Y'all got games on your stones?

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My Actual Jobs

6/12/2022

I do not have every job available actually done in my own 'canon', but I surprisingly have a fair bit. Here is where I will outline their usage and differences from the in-game incarnations, if any, and how much I like them! Also, shoutouts to Puddingway. Puddingway, you are the reason why so much of this page is staying as it is. It also really makes me want takoyaki.

White Mage

You know it, you love it. I hope, at least. White Mage has been my main vocation from as soon as I got the chance to grab it, and before I was formed, was the reason why we ever set foot into Final Fantasy XIV to begin with. If it is not obvious, this is my favourite class to play, favourite class to be, and part of what makes me me. It is, in a roundabout and much more direct way, why I became the Warrior of Light to start with. I should explain that a bit, because it affects all of my dealings on this job.


For as long as I can remember, I have had two rather unique talents. The first off was aether sense, to an extent, which I now understand to be very similar to the aether sight that Y'shtola currently has and what the ancients probably used. Their discussions about it and how it worked, as well as seeing it first hand, make me pretty confident in that assumption, as I was able to keep up, follow along, and see the exact same things. The second was being able to communicate with the aether directly via thoughts, projected memories, and imagined sights and colours. I understood that aspect much less recently to be speaking with the the elementals, and I conflated the two skillls until Shadowbringers. During the Calamity (which you will be able to read about in the timeline page elsewhere), these two things caught the eye of what I assume to be either a conjurer or a white mage (I am fairly sure the spells were white magic, but as with all things relating to the Warriors of Light, it is shrouded) in the adventuring party that saved us, and directed me to the Conjurer's Guild. I did so much later, making it my first stop in Eorzea, but spent the years between honing these skills and working on them. You could say that gave me a bit of a head start.


When I am in the role of white mage, I focus on speed and efficency, and damn all else. Ever since the end of Heavensward, timeline wise, my primary goal is to shave down every bit of excess aether used in all of my spells to make them as quickly able to be recast as possible. It turns out, being able to literally see the effects of the spell formulas you are casting, or the incantations, and being able to pick out what is and is not required helps a lot with that. Being able to fine tune your spells and only use as much as you need to heal someone's exact injuries on the aetherial level helps a lot with that, too. Being able to identify the exact aetherial composition of the person you are looking at to be able to properly match it instead of needing a one size fits all partt of your spell in order to prevent a negative aetherial reaction from your patient helps that as well, and thus removes the need to have that part of your spells at all. It turns out, that my spell casting can be described as 'horrifying', 'knife's edge', 'defies all reason', and 'potentially unsafe', on account of me removing all built in safety mechanisms and handling it manually to make them available again faster. On the upside, Benediction is now on a three minute real world cooldown as opposed to ten, Assize on a forty five second one compared to ninety, and Asylum on a sixty second one, with comparable time reductions in Eorzea, so I think that is the most important thing to focus on.


My secondary tool in reducing my aetherial waste is the Secret of the Lily technique. It is named such because spells flow in a way similar to plants, if they originate from the lifestream, and the most consistent interpretation I was able to shape without the spells falling apart was lily shaped. Originally, it was much more specialised, and required active effort to put old spillover aether from previous spells to work, limiting me to pulling only from my own healing spells since they were close enough in composition. The starting goal had been to supplement a cast with the used aether or another spell in order to make the elementals have to work less hard on it, allowing me to use it faster with less argument on how much aether I was allotted within a certain time span. It worked, but was way more limited than I cared to admit. It has, since, been slowly transformed into that being an automatic process out of practise and refinement, allowing me to use the remainder of that aether for more specialised purposes. The Afflatus line of skills is the culmination of that: By utilising the waste aether from not only my techniques, but others' on the battlefield (including my enemies! ;D) I can refine what is left behind further into something usable. Healing spells do not take too much of an aspected type of aether, and essentially are able to be ran on any kind of available if you know how to funnel it the right way. That also leaves behind more waste aether, but this kind is really out of wack stuff. Afflatuses Solace and Rapture pull out every bit of conventionally useful aether for their effects, leaving behind a raw core of unaspected-when-it-is-meant-to-be aether that is trying to correct itself. To rebalance its internal makeup, the aether starts trying to dissipate to the Lifestream. I instead interfere with that process by capturing that remainder and holding it in place. It builds up force because it is fairly unstable without the other parts of its composition, and I add more and more and keep while keeping it contained within an aetherial focus. Think of it like potential energy, and you are roughly seeing what I am accomplishing here here. If you do that repeatedly and then finally let it loose at a targeted location, you get Afflatus Misery, the raw contained natural power of aetherial law snapping itself back into equalibrium while following its natural shapes, and doing quite a bit of damage in the process.


