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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.

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 Magic Wall 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.

Starting job

Freelancer

Location: Used by default Renamed: Freelancer (GBA)

  • The job cannot gain ABP
  • Can equip any equipment in the game
  • Stat boosts are transferred to this job when other jobs are mastered
  • Can select two abilities instead of one
Abilities
None.

Wind Crystal Jobs

These Jobs become available after you beat the Wing Raptor.

Knight

Location: Wind Shrine

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.
Traits
  • Above-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

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

Command Ability: !Guard: Reduces damage from physical attacks.

Innate Abilities
  • Cover
  • Guard
  • Equip Armor
  • Equip Shield
  • Equip Sword


Abilities
Name ABP needed Description
Cover 10 Auto-defends characters at critical health.
!Guard 30 Reduces damage from physical attacks.
Double Grip 50 Allows a one-handed weapon to be held with both hands to increase Attack.
Equip Shield 100 Allows the character to equip shields 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.

Monk

Location: Wind Shrine

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.
Traits
  • Very high HP and Stamina
  • Learns the recovery ability !Chakra that uses no MP
  • Frequent critical hits

Can Equip: Hats, Robes, Plates

Command Ability: !Kick: Deals minor damage to all enemies.

Innate Abilities
  • Counter
  • Barehanded
  • HP + x%
Abilities
Name ABP needed Description
!Focus 15 Inflict 2x damage after a brief delay.
Barehanded 30 Gives same attack power as a monk when no weapons are equipped.
!Chakra 45 Restores HP and cures poison and darkness.
Counter 60 Counterattacks against physical attacks.
HP+30% 300 Raises HP by 30%.

Thief

Location: Wind Shrine

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.
Traits
  • Highly versatile
  • Reduces back-attack probability

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

Command Ability: !Steal: Attempts to steal an item from an enemy.

Innate Abilities
  • Dash/Sprint
  • Passages
  • Agility
  • Caution
Abilities
Name ABP needed Description
Passages 10 Reveals secret passages.
Escape 20 Allows party to flee from most battles.
Dash 30 Hold B Button to run outside of battle.[thief 1]
!Steal 50 Attempts to steal an item from an enemy.
Caution 75 Reduces the chance of back attacks.
  1. 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.

White Mage

Location: Wind Shrine

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.
Traits
  • Uses Level 1-6 White magic

Can Equip: Staves/Maces, Hats, Robes

Command Ability: !White: Casts White Magic spells. See White Magic for the full list.

Innate Abilities
  • MP +30%
Abilities
Name ABP needed Description
!White Lv 1 10 Allows the use of level 1 white spells.
!White Lv 2 20 Allows the use of level 2 white spells.
!White Lv 3 30 Allows the use of level 3 white spells.
!White Lv 4 50 Allows the use of level 4 white spells.
!White Lv 5 70 Allows the use of level 5 white spells.
!White Lv 6 100 Allows the use of level 6 white spells.
MP +30% 450 Increases maximum MP by 30%.

Black Mage

Location: Wind Shrine

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.
Traits
  • Uses Level 1-6 Black magic

Can Equip: Knives, Rods, Hats, Robes

Command Ability: !Black: Casts Black Magic spells. See Black Magic for the full list.

Innate Abilities
  • MP +30%
Abilities
Name ABP needed Description
!Black Lv 1 10 Allows the use of level 1 black spells.
!Black Lv 2 20 Allows the use of level 2 black spells.
!Black Lv 3 30 Allows the use of level 3 black spells.
!Black Lv 4 50 Allows the use of level 4 black spells.
!Black Lv 5 70 Allows the use of level 5 black spells.
!Black Lv 6 100 Allows the use of level 6 black spells.
MP +30% 450 Increases maximum MP by 30%.

Blue Mage

Location: Wind Shrine

Summary
The Blue Mage specializes in using enemy skills. 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; some of their skills include healing and status spells. To learn a spell they must be hit and affected by the spell (e.g., succumbing to Lv 5 Death). They are a mid-class fighter with below-average Strength and average Stamina.


Can Equip: Swords, Daggers, Rods, Shields, Robes, Medium Armor

Command Ability: !Blue: Casts Blue Magic spells. See Blue Magic for the full list.

Innate Ability
  • Learning
Abilities
Name ABP needed Description
!Check 10 Reveals enemy HP and weaknesses. Does not give as much information as the White Magic spell Scan.
Learning 20 Learn Blue Magic spells when cast successfully on the ability holder.

Water Crystal Jobs

These Jobs are available after the Water Crystal shatters, with some noted exceptions.

