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.

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

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.

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.

Thief



 * Weapons: Daggers, thrown weapons
 * Magic: None
 * Special skills: Steal, Flee
 * Level 99 item: Gladius

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.

Monk



 * Weapons: Fist weapons
 * Magic: None
 * Special skill: Retaliate
 * Level 99 item: Shura Gloves

Monks are doomed to wear light armor, but they pack a hefty physical punch to make up for it. This job can counter-attack with Retaliate if hit by a physical attack. However, Monks can be replaced with Black Belts, who basically mirror Monks but have better stats.

White Mage



 * Weapons: Staves
 * Magic: Level 1 to Level 7 White Magic spells
 * Special skills: None
 * Level 99 item: Angel Robe

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.

Black Mage



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

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.

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

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.

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

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.

Ranger



 * Weapons: Bows, arrows, thrown weapons
 * Magic: None
 * Special skill: Barrage
 * Level 99 item: Artemis Bow

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.

Geomancer


Geomancers are fun to mess with. Their skill, Terrain, produces a magic attack. The attack's targets and element depends on the terrain you're fighting on. (For more information about this skill, see the Spells and skills section of this guide.) 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.
 * Weapons: Bells
 * Magic: None
 * Special skill: Terrain
 * Level 99 item: Blessed Bell

Scholar



 * Weapons: Books
 * Magic level: Level 1 to Level 3 White and Black Magic spells
 * Special skill: Study
 * Level 99 item: Omnitome

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.

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

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.

Dark Knight



 * Weapons: Swords, katanas
 * Magic: None
 * Special skill: Souleater
 * Level 99 item: Murakumo

Dark Knights have poor defensive skill, but have excellent attack power, and posess 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.

Evoker



 * Weapons: Staves
 * Magic: Level 1-8 Summon spells
 * Special skill: Summon
 * Level 99 item: Royal Crown

Evokers are similar to both black and white mages combined, and have a lot of MP. So what's the catch? Well, summon spells have a white magic side and a black magic side, but you can't control which side comes out. Since the white magic spells have a tendency to fail, Evokers will mainly want to cast Hyper (both sides do about the same damage), Heatra (the white side always heals a ton of HP), or Catastro (the white side always sets Reflect on everyone).

Bard



 * Weapons: Daggers, harps
 * Magic: None
 * Special skill: Sing
 * Level 99 item: Ballad Crown

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, (s)he 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.

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

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 all ows them to charge up power for your next attack and can be used succecsively to boost your next attack further, but can damage your character if you use it too many times in a row.

Ninja



 * Weapons: Swords, daggers and thrown items
 * Magic: None
 * Special ability: Throw
 * Level 99 Item: Muramasa

Ninja are able to deal massive amounts of damage by throwing weapons and specialized projectiles at the enemy.

Magus



 * Weapons: Staves
 * Magic: Level 1 to Level 8 Black Magic spells
 * Special skill: None
 * Level 99 item: Millenium Rod

Devout



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

Sage



 * Weapons: Staves
 * Magic: Level 1 to Level 8 Black, White, and Summon Magic spells
 * Special skill: None
 * Level 99 item: Sage Staff

Summoner



 * Weapons: Staves
 * Magic: Level 1-8 Summon spells
 * Special skill: Summon
 * Level 99 item: Astral Bracers

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