As for the actual healing part of it, I like to think I do an exceptional job. Due to the aforementioned altterations to my casting, my healing spells tend to provide less of a jolt or a shock than the standard for haevy injury, and simulate the body's natural healing process, but better. When I set enough aether to begin the rejuvination process in people, it also has a bit of a guiding command in it to prevent the formation of any additional scar tissue or potentially regrowing a bone incorrectly or at a weird angle. This is done by identifying the composition of the rest of their body as best as I can and supplying said aether to match it. It took watching how Dark Matter acts upon material objects to really get the idea in place, but even my standard healing techniques were gentle and adjusted enough to prevent issues before I got that far. Instead of the reformation of flesh simply being an accelerated timeline of what bedrest and traditional medicine would cause, I can recreate what was damaged almost wholesale. I still have yet to be able to counteract the effects of bloodloss effectively, which still requires an appropriate amount of recovery, but I can return everything from broken bones to impacted organs back to their original state without any sign of damage. This does not include things from chronic illness, or pre-existing or already healed injuries, as I need something to actually heal. The division line is fairly minor on the surface, but a good rule is that if it is from a biological agent or process (lightning shocking nerves to produce jolts as a paralysis versus a spell preventing movement artifically is my favourite comparison), I can not do much. Sad, but true, and a reason why I am also an accomplished alchemist.


Now for the not so fun part. Compared to when I began to be a conjurer, I have notably declined in my ability to use earth, water, and wind magic. Aero III, my beloved, it was not my choice. The process of absorbing the Lightwardens' aether was not kind to me. While I thankfully escaped any outwardly physical effects, my own internal aetherial balance has been made different, and does not seem to have much sign of returning to what it once was. I am now extraordinarily closer to the umbral elements than I am the astral, and trying to reach for anything in the astral allignment is much more difficult than it once was. Whilst I can still manage to get wind spells out, it is deeply trying to do anything with power behind it. They are also weaker than they once were when I do do so, and thus are not really worth the effort anymore. There has been some progress in temporarily alleviating that (see: Black Mage's section), but it is my current state. And, well, it is what it is. This has made it easier to reach for light aspected spells, and I have used that along with my own spellcrafting to make something really special with what I can. We make do. We make do with Holy III.

Paladin

My secondary class, and very near and dear to my heart. It has been my tank of choice ever since 3.1, which is saying something. If you played Paladin back then, it sure was not for its damage. Or its mitigation. Or its TP management. Or its ability to keep aggro. Or its AOE. You get the picture. What Paladin did have back then that was unique to it was the ability to cast Stoneskin and Protect, saving healers valuable MP which, in hindsight, was not the most efficient thing DPS wise but could definitely save situations no other tank could. It being tied to conjurer and gladiator was one big perk in its direction, but I will be honest. I mainly did so because I was gifted the House Fortemps Shield in 3.1 and instantly decided 'this is my new position and I will do it proud as it deserves'. You know. Normal things to think.


My write up for Paladin will likely not be as in-depth as it was for White Mage. I am accomplished enough with a sword, but my best ability martially is with shields. Being able to tell what an enemy is going to do, thanks to a combination of the Echo, my own training, and my aether sight makes defending come much more naturally to me. In addition, my style of swordplay is not much like the Ul'dahn school at all, even with the gladiator's guild being hosted there. All of my in-person teachers and training partners outside of the Coliseum were Ishgardian, and about half of the remainder within the guild were Elezen because they were insulted I was preforming things from their schools, and that has severely influenced how I fight. I notably favour their techqniues and methods, and it made me a bit of an attraction combined with my off the wall shield ability. Apparently, my matches were some of the most bet on whenever I agreed to put on a show bout with another guild member. That is not to say I do not know how to use the Ul'dahn schools of swordplay if required, such as for Goring Blade or Royal Authority. It simply means I, in a fight, often move between the two and settle on not-Ul'dahn tactics whenever possible. There is also an oddity with my job stone that influences my way of fighting, drawing it further away from traditional Paladin skills than makes Jenlyns comfortable. He can deal with it, he trusts me now, so I think it is funny.


