Final Fantasy III/Jobs

Final Fantasy III's job system is at the core of your party. The jobs your characters take determine their stats, the equipment that they can use, and the magic or special skills they obtain. Jobs can be changed at any time, and you will gain more jobs as you advance farther into the game.

As you fight battles, your job level will advance. At job level 99, you can seek out the wandering smith, who will grant you a special item exclusive to your class along with a card that proves your prowess.

In the Level 99 item entry, only the most prominent special feature is listed, in order to keep an easy readability. For further details, check the Weapons and Armors pages.

Freelancer
This job is available from the outset of the game.


 * Weapons: Daggers, swords, bows, arrows, fist weapons
 * Magic: Level 1 White and Black Magic spells
 * Special skills: None
 * Level 99 item: Celestial Gloves (all attributes +10)

Freelancers are the starting job for all four main characters. They cast basic attack and support spells and can also attack moderately well. However, in the way of usefulness, Freelancers become second best after you obtain new classes from the Crystal of Wind.


 * Famicom version: see.

First Job Set
These jobs are obtained after you find the Crystal of Wind.

Warrior



 * Weapons: Daggers, swords, bows, arrows, axes
 * Magic: None
 * Special skill: Advance
 * Level 99 item: Gigantic Axe

Warriors are the first heavy-duty job you obtain; they can't use magic, but they excel in taking and dealing damage. Their special skill, Advance, allows them to deal extra damage but makes them more vulnerable to attack. Warriors, though strong, will lose out later in the game to even beefier jobs such as Knights and Vikings.


 * Famicom version: in the original version, the Warrior had no special skills and could not equip axes.

Monk



 * Weapons: Fist weapons
 * Magic: None
 * Special skill: Retaliate
 * Level 99 item: Shura Gloves (strength +20)

Monks wear light armor, but they pack a hefty physical punch to make up for their low armor. This job can counter-attack with Retaliate if hit by a physical attack, which also makes them take less damage similarly to guarding. However, Monks can be replaced with Black Belts, who basically mirror Monks but have better stats. Both give high HP. Attack goes up 2 for each job level up.


 * Famicom version: they could equip nunchakus instead of knuckles, and they had no special skills.

White Mage



 * Weapons: Staves
 * Magic: Level 1 to Level 7 White Magic spells
 * Special skills: None
 * Level 99 item: Angel Robe (mind +20)

White Mages can use all but the last level of White Magic, which makes them useful healers for much of the game. They also have a few attack spells, which deal light and wind damage. However, you may want to replace them with Devouts to obtain the Level 8 spells, which are useful in the final dungeon.


 * Famicom version: pretty much identical.

Black Mage



 * Weapons: Staves, bows, arrows
 * Magic: Level 1 to Level 7 Black Magic spells
 * Special skills: None
 * Level 99 item: Lilith Rod (casts Death)

Black Mages are the magical opposites of White Mages. Their elemental and status-causing spells are great for exploiting elemental weaknesses or disabling an enemy. As with White Mages, the only reason you might change from a Black Mage to a Magus is the Magus' mastery of Level 8 Black Magic.


 * Famicom version: pretty much identical.

Red Mage



 * Weapons: Daggers, swords, staves, bows, arrows
 * Magic: Level 1 to Level 5 Black and White Magic spells
 * Special skills: None
 * Level 99 item: Crimson Vest (all attributes +10)

Red Mages are great multi-taskers: they use both Black and White Magic (though they can use less levels than Black or White Mages), AND they have good attack power. This makes them quite versatile. Later in the game, however, the Sage can take their place in the party.


 * Famicom version: they could use magic only up to level 4.

Thief



 * Weapons: Daggers, thrown weapons
 * Magic: None
 * Special skills: Steal, Flee
 * Level 99 item: Gladius (agility +20)

Thieves are fast, and often act first in battle. They can steal items, usually common store items, from enemies, and use Flee to run away from battle without taking as much damage. In addition, Thieves can unlock doors if placed first in the party. However, the small variety of items they can steal weakens them somewhat.


 * Famicom version: pretty much identical; they were unlocked later, by the Fire Crystal.

Second Job Set
These jobs are obtained after finding the Crystal of Fire.

