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.
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.
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.