Final Fantasy V/Jobs: Difference between revisions

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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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[[File:Final Fantasy 5 Bare.jpg|right]]
[[File:Final Fantasy 5 Bare.jpg|right]]
Location: Used by default
Location: Used by default
Renamed: Freelancer (GBA)
Renamed: Freelancer (GBA)


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


;Abilities: None.
;Abilities
*None


== Wind Crystal Jobs ==
== Wind Crystal Jobs ==
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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 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 chance 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 || 150 || Allows the character to equip swords without Job restrictions.
| Equip Sword || 350 || 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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|-
|-
| {{Control|Escape|Escape|Flee}} || 20 || Allows party to flee from most battles.
| {{Control|Escape|Escape|Flee}} || 20 || Allows party to flee from most battles.
|-| {{Control|Dash|Dash|Sprint}} || 30 || Hold {{Control|{{snes|B}}|{{psx|C}}|{{gb|B}} }} to run outside of battle.<ref group=thief>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.</ref>|-
|-
| {{Control|Dash|Dash|Sprint}} || 30 || Hold {{Control|{{snes|B}}|{{psx|C}}|{{gb|B}} }} to run outside of battle.<ref group=thief>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.</ref>
|-
| !Steal || 50 || Attempts to steal an item from an enemy.
| !Steal || 50 || Attempts to steal an item from an enemy.
|-
|-
| 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.
|-
|-| Agility || 300 || Boosts Agility to Thief's level.
| !Mug || 150 || Attempts to steal an item from an enemy while attacking.
|-
| Footwork|| 300 || Gain the same speed and agility as a Thief.
|}
|}
<div class="reflist lower-alpha" style="list-style-type: lower-alpha;"><references group=thief /></div>


===White Mage===
===White Mage===
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 +30% || 450 || Increases maximum MP by 30%.
| MP +10% || 300 || Increases maximum MP by 10%.
|}
|}


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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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|-
|-
| Learning || 20 || Learn Blue Magic spells when cast successfully on the ability holder.
| Learning || 20 || Learn Blue Magic spells when cast successfully on the ability holder.
|-| !Blue || 70 || Casts Blue Magic spells.|-| !View || 250 || Reveals enemy level, HP, weaknesses, and conditions. Very similar to the White Magic Spell {{Control|Scan|Scan|Libra}}.
|-
| !Blue || 70 || Casts Blue Magic spells.
|-
| !{{Control|View|View|Scan}} || 250 || Reveals enemy level, HP, weaknesses, and conditions. Very similar to the White Magic Spell {{Control|Scan|Scan|Libra}}.
|}
|}


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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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|-
|-
| Mimic || 999 || Automatically causes character to repeat ally's previous turn.
| Mimic || 999 || Automatically causes character to repeat ally's previous turn.
|-
| cell || cell ||
|}
|}


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:The Ninja has the highest Agility out of all the Jobs. They are able to dual-wield, throw weapons to inflict serious damage, and use smoke bombs to escape. They have a low Defense rating.  
:The Ninja has the highest Agility out of all the Jobs. They are able to dual-wield, throw weapons to inflict serious damage, and use smoke bombs to escape. They have a low Defense rating.  


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


'''Command Ability:''' !Throw: Throws an item from the player's inventory
'''Command Ability:''' !Throw: Throws an item from the player's inventory.


;Innate Abilities
;Innate Abilities
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* 2-Swords
* 2-Swords


;Abilities:
{| class="wikitable"
* !Smoke (10AP)
|+ Abilities
* !Image (30AP)
! Name !! ABP needed !! Description
* Preemptive (50AP)
|-
* !Throw (150AP)
| !{{Control|Dustb|Dustb|Smoke}} || 10 || Creates a smoke cloud that allows the party to escape.
* Dual-wield (450AP)
|-
| !{{Control|Twin|Twin|Image}} || 30 || Creates an afterimage that absorbs one physical attack before disappearing.
|-
 
| {{Control|Firstatk|1stAttack|First Strike}} || 50 || Increases chances of initiating a preemptive attack.
 
|-
| !Throw || 150 || Throws an item from the player's inventory.
|-
 
| Dual-Wield || 450 || Allows a character to dual-wield weapons without Job restrictions.
 
|}


===Hunter===
===Hunter===
Renamed: Archer (PSX); Ranger (GBA)
''Renamed: Archer (PSX); Ranger (GBA)''
 