Knight



 * Weapons: Swords
 * Magic: Level 1 White Magic spells
 * Special skill: Defend
 * Level 99 item: Save the Queen (casts Reflect)

Knights are like advanced Warriors; however, their stats are a little better, and they can use Level 1 White Magic. However, part of the real value of the Knight is the tendency to defend others whose health is low. This can allow them to keep a weaker character alive long enough for a heal.


 * Famicom version: they could not use any magic.

Ranger



 * Weapons: Bows, arrows, thrown weapons
 * Magic: None
 * Special skill: Barrage
 * Level 99 item: Artemis Bow (agility +10)

Rangers use ranged weapons exclusively to attack. Their special skill, Barrage, allows them to fire on 4 enemies simultaneously, though the damage is reduced. However, the Ranger may lose out to other classes whose attacks are more powerful.


 * Famicom version: they could use White Magic up to level 3.

Scholar



 * Weapons: Books
 * Magic level: Level 1 to Level 3 White and Black Magic spells
 * Special skill: Study
 * Level 99 item: Omnitome (intellect +10, mind+10)

Scholars, at first glance, seem similar to Red Mages. However, their attack is less, and they can Study enemies. Study is similar to Libra: It tells you the enemy's HP (though not for bosses) and their weaknesses. It also removes any beneficial magic on the monster. Scholars are fairly useful when you fight Hein; however, there are eventually spells that can do the job of Study. Scholars also have very little MP, which prevents them from being effective mages. To balance that, Scholars get twice as much damage from attack items.


 * Famicom version: they couldn't use magic and their Study skill was split in two: "Libra" shows enemy HP while "Study" shows enemy weakness, but neither removes enemy beneficial status; to compensate, their physical attacks were quite strong.

Geomancer



 * Weapons: Bells.
 * Magic: none.
 * Special skill: Terrain.
 * Level 99 item: Blessed Bell (agility +10, mind+10, intellect +10)

Geomancers are fun to mess with. Their skill, Terrain, produces a magic attack. The attack's targets and element depend on the terrain you're fighting on. The damage of the attack, not taking into consideration elemental weaknesses, is proportional to the job level of the Geomancer, so it's probably best to level up your Geomancer if you plan on keeping them in your party long-term.


 * Famicom version: the Terrain skill was less random, but could occasionally backfire; this job was unlocked from the Water Crystal instead.

Third Job Set
These jobs are obtained after finding the Crystal of Water.

Viking



 * Weapons: Hammers and Axes
 * Magic: None
 * Special skill: Provoke
 * Level 99 item: Mighty Hammer (vitality +20)

Vikings are by far the most physical job there is. They're best for the front row, due to power and defense. However, Vikings are slow. They can replace other physical jobs, and take in damage because of Provoke. Also, they have high HP. To note something, all hammers have a thunder base.


 * Famicom version: they had no unique abilities.

Dragoon



 * Weapons: Spears
 * Magic: None
 * Special skill: Jump
 * Level 99 item: Magic Lance

Dragoons are a physical class with good armors, but their weapon selection is rather narrow. However, Jump increases their physical power by a large chunk and allows them to evade attacks. Keep in mind, though, that Jump will also evade healing and support spells, which could prove fatal if you lack the Knight and your luck is poor.


 * Famicom version: pretty much identical.

Dark Knight



 * Weapons: Swords, katanas
 * Magic: None
 * Special skill: Souleater
 * Level 99 item: Murakumo (agility +20)

Dark Knights have poor defensive skill, but have excellent attack power, and possess two very important features. First, katanas do double damage against enemies that divide AND will prevent the division from even happening. This makes having at least one Dark Knight all but required for a particular dungeon. Second, Souleater does a large chunk of damage on all enemies...and clips off a bit of your own HP to do so. If you want to take advantage of Souleater, you'll want to have plenty of Hi-Potions or white magic MP ready.


 * Famicom version: instead of Souleater, they could use White Magic up to level 3.

