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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, which allows the character to use the Job's abilities as a different class and when the job is mastered, the game will transfer the stat boosts of that Job to the Mimic and Freelancer 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, which allows the character to use the Job's abilities as a different class and when the job is mastered, the game will transfer the stat boosts of that Job to the Mimic and Freelancer jobs.


Characters start off at level 0 for each Job and have access to only the innate skills for a given Job. New abilities are obtained once you collect the required ABP. Once you meet the quota, the character gains a level in the Job and an ability. The count then resets to 0. Once an ability is obtained, it may be assigned to a free slot regardless of Job. Abilities prefixed with "!" are active commands that can be selected in battle.
Characters start off at level 0 for each Job and have access to only the innate skills for a given Job. New abilities are obtained once you collect the required ABP. Once you meet the quota, the character gains a level in the Job and an ability. The count then resets to 0. Once an ability is obtained, it may be assigned to a free slot regardless of Job. Abilities prefixed with "!" are active commands that can be selected in battle.


For the six specialized mage jobs (Black/White/Red/Time Mages, Summoner, and Mystic Knight), Job levels are cumulative. Their active ability retains its name, but for each level completed, the ability gains the use of that Job level's spells at that tier. For example, a Level 3 Black Mage is able to use Level 1-3 Black Magic. However, the Mystic Knight's spell level is actually (''job level''-1) because of their {{Control|Magic Wall|Magic Wall|Magic Shell}} ability at level 1, so they will not be able to pass their magic on to other Jobs without reaching level 2 first.  
For the six specialized mage jobs (Black/White/Red/Time Mages, Summoner, and Mystic Knight), Job levels are cumulative. Their active ability retains its name, but for each level completed, the ability gains the use of that Job level's spells at that tier. For example, a Level 3 Black Mage is able to use Level 1-3 Black Magic. However, the Mystic Knight's spell level is actually (''job level''-1) because of their {{Control|Magic Wall|Magic Wall|Magic Shell}} ability at level 1, so they will not be able to pass their magic on to other Jobs without reaching level 2 first.  


Note: The names of the jobs and abilities may change depending on the game's version.
Note: The names of the jobs and abilities may change depending on the game's version.
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Location: Wind Shrine
Location: Wind Shrine
;Summary
;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, the Knight has access to the widest range of weapons and armor in the game, including elemental swords. The Knight covers their allies when they are critically wounded. They also have a chance to nullify direct attacks targeted at them.
: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, the Knight has access to the widest range of weapons and armor in the game, including elemental swords. The Knight covers their allies when they are critically wounded. They also have a to nullify direct attacks targeted at them.  


;Traits:
;Traits:
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| Equip Armor || 150 || Allows the character to equip heavy armor, including plates without Job restrictions.
| Equip Armor || 150 || Allows the character to equip heavy armor, including plates without Job restrictions.
|-
|-
| Equip Sword || 350 || Allows the character to equip swords without Job restrictions.
| Equip Sword || 150 || Allows the character to equip swords without Job restrictions.
|}
|}


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Location: Wind Shrine
Location: Wind Shrine
;Summary
;Summary
:The first specialist Job. the Monk is not only a tank, but also has high Strength, Stamina, and HP. They can hit twice as hard as a Knight barehanded and have the ability to deal double damage for a turn at the temporary expense of defense. The Monk counterattacks physical strikes directed at them and their critical hit rate is higher than many other Jobs. They can only equip light armor like robes and hats.
:The first specialist Job. the Monk is not only a tank, but also has high Strength, Stamina, and HP. They can hit twice as hard as a Knight barehanded and have the ability to deal double damage for a turn at the temporary expense of defense. The Monk counterattacks physical strikes directed at them and their critical hit rate is higher than many other Jobs. They can only equip light armor like robes and hats.


;Traits
;Traits
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|-
|-
| Counter || 60 || Counterattacks against physical attacks.
| Counter || 60 || Counterattacks against physical attacks.
|-
|-| HP+10% || 100 || Raises HP by 10%.|-| HP+20% || 150 || Raises HP by 20%.|-
| HP+10% || 100 || Raises HP by 10%.
|-
| HP+20% || 150 || Raises HP by 20%.
|-
| HP+30% || 300 || Raises HP by 30%.
| HP+30% || 300 || Raises HP by 30%.
|}
|}
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Location: Wind Shrine
Location: Wind Shrine
;Summary
;Summary
:The Thief is not always the greatest attacker, nor does this Job have much above average Stamina and HP. They compensate by having extremely high Agility and useful passive skills. They can see hidden things and help their party out of dangerous situations with their increased speed and escape skills. They are also one of the three classes that are able to throw projectile weapons, which allows them to be in the back row without sacrificing offensive power. They are able to steal from enemies.
:The Thief is not always the greatest attacker, nor does this Job have much above average Stamina and HP. They compensate by having extremely high Agility and useful passive skills. They can see hidden things and help their party out of dangerous situations with their increased speed and escape skills. They are also one of the three classes that are able to throw projectile weapons, which allows them to be in the back row without sacrificing offensive power. They are able to steal from enemies.
   
