How job changes work

  • First jobs: at Novice Job Level 10, Iona in Archer Village (north of Payon) sets a short trial for the calling you choose, then makes the change when you return.
  • Second jobs: at Job Level 40 with your first two seals opened, the guild master of your next class starts its quest and makes the change at the end. Lantern keepers no longer change classes; ask one and they will tell you which guild to visit.
  • Transcendence and advanced forms: at Base Level 99 (and Job Level 50 for a second class), your master sets one final deed and writes your Hero's Record. Metheus Sylphe in Juno's Sage Castle library accepts the offering only from a hero with a record.
  • Class chapters: from Base Level 50, the same masters and mentors have a personal story for your class, in three chapters at levels 50, 70 and 90. See Class chapters.
  • The Covenant Journal (J) tracks the quest you are on, with the next objective and walking directions.
  • You can only follow one guild quest at a time. Any master can set your current quest aside for you; it asks first, because your progress in it is cleared.

Trial fights

Some steps are personal trial fights. The monsters appear for you alone and belong to you: nobody else, not even a party member, can hit them or spoil your trial, and they fight only you. They give no experience or items, and cannot land the killing blow on you: if one would, you are carried out of the trial with 1 HP and can try again whenever you like. That protection covers the trial's own monsters only. Wild monsters nearby are as dangerous as ever, and the normal death rules apply to them.

Some trials ask you to stay close to a marker, stand your ground, fight bare-handed, or use a particular element. If you break the rule, the wave starts again or the creature reforms, and the trial tells you why. Leaving the map, logging out or running out of time ends the attempt.

First jobs (Iona, Archer Village)

Speak to Iona at Novice Job Level 10 and choose a calling. The six familiar jobs are on her first list; Blue Mage, Red Mage, Summoner, Taekwon, Ninja, Gunslinger and Super Novice are under Other paths. Return to Iona when the trial is done. Spend your remaining Novice skill points before the change.

CallingTrial
SwordsmanMera (Payon Field 1, by the road out of Payon) asks you to guard her supply wagon near the old milestone. Stay beside it through three waves of Porings and Lunatics, then report back to her.
ArcherBring Mera 3 Trunks from Willows and shape the shafts with her. Then find what splits her arrows, west of her camp, and defeat it.
MageBring Edda (Payon, 110,106) 3 Jellopy, mix her recipe from the clue on her card, then tend the flame with her.
AcolyteTake bandages from Mera, bind Lysa's ankle (she rests beside Mera), then kneel at the old roadside grave west of the camp and say her prayer for half a minute without being disturbed.
ThiefSteal Vann's silver seal from his house in Payon (140,85) without his lookout Daro seeing you, then bring it to Mera.
MerchantBuy Edda's medicine for 50 zeny and sell it to Mera for 60. Other buyers will call out better offers; mind who you sell to.
Blue MageBring Mera 3 Jellopy for a sample, then repeat the rhythm of the Echoing Jelly (Payon Field 1, 222,306), near the Verdant Inscription.
Red MageTake Edda's copper pin, warm it over her brazier and draw it out at the right glow, then trace the mark on the Verdant Inscription (Payon Field 1, 231,300).
SummonerAsk Mera about the timid wisp, offer it 3 Clover (the Timid Wisp, Payon Field 1, 214,304), then keep still until it trusts you.
TaekwonAnswer Phoenix's two questions in Payon (157,141), then win ten fights on the fields around Payon bare-handed.
NinjaRun Akagi's errand in southwestern Alberta (30,63): 5 Cyfar and 1 Phracon. Then take his scroll case from the warehouse lane without the dockhand seeing you.
GunslingerThe Wise Bull Horn in Payon (184,65) makes a voucher from 1 Trunk, 3 Fluff, 3 Zargon, 10 Shell, 3 Green Herb and 3 Rainbow Shell, then asks for a glass of Milk.
Super NoviceBase Level 45 (two opened seals). Bring Tzerero, upstairs in an Aldebaran house (door at 118,63), 30 Sticky Mucus and 30 Resin.

Second jobs at a glance

Every second-job quest needs Job Level 40 in the matching first job and your first two seals opened. The master starts the quest and makes the change; the new class begins at Job Level 1. A Bard must be male and a Dancer female, as in classic Ragnarok.