Evoker



 * Weapons: Staves
 * Magic: Level 1-8 Summon spells
 * Special skill: Summon
 * Level 99 item: Royal Crown (intellect +10, mind +10)

Evokers are similar to both black and white mages combined and have a lot of MP. Their spells usually have two sides: a multi-target support/debuff effect ("white") and a single-target direct attack ("black"). How many times did you ask yourself: "Should I attack one enemy or stun all of them?" or: "Should I heal my heroes or attack one enemy"? The Evoker takes these dilemmas from your hands and decides on his own; anyway, don't expect complex artificial intelligence: it's just a coin flip. A philosophical Evoker could say that the problem was not worth long thoughts!


 * Famicom version: pretty much identical.

Bard



 * Weapons: Daggers, harps
 * Magic: None
 * Special skill: Sing
 * Level 99 item: Ballad Crown (vitality +10, mind +10)

Bards can use harps, which have added effects and use Intelligence, rather than Strength, to determine damage output. Not only that but if a Bard is holding a harp, he or she can use Sing, which has a different effect based on which harp you use. The song can increase offensive power, heal the party, or do a bit of damage.


 * Famicom version: totally different; see the Skills page. To note, in the NES version the second best harp (Loki) was bugged and the best one (Dream) was glitched.

Fourth Job Set
These jobs are obtained after finding the Crystal of Earth.

Black Belt



 * Weapons: Bare Hands, Claws/Knuckles
 * Magic: None
 * Special Ability: Boost
 * Level 99 Item: Master Dogi (agility +10, mind +10)

Black Belts are powerhouses when it comes to raw physical attack power, but like Monks have limited armour selection, sometimes giving them lowered defense and magic defense. Black Belts make up for this flaw with high strength, vitality, and moderate agility, and their special ability, Boost. Boost allows them to charge up power for your next attack and can be used successively to boost your next attack further, but can damage your character if you use it too many times in a row.


 * Famicom version: pretty much identical; they are unlocked earlier, from the Water Crystal.

Magus



 * Weapons: Staves
 * Magic: Level 1 to Level 8 Black Magic spells
 * Special skill: None
 * Level 99 item: Millennium Rod (casts Blizzaga)

The Magus is basically an enhanced version of the Black Mage. They can cast all Black Magic spells and have more MP for higher-level spells than either Black Mages or Sages.


 * Famicom version: pretty much identical.

Devout



 * Weapons: Staves
 * Magic: Level 1 to Level 8 White Magic spells
 * Special skill: None
 * Level 99 item: Holy Wand (casts Curaga)

What the Magus is to the Black Mage, the Devout is to the White Mage. Devouts can cast all White Magic spells and have more MP for higher-level spells than White Mages or Sages.


 * Famicom version: pretty much identical.

Summoner



 * Weapons: Staves
 * Magic: Level 1-8 Summon spells
 * Special skill: Summon
 * Level 99 item: Astral Bracers (intellect +10, mind +10)

The Summoner has higher attributes than the Evoker, but his magic is extremely monotonous. In fact, all his spells do the same: they simply deal damage to all the enemies, with just different elements.


 * Famicom version: pretty much identical.

Ninja



 * Weapons: Swords, daggers, katanas and thrown items
 * Magic: None
 * Special ability: Throw
 * Level 99 Item: Muramasa ''(agility +10, all other attributes +5)

The Ninja is a good physical fighter, using close and long range weapons. In the Famicom version Ninjas were known to be able to use every weapon in the game, but still they have just two hands. That means: they can just use two weapons at the same time. Weapon selection is much smaller in the remakes, but most of the weapons with special effects or abilities are still available: swords, daggers, katanas and thrown items. The famous thing people would say is: "Ninjas throw shuriken". Yes they do: throwing one equals 10000 in damage, but says 9999.

Although a physical job, the Ninja can stay in the back row. Equip the Ninja with a full Crystal Armor set and a Moonring blade, and he can attack with no penalty. If his HP get low, equip him with a Blood sword and an Orichalcon knife to absorb enemy HP. During boss fights, make him throw shurikens from the back row.


 * Famicom version: they could use every single weapon; they were unlocked later, in the deepest level of Forbidden Land Eureka.

