Job Classes

Notes:

  • (*) These jobs are exclusive to the Game Boy Advance, Mobile, and Steam versions. So they're not in the SNES version or Pixel Remaster.
  • A few of the job classes have different translations between the newer releases and SNES fan translation. They're specified above:
    [New name] / [SNES name]
  • In the Abilities tables, I'm listing two names for every ability. “Ability Name” is the translation used in the newer releases of Final Fantasy V. “SNES Name” is the name used in the SNES fan translation.

Knight

Knights are good early on in the game because they can use the best weapons available. Also, they have Two-Handed, an ability that sacrifices the defense and evasion for double damage. Later on in the game when Dual-Wield and !Rapid Fire is available, Two-Handed becomes weaker. Still, throughout World 2, Two-Handed will be among the best physical damage you can get, only outclassed by Dual Wield Twin Lance. !Guard is also worth a mention because it is really good when combined with Counter for some bosses. The main problem is that you want to stop at Two-Handed because nothing else is worth it. Knight will probably not be a class you master and take with you for the endgame.

Default Ability:
!Guard
Innate Ability:
Cover
Can use:
Daggers, Light Swords, Heavy Swords, Shields
Affects:
Strength +23, Agility +1, Vitality +20, Magic -14

Abilities

Level
Ability Name
SNES Name
ABP
Description
1
Cover
Cover
10
Take hits for allies who cannot protect themselves.
2
!Guard
!Guard
30
Completely absorb a direct physical attack.
3
Two-Handed
2 Handed
50
Use both hands when wielding swords, katanas, or axes to inflict twice the damage.
4
Equip Shields
EqShield
100
Gain the ability to equip shields.
5
Equip Armor
EqArmor
150
Gain the ability to wear armor.
6
Equip Swords
EqSword
350
Gain the ability to wield swords.

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Monk

Monk is a very useful class. They have some of the best innate abilities, Barehanded and Counter. They cannot wear shields or weapons, and can only wear light armor. They do have high HP, but I don't prefer to keep one in the front line. The reason is that their light armor hurt them. They do very high damage, but later on, in the game their damage, which still increases, becomes less popular due to abilities such as !Rapid Fire. While being useful earlier on with !Kick, !Chakra, and high damage output, their innate abilities are what matter in the endgame.

Default Ability:
!Kick
Innate Ability:
Barehanded, Counter
Can use:
None
Affects:
Strength +26, Agility +1, Vitality +26, Magic -23

Abilities

Level
Ability Name
SNES Name
ABP
Description
1
!Focus
!Store
15
Focus energies for a hit with twice the attack power.
2
Barehanded
Barefist
30
Gain the same attack power as monks when unarmed.
3
!Chakra
!Chkra
45
Healing energies recover HP and cleanse the body of poison and darkness.
4
Counter
Counter
60
Automatically counter when hit.
5
HP +10%
HP 10%
100
Increase maximum HP by 10%.
6
HP +20%
HP 20%
150
Increase maximum HP by 20%.
7
HP +30%
HP 30%
300
Increase maximum HP by 30%.

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Thief

With Theif, you can Sprint, find hidden passages, and steal rare items which greatly benefit your playing experience. Stealing is not required for anything, but if you do want to steal then you might want to change your job to a Thief instead of equipping the !Steal ability. For others such as finding passages, you can just equip Find Passages. Also, if you're hurt and need to find a town fast, then equip !Flee to escape quickly.

Default Ability:
!Steal
Innate Ability:
Find Passages, Sprint, Vigilance
Can use:
Knives, Special
Affects:
Strength +1, Agility +16, Vitality +2, Magic -6

Abilities

Level
Ability Name
SNES Name
ABP
Description
1
Find Passages
Secret
10
Detect hidden passageways.
2
!Flee
!Flee
20
Quickly escape from battle. You may be unable to escape from some enemies.
3
Sprint
Dash
30
Hold down the B Button while pressing the +Control Pad to move twice as fast.
4
!Steal
!Steal
50
Steal treasure from an enemy.
5
Vigilance
Caution
75
Prevent back attacks.
6
!Mug
!Mug
150
Attack and steal from an enemy.
7
Artful Dodger
Footwork
300
Gain the same speed and agility as a thief.

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White Mage

As with any Final Fantasy, healing magic is essential. You need at least one character specializing in the White Mage job. Two is even better! One interesting thing is that White Mage has one of the best single-target spells in the game, Holy. Its single-target damage is almost as good as Flare but for about half the cost.