Red Mage

Location: Worus Tower

Summary
The Red Mage can cast Black and White Magic and is decently skilled at physical combat. However, they cannot equip shields or cast anything higher than Lv 3 Black and White Magic. The Red Mage has average stats and a diverse assortment of weapons to equip. A Master Red Mage has the ability to cast two spells in a turn.

Can Equip: Knives, Swords, Rods, Staves, Plates, Robes

Command Ability: !Red: Casts Black and White Magic spells (up to Lv 3).

Abilities
Name ABP needed Description
!Red Lv 1 20 Allows the use of level 1 Black and White Magic spells.
!Red Lv 2 40 Allows the use of level 2 Black and White Magic spells.
!Red Lv 3 100 Allows the use of level 3 Black and White Magic spells.
Dual Cast 999 Allows the character to cast 2 spells in 1 turn.

Time Mage

Location: Worus Tower

Summary
The Time Mage manipulates space-time and matter, controlling the flow of battle and calling in fragments of deep space at will to attack foes. Their abilities are best paired with other magic skills to maximize their effect without requiring another mage in the party.
Traits
  • Uses Level 1-6 Time magic
  • Fastest dedicated mage to master

Can Equip: Rods, Staves, Knives, Hats, Robes

Command Ability: !Time: Casts Time Magic spells. See Time Magic for the full list.

Innate Abilities
  • Equip Rods
Abilities
Name ABP needed Description
!Time Lv 1 10 Allows the use of level 1 Time Magic spells.
!Time Lv 2 20 Allows the use of level 2 Time Magic spells.
!Time Lv 3 30 Allows the use of level 3 Time Magic spells.
!Time Lv 4 50 Allows the use of level 4 Time Magic spells.
!Time Lv 5 70 Allows the use of level 5 Time Magic spells.
!Time Lv 6 100 Allows the use of level 6 Time Magic spells.
Equip Rods 250 Allows the character to equip rods without Job restrictions.

Summoner

Location: Worus Tower

Summary

The Summoner geared towards dealing damage by summoning mystical creatures. Summons must be tamed before they can be used, with a few exceptions. Summons never miss their marks. They do not suffer the split-damage penalty of other magics, but the majority cannot be focused on a single target. Summoners use a lot of MP to summon, so having a supply of Ethers is recommended.

Can Equip: Knives, Rods, Hats, Robes

Command Ability: !Summon: Casts Summon Magic. See Summon Magic for the full list.

Innate Abilities
  • None
Abilities
Name ABP needed Description
!Summon Lv 1 15 Allows the use of level 1 Summon Magic.
!Summon Lv 2 30 Allows the use of level 2 Summon Magic.
!Summon Lv 3 45 Allows the use of level 3 Summon Magic.
!Summon Lv 4 60 Allows the use of level 4 Summon Magic.
!Summon Lv 5 100 Allows the use of level 5 Summon Magic.
!Call 500 Randomly summons from the list of available summons for 0 MP.

Berserker

Location: Worus Tower

Summary
The Berserker is a slow but strong class. They are equipped with some of the least accurate weapons in the game. Command abilities should not be given to this Job as they will continuously attack without any input. It is best to augment Berserkers with a good passive skill.

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

Traits
  • High Strength and Stamina stats
  • Permanent Auto-Berserk status inflicts double damage; only physically attacks
  • Low Agility

Command Ability: N/A

Innate Abilities
  • Berserk
  • Equip Axe
Abilities
Name ABP needed Description
Berserk 100 Increases damage dealt at the cost of auto-attacking.
Equip Axe 400 Allows the character to equip axes and hammers without Job restrictions.

Sorcerer

Renamed: Mystic Knight in GBA
Location: Worus Tower

Summary
The Sorcerer has average stats compared to Mage and Knight Jobs. They are able to imbue their weapons with spells. They are useful against enemies protected by Reflect. Each imbuement lasts until the end of a battle when another Spellblade is cast. They have significantly less MP than the dedicated mages.

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

Command Ability: !Spellblade: Imbues physical attacks with a spell. See Spellblade Magic for the full list.

Innate Abilities
  • Magic Wall
Abilities
Name ABP needed Description
Magic Wall 10 Self-casts Shell for the rest of the battle.
!Spellblade Lv 1 20 Allows the use of Lv 1 Spellblade Magic.
!Spellblade Lv 2 30 Allows the use of Lv 2 Spellblade Magic.
!Spellblade Lv 3 50 Allows the use of Lv 3 Spellblade Magic.
!Spellblade Lv 4 70 Allows the use of Lv 4 Spellblade Magic.
!Spellblade Lv 5 100 Allows the use of Lv 5 Spellblade Magic.
!Spellblade Lv 6 400 Allows the use of Lv 6 Spellblade Magic.

