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Bouncer and Pit Boss

Two jobs that did not exist before. Commissioned by the head admin, designed by Ornstein, themed by Metta. An ultra-aggressive melee caster built on one idea: big setup for big hits.

First job

Bouncer

Fists. Quick punch combos that build stacks, and the first casting skills in the tree. Tanky, versatile, flexible in how you build it.

The cost: an enormous SP sink. You can make it move fast, but speed eats your bar.

Progression to the second job is quick - the same timing as the raider line.

Final job

Pit Boss

Doubles down on the identity: prepare big swings, land big strikes. Most of its skills have fixed cast time, so gear that reduces it is not optional - it is the build.

Roughly the HP of a dracomancer, and a little more SP.

New weapons

Two types, two answers

Golf clubs carry an innate reduction to fixed cast time, which is how you make the slow skills fast.

Chains boost the job's defensive properties directly, with percentage bonuses to your current defence.

Pit Boss uses a weapon type that did not exist in the game before, with its own visuals and sounds.

Pit Boss

The full skill tree

As posted by the designer in June 2026. Minor changes were still being made at the time, and the job has since been finished and approved.

Diplomacy

A huge hit with a stun chance, scaled by how many punch-combo stacks you are holding.

Rebound Bash

Chance to re-cast several times, boosted by DEX.

Thug Might

A wave of pure rage down a long line, hitting everything before and after the target.

Stalemate

Root, adapted to this job.

Soul Guard

A brief damage reduction window.

Retreat Order

Raises the defensive power of the whole party.

Merry-Go-Round

An area effect centred on a nearby enemy that spins it and hits everything around it for partial damage.

Intimidating Glare

Instantly breaks defences and debuffs a target at range. Mild damage.

Cross Punch

A slow hit that takes you straight to 5 combo stacks.

Ruthless Mastery

Passive. Raises the power of the job's skills.

Rough Skin

Passive. Defence and damage mitigation.

Swanton Bomb

Go up, come down, explode. Damage to yourself and everything nearby, based on HP.

How it feels to play

Very flexible, but pulled toward one of two poles: quick, with combos feeding stacks into a finisher, or slow, with fixed-cast skills that hurt a great deal when they land. Durable throughout.

Where the stacks come from

Bouncer's punch combos build them. Cross Punch is the slow shortcut that takes you straight to five. Diplomacy is what you spend them on.

Party value

Retreat Order raises the whole party's defensive power, Soul Guard buys a mitigation window, and Merry-Go-Round can be pointed at a boss's adds rather than the boss.

Expectations

The designer has been blunt about this: the job follows the world's existing design language - simple, readable, varied by utility. It is not trying to be flashy, and it is not borrowed from anywhere else.

Everything else got rebalanced too

Sixteen existing jobs, three rebalance passes, transcribed skill by skill.