When Big Bang was released, and even before then, it bugged the crap out of me that most people of the same job have almost nothing making them different than one another. For the most part, people max out all but one skill for each job, and that one skill is usually one that has absolutely no use. Paladins are even less unique now that they can actually max out every single one of their skills through the use of combat orders (not useful for first and second job skills, but they can still max them out). Because of this little complaint, I came up with this idea! 
Basically, the idea is that every 20 levels, the player get's an additional point into their beginner skill book, and upon job advancements they receive one more skill point from the job instructors (automatically for Evans). None of the perk skills are meant to really cause anything game breaking, but the later ones can be very nice when combined with the earlier ones. Some of the perks are also just meant to be there for the hell of it, or to be used by mule characters.
First Job Perks
Second Job Perks
Third Job Perks
Fourth Job Perks //I'm still working on the fourth job ones.
Yes, I got this idea from Fallout, and yes, I'm very bored.

Basically, the idea is that every 20 levels, the player get's an additional point into their beginner skill book, and upon job advancements they receive one more skill point from the job instructors (automatically for Evans). None of the perk skills are meant to really cause anything game breaking, but the later ones can be very nice when combined with the earlier ones. Some of the perks are also just meant to be there for the hell of it, or to be used by mule characters.
First Job Perks
Spoiler
1. HP Recovery - Recover hp every 5 seconds instead of 10 seconds. Recovery formula is
[Base HP Recovery + (MaxHP * 0.01)]. Base Recovery is the amount of hp that's restored by chairs or by the character while standing.
2. MP Recovery - Recover additional mp every 3 seconds. Recovery formula is
[Base MP Recovery + (MaxMP * 0.01)]. Base Recovery is the amount of hp that's restored by chairs or by the character while standing.
3. Disciplined Fighter - Weapon mastery is increased by 1%, but maximum damage is reduced by by 1%. This skill cannot be obtained if the player already has Offensive Fighter.
4. Offensive Fighter - Increases maximum damage by 1%, but weapon mastery is reduced by 1%. This skill cannot be obtained if the player already has Disciplined Fighter.
5. Defensive Fighter - Increases weapon and magic defense by 5%, but decreases maximum damage by 2%.
6. Critical Fighter - Increases critical chance by 5%, but max crit damage is reduced by 5%.
7. Coin Flip - 50% chance of the coin increasing exp gain by 5% for 3 minutes, but if the skill fails then exp gain is reduced by 5% for 3 minutes. The skill has an 80mp cost and a 3.5 minute cooldown. Great skill for people who like to go afk.
8. Sprinter - The longer the player continues to move in the same direction, the faster he moves. Formula for speed increase is
(Base Speed + seconds). The additional speed will stack with speed buffs such as haste and dash, and also affects mounts. Additional speed is capped at +10%.
9. Tackle - The player makes a quick step forward and knocks back one monster. There is a 50% chance the monster will be stunned for 2 seconds. This skill is like Combat Step, but it cannot be used to fly off of ledges. When a monster is hit, this skill will have the same delay as Rush. This skill costs 10mp to use.
1. HP Recovery - Recover hp every 5 seconds instead of 10 seconds. Recovery formula is
[Base HP Recovery + (MaxHP * 0.01)]. Base Recovery is the amount of hp that's restored by chairs or by the character while standing.
2. MP Recovery - Recover additional mp every 3 seconds. Recovery formula is
[Base MP Recovery + (MaxMP * 0.01)]. Base Recovery is the amount of hp that's restored by chairs or by the character while standing.
3. Disciplined Fighter - Weapon mastery is increased by 1%, but maximum damage is reduced by by 1%. This skill cannot be obtained if the player already has Offensive Fighter.
4. Offensive Fighter - Increases maximum damage by 1%, but weapon mastery is reduced by 1%. This skill cannot be obtained if the player already has Disciplined Fighter.
5. Defensive Fighter - Increases weapon and magic defense by 5%, but decreases maximum damage by 2%.
6. Critical Fighter - Increases critical chance by 5%, but max crit damage is reduced by 5%.
7. Coin Flip - 50% chance of the coin increasing exp gain by 5% for 3 minutes, but if the skill fails then exp gain is reduced by 5% for 3 minutes. The skill has an 80mp cost and a 3.5 minute cooldown. Great skill for people who like to go afk.