I am not possessed of my original job stone. I tried to use it, I really did, but the person who it was based off of and their successors? Kind of assholes. Loyal more to duty than their compassion, and just as stubborn as I am. Upon request, and a bit of bargaining, I persuaded Jennlyns to offer me a trade of crystals, leading me to the one I currently have. They were not a native of Ul'dah, at all: Definitely some sort of traveller. More interestingly, they possesed knowledge of unique light magic that I have rarely seen outside of White Mage. I had no idea of their origin at the time, and still did not even have a name to put to them, but they were an extremely kind hearted and righteous soul. Also, definitely Ivalician: I should have led with that, but the magic it has been teaching me, I only ever saw in the Orbonne Monestary, aside from my own uses. I half wonder now if it was possesed at one point by Ramza or one of his myriad allies, and was then smuggled out by Oran, but it is really impossible to know for certain. How the person who used it before me brought it to Ul'dah, I also do not know with full certainty, but they sure made an impression on the Sultanasworn if they kept it after their passing. The main things I got from it were how much they liked moogles and their friends. Regardless, my swordplay is now a horrendous mix of Ivalician Knight, Ishgardian Knight, and some smattering of Sultanasworn techniques which probably would make anyone watching me wonder what in the hells I am doing. But hey, it works.


I do have some limits on my gear, however. I will always favour my official House Fortemps armour as my uniform, and only rarely spring for any additional pieces. Tataru's creation for me was lovely, as it is meant to be worn above my standard armour, but it is unfortunately glamoured to be invisible for the sake of recognition on the field at almost all times. I value my movement above almost all else, and my chainmail is a rather specialised set that affords me as much protection as most full sets of plate, even without that. After all, I made it myself. My swords, meanwhile, can not be heavier than two ponzes and some onzes, since my arms are not very long and anything heavier throws my movements all out of balance. Seeing as I keep my shield ready, I also can not simply two hand it with ease (though in pinch it is possible), unless something has gone very wrong. While I could carry heavier weapons, it would hamper my skill at wielding it since nothing would be weighted right, making it near worthless. Not too big of an ask, but it is something that needs be considered when I gear up. Beyond that, I think my Paladin is fairly cut and dry!

Rogue

That is right: Rogue. Not Ninja, though I do help out with their antics from time to time, and trade tips and tricks with the Duitiful Sisters of Edelweiss. While I have been gifted a Ninja job stone, about the only thing I use it for is Mudras, if I really have to. My fighting style with dual knives, how can I say, unique and not adaptable to Ninja styles near as much as a more scrappy Rogue. If I had to come up with a Final Fantasy analogue class, Thief would be the closest, but I dislike the term being applied for Reasons. My background with them is also incredibly out there, but suffice to say it did not start like the Limsan way and sure is not a new skill for me to have. To explain this, I do need to discuss the Relanahs, and how I grew up.


The Relanahs have lived in the Twelveswood since the Fourth Umbral Calamity, reaching the areas we lived in near the start of the Fifth Astral Era. Since those days, we have been joined by other small clans, about our same size, that would come and go as the years went on. There is a continued history of us, the Rhel, and the Epocan of the sourthern reaches of the Twelveswood banding together, yet the others fade in and out of record. Note I say that we did not live in Amdapor, or Gelmorra, but the Twelveswood. We had been there for just as long as any other forest inhabitants, and made our own covenants and oaths to the forest in exchange for shelter under its boughs. We were as much poachers in our eyes as the Gridanians were in their's. Unfortunately, our histories do not go back that far very clearly, beyond how we lived through the flood and the rules expected of us. That was our home, too. Though I know not how closely intertwined we ended up being with all of the War of the Magi stuff, I doubt it was very much at all, from the fact that we yet remained. When eventually, Gridania's forebearers returned from Gelmorra and made their own pacts, things got complicated.


On account of us naturally having settled outside of The Hedge, as that was part of our own agreements, those of Gridania believed our existence to be an existential threat to their own. No matter the attempts to parley in the past, they failed, repeatedly, and we stopped going and ceased to asssume good faith in their offers. This ended up in a very bitter and brutal fight for survival against their wood wailers as soon as they had the martial art to do so. Our own style, meanwhile, was developed from different roots. The Relanah traditional hunting style was either with shortbows, or with dual knives to take down larger prey that had difficulty hitting us (such as super large hogs, antelope, large mobile mushrooms) or defend against animals that may as well have been monsters. When faced with archers as well, the main difference was between technique and our frontline fighters. Coupled with a far larger number of fighters who could be trained faster with just as much effieciency, we adapted to match.


Instead of the skulking in shadows and climbing the rigging styles of Limsan rogues, or the social camaflouge favoured by Ninjas, we struck fast and hard from the treelines. Any encounter we were trained for had to have us ready to take out at least three lancers before they could register our presence, from either being on high or knowing the wood better than they did. It is a style that requires extreme precision and a lack of hesitation, as well as knowing exactly how your enemy is trained to fight and react, learned through centuries of conflict. It is, maybe, a little fucked up in hindsight. Still, it served us well for years and years, further honing itself through practise and generations upon generations of improvement. Then, we reach my grandmother's time.