   
;Traits
;Traits
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|-
|-
| Caution || 75 || Reduces the chance of back attacks.
| Caution || 75 || Reduces the chance of back attacks.
|-
|-| !{{Control|Capture|Capture|Mug}} || 150 || Attemps to steal an item from an enemy while attacking.
| !Mug || 150 || Attempts to steal an item from an enemy while attacking.
|-| Agility || 300 || Boosts Agility to Thief's level.
|-
| Footwork|| 300 || Gain the same speed and agility as a Thief.
|}
|}


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Location: Wind Shrine
Location: Wind Shrine
;Summary
;Summary
:The White Mage specialises in restorative and defensive magic. As a medic, they are second to none and will see a lot of use throughout the game. Along with their damage-dealing counterpart, the Black Mage, the White Mage has a high Magic score, but does not offer much in the way of offense or defense. Their equipment selection is poor and it is recommended to keep them in the back row. They are effective against the undead; the same restorative spells, along with the late-game Holy spell, are their most potent offense against them.
:The White Mage specialises in restorative and defensive magic. As a medic, they are second to none and will see a lot of use throughout the game. Along with their damage-dealing counterpart, the Black Mage, the White Mage has a high Magic score, but does not offer much in the way of offense or defense. Their equipment selection is poor and it is recommended to keep them in the back row. They are effective against the undead; the same restorative spells, along with the late-game Holy spell, are their most potent offense against them.


;Traits
;Traits
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| !White Lv 6 || 100 || Allows the use of level 6 white spells.
| !White Lv 6 || 100 || Allows the use of level 6 white spells.
|-
|-
| MP +10% || 300 || Increases maximum MP by 10%.
| MP +30% || 450 || Increases maximum MP by 30%.
|}
|}


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Location: Wind Shrine
Location: Wind Shrine
;Summary
;Summary
:The Black Mage is the major damage dealer throughout the game. They use fire, ice, and lightning spells as well as an array of status spells to cripple oncoming foes. Although they are physically weak, they have a decent selection of rods to help boost their magic power.
:The Black Mage is the major damage dealer throughout the game. They use fire, ice, and lightning spells as well as an array of status spells to cripple oncoming foes. Although they are physically weak, they have a decent selection of rods to help boost their magic power.  


;Traits
;Traits
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* Copied abilities use no MP.
* Copied abilities use no MP.
* Completely optional (see walkthrough).
* Completely optional (see walkthrough).
 
 
'''Can equip:''' Knives, Rods, Staves, Thrown, Shields, Hats, Robes
'''Can equip:''' Knives, Rods, Staves, Thrown, Shields, Hats, Robes


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|-
|-


| Dual-Wield || 450 || Allows a character to dual-wield weapons without Job restrictions.
| Dual-wield || 450 || Allows a character to dual-wield weapons without Job restrictions.


|}
|}
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|-
|-


| !{{Control|X-Fight|Scattershot|Rapid Fire}} || 405 || Randomly attack 4 targets; each hit deals less damage than a standard attack.
| {{Control|X-Fight|Scattershot|Rapid Fire}} || 450 || Randomly attack 4 targets; each hit deals less damage than a standard attack.


|}
|}
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;Innate Abilities
;Innate Abilities
* {{Control|Findhole|Findhole|Find Pits}}
* {{Control|Findhole|Findhole|Find Pits}}
* {{Control|Antitrap|Antitrap|Light Step}}
* Antitrap


{| class="wikitable"
{| class="wikitable"
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|-
|-


| {{Control|Antitrap|Antitrap|Light Step}} || 100 || Renders party immune to damage-inflicting terrain like lava and poison spikes.
| Antitrap || 100 || Renders party immune to damage-inflicting terrain like lava and poison spikes.


|}
|}
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'''Command Ability''': !Catch/!{{Control|Free|Free|Release}}: If the target is at critical HP it is caught and stored for later use. When freed, a single move is performed. The type of attack depends on what has been caught and released. Some enemies cannot be caught. Equipping the {{Control|KornagoGourd|KornagoGourd|Kornago Gourd}} makes catching enemies easier.
'''Command Ability''': !Catch/!{{Control|Free|Free|Release}}: If the target is at critical HP it is caught and stored for later use. When freed, a single move is performed. The type of attack depends on what has been caught and released. Some enemies cannot be caught. Equipping the {{Control|KornagoGourd|KornagoGourd|Kornago Gourd}} makes catching enemies easier.


