech~
Pump Up
Roll 2 x (Magick Power). Half of this number is recovery and half is a bonus to the target's Speed.
Decelerate
Level 5, 15 MP, Targets One Enemy
~Spell, Gravity, Slow~
Decelerate
The target takes (one half Magick Power) Gravity damage, and gains the Slow ailment.
If the target is immune to Slow, they instead take (Magick Power) Gravity damage.
Deceleraja
Level 10, 25 MP, Targets All Enemies
~Spell, Gravity, Slow~
Deceleraja
All enemies take (one half Magick Power) Gravity damage, and gain the Slow ailment.
If any target is immune to Slow, that target instead takes (Magick Power) Gravity damage.
Accelerate
Level 7, 19 MP, Targets One Ally
~Spell, Haste, Holy~
Accelerate
The target heals (Magick Power) HP, and gains the Haste enhancement.
Acceleraja
Level 12, 29 MP, Targets All Allies
~Spell, Haste, Holy~
Acceleraja
The party heals (Magick Power) HP, and gains the Haste enhancement.
Check
Level 9, 23 MP, Targets One Enemy
~Tech, Doom~
Checkmate
Deals (Weapon Power) damage, and inflicts the Doom ailment. If an enemy is immune to this ailment, they take 2 x (Weapon Power) damage instead.
Checkmate
Level 14, 33 MP, Targets One Enemy
~Tech, Doom~
Execute
Inflicts Instant KO. If an enemy is immune to this ailment, they take 3 x (Weapon Power) damage instead.
Shadowstick
Level 11, 27 MP + Sacrifice, Targets One Enemy
~Tech, Stop~
Shadowstick
Deals 2 x (Weapon Power) damage and inflicts the Stop ailment. If the enemy is immune ot this ailment, they take 3 x (Weapon Power) damage instead.
Lead Needle
Level 13, 31 MP, Targets One Enemy
~Tech, Petrify~
Unforgiven
Inflicts the Petrify ailment. If an enemy is immune to this ailment, they take 3 x (Magick Power) shadow damage instead.
Ace
Level 15, 35 MP, Targets One Enemy
~Tech~
Ace
Deals 4 x (Weapon Power) damage.





