Final Fantasy V/Jobs

Final Fantasy V contains 22 jobs and a further 4 in the GBA remake. Jobs can level up by collecting ABP (Ability Battle Points) after battles, This enables the character to learn new abilities and when the job is mastered, the game will transfer the stat boosts of that job to the mimic and freelancer jobs.

Characters initially are level 0 for a given job, and have access to only the innate skills for a given job. New abilities are obtained once you collect the required ability points. Once you meet the quota, these points are automatically spent to gain a level within the job and its ability. Once an ability is obtained, it may be assigned to a free slot in any job.

For the six specialized mage jobs (Black/White/Red/Time Mages, Summoner, and Mystic Knight), Job levels are cumulative. They will always appear as a single ability, but for each level completed, the ability gains the use of that Job level's spells plus all before it. For example, a Level 3 Black Mage is able to use Level 1-3 magic. However, the Mystic Knight's spell level is actually (job level-1) because of his Magic Wall ability, so he won't be able to pass his magic on to other Jobs without reaching Level 2 first.

Note: The names of the jobs and abilities may change depending on the version of the game.

Freelancer [[File:Final Fantasy 5 Bare.jpg]]
Location: Used by default


 * The job cannot gain AP
 * Can equip any equipment in the game
 * Stat boosts are transferred to this job when other jobs are mastered
 * Can select two more abilities instead of one


 * Abilities: None.

Wind crystal jobs
These jobs become available after you beat the Wing Raptor.

Knight

 * Summary

The Knight is one of the classic RPG "tanks" of all Jobs: built to take damage, but built even better to dish it out. As the earliest warrior Job in the game, he has access to the widest range of weapons and armor in the game, including elemental swords. A valiant fighter, the Knight covers his allies when they are critically wounded. He also has a chance at nullifying direct attacks thrown his way. He'll be your go-to for the majority of the game.

Can equip: Knives, Swords, Shields, Plates, Mails, Helms


 * Info:
 * Higher-than average HP, Strength, and Stamina stats, but not as good as specialist Jobs
 * Cover steps in for wounded ally
 * Perfect defense vs most physical attacks with Guard

Command Ability: Guard


 * Innate Abilities:
 * Cover
 * Guard
 * Equip Armor
 * Equip Shield
 * Equip Sword


 * Abilities:
 * Cover (10AP): Auto-defends characters low on health.
 * Guard (30AP): Prevents damage from physical attacks.
 * Double Grip (50AP): Allows a one-handed weapon to be held with both hands, slightly raising Attack, but sacrificing Defense/Evasion since the user can't equip a shield.
 * Equip Shields (100AP): Allows any Job to equip shields.
 * Equip Armor (150AP): Allows any Job to equip heavy armor, including plates.
 * Equip Sword (250AP): Allows any Job to equip all swords.

Monk
Your first specialist Job, the Monk is not only a tank, but also a tank with explosive firepower to match his high Stamina and HP stats. He can hit twice as hard as a Knight using only his fists, and has the ability to double damage for a turn at the temporary expense of defense. The Monk may retaliate against physical strikes directed at him, and his critical-hit rate is higher than most other Jobs. Don't let his limited armor selection scare you off; this Job is absolutely brutal for one so easily acquired.
 * Summary


 * Info
 * Very high HP and Stamina
 * Learns the recovery ability Chakra that uses no MP
 * Frequent critical hits

Can equip: Hats, Robes, Plates

Command Ability: Focus


 * Innate Abilities
 * Counter
 * Barehanded
 * HP + ??%


 * Abilities
 * !Focus           (15AP)           Takes a bit more time to deal 2x damage
 * Barehanded       (30AP)           Gives same attack power as a monk, when no weapons are equipped.
 * !Chakra          (45AP)           Restores HP and cures poison and darkness
 * Counter          (60AP)           When attacked physically, can execute a counterattack back on the opponent.
 * Hp+10%           (100AP)           Raises hp by 10%.
 * Hp+20%           (150AP)           Raises hp by 20%.
 * Hp+30%           (300AP)           Raises hp by 30%.

