The following is a list of all of the jobs in the game. Because the different races have different strengths and weaknesses, some jobs are available only to specific races, while some jobs can be held by more than one race.
A job determines a character's abilities during battle, and also determines the growth of a character's various statistics (like weapon attack, speed, etc.)
Human
There are 11 human jobs.
Viera
There are 8 viera jobs.
Nu Mou
There are 8 nu mou jobs.
Bangaa
There are 7 bangaa jobs.
Moogle
There are 8 moogle jobs.
The jobs in detail
Here are all of the details about jobs.
Soldier Races: Human Pre-requisites: none A-abilities: Battle Tech Notes: Their abilities mostly consist of healing, and undermining the enemy's abilities, with strong attack power. Thief Races: Human, Moogle Pre-requisites: none A-abiilities: Steal Notes: Thieves can steal all sorts of things, ranging from gil and EXP to helms and weapons. Archer Races: Human, Viera Pre-requisites: none A-abilities: Aim Notes: Archer abilities include increasing their own attributes, or disabling the enemy in various ways (blindness, disable, etc.) White Mage Races: Human, Viera, Nu Mou, Moogle Pre-requisites: none A-abilities: White Magic Notes: White mages have healing magic, and can increase HP and defenses. Their holy healing spells can also do damage to undead monsters like zombies and vampires. Black Mage Races: Human, Nu Mou, Moogle Pre-requisites: none A-abilities: Black Magic Notes: Black mages have offensive magic, inflicting damage with elemental spells. Warrior Races: Bangaa Pre-requisites: none A-abilities: Battle Tech Notes: Warriors are much like human soldiers, with similar enemy-undermining abilities. White Monk Races: Bangaa Pre-requisites: none A-abilities: Monk Tech Notes: White Monks have ranged attacks and other attack abilities, and some healing abilities. Beastmaster Races: Nu Mou Pre-requisites: none A-abilities: Control Notes: Beastmasters can learn to control enemy monsters. The enemy will be under player control when it gets to its turn as long as the Beastmaster is still alive and controlling the beast. This is especially useful in conjunction with a Blue Mage, who can learn monster skills. Fencer Races: Viera Pre-requisites: none A-abilities: Lunge Tech Notes: Fencers can do ranged attacks in addition to attacks that affect status in various ways. They also have the ability to learn the Reflex reaction ability, which makes them completely immune to Fight attacks. Animist Races: Moogle Pre-requisites: none A-abilities: Call Notes: Animists call on animals to help them out, inflicting damage or affecting attributes and status. Fighter Races: Human Pre-requisites: 2 Soldier A-abilities A-abilities: Fighter Tech Notes: Fighters inflict serious HP damage with strong attack power and ranged attacks. Paladin Races: Human Pre-requisites: 2 Soldier A-abilities A-abilities: Chivalry Notes: Paladins can help strengthen their allies while inflicting decent damage to enemies. Ninja Races: Human Pre-requisites: 2 Thief A-abilities A-ability: Ninja Skill Notes: Ninjas do a lot of HP damage to enemies and can also use some elemental veils to cause status ailments and damage. Hunter Races: Human Pre-requisites: 2 Archer A-abilities A-ability: Hunt Notes: Hunters have abilities that make them ideal for fighting monsters. They can even learn the Capture ability, which sends a monster to the Monster Bank in Cyril, making that monster's soul available to a Morpher in your party, who can then use that monster's abilities. Blue Mage Races: Human Pre-requisites: 1 Black Mage A-ability and 1 White Mage A-ability A-ability: Blue Magic Notes: Blue Mages have the ability to learn certain monster skills. The Blue Mage must equip a Blue Saber and equip the Learning ability. When the Blue Mage is affected by a monster skill wielded by the original monster or an enemy Blue Mage (but not a Morpher or ally Blue Mage), then the Blue Mage will learn that skill if he survives the attack. It is important to note that some types of monsters cannot be