FromSecond jobMasterWhere
SwordsmanKnightChivalry Captain HermanProntera Chivalry, northwest Prontera
SwordsmanCrusaderSenior CrusaderProntera Castle
MageWizardWizard GuildsmanTop floor of Geffen Tower
MageSageAcademy RegistrarSage Academy, northeast Juno
AcolytePriestFather MareusisProntera Church
AcolyteMonkAbbey Master GyuriSt. Capitolina Abbey, reached from Prontera Field 3
ArcherHunterHunter Guildmaster SenaHunter Guild, Hugel (door at 155,114)
ArcherBard (male)Kino, the BardComodo, through the door at 126,98
ArcherDancer (female)AireComodo, through the door at 126,98
ThiefAssassinAssassin GuildsmanAssassin Guild, Sograt Desert (Morroc Field 16, entrance at 206,297)
ThiefRogueRogue ContactComodo, through the door at 126,98
MerchantBlacksmithAltiregenBlacksmith Guild, southeast Geffen
MerchantAlchemistUnion Examiner VincentAl De Baran, north of the clock tower
TaekwonSoul LinkerSeer HakimMorroc
TaekwonStar GladiatorMaster HwaPayon, near Phoenix

Knight: the Four Virtues

  1. Speak to Chivalry Captain Herman in the Prontera Chivalry and begin the quest.
  2. Duty: bring Sir Andrew Syloc 5 Iron and 10 Yellow Herbs.
  3. Wisdom: answer Sir James Syracuse's two questions about a knight's virtue.
  4. Courage: speak to Sir Windsor, then hold the Chivalry drill yard outside Prontera's west gate, by the Culvert camp. Stay close to the banner through three waves.
  5. Patience: stand guard beside Sir Edmund for one minute without moving.
  6. Kneel before the Captain to become a Knight.

Crusader: the Path of Patience

  1. Speak to the Senior Crusader in Prontera Castle and bring 3 Holy Water. The nun in the Prontera church sells it.
  2. Stand over the three unquiet graves in the first cave of the Payon Dungeon until the dead that rise from each lie still.
  3. Return and swear the Crusader's oath.

Wizard: the Elemental Rooms

  1. Speak to the Wizard Guildsman at the top of Geffen Tower and answer three questions on elemental theory.
  2. Pay the license fee of 5 Blue Gemstones.
  3. Clear the Sigils of Fire, Water and Earth on Geffen Dungeon 1F. Each sigil's creatures fall only to the element that overcomes them; anything else and they reform.
  4. Return to the Guildsman for your license.

Sage: the Thesis

  1. Speak to the Academy Registrar in Juno's Sage Academy and pay the 50,000 zeny entrance fee.
  2. Research your thesis: read the worn treatise in the Sage Castle library, the Juno Monument in the town square and the Academy notice board, in that order.
  3. Sit the Registrar's two-question exam.
  4. Bring Examiner Lirien, on the field just south of Juno, samples you gathered yourself: 1 Wind of Verdure and 1 Green Live. The Hornets and Mantises of Mt. Mjolnir carry them.
  5. Defend your thesis to Examiner Lirien. The examiner changes element three times; answer each with the element that defeats it.
  6. Return to the Registrar for your robe.

Priest: the Path of Exorcism

  1. Speak to Father Mareusis in the Prontera Church.
  2. Pray at the graves of Sister Aline (Prontera Church), Brother Oswin (Payon) and Mother Hilde (Geffen).
  3. Walk the crypt in the Payon caves, past the Crypt Lantern, and lay its dead to rest with holy power. Heal aimed at the undead works.
  4. Return to Father Mareusis for the blessing.

Monk: Stillness and Fists

  1. Speak to Abbey Master Gyuri at St. Capitolina Abbey and bring 10 Grapes and 5 Honey.
  2. Meditate at the Meditation Stone for three minutes without moving or being hit.
  3. Spar three bouts at the Abbey's Sparring Ring bare-handed: fists or knuckles only.
  4. Take your vows with the Abbey Master.

Hunter: Marked Prey

  1. Speak to Guildmaster Sena in the Hunter Guild in Hugel and answer her two questions.
  2. Track the boar herd on the field south of Hugel: the trampled grass, the torn bark, then the muddy wallow.
  3. Tell the guild tracker on the rise, then hunt the three marked boars. Killing an unmarked one ends the hunt.
  4. Return to Sena to join the guild.

Bard: Write the Song

  1. Speak to Kino in Comodo, through the door at 126,98 (male Archers only).
  2. Collect three stories in Comodo: from Old Fisherman Ruho, Cave Guide Mira and Retired Dancer Lune.
  3. Choose the verses that fit the stories.
  4. Perform with Kino: he sings a phrase, you answer it note for note, three rounds.