Thief
The Thief isn't always the greatest attacker, nor does this Job have much above average Stamina and HP, but he makes up for it with extremely high Agility and fantastic passive skills. He can see things the ordinary eye cannot, and helps his party out of sticky situations with his extra speed and his escape skills. He's also one of three classes able to throw projectile weapons, and so can offset his weaknesses from the back row if given the opportunity. And if he can pick off a rare item or two from his foes in the process, all the better for the party.
 * Summary
 * Info:
 * Highly versatile
 * Reduces back-attack probability

Can equip: Knives, Thrown, Hats, Robes, Plates

Command Ability: Steal


 * Innate Abilities
 * Dash/Sprint
 * Passages
 * Agility
 * Caution

(Note: In the PSX and GBA versions, the Dash ability activates 4× speed, as the player is already able to sprint. In mobile versions, it also adds the Sprint toggle button.)
 * Abilities:
 * Passages (10AP): Reveals secret passages
 * Escape (20AP): Allows fleeing from battle.
 * Dash (30AP): Hold /psx: C to run in dungeons or towns.
 * Steal (50AP): Tries to take an item from a monster.
 * Caution (75AP): Reduces the chance of back attacks
 * Capture (150AP): Steals treasure while attacking.
 * Agility (300AP): Become as agile as a Thief.

White Mage
The White Mage is a specialist in restorative and defensive magic. As a medic, they're second to none, so they will be invaluable throughout the game. Along with their damage-dealing counterpart in the Black Mage, the White Mage has a high Magic score, but doesn't offer much in the way of offense or defense. Their equipment selection is poor, but it's more than likely they won't be attacking from their spot in the back row. They hold dominion over the undead as well; the same restorative spells, combined with the late Holy spell, are their most potent offense against them.
 * Summary


 * Info
 * Uses Level 1-6 White magic

Can equip: Staves/Maces, Hats, Robes

Command Ability: White


 * Innate Abilities
 * MP +30%


 * Abilities:
 * White Lv 1 (10AP): Allows use of level 1 white spells.
 * White Lv 2 (20AP): Allows use of level 2 white spells.
 * White Lv 3 (30AP) Allows use of level 3 white spells.
 * White Lv 4 (50AP) Allows use of level 4 white spells
 * White Lv 5 (70AP) Allows use of level 5 white spells
 * White Lv 6 (100AP) Allows use of level 6 white spells
 * MP +30% (450AP)

Black Mage
The Black Mage is the quintessential strategist of the party, as well as being the major damage dealer in both the early and late games. He's a master of the three basic elements, and also has a decent array of status spells to cripple oncoming foes. Though physically weak, he has a decent selection of rods to help boost his magics. The Black Mage can wield knives, but why bother with that when you've got Flare spells at your disposal? All in all, the Black Mage is another Job you don't want to start an adventure without.
 * Summary


 * Info
 * Uses Level 1-6 Black magic

Can equip: Knives, Rods, Hats, Robes

Command Abulity: Black


 * Innate Abilities:
 * MP +??%


 * Abilities:
 * Black Lv 1 (10AP): Allows using level 1 black spells.
 * Black Lv 2 (20AP): Allows using level 2 black spells.
 * Black Lv 3 (30AP)
 * Black Lv 4 (50AP)
 * Black Lv 5 (70AP)
 * Black Lv 6 (100AP)
 * MP +30% (450AP)

Blue Mage

 * Summary

Monster attacks can be nasty when used against your party of adventurers. But what if you could turn their skills against them? That's the Blue Mage's area of expertise; he learns abilities that are used against him. Some will serve no apparent purpose at first, but as his skillset builds, it becomes clear that he can run the gamut. A Blue Mage's skills range from physical attacks through the basic elemental spells to the game's harder-to-find secondary elements like water and wind, plus healing and status spells. The only catch is that his foes' spells actually have to hit him along with any effects they carry. Aside from this, he's a mid-class fighter with somewhat low Strength and average Stamina. With the right help and lots of patience, you can bring him to Master in less time than any other mage.


