Here are the race info for all to see!
Remember at the beginning you can be whatever race you want, but certain jobs will be under lockdown until later.

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The most common of the races, humes can be found throughout Ivalice. In skill and ability they are perhaps the most balanced race. While they excel in no single area, they perform capably in most any role.

Job List-
Soldier- Soldiers employ the arts of war to weaken and slow opponents.
Thief- Dextrous and nimble, thieves excel at stealing from the unwary and evading blows.
White Mage- White mages use curing magicks to mend allies’ wounds and restore them to health.
Black Mage- Black mages wield the elemental powers of fire, ice, and lightning to decimate foes.
Archer- Archers stand out of harm’s way, raining arrows upon their foes from afar.
Paladin- Their sturdy defense enables paladins to endure punishing attacks. They also possess a variety of abilities to aid their allies.
Fighter- Fighters are masters of the sword who place offense above defense.
Parivir- The Parivir are swift and skillful combats who finish their foes with flair.
Ninja- Powerful swordsmen who can wield two weapons at once and use ninjutsu to evoke the power of wood and earth.
Illusionist- Mages who weave illusion to overcome their foes.
Blue Mage- These peculiar mages can learn the abilities of beasts and monsters, making them their own.
Hunter- Hunters stalk their prey with powerful bows. They’re at their finest when fighting monsters and other beasts of the wild.
Seer- With skills to restore magick power, this is among the most potent job to which a hume can aspire.
Heritor- The Gifted rely on instinct to see them through to victory.
Sky Pirate- Swift and dextrous, sky pirates sail the skies in search of treasure and adventure.
Agent- Masters of espionage who travel the world in search of information. They are well known for keeping a woman-or several-in every port.

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Oft called the people of the Wood, the viera are a lith and swift race. Like humes, they can fill a great variety of roles on the battlefield.

Fencer- Wielding a deadly rapier, the light-footed fencer strikes swift and sure.
White Mage- White mages use curing magicks to mend allies’ wounds and restore them to health.
Green Mage- The green mage lends support on the battlefield, shielding allies and crippling foes.
Archer- Archers stand out of harm’s way, raining arrows upon their foes from afar.
Elementalist- The Elementalist calls on the spirits of nature to lend her strength.
Red Mage- The red mage commands not only white and black magicks, but also those uniquely her own.
Spellblade- Spellblades use their blade arts to damage and afflict foes with assorted maladies.
Summoner- Summoners call powerful Espers from the world of illusion to fight at their side.
Assassin- The finely honed skills of the assassin enable her to strike with deadly force.
Sniper- These elite hunters stalk their prey with immense greatbows.
Dancer- An enchanting master of the dance who gyres gyrates to evoke an array of magickal effects.


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This short-statured race is distinguished by the pom poms on their heads and bat-like wings on their backs. They have no love of water, and will not venture into even the shallowest of pools. Moogles are accomplished machinists, and they boast a great many unique and odd jobs all their own.

Animist- Animists have learned the secret language of he animals, tapping their primal powers in battle.
Thief- Dextrous and nimble, thieves excel at stealing from the unwary and evading blows.
Black Mage- Black mages wield the elemental powers of fire, ice, and lightning to decimate foes.
Moogle Knight- The moogle knight stands equal to any hume or bangaa warrior in bravery, if not in height.
Fusilier- Moogle machinists crafted the first guns, so it is no surprise that moogle fusiliers fire them with the greatest skill.
Juggler- Mayhem-making moogles in motley who juggle a variety of implements to dazzle and destroy.
Tinker- One of many brands of machinist, the tinker wages battle with his clockwork creations.
Time Mage- These accomplished mages can alter space and time.
Chocobo Knight- Chocobo knights harness the innate abilities of their feathered mounts.
Flintlock-
Bard- Bards wander the land with instrument in hand and song on tongue. Their magickal tunes are a source of delight and wonder.

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Canine features and long, droopy ears set this race apart. Even-tempered and thoughtful, they possess the capacity for great intellect. Like moogles, they shun water and avoid it at all costs. Though ill-suited for the front lines of battle, they make incomparable mages and weavers of magick.

White Mage- White mages use curing magicks to mend allies’ wounds and restore them to health.
Black Mage- Black mages wield the elemental powers of fire, ice, and lightning to decimate foes.
Beastmaster- Beastmasters use the innate gifts of the nu mou to command beasts to do their bidding.
Time Mage- These accomplished mages can alter space and time.
Illusionist- Mages who weave illusion to overcome their foes.
Alchemist- A master of transmutation, the alchemist can alter nature at a whim.
Arcanist-
Sage- The arts of the sage are rooted in long years of study.
Scholar-


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Tough scales cover this reptilian race head to toe. Their violent tempers, powerful physique, and love of battle make them at home on the front lines.

Warrior- The warrior is a master of melee combat, wielding one and two-handed swords with ease.
White Monk- White monks eschew the steel of swords, tempering instead their fists and bodies.
Dragoon- Masters of the spear. Dragoons leap high into the air, striking foes with deadly force.
Defender- Well protected, defenders stride the battlefield with little fear. They can even nullify certain attacks entirely.
Gladiator- Gladiators wake the magick that sleeps within the quiet steel of the blade with their sparring techniques.
Master Monk- The martial arts of the master monk are without equal.
Bishop- The bishop is a powerful mage equally skilled in offensive, restorative, and support magicks.
Templar- Templar knights wield powerful weapons and have a repertoire of potent support magicks.
Cannoneer- Cannoneers support the front line with fire from their hand-cannons.
Trickster- Tricksters spin a web of deception, twisting the flow of battle to their advantage.

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Though one would not think it to look on them, Seeq are remarkably quick and agile, making formidable foes and valued allies. They are not, however, terribly bright, and their moral compass has lost all direction. They lust for gold, jewels, and the like, often adorning their bodies with such, whether ill-gotten or otherwise.

Berserker- These seeq warriors rely on their instincts, attacking with savage blows.
Ranger- Rangers favor battle in the wild, setting traps to harry the enemy.
Lanista- Long years fighting in the area have honed the skills of these swordsmen to perfection. They call their closely guarded techniques “astutia”.
Viking- These vicious seeq charge into battle brandishing axes and sending lightning roaring through the enemy ranks. Vikings can also steal from their foes.

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Draconic wings and tail adorn this peculiar race. Able to fly for short distances, they move without hindrance across the battlefield. Gria much prefer a weapons cold steel to more subtle arts of magick, eagerly taking to the front ranks.

Hunter- Hunters stalk their prey with powerful bows. They’re at their finest when fighting monsters and other beasts of the wild.
Raptor- Mighty warriors whose skills of devastation wear away their enemies’ defenses.
Ravager- Ravagers use brute strength to crush their foes.
Geomancer- Geomancers utilize the power of the terrain and the weather to devastating effect.