Dancer: the Dance Test

  1. Speak to Aire in Comodo, through the door at 126,98 (female Archers only).
  2. Dance her steps back to her: five rounds, each one longer. A slip restarts that round.
  3. Sew a costume: bring Aire 5 Clam Shells and 1 Coral Reef from the Shellfish and Asters on the beaches outside Comodo.
  4. Ask Retired Dancer Lune in Comodo to come and watch you.
  5. Hold a dance in the chalked circle on Comodo's beach for a full minute without being knocked out of it.
  6. Dance for the patrons, then take your stage name.

Assassin: the Mark

  1. Find the Assassin Guild in the Sograt Desert (Morroc Field 16, entrance at 206,297) and answer the Guildsman's question.
  2. Bring 10 Cactus Needles and 5 Scorpion Tails for the poison.
  3. The hooded watcher outside sends you after one scar-scaled snake among its look-alikes. Kill only the mark; touching any other ends the test.
  4. Report to the Guildsman.

Rogue: the Long Con

  1. Find the Rogue Contact in Comodo, through the door at 126,98.
  2. In Alberta, lift a dozing merchant's purse while his hired guard looks away, then get clear before he looks back.
  3. In Morroc, talk your way past Ferro.
  4. Carry Ferro's message to Lark in Payon within 15 minutes. A stale message sends you back to Ferro.
  5. Give the contact Lark's password, then shake on it.

Blacksmith: the Commission

  1. Speak to Altiregen in the Blacksmith Guild in Geffen and answer his question.
  2. Bring 10 Iron Ore and 2 Coal. The Mining Guild in Geffen's Miners' Lodge can show you where to dig.
  3. Forge the blade at the Guild Forge: strike three times in a row while the steel glows bright orange. Strike too early, or wait until it runs too hot, and the count starts over.
  4. Deliver it to Captain Jory in Geffen, then return to Altiregen.

Alchemist: the Formula

  1. Speak to Union Examiner Vincent in Al De Baran and answer his two sums.
  2. Bring 5 Red Herbs, 5 Yellow Herbs and 3 Empty Bottles.
  3. Pick the formula's base yourself: 5 Stems and 1 Maneater Blossom from the Mandragoras and Floras of Mt. Mjolnir.
  4. Brew the formula from his two clues. A wrong step makes a harmless puff of smoke; try again.
  5. The potion stays fresh for only a few minutes: take it to the feverish bargeman by Al De Baran's west canal within 3 minutes. If it goes cloudy, brew it again.
  6. File the formula with the Union Archivist nearby, then return to Vincent.

Soul Linker: Voices of the Spirits

  1. Speak to Seer Hakim in Morroc (Taekwon only).
  2. Listen at the Shrine of the Merchant, repeat the spirit's voice back to it, and carry its message to Widow Samira.
  3. Do the same at the Shrine of the Soldier for Old Guard Tamir.
  4. And at the Shrine of the Child, whose mother now lives in Payon.
  5. Return to Seer Hakim.

Star Gladiator: Sun, Moon and Stars

  1. Speak to Master Hwa in Payon, near Phoenix (Taekwon only).
  2. Spar bare-handed at the Sparring Stone on the field south of Payon by day.
  3. Spar there again at night.
  4. Defeat the Fallen Star, bare-handed.
  5. Return to Master Hwa.

The Hero's Record

Before Metheus Sylphe accepts the transcendence offering, he asks for a record of your mastery. Your second-job master writes it after one final deed. Blue Mages and Red Mages earn theirs from the Arcane Examiner beside the Arcane Mentor in Geffen, and Summoners from the Pact Witness beside the Pact Keeper in Archer Village. Then make the offering, read the Book of Ymir and meet the Valkyrie as usual.

ClassRecord fromFinal deed
KnightChivalry Captain HermanThe drill yard at its hardest tier
CrusaderSenior CrusaderLay the ancient dead beneath the third grave to rest
WizardWizard GuildsmanAll three elements in one run, at the Sigil of Fire
SageAcademy RegistrarAnswer a first-year student's three questions
PriestFather MareusisWalk the crypt again, against stronger dead
MonkAbbey Master GyuriFight in the Sparring Ring without moving from your spot, fists only
HunterGuildmaster SenaThree marked animals in a herd of nine
BardKinoA longer song for a full house
DancerAireThe grand show: six rounds
AssassinAssassin GuildsmanTwo marks among many, within two minutes
RogueRogue ContactLift the rogues' own ledger from under its keeper's nose
BlacksmithAltiregenA masterwork from 5 Rough Oridecon, five perfect strikes
AlchemistUnion Examiner VincentThree brews in a row from his clues
Blue MageArcane ExaminerRepeat a long borrowed rhythm
Red MageArcane ExaminerKeep the ember steady, then win a duel outside Geffen's east gate
SummonerPact WitnessSit quietly with your spirits for two minutes