'''Innate Ability'''  
'''Innate Ability:'''  
*Equip Whips
*Equip Whips


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;Summary
;Summary


Like the Knight, the Samurai is a straight melee job. They are capable of quick, one-shot kills, though they have little weapon selection early game. They prefer katanas to complement their higher Speed stat but can also wear heavy armor.
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. 


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


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


'''Command Ability:''' !{{Control|$toss|Gil Toss|Zeninage}} (lit. "Throw Coins"): Throw {{ffvgil}} at enemies. Amount thrown is determined by Samurai's level. Damage is divided over number of targets.
'''Command Ability:''' Zeninage (lit. "Throw Coins")/$toss


;Innate Abilities
;Innate Abilities
* Sword Slap
* Equip Katana
* Equip Katana
* {{Control|SwrdGrab|Shirahadori|Shirahadori}}
* Sword Grab
 
{| class="wikitable"
|+ Abilities
! Name !! ABP needed !! Description
|-
| !{{Control|Sword Slap|Sword Slap|Mineuchi (lit. "striking with the back of the sword")}} || 10 || Stuns an enemy.
|-
| !{{Control|$toss|Gil Toss|Zeninage}} || 30 || Throw coins at all enemies.
|-
 
| {{Control|SwrdGrab|SwrdGrab|Shirahadori}} || 60 || Provide chance to evade enemy attacks
 
|-
 
| Equip Katana || 180 || Allows the character to equip Katanas regardless of Job restrictions


|-
;Ability List:


| !{{Control|Fdraw|Iainuki|Iainuki}} || 540 || Chance to kill enemies not immune to Instant Death
*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===
===Dancer===
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::Doubles the effect of Potion and Ether-type items in battle
::Doubles the effect of Potion and Ether-type items in battle


{| class="wikitable"
;Abilities:
|+ Abilities
 
! Name !! ABP needed !! Description
*Medicine
|-
**Doubles the effects of recovery potions in battle
| Medicine || 15 || Doubles the effects of recovery potions in battle
*Mix
|-
**Combine two items to create an effect
| Mix || 30 || Combine two items to create an effect
*Drink
|-
**Consume status-boosting tonics
| Drink || 45 || Consume status-boosting tonics
*Recover
|-
**Cures all allies' negative status. Equivalent to the White Magic spell Esuna or the Remedy item
| Recover || 135 || Cures all allies' negative status. Equivalent to the White Magic spell Esuna or the Remedy item
*Revive
|-
**Raise an ally from KO status.
| Revive || 405 || Raise an ally from KO status.
|}


== Advance Jobs ==
== Advance jobs ==
These jobs are only available in the GBA and iOS versions.
These jobs are available in the GBA version only.


===Necromancer===
===Necromancer===
Location: Sealed Temple
Location: Sealed TempleS
* One of the new jobs added to the game.
* 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''' 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.
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.
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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.  
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 difficult. 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.
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".
Mastering Necromancer for all four characters in the iOS version earns the player the achievement "Undead Freak".
'''Can Equip''': Knives, Rods, Hats, Clothes, Robes
'''Command Ability''': !Dark Arts


===Cannoneer===
===Cannoneer===
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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.  
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.  


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


'''Command Ability:''' Open Fire
'''Command Ability:''' Open Fire
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*Open Fire
*Open Fire
**Lets any job use Open Fire
**Let's any job use Open Fire
*EXP Up
*EXP Up
**Gain 1.5x EXP
**Gain 1.5x EXP
*Combine
*Combine
**Lets any job use Combine
**Let's any job use Combine


===Oracle===
===Oracle===
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! Crystal !! Fighter !! Specialized !! Mixed!! Mage
! Crystal !! Fighter !! Specialized !! Mixed!! Mage
|-
|-
| '''Wind''' || Knight || Monk, Thief || Blue Mage || W. Mage, B. Mage
| '''Wind''' || Knight || Monk, Thief || Blue Mage || W. Mage, B. Mage
|-
|-
| '''Water''' || Berserker, Sorcerer || || Red Mage, Mime || TimeMage, Summoner
| '''Water''' || Berserker, Sorcerer || || Red Mage, Mime || TimeMage, Summoner
|-
|-
| '''Fire''' || || Ninja, Trainer, Hunter || || Geomancr, Bard
| '''Fire''' || || Ninja, Trainer, Hunter || || Geomancr, Bard
|-
|-
| '''Earth''' || Lancer, Samurai || Dancer || Chemist ||
| '''Earth''' || Lancer, Samurai || Dancer || Chemist ||
|-
|-
|}
|}
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| '''Necromancer  || 5 - Advance || Oath,<br /> Dark Arts      || Dark Arts        || {{n/a|-}}              || {{n/a|-}}            || Undead        || Wizard, offensive
| '''Necromancer  || 5 - Advance || Oath,<br /> Dark Arts      || Dark Arts        || {{n/a|-}}              || {{n/a|-}}            || Undead        || Wizard, offensive
|}
|}


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