The Autumn War did not exactly escape our notice. The Ala Mhigan army was not discriminatory in who they encountered, and we were not willing to cecede any of our own territory to them as they kept pushing towards us. We technically took Gridania's side, but by necessity alone. It was always done under the cover of shade and darkness, and specifically avoiding areas in which Gridania's army was stationed. If some of them caught sight of some of us, apparently they would also attempt to fight us, which was remarkably unhelpful. We had long had reason to distrust any overtures of cooperation from Gridania's leaders at the time, and never formally approached hem about it. Still, it was rather cruel to lose any of our accomplished clan members to what was technically friendly fire. My grandmother, when she was young, had four sisters. By the time the Autumn War was over, she had two. One fell during a hunt, the other to Wailers. By the time she reached adulthood, her mother, sisters, and aunts had all been killed defending the clan from the Wailers attempting to wipe us out, or the stronger animals that were crawling out of the depth of Gelmorra. At one point, I would have had an aunt and a cousin. I never got to meet either. Grandmother looked at this situation, and how many of us, how much of our lives and history were lost to simply not being prepared to survive, and decided something had to change, and change now. Under her guidance as one of the older members of the camp remining, her and the other adults at the time decided to begin our knife training and self defence training early. Really, really early. My mother, Meya, started when she was six summers old. That generation did not adjust as well, even if my mother has managed to remain resilient and kind: The teachers were not used to working with children that young, and all of them had massive mental scars from everything before and that they experienced. The other adults I grew up around tried, but obviously had a snappishness and twitchyness to them that was best to not agitate. It did not make it right, but I can see why it happened.


As for me and my siblings, and other children in those family groups, we started learning when we were fairly young. We had lectures on why we used knives, our techniques, what we would be learning in the future, and why, but I got my first pair of knives at eight. My older siblings and my younger brother instead got their's at ten, with two years more of prep. They were wooden, and not meant to be overly dangerous but... It was not the healthiest thing for a child to learn. I was quite good at it! I learned fast, grandmother always thought I was ahead of the curve even when I messed up and made her mad. I was learning things that most of the others had to wait until they were fourteen for when I was ten! And I was good at it! Sure, I had difficulty actually attacking a person when confronted with any mannequins about it, but hunting seemed easy enough. I originally wanted to be the best hunter the Relanahs had ever seen, and... I guess I am, in a fashion.


The Relanah fighting style focuses on one thing: Limiting the amount of time your enemy has a chance to kill you by killing them first, if they even can spot you. I was trained from a very young age to locate any potential weakpoints in armour that someone wore (trained extensively on standard issue Wood Wailer gear), and the safest way to close the distance to said weakpoints and eliminate them, by hearing accounts and seeing recreations of how a lancer tended to fight. Other tactics included identifying the ones with canes (Conjurers) because they would prevent you from taking out the Lances and the Bows, target priority (Cane>Archer>Lancer, run from axe if it appeared or sword), and how to move between targets when outnumbered and smaller than they were. I was also trained on which wounds were less likely to be immediately deadly, either on myself (for knowing what hits I could take and live afterward) or on other people (for what would need a follow up even if it incapciated). I am quite good at stealth in forested and plant heavy areas in general, dodging, agile movement, and most of all, precision. In practise, I still use a lot of those old removed cross role skills, and can still cast magic to a limited extent with my knives as a focus, primarily for defensive reasons. It is a skill I have honed, and trained, and will use without hesitation if my life is threatened. I've grown well-informed on pretty much all modern styles of Ilsabard's and Othard's armour, have developed better, know about armour styles of the First, and know how to take apart more combat techniques and dodge them than most people know exist. To put not too fine a point on it, I am trained in a style that tries to get its time-to-kill down to less than two seconds, and I am in a position of knowledge and skill enough to achieve that, consistently. It just is a little, dark to do so for me, and puts my mind in a weird place. I try not to. I have done the Ninja job quests, but still. Always feels too strange to pull them out deliberately.


Just, pro tip. I always have at least two knives on me. Do not attempt to attack your local White Mage. It will not end well for you, promise.

Machinist

A nice little job I picked up quite by accident! After patch 3.3, I found myself with quite a lot of downtime, post Steps of Faith. In lieu of anything else to do, I spent my time wandering around, using my custom made camera that I had commissioned from Garlond Ironworks way back in ARR. Unfortunately, as things tend to go, I fell off a cliff. The camera suffered most of the damage, thankfully! But with Cid busy trying to deal with Alexander, he wasn't exactly available to fix it, y'know? I dithered about finding a suitable repair person, or if waiting was the best course of action, and then remembered that Skysteel Manufactory existed! If their company was good enough for BIggs and Wedge, it was good enough for me!From there, things happened about as they did in the actual job quest. It was fairly straightforward, though finding out that Stephanivien was the one who made my well-meaning but ill-advised gift in 3.1 did soften me up to him a little.