8. Sprinter - The longer the player continues to move in the same direction, the faster he moves. Formula for speed increase is
(Base Speed + seconds). The additional speed will stack with speed buffs such as haste and dash, and also affects mounts. Additional speed is capped at +10%.
9. Tackle - The player makes a quick step forward and knocks back one monster. There is a 50% chance the monster will be stunned for 2 seconds. This skill is like Combat Step, but it cannot be used to fly off of ledges. When a monster is hit, this skill will have the same delay as Rush. This skill costs 10mp to use.
Second Job Perks
Spoiler
1. Dexterity - The player has a 5% chance to avoid attacks. This skill stacks additively with other evasion moves, such as Shadow Shifter, Dodge, and Mirrored Target.
2. Acrobatics - Base and maximum speed are both permanently increased by 5%. Base and maximum jump are both increased by 2%. This skill does not affect mounts.
3. Cowardice - For exactly 3 seconds the player's speed is increased by 40 points, and has a 100% evasion chance. While active, this skill reduced the effectiveness of potions by 50%, and the player CANNOT attack or use other skills. This skill costs 50mp and has a 15 second cooldown. Pretty nice for dodging a projectile attack, or even getting around a 1/1 move if one knows it's comming, but it's really just a gimmick.
4. Tough Body - The player takes 5% less touch damage, but takes 5% more magical damage.
5. Tough Mind - The player takes 5% less magical damage, but takes 5% more touch damage.
6. Furious Fighting - Increases damage by 2%, but the player takes 10% more damage than normal and weapon mastery is reduced by 2%. This skill requires Level 1 Offensive Fighter.
7. Better Defense - Increases weapon and magic defense by 5%.
8. Block - If the player is equipped with a shield, he will have a 5% chance of guarding against touch damage.
9. Back Step - Player leaps back a small distance. This skill is basically a backwards combat step that won't send the player off of ledges. This skill does NOT interrupt attacks such as hurricane or rapid fire. This skill is unavailable while riding mounts, including jaguars and mechs. This skill costs 15mp.
10. Defensive Stance - While standing still, the player will receive +20% defense. This skill requires Level 1 Defensive Fighter.
11. Helping Hand - The caster's defense is divided in half and distributed amongst the rest of the party. This skill costs 10mp and lasts until the caster either dies or undoes the buff. If the caster of this skill can undo the buff by pressing the key again, but the entire party will lose the effects of this skill.
1. Dexterity - The player has a 5% chance to avoid attacks. This skill stacks additively with other evasion moves, such as Shadow Shifter, Dodge, and Mirrored Target.
2. Acrobatics - Base and maximum speed are both permanently increased by 5%. Base and maximum jump are both increased by 2%. This skill does not affect mounts.
3. Cowardice - For exactly 3 seconds the player's speed is increased by 40 points, and has a 100% evasion chance. While active, this skill reduced the effectiveness of potions by 50%, and the player CANNOT attack or use other skills. This skill costs 50mp and has a 15 second cooldown. Pretty nice for dodging a projectile attack, or even getting around a 1/1 move if one knows it's comming, but it's really just a gimmick.
4. Tough Body - The player takes 5% less touch damage, but takes 5% more magical damage.
5. Tough Mind - The player takes 5% less magical damage, but takes 5% more touch damage.
6. Furious Fighting - Increases damage by 2%, but the player takes 10% more damage than normal and weapon mastery is reduced by 2%. This skill requires Level 1 Offensive Fighter.
7. Better Defense - Increases weapon and magic defense by 5%.
8. Block - If the player is equipped with a shield, he will have a 5% chance of guarding against touch damage.
9. Back Step - Player leaps back a small distance. This skill is basically a backwards combat step that won't send the player off of ledges. This skill does NOT interrupt attacks such as hurricane or rapid fire. This skill is unavailable while riding mounts, including jaguars and mechs. This skill costs 15mp.
10. Defensive Stance - While standing still, the player will receive +20% defense. This skill requires Level 1 Defensive Fighter.
