At a glance
What it is good and bad at
Strengths
Great scaling, simple gameplay, complete skill tree.
Weaknesses
Low base SP, can't adapt to content easily, difficult early game.
How it plays
No path to follow
Vagabond Requires Base Level 15 and Job Level 10 to start the quest.
The Vagabond is a straightforward fighter that uses no special tools and gets the best out of its auto attacks.
It has very limited alternate tools and requires smart play to succeed.
Gameplay Identity
The Vagabond is a very simple job that requires minor gameplay planning other that basic situational awareness, meaning its:
A powerful one trick pony that can hit very hard, is reliable and easy to pick up, hard to master.
As the Vagabond is restricted to daggers, and only auto attacks for offense by default, matched with the very low base SP, they can only make limited use of eventual skills granted by manuals or cards. They are a complex job to build but very easy to play, as they are restricted to auto attacks and has no rotations.
Even with all limitations, the fact the Vagabond can obtain its entire skill tree when leveling up makes it a powerhouse that auto-attacks more than any other job, while having access to its full potential at all times, however limited it is.
A good Vagabond who mastered its 70 job levels can become a Legend and unlock dual wielding and specific buffs.
It's important to know that a Vagabond can be a very gear reliant job. It can be played from the start but its growth is exponential based on how geared it is.
The job change quest
- Start
- Jobless Orphan, Orphanage
va_orpha 17,18 - Required
- Orphan Base Level 15
- No zeny at all on you
- What you do
- Tell the Jobless Orphan you want off the path of regular jobs.
- Come back once you are Base Level 15, carrying nothing.
- Accept the offer to walk free.
- What you get
- The Vagabond job
Skills
All 8 of them, in the order the game lets you learn them, with the words and the pictures the game itself uses. Damage, cost and cooldown move when the game is balanced, so they are not printed here: every card links to the database, which is rebuilt when they change.
Supportive2
-
Frenzy
SupportiveYourself
Lv 1
Uses the power of rage to increase offensive capabilities while removing defensive capabilities.
Skill can be manually disabled
Passively adds +3 to the ASPD limit, and sets ASPD to 193 for the duration
Quickly drains HP of the character while preventing any direct healing
Makes all defenses 0 and Disables Harness Speed
Blocks all item use.
Chat is disabled for duration.
The numbers (opens the database, another site) -
Pneuma
SupportiveA spot on the ground
Lv 8
creates a timed barrier in 3x3 cells around targeted cell that for 10 sec will protect anyone inside it from long range physical attacks.
SP Cost increases per level.
Learn firstImprove Dodge Lv 10Improve Defense Lv 10Increase SP Recovery Lv 10Blade Mastery Lv 10Shadow Mastery Lv 10Enlarge Weight Limit Lv 10
The numbers (opens the database, another site)
Passive6
-
Blade Mastery
Passive
Lv 10
Increases Sword and Dagger class weapon damage and attack speed.
Dual Wield only works if weapons are same type
Vagabonds cannot wield swords.
Dark Knights cannot wield daggers.
The numbers (opens the database, another site) -
Enlarge Weight Limit
Passive
Lv 10
Improve Weight
Increases maximum Weight
Limit.
The numbers (opens the database, another site) -
Improve Defense
Passive
Lv 10
Increase Max HP
The numbers (opens the database, another site) -
Improve Dodge
Passive
Lv 10
Increase flee rate
The numbers (opens the database, another site) -
Increase SP Recovery
Passive
Lv 10
Increase SP recovery bonus
The numbers (opens the database, another site) -
Shadow Mastery
Passive
Lv 10
Increases flee rate and boosts
Overall attack speed.
The numbers (opens the database, another site)
What this job is and how it plays is transcribed from the original server's own wiki. Every skill, with the text the game itself shows, lives in the database. Where the Refuge changed something, it is called out above.