 * Weapons
 * Swords (1h)
 * Daggers
 * Rods
 * Shields


 * Default ability
 * Blue


 * Innate ability
 * Learning


 * Earned abilities
 * Check (10AP, command)
 * Reveals enemy HP and weaknesses. Similar to the White spell Scan but not as much information is given.


 * Learning (20AP, passive)
 * Learn Blue spells when cast on character with this ability.


 * Blue (70 AP, command)
 * Cast Blue spells. See Blue magic.


 * View (250AP, command)
 * Reveals enemy level, HP, weaknesses and conditions. Similar to the White spell Scan.


 * Master requires 350 ABP total.

Water crystal jobs
These Jobs are available after the Water Crystal shatters, except where noted.

Red Mage
The original "jack-of-all-trades, master of none" is back for a second encore. He can cure, he can blast, and he can fight! However, he can neither equip a shield nor use magic past level three. The Red Mage in Final Fantasy V, however, is perfectly positioned for the long haul. He has average all-around stats, and a nice assortment of weapons. Given that the other mages are much weaker by the time he arrives on scene and their next tier of spells is a long way off, smart players may opt to have him around for a while. More importantly, a Master Red Mage can add the ability to cast two spells in a turn. Sure, it'll be a long slog to get this prize—in fact, it's the longest journey for any Job in a regular game—but it will be worth it.
 * Summary


 * Info
 * Can equip knives, swords, rods, staves, plates, and robes.
 * Character can use red magic. (black and white up to lv. 3)


 * Abilities
 * Red magic 1 (20AP)
 * Red magic 2 (40AP)
 * Red magic 3 (100AP)
 * Dual cast (999AP)

Time Mage

 * Summary

This unique mage might not look like much at first glance, since he has limited offensive magic. The Time Mage's real strength develops in the middle to late game. He's able to manipulate space-time and matter like no other, controlling the flow of battle and calling in random fragments of deep space at will to attack foes. His abilities are best paired with other magic skills to maximize their effect without requiring another mage in the party.


 * Info
 * Uses Level 1-6 Time magic
 * Fastest dedicated mage to master

Command Ability: Time


 * Innate Abilities:

None

Can equip Rods, Staves, Knives, Hats, Robes


 * Abilities
 * !Time lv1       (10AP)           Enables use of lv1 time magic to other jobs
 * !Time lv2       (20AP)           Enables use of lv2 time magic to other jobs
 * !Time lv3       (30AP)           Enables use of lv3 time magic to other jobs
 * !Time lv4       (50AP)           Enables use of lv4 time magic to other jobs
 * !Time lv5       (70AP)           Enables use of lv5 time magic to other jobs
 * !Time lv6       (100AP)           Enables use of lv6 time magic to other jobs
 * Eq Rods         (250AP)           Allows any character to equip a rod/staff

Summoner
The Summoner is by far the mage that is most geared towards dealing damage. She's able to call forth eidolons, warrior souls of great power, to level her enemies. Only a minority of Eidolon have special abilities. Eidolons must be tamed before they can be used, with a few exceptions; but once in the party's command, eidolons never miss their marks. They do not suffer the split-damage penalty of other magics, but the majority can't be focused on a single target. She uses more MP per spell than other mages do, so keep those Ether-type items close at hand when fighting stronger monsters.
 * Summary

Can equip: Knives, Rods, Hats, Robes

Command Ability: Summon


 * Innate Abilities:

None


 * Abilities
 * !Summon lv1      (15AP)           Allows any job to call lv1 summons
 * !Summon lv2      (30AP)           Allows any job to call lv2 summons
 * !Summon lv3      (45AP)           Allows any job to call lv4 summons
 * !Summon lv4      (60AP)           Allows any job to call lv4 summons
 * !Summon lv5      (100AP)           Allows any job to call lv5 summons
 * !Call            (500AP)           Call a random summon for 0 MP.

Berserker

 * Summary

The Berserker is a primal warrior: insanely strong, but slow as he winds up to hack at his foes with an axe or hammer. His rage will not be staunched until the enemy party is utterly annihilated. For all the power this Job has, he's stuck with most of the least accurate weapons in the game; he hits hard and misses big. Since he's berserked, it's best to augment him with a good innate skill and have healers on standby to help him out at all times.