Default Ability:
!White (all spells)
Innate Ability:
None
Can use:
Staves
Affects:
Strength -7, Agility +1, Vitality +0, Magic +25

Abilities

Level
Ability Name
SNES Name
ABP
Description
Accessible Spells
1
!White
White 1
10
Perform white magic.
  • Cure: Restores HP - 4 MP (15 ATK)
  • Libra: Determines target's HP, MP, and weakness - 1 MP
  • Poisona: Cures Poison - 2 MP
2
!White
White 2
20
Perform white magic.
  • Silence: Causes silence - 2 MP
  • Protect: Reduces physical damage received - 3 MP
  • Mini: Inflicts mini on target or restores state - 5 MP
3
!White
White 3
30
Perform white magic.
  • Cura: Restores HP - 9 MP (45 ATK)
  • Raise: Revives target - 29 MP (6.25%)
  • Confuse: Causes confusion - 4 MP
4
!White
White 4
50
Perform white magic.
  • Blink: Creates illusion of one's self to confuse the enemy - 6 MP
  • Shell: Reduces magic damage received - 5 MP
  • Esuna: Cures all status effects except KO and zombie - 10 MP
5
!White
White 5
70
Perform white magic.
  • Curaga: Restores HP - 27 MP (180 ATK)
  • Reflect: Reflects magic cast at target - 15 MP
  • Berserk: Causes berserk status - 8 MP
6
!White
White 6
100
Perform white magic.
  • Arise: Revives and restores full HP to a single target - 50 MP (100%)
  • Holy: Causes Holy damage - 20 MP (241 ATK)
  • Dispel: Dispels magic effects - 12 MP
7
MP+10%
MP+10%
300
Increase maximum MP by 10%.

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Black Mage

Black magic is a common feature of Final Fantasy games, so there's a bias that leads players to favor Black Mages in Final Fantasy V. Black Mages are an awesome job class. Flare is great for boss battles. However, my advice is to try not to invest in them as your top casting class. This game's job system is robust and offers other strong casting classes that are worth exploring.

Default Ability:
!Black (all spells)
Innate Ability:
None
Can use:
Knives, Rods
Affects:
Strength -9, Agility +0, Vitality -2, Magic +31

Abilities

Level
Ability Name
SNES Name
ABP
Description
Accessible Spells
1
!Black
Black 1
10
Perform black magic.
  • Fire: Deals fire damage - 4 MP (15 ATK)
  • Blizzard: Deals ice damage - 4 MP (15 ATK)
  • Thunder: Deals lightning damage - 4 MP (15 ATK)
2
!Black
Black 2
20
Perform black magic.
  • Poison: Causes poison - 2 MP
  • Sleep: Causes sleep - 3 MP
  • Toad: Inflicts toad on target or restores state - 8 MP
3
!Black
Black 3
30
Perform black magic.
  • Fira: Deals fire damage - 10 MP (50 ATK)
  • Blizzara: Deals ice damage - 10 MP (50 ATK)
  • Thundara: Deals lightning damage - 10 MP (50 ATK)
4
!Black
Black 4
50
Perform black magic.
  • Drain: Absorbs HP - 13 MP (45 ATK)
  • Break: Causes petrification - 15 MP
  • Bio: Releases a virus that deals damage - 16 MP (105 ATK)
5
!Black
Black 5
70
Perform black magic.
  • Firaga: Deals fire damage - 25 MP (185 ATK)
  • Blizzaga: Deals ice damage - 25 MP (185 ATK)
  • Thundara: Deals lightning damage - 25 MP (185 ATK)
6
!Black
Black 6
100
Perform black magic.
  • Flare: Deals damage by combustion - 39 MP (254 ATK Prc)
  • Death: Causes death - 29 MP
  • Osmose: Absorbs MP - 1 MP (8 ATK)
7
MP+30%
MP+30%
400
Increase maximum MP by 30%.

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Blue Mage

Blue Magic is about using enemy spells. An enemy needs to cast the spell on you for you to learn it. Hence, Blue Mage is a class that requires patience. It takes time to build up a good, useful collection of Blue Magic. I recommend using a walkthrough to help you seek the best Blue Magic and efficiently build up this job. Additionally, I recommend Beastmaster/Mediator in conjunction with Blue Mage to help speed up the process of learning Blue Magic.

