Cross-Job Abilities¶
The Cross-Job Ability Trainer at GM Home sells permanent ability licenses that let you use abilities from other jobs on any main job — no subjob required.
Summary
Find the Trainer in GM Home. Pay 10,000,000 gil per ability (one-time, per-character). Activate via /ja "Ability Name" <me>. The ability fires on any job you play, with normal recast timers.
How It Works¶
- Talk to the Cross-Job Ability Trainer in the Utility cluster at GM Home.
- Browse by job group — the menu is organized into groups (Warrior, Monk, etc.).
- Confirm purchase — 10,000,000 gil is deducted and the license is permanently recorded to your character.
- Use a macro —
/ja "Meditate" <me>(or whichever ability). The server validates the macro against your unlocked licenses and fires the ability.
Important Notes¶
- Purchased abilities do not appear in the in-game Job Abilities menu. The menu is built client-side from game DATs and can't be extended. The abilities are real and server-enforced — they just don't show in that menu. Use macros.
- Recast timers are normal. The server enforces standard recasts exactly as if you had the ability natively.
- No subjob needed. The ability fires regardless of what job you have set as main or sub.
- 2-hour abilities are excluded. The trainer does not sell any 2-hour abilities.
- Pet abilities are excluded. Abilities that require job mechanics (Sic, Ready, Rolls, Wyvern) are not available.
Available Abilities¶
Each ability costs 10,000,000 gil — a one-time, per-character, per-ability purchase. After buying, activate via macro: /ja "Ability Name" <me>. Purchased abilities do not appear in the in-game Job Abilities menu (the menu is client-side); they are enforced server-side and their recast timers work normally.
13 abilities available across 4 job groups.
Warrior
| Ability | Job | Lv. | Effect |
|---|---|---|---|
| Berserk | WAR | 15 | Boosts attack; lowers defense. |
| Aggressor | WAR | 45 | Boosts accuracy; lowers evasion. |
| Warcry | WAR | 35 | Party-wide attack boost (AoE). |
| Blood Rage | WAR | 87 | Party-wide critical hit rate boost (AoE). |
| Retaliation | WAR | 60 | Chance to counter melee attacks while standing. |
Thief
| Ability | Job | Lv. | Effect |
|---|---|---|---|
| Conspirator | THF | 87 | Boosts accuracy and Subtle Blow; scales with nearby allies. |
Samurai
| Ability | Job | Lv. | Effect |
|---|---|---|---|
| Third Eye | SAM | 15 | Anticipate (evade) your next incoming attack. |
| Meditate | SAM | 30 | Gradually builds TP over time. |
Paladin/DRK
| Ability | Job | Lv. | Effect |
|---|---|---|---|
| Sentinel | PLD | 30 | Greatly boosts defense and enmity briefly. |
| Last Resort | DRK | 15 | Boosts attack; lowers defense. |
| Souleater | DRK | 30 | Adds part of your HP to melee damage, costing HP. |
| Rampart | PLD | 62 | Party-wide damage-reduction ward (AoE). |
| Scarlet Delirium | DRK | 95 | Attack and magic attack rise as you take damage. |
Strategy Notes¶
Most popular picks:
| Ability | Why |
|---|---|
| Meditate | Free TP buildup — valuable on any melee job |
| Souleater | High burst damage at the cost of HP — strong on DD jobs |
| Berserk | Straight attack boost — pure DD value on any melee |
| Warcry | Party-wide attack boost — great for coordinated parties |
| Rampart | Party-wide damage-reduction ward — strong in tough content |
| Sentinel | Heavy defense + enmity burst — useful off-tank tool |
There's no wrong choice — the 10M gil cost means you'll pick deliberately, but the license lasts forever. Start with the ability that fills a hole in your job's toolkit.
Last updated: 2026-06-18 01:47 UTC