Can equip: Knives, Axes, Hammers, Shields, Mails, Helms


 * Info
 * High Strength and Stamina stats
 * Auto-Berserk status ensures up to 2x damage with attack
 * Not very agile
 * Command abilities shouldn't be set to him
 * Fairly easy to master

Command Ability: None


 * Innate Abilities
 * Berserk
 * Equip Axe
 * Abilities
 * Berserk          (100AP)           Increase damage but you lose control over the character.
 * Eq axes          (400AP)           Enables any job to equip axes and hammers.

Mystic Knight

 * Summary

The Mystic Knight could be called the product of a strange union between a knight and a mage; he has a little something of both "parent" Jobs, but isn't particularly strong toward either one, statistically speaking. What he does, he does well, and that thing he does is charge swords with elemental or status magics. With a cast and a swing, the party is sure to gain the upper hand on its enemies quickly. The Mystic Knight is also a good choice against foes protected by Reflect. Each spell charge will last until the end of a battle, or until replaced by another charge. He has significantly less MP than the dedicated mages, so once again, it's wise to keep some Ethers handy.

Can equip: Knives, Swords, Shields, Plates, Mails, Helms

Command Ability: Spellblade


 * Innate Abilities:
 * Magic Wall


 * Abilities
 * Magic shell       (10AP)           When character hits low hp, shell is activated for the rest of the battle
 * !Spell blade lv1  (20AP)           Enables use of lv1 sword magic to other jobs
 * !Spell blade lv2  (30AP)          Enables use of lv2 sword magic to other jobs
 * !Spell blade lv3  (50AP)           Enables use of lv3 sword magic to other jobs
 * !Spell blade lv4  (70AP)           Enables use of lv4 sword magic to other jobs
 * !Spell blade lv5  (100AP)           Enables use of lv5 sword magic to other jobs
 * !Spell blade lv6  (400AP)          Enables use of lv6 sword magic to other jobs

Mime
Location: Walse Tower, after Water Crystal shatters and tower sinks (Unobtainable until World 3)


 * Summary

The Mime is quite possibly the weirdest job in the game. His equipment selection and stats reflect those of a mage, and yet he can also equip throwing weapons like a ninja or thief. He can use any abilities acquired through other Jobs as well as inheriting their innate skills. Depending on the effort you put forth into mastery, the Mime can be your best asset, or the dumbest mistake you'll make in the late game. His saving grace may be his ability to copy his allies' prior actions, if it wasn't so hard to acquire his powers in the first place. In a straight game, the Mime requires the second-most ABP to master, just behind the Red Mage. Because of his unusual setup, it may be best practice to deploy only one at a time. Can equip: Knives, Rods, Staves, Thrown, Shields, Hats, Robes


 * Info
 * Can equip three abilities instead of one, but fight and item are not automatically available.
 * Has all innate skills of mastered jobs
 * Copied abilities use no MP
 * Completely optional (see walkthrough)


 * Abilities
 * Mimic (999AP)
 * Allows ally to repeat another's previous turn

Fire crystal jobs
These jobs become available after the party recovers the shards of the Fire Crystal thrown clear of the explosion in Karnak.

Ninja
Recovered immediately


 * Summary

The Ninja stands out as the epitome of speed and a master in the art of stealth, able to alert the party to an oncoming enemy horde before it strikes. On top of this, it might be easy to think of him as am upgraded Thief with some Monk skills, And you'd be right. With a blade in each hand, the Ninja delivers on quick (but not powerful) strikes, and he can throw extra weapons for use as darts to cause serious damage. He's not the greatest defensively, but if the situation gets out-of-hand, he's got a limitless supply of smoke bombs to cover the party's escape.

Can equip: Knives, Thrown, Plates, Robes, Hats

Command Ability: Throw


 * Innate Abilities
 * Preemptive Strike
 * 2-Swords


 * Abilities:
 * Smoke (10AP)
 * Image (30AP)
 * Preemptive (50AP)
 * Throw (150AP)
 * Dual-wield (450AP)

Archer/Ranger
Recovered as the party finds the Black Chocobo.

