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.

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 can not 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.

Knight
Location: Acquire after the Wind crystal shatters
 * The knight is the first warrior type job available, and are the only strong physical warriors for a while. In the late game they can equip a variety of very powerful swords.


 * Info:
 * Can equip Swords, shields and daggers
 * Character can use guard and protect when equipped


 * Abilities:
 * Cover (10AP): Auto-defends charaters low on health.
 * Guard (30AP): Prevents damage from physical attacks.
 * Double Grip (50AP)
 * Equip Shields (100AP)
 * Equip Armor (150AP)
 * Equip Sword (250AP)

Monk
Location: after the wind crystal shatters
 * The monk uses bare handed attacks to deal high damage. They also have the highest strength and stamina stats in the game.


 * 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
Location: Acquire after the Wind crystal shatters
 * The thief is the game's fastest class and remains useful throughout the entire game.


 * Info:
 * Can equip Daggers
 * Character can use dash, passages and steal when equipped.

(Note: In the GBA version, the Dash ability activates 4x 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 to run in dungeons or towns.
 * Steal (50AP): Tries to take an item from a monster.
 * Caution (75AP): Prevents ambushes
 * Capture (150AP): Steals treasure while attacking.
 * Agility (300AP): Become as agile as a Thief.

White Mage
Location: After the Wind Crystal shatters
 * Abilities:
 * White Lv 1 (10AP): Allows using level 1 white spells.
 * White Lv 2 (20AP): Allows using level 2 white spells.
 * White Lv 3 (30AP)
 * White Lv 4 (50AP)
 * White Lv 5 (70AP)
 * White Lv 6 (100AP)
 * MP +30% (450AP)

Black Mage
Location: After the Wind Crystal shatters
 * 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

 * 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.

Red mage
Location: Acquire after the water crystal shatters
 * The red mage is able to cast both white and black magic, but only up to level three.


 * Info
 * Can equip knives, swords, rods, and staffs.
 * 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

 * 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/stave

Summoner

 * 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

 * 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
A knight that enhances his/her sword with elemental and status-ailment spells.


 * 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

Ninja

 * The ninja is a fast character with high offensive potential but low defense.


 * Info:
 * Can equip daggers
 * Character can use throw, preemptive and 2-handed when equipped


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

Archer/Ranger
The Archer (a.k.a. hunter/ranger) can call on animals to deliver various effects.


 * Info
 * Can equip bows and arrows.
 * Can equip knives.
 * Unlock and acquire after the Fire crystal shatters.


 * Abilities
 * Animal-Call upon Animals (15AP).
 * Aim-shoot with 100%hit rate but less damage (45AP).
 * EquipBows: character can equip bows (135AP).
 * X-Fight-Shoot 4 target in a turn,but each shoot does less damege (450AP).

Geomancer
The Geomancer is generally considered a weaker character, with poor beginning stats and a very limited equipment list. However, the abilities Earth, Findhole and Antitrap can be very useful in some situation, so it's worthwhile to develop at least one character to Master.

Bells, Daggers
 * Weapons
 * Default ability
 * Earth


 * Innate abilites
 * Findhole, Antitrap
 * Starting spell Earth/Gaia uses no MP and deals randomized damage that differs according to terrain and casters Magic Power stat.


 * Earned abilites
 * 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.

Trainer

 * Weapons
 * Whips
 * Daggers


 * Default 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.


 * Earned abilities
 * Tame (10 ABP, command)
 * Inflict Stop on the target. Does not work on all enemies. As a rule of thumb, it works on higher 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.

Bard

 * Weapons
 * Harps
 * Daggers


 * Default ability
 * Sing


 * Earned abilities
 * Hide (25 ABP, command)
 * Inflict Stop on the target. Does not work on all enemies. As a rule of thumb, it works on higher life forms such as mammals, but not on humans.


 * 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.

Dragoon
Location: Acquire after the Earth crystal shatters
 * The lancer is one of the most specialized warrior jobs. A dragoon's jump attack means your enemies will target your more vulnerable characters while the dragoon is off screen, somewhat counter-productive to the role of a warrior character.


 * Info:
 * Can equip lances, daggers and shields
 * Character can use jump when equipped


 * Abilities:
 * Jump (50AP)
 * Lancer (150AP)
 * Equip Lances (400AP)

Dancer
Though weak fighters, the Dance ability can be useful. With Ribbon equipped they are immune to a number of status ailments.


 * Weapons
 * Daggers
 * Default ability
 * Dance


 * Innate abilites
 * EqRibbon


 * Earned abilites
 * 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.


 * Master requires 400 ABP Total.

Mime

 * Can equip three abilities instead of one, but fight and item are not automatically available.
 * Has all innate skills of mastered jobs


 * Abilities
 * Mimic (999AP)

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".

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 general type jobs Bare and Mime aren't 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.