Location: Black Chocobo Forest
Location: Black Chocobo Forest


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:The {{Control|Hunter|Archer|Ranger}} is the party's ranged-attack specialist. They equip bows and can attack enemies in any position at full strength. They can call friendly creatures to assist the party. {{Control|Hunter|Archer|Ranger}}s do not have as much Stamina as other fighting classes and should be placed in the back row. His bows are not the strongest weapons and many tend to be element-based. They learn the Scattershot (Rapid Fire) skill which allows them to deal four half-damage strikes in a single turn.  
:The {{Control|Hunter|Archer|Ranger}} is the party's ranged-attack specialist. They equip bows and can attack enemies in any position at full strength. They can call friendly creatures to assist the party. {{Control|Hunter|Archer|Ranger}}s do not have as much Stamina as other fighting classes and should be placed in the back row. His bows are not the strongest weapons and many tend to be element-based. They learn the Scattershot (Rapid Fire) skill which allows them to deal four half-damage strikes in a single turn.  


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


'''Command Ability:''' !Aim
'''Command Ability:''' !Aim: 100% hit rate at the cost of inflicting less damage.


;Innate Abilities:
;Innate Abilities:
* Equip Bows
* Equip Bows


;Abilities
{| class="wikitable"
*Animal-Call upon Animals (15AP).
|+ Abilities
*Aim-shoot with 100%hit rate but less damage (45AP).
! Name !! ABP needed !! Description
*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).
| !Animals || 15 || Call upon a random animal to aid in battle. For the full list see [[../Magic and skills#Animal|Animal]].
|-
| !Aim || 45 || 100% hit rate at the cost of inflicting less damage.
|-
 
| {{Control|EquipBows|EquipBows|Equip Bows}} || 135 || Allows the character to equip bows regardless of Job.
 
|-
 
| !{{Control|X-Fight|Scattershot|Rapid Fire}} || 405 || Randomly attack 4 targets; each hit deals less damage than a standard attack.
 
|}


===Geomancer===
===Geomancer===
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;Summary  
;Summary  
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.
:The Geomancer is a mid-level mage that uses natural elements against their foes. They are generally considered a weaker character with poor beginning stats and a very limited equipment list. However, the Geomancer can detect and evade obstacles like weak floors and life-sucking traps while in the party, so it is worthwhile to have one character Master the Job.
 
;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
'''Can Equip''': Bells, Knives, Robes, Hats
   
   
'''Command ability:''' Earth
'''Command Ability:''' !{{Control|Earth|Earth|Gaia}}: Use the power of the current terrain to cast 1 of 4 spells at random without using MP. More powerful spells can only be cast by higher-leveled characters&mdash;at level 50 all terrain spells can be cast. Spell potency depends on the caster's {{Control|Magic Power|Magic Power|Magic}} stat. See the [[../Magic and skills#Earth|Earth spell list]].


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


;Earned Abilities
{| class="wikitable"
*Earth (25AP, command)
|+ Abilities
::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.  
! Name !! ABP needed !! Description
|-
| !{{Control|Earth|Earth|Gaia}} || 25 || Uses the power of the earth to cast randomized spells.
|-
| {{Control|Findhole|Findhole|Find Pits}} || 50 || Party can evade crumbling floors and jumps back to the previous space before falling in.
|-


*Findhole (50AP, passive)
| {{Control|Antitrap|Antitrap|Light Step}} || 100 || Renders party immune to damage-inflicting terrain like lava and poison spikes.
::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===
===Trainer===
''Renamed: Beastmaster (GBA)''


Recovered immediately
Location: Karnak Castle Ruins


;Summary
;Summary
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.
:The {{Control|Trainer|Trainer|Beastmaster}} is unusual; they are neither fully a fighter nor a mage. Their whips are ranged weapons that can sometimes paralyze targets. A {{Control|Trainer|Trainer|Beastmaster}}'s strength lies in their ability to capture monsters and then release them on other foes with varying effects. The {{Control|Trainer|Trainer|Beastmaster}}'s ability to control enemies is an asset for Blue Mages in learning support spells.


;Weapons
'''Can Equip''': Whips, Daggers, Medium Armor
*Whips
*Daggers


;Command Ability
'''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.
*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
'''Innate Ability'''  
*Equip Whips


;Learned Abilities
{| class="wikitable"
*Tame (10 ABP, command)
|+ Abilities
::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.
! Name !! ABP needed !! Description
|-
| !{{Control|Tame|Tame|Calm}}|| 10 || Inflicts Stop on the target. Does not work on all enemies. Generally does not work on humans.
|-
| !{{Control|Cntrl|Cntrl|Control}} || 50 || Controls the enemy on the {{Control|Trainer|Trainer|Beastmaster}}'s turn if successful. Useful for obtaining some Blue Magic spells. Equipping the {{Control|Coronet|Coronet|Hypnotic Crown}} increases the chance of success. Some enemies cannot be controlled.
|-
 
| Equip Whips || 100 || Allows the character to equip whips regardless of Job restriction.