The Archer (also called the Hunter or Ranger depending on the version of FFV in play) is the party's ranged-attack specialist. He can attack any enemy high or low, near or far from any position on the line with deadly accuracy, needing only a bow. He can even call friendly creatures to assist the party. An Archer doesn't have as much Stamina as other fighting classes; thus he should be in the rear ranks of the party. His bows aren't the strongest, and most of them tend to be elemental, but he does learn the Scattershot (Rapid Fire) skill that allows him to deal four half-damage strikes in a single turn. This skill alone is an asset to any warrior.
 * Summary

Can equip: Knives, Bows, Hats, Robes, Plates

Command Ability: Aim


 * Innate Abilities:
 * Equip Bows


 * Abilities
 * Animal-Call upon Animals (15AP).
 * Aim-shoot with 100%hit rate but less damage (45AP).
 * EquipBows: character can equip bows (135AP).
 * X-Fight/Scattershot/Rapid Fire-Shoot 4 targets in a turn, but each shot is random and does less damage (450AP).

Geomancer
Recovered immediately

The Geomancer always looks prepared for a cold snap. Beneath the parka and cap, however, is a mid-level mage with a talent for using natural elements against his foes. He's generally considered a weaker character, with poor beginning stats and a very limited equipment list. However, the Geomancer can detect and evade obstacles like break-away floors and life-sucking traps while in the party, so it's worthwhile to develop at least one character to Master.
 * Summary


 * Info
 * Starting spell Earth/Gaia uses no MP and deals randomized damage that differs according to terrain and casters Magic Power stat.

Can equip: Bells, Knives, Robes, Hats Command ability: Earth


 * Innate Abilities
 * Findhole
 * Antitrap


 * Earned Abilities
 * Earth (25AP, command)
 * Uses the power of the surrounding terrain to damage enemies. The spells are random but depend on the location of the battle. For example if the battle takes place in a forest then Earth may call the trees to strike the enemy with their branches. In each location, up to four different spells are possible, but the more powerful spells can only be cast by higher level characters, so only characters at level over 50 can cast all four. See the Earth spell section under Magic for more details.


 * Findhole (50AP, passive)
 * If any character in your party has this ability then you will be able to see a hole in the floor and jump back before falling in.


 * Antitrap (100AP, passive)
 * If any character in your party has this ability then you will be be immune to damage causing floors such as lava and poison spikes.


 * Master requires 175 AP Total.

Beastmaster/Trainer
Recovered immediately

The Beastmaster is unusual; he's neither fully a fighter nor fully a mage. His whips are ranged weapons that can sometimes paralyze targets. A Beastmaster's strength lies in his ability to capture monsters and then release them on other foes, with varying effects. As he develops, the Beastmaster also learns to manipulate monsters' minds and use their skills to the party's advantage, which also makes him especially valuable to any Blue Mages serving with him.
 * Summary


 * Weapons
 * Whips
 * Daggers


 * Command Ability
 * Catch/Free
 * If the target is at critical HP then it will be caught and stored for later use. When freed, then a single attack against a random enemy will be performed. The type of attack depends on what has been caught and released. Some enemies can't be caught. If the KornagoGourd is equipped then catching the enemy is much easier.

Innate Ability: Equip Whips


 * Learned Abilities
 * Tame (10 ABP, command)
 * Inflict Stop on the target. Does not work on all enemies. As a rule of thumb, it works on lower life forms such as mammals, but not on humans.


 * Cntrl (50 ABP, command)
 * If the attack hits then the enemy is controlled and the Trainer can issue commands to him/her/it. The list of commands depends on the enemy controlled. Some Blue spells can only be obtained by controlling the creature and having it cast the spell on a Blue Mage. Some enemies can't be controlled. Having the Coronet equipped increases the chance of success.


 * Equip Whips
 * Allows other Jobs to equip whips


 * Catch/Free
 * Trap a weakened foe, then release it at a later time (see above for details).