Sage



 * Weapons: Staves
 * Magic: Level 1 to Level 8 Black, White, and Summon Magic spells
 * Special skill: None
 * Level 99 item: Sage Staff (all attributes +10)

Sages are master wizards who can use every spell in the game, but with that comes lower MP. Their Summon spells are the same as the Evoker's.


 * Famicom version: they could use every single spell and had a lot of MP; their summon spell was the same as the Summoner; the Sage was unlocked later, on the deepest level of Forbidden Land Eureka.

Secret Jobs
The secret job Onion Knight can only be obtained by carrying out a Mognet sidequest called "Save the Children".

Onion Knight



 * Weapons: All, except the other jobs' ultimate weapons
 * Magic: Level 1 to Level 8 Black and White Magic spells
 * Special skill: none
 * Level 99 item: Onion Blade (all attributes +7)

The Onion Knight can equip every normal weapon (excluding ultimate weapons), and every Black and White Magic spell. However, their stats are very low all around, until character level 92, when their stats skyrocket, eventually making them the best job in the game.


 * Famicom version: this was the default class instead of the Freelancer. He could use just a small selection of basic equipment, no magic at all and his attributes were extremely low. Still, once equipped with the full Onion set, his defense was impregnable and his attack comparable to the Ninja's.

Character class triangle diagram
This Character Class Triangle summarizes the abilities of the characters, based on their skills.


 * Top: characters without magic abilities;
 * Bottom: characters with great magic abilities;
 * Left: characters with healing (white) magic;
 * Right: characters with debuff skills and/or offensive magic (black).

In the DS remake, some characters were "moved around" in the diagram above:
 * The Knight swapped position with Mystic/Dark Knight and Ranger, as the former learned some White Magic and the latter two lost it;
 * The Scholar learned some White and some Black Magic, thus moving near the Red Mage;
 * The Onion Knight learned every Magic spell, thus moving near the Red Mage too.

Attribute growth
Each job has a specific attribute growth. The following table shows the average attribute growth per level in the original (left) and remake (right) version of Final Fantasy 3.

Sort the table by an attribute to see who excels and who is weak in that attribute.

Party suggestions
At any time during the video game the party needs to include at least one job with healing skills and one or two jobs with good physical attributes.

In the original NES version many jobs have different abilities, as shown in the table below. Jobs that were significantly modified in the DS remake are higlighted in bold.

Final Fantasy 1 vs. Final Fantasy 3 jobs
Each job from Final Fantasy 1 can be related to a job in Final Fantasy 3.

Compared to Final Fantasy 1, Final Fantasy 3 introduces several new jobs:
 * Basic fighters:
 *  Dragoon: His "Jump" ability allows him not to need shields; equip him with two strong spears.
 *  Viking: His lightning-elemental weapons are useful against the strong enemies in Lake Dohr.
 *  Onion Knight: In the original NES version, he was the starting class, who could use the superior Onion Equipment near the end of the game. In the DS version, this is a secret job that can use all weapons and all magic.
 *  Ranger: In the original NES version, he can use White Magic up to Level 3; if compared with the White Mage, he has less magic power but far stronger weapons and armor. In the DS version, he can use no magic, but can attack all opponents at once.
 *  Scholar: In the original NES version, his "Libra" and "Study" abilities allowed to learn enemy HP and elemental weakness; subsequently, his physical attacks get quite strong. In the DS version he was upgraded with Black & White magic up to level 3, and the "Study" ability removes beneficial statuses from opponents.
 *  Bard: In the original NES version, he had no "Attack" ability; his "Sing" ability could damage or disable enemies (sleep and confuse), his "Cheer" ability could upgrade allies attack and "Scare" weaken enemy attriutes. In the DS version he is rather different; "Attack" replaces the NES "Sing", as it can damage or disable enemies; "Sing" is an upgrade of the NES "Cheer", as it can support the allies in different ways; there is no "Scare" command anymore.
 *  Geomancer: His "Terrain" ability attacks the enemies depending on the environment; in the NES version there was a chance of backfire; in the DS there are different random effects for each terrain, some stronger, some weaker.
 *  Evoker: His summon spells can randomly either attack one enemy or have a special effect on all targets.
 *  Summoner: His summon spells simply deal a lot of damage to all enemies at once, with different elements.