Default Ability:
!Blue (all spells)
Innate Ability:
Learning
Can use:
Knives, Light Swords, Rods, Shields
Affects:
Strength -8, Agility +1, Vitality +3, Magic +23

Abilities

Level
Ability Name
SNES Name
ABP
Description
1
!Check
!Check
10
Check an enemy's HP.
2
Learning
Learning
20
Learn some monsters' special attacks.
3
!Blue
!Blue
70
Perform blue magic. View list of spells
4
!Scan
!View
250
See enemy's level, HP, weakness, and current condition.

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Berserker

Like Dragoon, Berserker is not very useful. It doesn't have a default ability because you cannot control it. You are “berserking” so your damage is randomly boosted by 25% to 50%. There is one unique use for this job. It only takes 500 ABP to master it, and it gives +21 Strength/+25 Vitality. This boost is second to Monk for best stat gains in those categories.

Default Ability:
None
Innate Ability:
None
Can use:
Daggers, Axes, Hammers, Shields
Affects:
Strength +21, Agility -9, Vitality +25, Magic -23

Abilities

Level
Ability Name
SNES Name
ABP
Description
1
Berserk
Berserk
100
Continuously attack until all enemies have been defeated.
2
Equip Axes
EqAxe
400
Gain the ability to wield axes.

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Mystic Knight (Sorcerer)

Mystic Knight can be useful or useless depending on your patience and preferences. Initially casting !Spellblade to activate the magic results in a round of doing nothing. This makes this job annoying for random battles since you're continually casting !Spellblade for every new battle. Another annoyance is that you can't target the magic on multiple targets. Mystic Knight is most useful for boss battles. Heavy damage can be inflicted when its abilities are used right. Drain is the most useful; it lets you heal how much damage you inflicted with your weapon.

Default Ability:
!Spellblade
Innate Ability:
Magic Shell
Can use:
Daggers, Light Swords, Shields
Affects:
Strength +14, Agility +14, Vitality +14, Magic +1

Abilities

Level
Ability Name
SNES Name
ABP
Description
Applicable Spells
1
Magic Shell
Magiwall
10
Automatically casts Shell when near KO.
2
!Spellblade
Sword 1
20
Enchant weapons with different magics.
Fire, Blizzard, Thunder
3
!Spellblade
Sword 2
30
Enchant weapons with different magics.
Poison, Silence, Sleep
4
!Spellblade
Sword 3
50
Enchant weapons with different magics.
Fira, Blizzara, Thundara
5
!Spellblade
Sword 4
70
Enchant weapons with different magics.
Drain, Break, Bio
6
!Spellblade
Sword 5
100
Enchant weapons with different magics.
Firaga, Blizzaga, Thundaga
7
!Spellblade
Sword 6
400
Enchant weapons with different magics.
Holy, Flare, Osmose

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Time Mage

Time Mages are a good class. They have Meteor, one of the best damaging spells in the game. They go well with White Mages while giving them an offensive spell. Hastega casts Haste on the entire party, which is very useful. Float, Teleport, and Regen are good spells for convenience.

Default Ability:
!Time (all spells)
Innate Ability:
None
Can use:
Knives, Rods, Staves
Affects:
Strength -5, Agility +2, Vitality -3, Magic +24

Abilities

Level
Ability Name
SNES Name
ABP
Description
Accessible Spells
1
!Time
Time 1
10
Perform time magic.
  • Speed: Hastens the pace of the battle - 1 MP
  • Slow: Slows the passing of time for one enemy - 3 MP
  • Regen: Gradually restores HP. - 3 MP
2
!Time
Time 2
20
Perform time magic.
  • Mute: Silences all allies and enemies - 3 MP
  • Haste: Hastens the passing of time for one ally - 5 MP
  • Float: Levitates target - 10 MP
3
!Time
Time 3
30
Perform time magic.
  • Gravity: Halves target's HP - 9 MP (50%)
  • Stop: Causes time to stop, halting target's actions - 8 MP
  • Teleport: Warps party out of dungeon or out of battle - 15 MP
4
!Time
Time 4
50
Perform time magic.
  • Comet: Calls forth meteors that damage one enemy - 7 MP (400-1600)
  • Slowga: Slows the passing of time for all enemies - 9 MP
  • Return: Turn back time to the beginning of the battle - 1 MP
5
!Time
Time 5
70
Perform time magic.
  • Graviga: Reduces target's HP to 1/8th of total HP - 18 MP (87.5%)
  • Hastega: Hastens the passing of time for all allies - 15 MP
  • Old: Causes old status. - 4 MP
6
!Time
Time 6
100
Perform time magic.
  • Meteor: Calls forth meteors that damage all enemies - 42 MP (2800-9999)
  • Quick: Stops the passing of time for all but the caster - 77 MP
  • Banish: Erases one enemy from the battlefield - 20 MP
7
Equip Rods
EqRod
250
Gain the ability to wield rods.