11. Helping Hand - The caster's defense is divided in half and distributed amongst the rest of the party. This skill costs 10mp and lasts until the caster either dies or undoes the buff. If the caster of this skill can undo the buff by pressing the key again, but the entire party will lose the effects of this skill.
Third Job Perks
Spoiler
1. Desperation - Whenever the player's HP falls below 20%, the player's defense is increased by 50%, and attack is increased by 10%. Lol, good luck making proper use of this piece of crap!
2. Strong Mount - Mount speed is permanently increased by 15%. This skill requires Level 1 Monster Rider.
3. Expert Farmer - Monsters are 10% more likely to drop items.
4. Increased HP - Increases Max HP by 5%.
5. Increased MP - Increases Max MP by 5%.
6. Stable Crits - Increases minimum crit damage by 5%.
7. Strong Punches - Player deals an additional 2% damage with punches, but weapon mastery is decreased by 1%.
8. Swift Fire - Bows and Guns have a passive 20ms shorter delay on skills. Only available to archers and pirates. This skill won't effect mechs because they only pretend to use guns.
9. Strong Fire - Crossbows are 3% stronger, but weapon mastery is decreased by 2%. Only available to archers.
10. Crushing Swing - Pole Arms, Axes, and Hammers pierce 5% of the enemy's defense and deal an additional 2% damage upon swinging, but weapon mastery is reduced by 1%. This skill will not affect stabs. The armor piercing stacks additively with other armor piercing skills. Only available to Warriors.
11. Piercing Stab - Spears and Swords pierce 5% of the enemy's defense and deal an additional 1% damage upon stabbing. The armor piercing stacks additively with other armor piercing skills. This skill will not affect swings. Only available to Warriors.
12. Elementalist - Increases the elemental damage bonus by 10%, but resistances are also 20% more effective. Only available to mages. Very nice for training, but it kills boss damage for Bishops later on.
13. Strong Arm - Stars fly 5% further and are 1 attack stronger. Only available to thieves.
14. Swift Strike - All dagger skills are 20ms faster. Only available to thieves.
15. Stealth Specialist - Increases avoid by 10%, and after every successful dodge the player's max damage is increased by 5% for 2 seconds. This skill does proc from shadow shifter and whatever other evasion skill the player may have. This skill requires Level 1 Dexterity.
16. Double Jump - At the height of the initial jump, the player is able to use a second jump. The second jump is only half as effective as a standard jump made with a 100% base jump stat. When the second jump is used, the player can no longer use skills such as flash jump, but flying assaulter will still be available. This is unavailable while riding mounts, including the jaguar and mech. This skill requires Level 1 Dexterity, and can only be used when the player has at least 115% jump.
17. Leadership - If the player is the leader of a party, all party buffs given by the player last 20% longer and are 10% more effective. Combat Orders cannot be more effective than its max level will allow, but its durations is still increased. The party must have at least 2 members.
1. Desperation - Whenever the player's HP falls below 20%, the player's defense is increased by 50%, and attack is increased by 10%. Lol, good luck making proper use of this piece of crap!
2. Strong Mount - Mount speed is permanently increased by 15%. This skill requires Level 1 Monster Rider.
3. Expert Farmer - Monsters are 10% more likely to drop items.
4. Increased HP - Increases Max HP by 5%.
5. Increased MP - Increases Max MP by 5%.
6. Stable Crits - Increases minimum crit damage by 5%.
7. Strong Punches - Player deals an additional 2% damage with punches, but weapon mastery is decreased by 1%.
8. Swift Fire - Bows and Guns have a passive 20ms shorter delay on skills. Only available to archers and pirates. This skill won't effect mechs because they only pretend to use guns.
9. Strong Fire - Crossbows are 3% stronger, but weapon mastery is decreased by 2%. Only available to archers.
10. Crushing Swing - Pole Arms, Axes, and Hammers pierce 5% of the enemy's defense and deal an additional 2% damage upon swinging, but weapon mastery is reduced by 1%. This skill will not affect stabs. The armor piercing stacks additively with other armor piercing skills. Only available to Warriors.
11. Piercing Stab - Spears and Swords pierce 5% of the enemy's defense and deal an additional 1% damage upon stabbing. The armor piercing stacks additively with other armor piercing skills. This skill will not affect swings. Only available to Warriors.