Bard
Recovered as the party finds the Black Chocobo

The weak and frail Bard also makes an encore in Final Fantasy V, but this time around, he's many times more useful. The Bard acts as the party's cheerleader, his songs either boosting stats or crippling the enemy party. He holds the only other skill capable of damaging undead foes, so it may be worthwhile to master this Job, Along with the Geomancer, a quick and easy Job to complete.
 * Summary


 * Weapons
 * Harps
 * Daggers


 * Default ability
 * Sing


 * Earned abilities
 * Hide (25 ABP, command)
 * Temporarily moves away from battle (does not cause user to flee). The Bard can avoid damage, but will not be able to act until the Show/Return command is used.


 * EqHarp (50 ABP, passive)
 * Allow the character to equip harps.


 * Sing (100 ABP, command)
 * There are eight song spells which are cast using this ability. Most of these strengthen other characters in some way.


 * Master requires 175 ABP total.

Earth crystal jobs
These jobs become available after the Earth Crystal shatters

Dragoon
The Dragoon (or Lancer) is one of the most dedicated warriors in the game, His heavy armor slows him on land, but when he and his spear take to the air, he becomes a lethal weapon. His power comes at the price of an extra turn, and may leave weaker party members open to enemy assault.
 * Summary


 * Info:
 * When equipped with a spear, Jump deals 2x damage

Command Ability: Jump


 * Innate Abilities
 * Equip Spear


 * Abilities:
 * Jump (50AP)
 * Jump in the air, hold for one turn, then impale the enemy.
 * Lancer (150AP)
 * Drain and absorb a portion of enemy HP/MP with attack
 * Equip Lances (400AP)
 * Allows other Jobs to wield spears

Samurai

 * Summary

Like the Knight, the Samurai is a straight melee job. He's capable of quick, one-shot kills, though his weapon selection is thin in the early game. He prefers the katana over the broad blade of a Knight to complement his higher Speed stat, but can also wear heavy armor. Even so, the katana is no match for a sword in respect to attack power.


 * Info
 * As quick strikers, Samurai have an increased chance of striking killing blows and/or critical hits.
 * Ability to throw Gil can unbalance any battle in the party's favor. Always hits all targets.
 * Can sometimes block enemy strikes with quick reflexes
 * Most weapons are non-elemental, except the Kazekiri (Wind Blade)

Can equip: Knives, Katana, Shields, Mails, Helms

Command Ability: Zeninage (lit. "Throw Coins")/$toss


 * Innate Abilities


 * Sword Slap
 * Equip Katana
 * Sword Grab


 * Ability List:


 * Sword Slap
 * A quick hit that sometimes stuns its target
 * Zeninage/Gil Toss/$toss
 * Throw coins at all enemy targets. Amount thrown is determined by Samurai's level. Damage is divided over number of targets.
 * Sword Grab
 * Randomly evade enemy hits
 * Equip Katana
 * Allows other Jobs to wield Katana
 * Fast Draw/Iai Strike/Deathblow
 * May kill enemies not immune to Instant Death

Dancer
These enchanted masters of footwork will leave their foes in a daze before they hit with a deadly knife strike. The dancer is a back-row job, because it can wear light armor only.
 * Summary

The Dancer learns two commands: Flirt and Dance. Flirt makes one enemy skip its next turn. Dance has four random effect, of which "Tempting Tango" is the most useful: it inflicts the "confused" status to an enemy, and it's equally effective from the back row. Three "ribbon armors" (equipment parts exclusive to the Dancer) improve the success rate of flirt, but downgrade the dance: the useful "Tempting Tango" is replaced by "Sword Dance". The latter is a dance that has no special effect on the enemy, but simply inflicts double damage from the back row (quadruple damage from the front row, but the Dancer's armor is too light to stay in the front).

With a Ribbon headgear on hand, Dancers can also protect themselves from any status ailment cast on them.