*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
| !Catch/!{{Control|Free|Free|Release}} || 300 || Catches enemy at critical HP. Can be used once to perform move.
::Allows other Jobs to equip whips


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


===Bard===
===Bard===
 
Location: Black Chocobo Forest
Recovered as the party finds the Black Chocobo


;Summary
;Summary
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.
:The Bard is a physically weak Job who specializes in singing. Their songs either negatively affect all enemies or positively affect all allies. It is a fast Job to master and it holds one of the few skills that exclusively damages undead enemies.


;Weapons
'''Can Equip:''' Harps, Daggers, Light Armor
*Harps
*Daggers


;Default ability
'''Command Ability''': !Sing: Casts a magic spell that either affect all enemies or all allies. See [[Final Fantasy V/Magic and skills#Song|Song]] for the full list.
*Sing


;Earned abilities
{| class="wikitable"
*Hide (25 ABP, command)
|+ Abilities
::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.
! Name !! ABP needed !! Description
|-
| !Hide || 25 || 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 {{Control|Show|Show|Return}} command is used.
|-
| {{Control|EqHarp|EqHarp|Equip Harps}} || 50 || Allows the character to equip harps regardless of Job restriction.
|-


*EqHarp (50 ABP, passive)
| !Sing || 100 || Casts a magic spell that either affect all enemies or all allies.
::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 in the Ronkan Ruins.


== Earth crystal jobs ==
===Dragoon===
These jobs become available after the Earth Crystal shatters
Location: Ronkan Ruins


===Dragoon===
;Summary
;Summary
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.
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.
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===Samurai===
===Samurai===
Location: Ronkan Ruins
;Summary
;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. 
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.


;Info
;Traits
* 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:''' Zeninage (lit. "Throw Coins")/$toss
'''Command Ability:''' !{{Control|$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.


;Innate Abilities
;Innate Abilities
* Equip Katana
* {{Control|SwrdGrab|Shirahadori|Shirahadori}}


* Sword Slap
{| class="wikitable"
* Equip Katana
|+ Abilities
* Sword Grab
! 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===
Location: Ronkan Ruins


;Summary
;Summary
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.
:The Dancer learns two commands: !Flirt and !Dance. '''Flirt''' makes one enemy skip its next turn and '''Dance''' has four effects chosen at random. Three '''"ribbon armors"''' (equipment pieces 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).
 
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.
With a '''Ribbon''' headgear on hand, Dancers can protect themselves from any status ailment cast on them.


Can equip: Knives, Robes, Hats
'''Can Equip''': Knives, Robes, Hats
   
   
'''Command Ability:''' Dance
'''Command Ability:''' !Dance: Chooses a random dance to perform on the enemy. See [[../Magic and skills#Dance|Dance]] for the full list.


;Innate abilities
;Innate Abilities:
*EqRibbon
*{{Control|EqRibbon|EqRibbon|Equip Ribbon}}
:: 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)
{| class="wikitable"
::Cast a Dance spell. See [[../Magic and skills#Dance|Dance magic]].
|+ Abilities
! Name !! ABP needed !! Description
*EqRibbon (325 ABP, passive)
|-
::Equip a Ribbon, Rainbow Dress, and/or Red Shoes, also applying any effects granted by these items.  
| !Flirt || 25 || Charm enemies to prevent them from taking actions their next turn.
|-
| !Dance || 50 || Perform a random dance.
|-
 
| {{Control|EqRibbon|EqRibbon|Equip Ribbon}}|| 325 || Allows the character to equip Man-Eater Daggers, Ribbons, Rainbow Dresses, Lamia Tiaras, and Red Shoes without Job restrictions.


*Master requires 400 ABP Total.
|}


===Chemist===
===Chemist===
Location: Ronkan Ruins
;Summary
;Summary
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.
: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.


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


'''Command Ability:''' Drink
'''Command Ability:''' !Drink


;Innate Abilities:
;Innate Abilities:
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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


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


*Medicine
== Advance Jobs ==
**Doubles the effects of recovery potions in battle
These jobs are only available in the GBA and iOS versions.
*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===
===Necromancer===
Location: Sealed TempleS
Location: Sealed Temple
* 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 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.
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.


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