Mime

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

Summary

The Mime's equipment selection and stats reflect those of a Mage, but are able to equip throwing weapons like a Ninja or Thief. They can use any abilities acquired through other Jobs and inherit their innate skills when the Job is mastered. The Mime requires the second-most amount of ABP to master, just behind the Red Mage.

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

Can equip: Knives, Rods, Staves, Thrown, Shields, Hats, Robes


Command Ability: N/A

Abilities
Name ABP needed Description
Mimic 999 Automatically causes character to repeat ally's previous turn.
cell cell

Fire Crystal Jobs

These jobs become available after the party recovers the shards of the Fire Crystal.

Ninja

Location: Karnak Castle Ruins

Summary
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

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

Innate Abilities
  • Preemptive Strike
  • 2-Swords
Abilities
Name ABP needed Description
!Dustb 10 Creates a smoke cloud that allows the party to escape.
!Twin 30 Creates an afterimage that absorbs one physical attack before disappearing.
Firstatk 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

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

Summary
The Hunter 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. Hunters 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

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

Location: Karnak Castle Ruins

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.

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

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.

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

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.

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

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.

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

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. 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

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.

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

Summary

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.

Command Ability: Open Fire

Innate Abilities

None

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

Oracle

This section is a stub. Help us expand it, and you get a cookie.

Gladiator

This section is a stub. Help us expand it, and you get a cookie.

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.
Crystal Fighter Specialized Mixed Mage
Wind Knight Monk, Thief Blue Mage W. Mage, B. Mage
Water Berserker, Sorcerer Red Mage, Mime TimeMage, Summoner
Fire Ninja, Trainer, Hunter Geomancr, Bard
Earth Lancer, Samurai Dancer Chemist

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.

Job Crystal Attacks Debuffs Support Heal & Field Passive Type
Freelancer 0 - start - - - - - Fighter
Knight 1 - Wind Two-handed - Cover,
Guard
- Equip shields,
armors, swords
Fighter
Monk 1 - Wind Focus,
Counter
- Chakra - Karate,
HP +10% +20% +30%
Fighter
Thief 1 - Wind - Steal,
Mug
Flee,
Vigilance
Find-passgaes,
Sprint
Artful-dodger Fighter debuffer
White Mage 1 - Wind - White Magic White Magic White Magic MP +10% Wizard, healer
Blue Mage 1 - Wind Blue Magic Check,
Scan,
Blue Magic
Learn,
Blue Magic
- - Wizard, mixed
Black Mage 1 - Wind Black Magic Black Magic - - MP +30% Wizard, offensive
Berserk 2 - Water Berserk - - - Equip axes Fighter
Mystic Knight 2 - Water Spellblade Spellblade Magic-shell - - Fighter debuffer
Red Mage 2 - Water Black Magic White Magic,
Black Magic
White Magic,
Dualcast
White Magic - Mixed
Summoner 2 - Water Summon,
Call
Summon,
Call
Summon,
Call
- - Wizard, mixed
Time Mage 2 - Water Time Magic Time Magic Time Magic Time Magic Equip rods Wizard, mixed
Ninja 3 - Fire Throw,
Dual-wield
- Smoke,
Image,
First-strike
- - Fighter
Beastmaster 3 - Fire - Calm,
Control,
Catch
- - Equip whips Fighter debuffer
Ranger 3 - Fire Animals,
Aim,
Rapid-fire
Animals Animals - Equip bows Fighter debuffer
Geomancer 3 - Fire Gaea - - Find-pits,
Light-step
- Wizard, offensive
Bard 3 - Fire - Sing Hide,
Sing
- Equip harps Mixed
Samurai 4 - Earth Sword-slap,
Gil-toss,
Iai-blow
- Sword-grab - Equip katanas Fighter
Dragoon 4 - Earth Jump,
Lance
- - - Equip lances Fighter
Dancer 4 - Earth Dance Flirt,
Dance
- - Equip ribbons Fighter debuffer
Chemist 4 - Earth - - Pharmacology,
Drink,
Recover,
Revive
Pharmacology,
Mix,
Revive
- Wizard, healer
Mime 2 - Water - - Mimic - - Mixed
Gladiator 5 - Advance Finisher,
Blade-blitz
- - Lure Long range Fighter
Cannoneer 5 - Advance Open fire,
Combine
Combine - - Exp-up Fighter debuffer
Oracle 5 - Advance Condemn,
Predict
Condemn,
Predict
Predict Read-ahead ABP-up Wizard, mixed
Necromancer 5 - Advance Oath,
Dark Arts
Dark Arts - - Undead Wizard, offensive