← Post History

Like a Dragon: Infinite Wealth: Jobs, Unlocks, and Skill Inheritance

· Infinite Wealth

Read the original post on X

Like a Dragon: Infinite Wealth: Jobs, Unlocks, and Skill Inheritance The job system is one of the things worth understanding early in Infinite Wealth. You can change what somebody does, keep useful skills from other jobs, and build a party around the fights you're actually having trouble with. But unlocking a job, training it, and equipping its skills are separate steps. Here's how to put those pieces together without wasting time leveling something for a move you can't even use yet. WHERE TO CHANGE JOBS The main story introduces Alo-Happy Tours in Chapter 5. Use the changing room to change jobs and set inherited skills. You're not looking for the old Hello Work job-change setup from Yakuza: Like a Dragon. The Hawaii jobs come from tours. Ichiban needs the required personality stat and enough money to take the tour. Afterward, the job is unlocked, but individual party members can still have bond requirements before they can equip it. Check the locked job's condition if it appears for one character and not another. THE EIGHT BASE HAWAII TOURS For the men: - Aquanaut: Diving Tour. Kindness 1. Free. - Pyrodancer: Fire Dancing Exhibition. Passion 3. $200. - Action Star: Parasailing Experience. Charisma 4. $200. - Samurai: Trolley Tour. Confidence 5. $1,600. - Desperado: Water Gun Shootout. Style 5. $1,600. For the women: - Geodancer: Hula Exhibition. Passion 1. $200. - Housekeeper: Duty-Free Shopping. Kindness 4. $200. - Kunoichi: Yoga on the Shore. Intellect 5. $1,600. Those are the tour prices, not a fee you have to pay every time you change somebody's job. Later, the returning jobs open up: Breaker, Host, and Chef for the men, and Idol and Night Queen for the women. Watch for those as the story moves into its later party arrangements rather than hunting for nonexistent extra Hawaii tours. The character-specific jobs remain important too. Cabbie, Heiress, Assassin, Hitman, and the other personal jobs aren't shared classes that everybody can borrow. Ichiban's Sujimancer comes from beating Jack in the Sujimon League. Linebacker and Tennis Ace are additional DLC jobs, separate from the eight base tours above. HOW INHERITANCE ACTUALLY WORKS A character first has to learn a skill by ranking up the job that contains it. Then you visit an Alo-Happy changing room, choose Skill Inheritance, and assign that learned skill to an available slot. Training one person doesn't train the same job for everybody. If Tomizawa has learned something as a Desperado, that doesn't mean Adachi has it too. For the regular companions, the inheritance slots unlock at these bond levels: - Bond 10: first normal-skill slot. - Bond 30: second. - Bond 40: third. - Bond 50: fourth. - Bond 70: fifth. - Bond 100: the separate ultimate-skill slot. The ultimate slot is its own thing. A locked ultimate slot is not a bug, and an ultimate skill doesn't fit into one of the five ordinary slots just because you've learned it. Ichiban uses personality growth instead of a normal companion bond. Each personality trait reaching level 5 opens one of his slots. The menu shows which requirement belongs to the slot you're trying to use. There are exceptions to inheritance, so check the actual list before building a whole plan around a skill. Sujimancer is the big one: its skills cannot simply be carried over to Hero. Its powers depend on the Sujimon you equip for that job. WHAT TO TAKE FIRST Start with whatever your current job is missing. If the character can already hit groups, another similar group attack may be less useful than a heal, a grapple, or an element your party lacks. Look at the skill's properties and MP cost, not just the damage rating. A powerful move that leaves you empty after two uses isn't automatically the best choice for a long dungeon. Keep something affordable for ordinary fights and save the expensive options for situations where they make a real difference. For a physical attacker, I would look for useful damage coverage and a way through guards. For a support character, I would make sure healing isn't their only useful action when everybody is healthy. For a magic-focused character, I would check which elements are already covered before adding another skill of the same type. You also don't have to turn everybody into a completely different job just because you unlocked something new. A personal job with a few well-chosen inherited skills can do exactly what you need. TRAIN WITH A SPECIFIC GOAL Open the job's skill list and look at the rank for the move you want. Train toward that rank, learn it, and then decide whether to stay or return to your preferred job. That is a much more useful plan than randomly switching every few fights. Before a difficult story section, recheck the whole setup: equipped job, weapon, inherited skills, healing options, and MP. It's easy to remember the new job and forget that its weapon is still terrible. Once those pieces are in place, experiment. Just know what you're changing and why. The system gives you plenty of room to customize without needing to grind every job to its maximum rank before you can make a good party.

Browse more posts · Find me on other socials