Can equip: Knives, Robes, Hats Command Ability: Dance


 * Innate abilities
 * EqRibbon
 * Allows to equip: Man-Eater dagger; Ribbon (prevents status ailments); rainbow dress, lamia tiara, red slippers (all 3 improve Flirt but downgrade Dance)


 * Earned abilities
 * Flirt (25 ABP, command)
 * Distracts some enemies. The next action is replaced with a "Grrr..." message with no effect.


 * Dance (50 ABP, command)
 * Cast a Dance spell. See Dance magic.


 * EqRibbon (325 ABP, passive)
 * Equip a Ribbon, Rainbow Dress, and/or Red Shoes, also applying any effects granted by these items.


 * Master requires 400 ABP Total.

Chemist
The last Job in the regular game is often the most overlooked. It's also the hardest to classify. Better to let a Chemist's work speak for him. The Chemist is useful both as a healer and an attack mage; he doubles the effect of medicinal items thrown to his comrades, and can whip up powerful spells when two items are mixed together. He can drink special potions to boost his own abilities, but these can't mask his generally sub-par stats and middling equipment list. Still, he's quite handy to have around, especially when magic doesn't work.
 * Summary

Can equip: Knives, Staves/Maces, Robes, Hats

Command Ability: Drink


 * Innate Abilities:
 * Medicine
 * Doubles the effect of Potion and Ether-type items in battle


 * Abilities:


 * Medicine
 * Doubles the effects of recovery potions in battle
 * Mix
 * Combine two items to create an effect
 * Drink
 * Consume status-boosting tonics
 * Recover
 * Cures all allies' negative status. Equivalent to the White Magic spell Esuna or the Remedy item
 * Revive
 * Raise an ally from KO status.

Advance jobs
These jobs are available in the GBA version only.

Necromancer
Location: Sealed TempleS
 * One of the new jobs added to the game.

The Necromancer is a Job in the GBA and iOS Versions of Final Fantasy V. Found in the Sealed Temple after Beating Enuo.

The Necromancer has the potential due to its inherent equipment options and abilities. Necromancers have Magic Power equal to that of a Black Mage and Stamina equal to that of a Knight.

Dark Arts is more powerful than the Black Magic and Summon skillsets, and can be further boosted due to the equipment choices the Necromancer has. The Necromancer is similar to the Blue Mage, in that to learn any Dark Arts, the Necromancer has to learn it from opponents; the Necromancer must deal the finishing blow to a specific enemy to learn a Dark Art spell.

The downside to the Necromancer is their inherent undead status, making healing them a chore. Various methods can be used to bypass this, such as White Wind or the Necromancer's Drain Touch Skill. Unlike the inherent undead status of the Bone Mail, Necromancers can be revived once they are KO'd.

Mastering Necromancer for all four characters in the iOS version earns the player the achievement "Undead Freak".

Cannoneer
The Cannoneer is one of the GBA only jobs. It has an advantage over most physical jobs, as it can attack from the back row while still dealing full damage. They have similar abilities to the Chemist, being able to combine ammunition with normal items, but these can only be bought by the traveling merchant. Though they do not have much attacked power when compared to the other physical jobs.
 * Summary

Can equip: Knives, Swords, Shields, Hats, Clothes, Robes, Armlets.

Command Ability: Open Fire

None
 * Innate Abilities:


 * Abilities:


 * Open Fire
 * Let's any job use Open Fire
 * EXP Up
 * Gain 1.5x EXP
 * Combine
 * Let's any job use Combine

Summary table
The 21 jobs can be grouped according the armor they can use. You can use this as a guide to the main characteristics of each job and it should be used in the game.
 * Fighter: Prefer stiff, heavy armor with high defense. Concentrate on physical attacks, though Sorcerers combine this with magic.
 * Specialized: Have special skills of a physical nature. Need lighter, flexible armor they can move in.
 * Mixed: Have special skills of a magical nature. Can use either light or magical armor.
 * Mage: Need soft, comfortable armor so they can concentrate on spell casting. Concentrate magical attacks and support.
 * General: Can perform any role and (with a few exceptions) wear any armor.

The Freelancer job does not come from any crystal

The names in the Type column were chosen so that, if you sort the table by Type, job with affinities will appear next to each other.