I have never really been the best at marksmanship, per say. I was always better at invention, making the new hardware, seeing how it all ticked. I spend most of my time on this job inventing new devices and tools, and have for years. Back when it was mainly gunplay and whatnot, I did my best to iterate on the Guss Barrel, removing the charge time needed for each of the shots to reach their full potential. Once that was done, Stephanivien worked on the new venting system, which we both went back and forth on for months until we found an appropriately fueled engine for it, which we primarily based off of my understanding of ambient aether and how to safely draw it in. later on, my knowledge of Red Mage further refined that process, making it possible to be pulled from your own aether safely, as opposed to the enviornment's. After that, I spent basically all of my invention time on the things such as Drill, Air Anchor, and iterating on my Auto-Crossbow idea I had come up with way, way back before Heavensward to make it a viable tool. All of those efforted culiminated in managing to repurpose our original turret designs that started to degrade after extended use into first the basic Rook design, and then making those blueprints be adapted to the Queen Framework. Without an appropriate energy source as we developed prior, all of those had been way out of my reach. The rest of Skysteel continued to improve on the actual makings of the gun tself, leading to the Flamethrower, Bioblaster, and Heat Blast modifications, which stil are not my forte. Most of the modications to the bullets themselves, such as Gauss Round and the Heated shots, are mainly Stephanivien and Joye's brainchildren. I do take full credit for the Chainsaw attachement, though: That was based off of the auto-crossbow, and it rips. Machinist is my prefered Ranged DPS of choice, if it comes to it, but I am much more comfortable at a workbench or in front of an Allagan terminal, if my skills on it are required for something. After all, my eyesight (not my aethersight) is rather notoriously bad.

Dark Knight

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Red Mage

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Warrior

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Black Mage

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Sage

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Astrologian

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Miscellaneous Jobs and Classes

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Alchemist

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec posuere augue vitae neque finibus dapibus. Sed pharetra sem quis vulputate finibus. Nullam ullamcorper urna laoreet, sagittis neque sed, mattis massa. Proin pretium luctus lacus, ac efficitur tortor auctor id. Integer bibendum eros faucibus dolor imperdiet pretium. Maecenas eget blandit nisl. Mauris sit amet turpis porttitor, cursus orci non, laoreet sapien. Duis sed finibus velit. Nulla lobortis lectus vel congue porta. Praesent pulvinar nulla quis pharetra gravida. Suspendisse nisi sapien, viverra id placerat in, dignissim a arcu. Aenean nulla ex, efficitur quis iaculis a, maximus eu erat. Aliquam iaculis tellus in sem pulvinar, in convallis purus interdum.

Armourer

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec posuere augue vitae neque finibus dapibus. Sed pharetra sem quis vulputate finibus. Nullam ullamcorper urna laoreet, sagittis neque sed, mattis massa. Proin pretium luctus lacus, ac efficitur tortor auctor id. Integer bibendum eros faucibus dolor imperdiet pretium. Maecenas eget blandit nisl. Mauris sit amet turpis porttitor, cursus orci non, laoreet sapien. Duis sed finibus velit. Nulla lobortis lectus vel congue porta. Praesent pulvinar nulla quis pharetra gravida. Suspendisse nisi sapien, viverra id placerat in, dignissim a arcu. Aenean nulla ex, efficitur quis iaculis a, maximus eu erat. Aliquam iaculis tellus in sem pulvinar, in convallis purus interdum.

Culinarian

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec posuere augue vitae neque finibus dapibus. Sed pharetra sem quis vulputate finibus. Nullam ullamcorper urna laoreet, sagittis neque sed, mattis massa. Proin pretium luctus lacus, ac efficitur tortor auctor id. Integer bibendum eros faucibus dolor imperdiet pretium. Maecenas eget blandit nisl. Mauris sit amet turpis porttitor, cursus orci non, laoreet sapien. Duis sed finibus velit. Nulla lobortis lectus vel congue porta. Praesent pulvinar nulla quis pharetra gravida. Suspendisse nisi sapien, viverra id placerat in, dignissim a arcu. Aenean nulla ex, efficitur quis iaculis a, maximus eu erat. Aliquam iaculis tellus in sem pulvinar, in convallis purus interdum.

Job

Placeholder lol, but def not Reaper.

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