12. Elementalist - Increases the elemental damage bonus by 10%, but resistances are also 20% more effective. Only available to mages. Very nice for training, but it kills boss damage for Bishops later on.
13. Strong Arm - Stars fly 5% further and are 1 attack stronger. Only available to thieves.
14. Swift Strike - All dagger skills are 20ms faster. Only available to thieves.
15. Stealth Specialist - Increases avoid by 10%, and after every successful dodge the player's max damage is increased by 5% for 2 seconds. This skill does proc from shadow shifter and whatever other evasion skill the player may have. This skill requires Level 1 Dexterity.
16. Double Jump - At the height of the initial jump, the player is able to use a second jump. The second jump is only half as effective as a standard jump made with a 100% base jump stat. When the second jump is used, the player can no longer use skills such as flash jump, but flying assaulter will still be available. This is unavailable while riding mounts, including the jaguar and mech. This skill requires Level 1 Dexterity, and can only be used when the player has at least 115% jump.
17. Leadership - If the player is the leader of a party, all party buffs given by the player last 20% longer and are 10% more effective. Combat Orders cannot be more effective than its max level will allow, but its durations is still increased. The party must have at least 2 members.
Fourth Job Perks //I'm still working on the fourth job ones.
Spoiler
1. Adrenalin Rush - After every hit taken, the player has a 5% chance to have this buff activate. Increases attack (not damage) by 5%, speed by 5%, jump by 5%, and weapon/magic defense by 20%. This skill lasts for 30 seconds and has a 1 minute cooldown. When the skill wares off, the player suffers a "Crash," and his damage is reduced by 2% for 10 seconds. This skill requires Level 1 Desperation.
2. Stamina - While sitting in a chair or on a bench, a green bar, identical to the energy charge bar used by buccs, will begin to fill up. When the player chooses to use the skill, he will be able to deal 3% more damage with all skills, gain +10% weapon and magic defense, gain 5% speed and jump, and have a 60% stance until the bar runs out; however, when the bar is drained the player will become "fatigued" and lose 5% speed, 3% jump, 5% weapon/magic defense, and 5% attack (not damage) for the same amount of time the buff was being used. During the state of fatigue, the player cannot refill the bar or proclaim the Adrenalin Rush skill. After the player is no longer fatigued the bar will be able to be filled once again. The bar takes 10 minutes to fill completely, and will last 5 minutes when used. This skill requires Level 1 Sprinter.
3. Tough Mount - All mounts have a 100% stance effect while being ridden, as well as increase defense by 5%. Extremely useful for when riding through low level maps. This skill requires Level 1 Strong Mounts.
4. Cover - Player becomes a barrier that monsters cannot cross or cast spells beyond. The player can still be knocked back, and takes 50% more damage than normal and cannot move or attack. This skill will only remain effective as long as the key is held down. This skill costs 5% hp and 20%mp per second (in other words it can't be used for more than 5 seconds). This skill requires Level 1 Helping Hand.
5. Knowledgeable Fighter - This skill can be used to "memorize" up to 10 monsters. Whenever the player is fighting a monster that is memorized, he will deal 2% more damage to the monster and take 2% less damage from the monster. This skill does not work on bosses. This skill costs 300mp to use.
6. Barricade - Place a wall that monsters (excluding bosses) cannot walk through. The barricade has will continue to consume mp from the player until it is completely drained or the player presses the key again. The barricade will appear in front of the player in the same manner as Puppet or Wild Trap will. Consumes 1 magic rock. This skill consumes 15mp every 120ms.
7. Powerful Crits - Max crit damage increased by 10%. This skill requires Level 1 Critical Fighter.
8. Masterful Fighter - Allows the player to pierce through 5% of the enemy's defense. This skill requires level 1 Disciplined Fighter.
9. Mobbing Master - All mob skills are able to hit 1 additional target. This skill will not effect the Ultimate Adventurer attacks. This skill requires level 1 Furious Fighting.
10. Man - to - Man - All single target skills are 5% stronger. This skill will work on moves being used with Enrage, but not Ultimate Adventurer attacks. This skill requires Level 1 Furious Fighting.
11. An Eye for an Eye - Reflect 10% of all touch damage taken. This skill acts like a passive Power Guard. This skill's damage reflection is calculated after other reflecting skills such as Power Guard.