encountered again in the game after certain points, so it is important to learn the skills from those monsters before they "disappear" from the game. Illusionist Races: Human, Nu Mou Pre-requisites: 3 White Mage A-abilities and 5 Black Mage A-abilities A-ability: Phantasm Skill Notes: All Illusionist spells are Target All. They have elemental skills at their disposal to inflict different types of damage on all enemies on the screen. They provide an excellent means of wearing down the enemy party. Bishop Races: Bangaa Pre-requisites: 2 White Monk A-abilities A-ability: Prayer Notes: They can cast different types of magic. Defender Races: Bangaa Pre-requisites: 2 Warrior A-abilities A-ability: Defend Notes: They have skills that damage the enemy, as well as skills that help themselves. Kind of like a Paladin. Dragoon Races: Bangaa Pre-requisites: 2 Warrior A-abilities A-ability: Dragon Tech Notes: They can use dragon breath skills and other offensive skills. They also have abilities that affect dragons in particular. Gladiator Races: Bangaa Pre-requisites: 2 Warrior A-abilities A-ability: Spellblade Tech Notes: Gladiators can learn elemental damage skills and physical damage skills. Templar Races: Bangaa Pre-requisites: 2 White Monk A-abilities A-ability: Sacred Tech Notes: Templars have status-altering abilities and offensive damage abilities. Alchemist Races: Nu Mou Pre-requisites: 3 White Mage A-abilities, 5 Black Mage A-abilities A-ability: Alchemy Skill Notes: Alchemists have strong offense, and also affect status of enemies. Morpher Races: Nu Mou Pre-requisites: 5 Beastmaster skills A-ability: Morph Notes: To have an effective Morpher, you need to also have a Hunter to capture monsters. A Morpher can then equip a monster's soul as a weapon and can transform into that type of monster during the course of battle. If you have multiple types of a monster (like a Goblin and a Red Cap) then you can use the skills of both of those types of monsters when you have a Goblin soul equipped. Be sure to feed the monsters with items while in the Monster Bank, to raise their stats. Sage Races: Nu Mou Pre-requisites: 2 Beastmaster A-abilities and 3 White Mage A-abilities A-ability: Sagacity Skill Notes: Some offensive magic, and some status-changing magic. Time Mage Races: Nu Mou, Moogle Pre-requisites: 5 Black Mage A-abilities Notes: They cause status changes that affect the speed of the enemy, as well as some damaging spells. Assassin Races: Viera Pre-requisites: 1 Sniper A-ability, 2 Elementalist A-abilities Notes: Has an ability to instantly KO an enemy, and can also inflict status changes. A very powerful job class. Sniper Races: Viera Pre-requisites: 2 Archer A-abilities A-ability: Sharpshoot Notes: Abilities that do damage, inflict deadly status ailments, destroy enemy weapons and armor. Red Mage Races: Viera Pre-requisites: 1 Fencer A-ability: Red Magic Notes: Can use healing magic and offensive magic. Summoner Races: Viera Pre-requisites: 1 elementalist, 2 white mage A-abilities: Elemental damage, and healing spells. Elementalist Races: Viera Pre-requisites: 1 fencer, 1 white mage A-ability: Spirit magic Notes: Elemental damage with some status ailments. Gunner Races: Moogle Pre-requisites: 1 animist A-ability: Gunmanship Notes: Elemental damage, regular damage, and status ailments. Extremely large range of attack. Mog Knight Races: Moogle Pre-requisites: 1 animist A-ability: Charge Notes: Does damage, and also raises stats. Juggler Races: Moogle Pre-requisites: 2 thief A-ability: Stunt Notes: Inflicts damage and status ailments. Gadgeteer Races: Moogle Pre-requisites: 2 thief A-abilty: Pandora Magic Notes: Can do damage and affect status, affecting all members of either your team or the enemy's team, chosen randomly. If the coin that emerges from the Gadgeteer's pandora's box displays a sun, you and your allies will be affected. If it displays a moon, then the enemy will be affected. When employing a gadgeteer in a battle, be sure to use equipment that safeguards against some of the nastier status effects, like Doom.