12. Ambush - When attacking a monster that is not yet aggressive, the player will completely bypass defense. This skill obviously doesn't work on bosses. This skill requires Level 1 Stealth Specialist.
13. Holding Position - As long as the player remains still, he will have a 100% stance effect when taking touch damage. Magic damage will ignore the stance effect. When using attacks like Hurricane or Rapid Fire, taking touch damage will not interrupt the attack. This skill will not work while riding a mount, including jaguars and mechs (not that mechs would care). This skill requires Level 1 Defensive Stance.
1. Adrenalin Rush - After every hit taken, the player has a 5% chance to have this buff activate. Increases attack (not damage) by 5%, speed by 5%, jump by 5%, and weapon/magic defense by 20%. This skill lasts for 30 seconds and has a 1 minute cooldown. When the skill wares off, the player suffers a "Crash," and his damage is reduced by 2% for 10 seconds. This skill requires Level 1 Desperation.
2. Stamina - While sitting in a chair or on a bench, a green bar, identical to the energy charge bar used by buccs, will begin to fill up. When the player chooses to use the skill, he will be able to deal 3% more damage with all skills, gain +10% weapon and magic defense, gain 5% speed and jump, and have a 60% stance until the bar runs out; however, when the bar is drained the player will become "fatigued" and lose 5% speed, 3% jump, 5% weapon/magic defense, and 5% attack (not damage) for the same amount of time the buff was being used. During the state of fatigue, the player cannot refill the bar or proclaim the Adrenalin Rush skill. After the player is no longer fatigued the bar will be able to be filled once again. The bar takes 10 minutes to fill completely, and will last 5 minutes when used. This skill requires Level 1 Sprinter.
3. Tough Mount - All mounts have a 100% stance effect while being ridden, as well as increase defense by 5%. Extremely useful for when riding through low level maps. This skill requires Level 1 Strong Mounts.
4. Cover - Player becomes a barrier that monsters cannot cross or cast spells beyond. The player can still be knocked back, and takes 50% more damage than normal and cannot move or attack. This skill will only remain effective as long as the key is held down. This skill costs 5% hp and 20%mp per second (in other words it can't be used for more than 5 seconds). This skill requires Level 1 Helping Hand.
5. Knowledgeable Fighter - This skill can be used to "memorize" up to 10 monsters. Whenever the player is fighting a monster that is memorized, he will deal 2% more damage to the monster and take 2% less damage from the monster. This skill does not work on bosses. This skill costs 300mp to use.
6. Barricade - Place a wall that monsters (excluding bosses) cannot walk through. The barricade has will continue to consume mp from the player until it is completely drained or the player presses the key again. The barricade will appear in front of the player in the same manner as Puppet or Wild Trap will. Consumes 1 magic rock. This skill consumes 15mp every 120ms.
7. Powerful Crits - Max crit damage increased by 10%. This skill requires Level 1 Critical Fighter.
8. Masterful Fighter - Allows the player to pierce through 5% of the enemy's defense. This skill requires level 1 Disciplined Fighter.
9. Mobbing Master - All mob skills are able to hit 1 additional target. This skill will not effect the Ultimate Adventurer attacks. This skill requires level 1 Furious Fighting.
10. Man - to - Man - All single target skills are 5% stronger. This skill will work on moves being used with Enrage, but not Ultimate Adventurer attacks. This skill requires Level 1 Furious Fighting.
11. An Eye for an Eye - Reflect 10% of all touch damage taken. This skill acts like a passive Power Guard. This skill's damage reflection is calculated after other reflecting skills such as Power Guard.
12. Ambush - When attacking a monster that is not yet aggressive, the player will completely bypass defense. This skill obviously doesn't work on bosses. This skill requires Level 1 Stealth Specialist.
13. Holding Position - As long as the player remains still, he will have a 100% stance effect when taking touch damage. Magic damage will ignore the stance effect. When using attacks like Hurricane or Rapid Fire, taking touch damage will not interrupt the attack. This skill will not work while riding a mount, including jaguars and mechs (not that mechs would care). This skill requires Level 1 Defensive Stance.
Yes, I got this idea from Fallout, and yes, I'm very bored.