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Red Mage

Red Mages can use White Magic and Black Magic, but only up to level 3. This job is awesome until the middle of the game when White/Black Magic above level 3 is available to you. Until then, Red Mage allows your casters to combine with others types of magic. It pairs well with Summoner and Time Mage. The !Dualcast ability is valuable; you can learn it easily towards the end of the game to use with other casting classes.

Default Ability:
!Red (all spells)
Innate Ability:
None
Can use:
Knives, Light Swords, Rods, Staves
Affects:
Strength +8, Agility +5, Vitality -6, Magic +8

Abilities

Level
Ability Name
SNES Name
ABP
Description
Accessible Spells
1
!Red
Red 1
20
Perform white or black spells.
  • Cure: Restores HP - 4 MP
  • Libra: Determines target's HP, MP, and weakness - 1 MP
  • Poisona: Cures Poison - 2 MP
  • Fire: Deals fire damage - 4 MP
  • Blizzard: Deals ice damage - 4 MP
  • Thunder: Deals lightning damage - 4 MP
2
!Red
Red 2
40
Perform white or black spells.
  • Silence: Causes silence - 2 MP
  • Protect: Reduces physical damage received - 3 MP
  • Mini: Inflicts mini on target or restores state - 5 MP
  • Poison: Causes poison - 2 MP
  • Sleep: Causes sleep - 3 MP
  • Toad: Inflicts toad on target or restores state - 8 MP
3
!Red
Red 3
100
Perform white or black spells.
  • Cura: Restores HP - 9 MP
  • Raise: Revives target - 29 MP
  • Confuse: Causes confusion - 4 MP
  • Fira: Deals fire damage - 10 MP
  • Blizzara: Deals ice damage - 10 MP
  • Thundara: Deals lightning damage - 10 MP
4
!Dualcast
!Redx2
999
Cast two spells back-to-back.

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Summoner

Summoner is regarded as the best attack-magic casting job. They have both offensive and defensive summons. The catch is that every summon can only be obtained through specific side quests. If you're not talking to everyone in towns or following a walkthrough, you may miss collecting a summon beast.

Summoner spells are always multi-target, which means you do halve base power. For example, Thundara is 50 ATK and Ramuh is 53 ATK. When casting single-target, both do about the same damage. But when casting multi-target, Thundara only has 25 ATK. Summoner is much better for multi-target attacks, while Black Mage is better for single-target attacks. The final boss is multi-target, which is why Summoner is ideal.

Default Ability:
!Summon (all spells)
Innate Ability:
None
Can use:
Knives, Rods
Affects:
Strength -10, Agility -1, Vitality -1, Magic +33

Abilities

Level
Ability Name
SNES Name
ABP
Description
Accessible Summons
1
!Summon
Summon 1
15
Summon magical beasts for aid.
  • Chocobo: Kicks an enemy - 4 MP (30/75 ATK)
  • Sylph: Damages one enemy; the damage dealt is divided in how many party members you have now and then heals you back with it - 8 MP (30 ATK)
  • Remora: Immobilizes the enemy - 2 MP
2
!Summon
Summon 2
30
Summon magical beasts for aid.
  • Shiva: Deals ice damage - 10 MP (38 ATK)
  • Ramuh: Deals lightning damage - 12 MP (53 ATK)
  • Ifrit: Deals fire damage - 11 MP (45 ATK)
3
!Summon
Summon 3
45
Summon magical beasts for aid.
  • Titan: Deals earth damage - 25 MP (110 ATK)
  • Golem: Absorbs physical damage for many rounds - 18 MP
  • Catoblepas (Shoat): Turns an enemy to stone - 33 MP
4
!Summon
Summon 4
60
Summon magical beasts for aid.
  • Carbuncle: Casts Reflect on the party - 45 MP
  • Syldra: Deals air damage - 32 MP (165 ATK)
  • Odin: 50% chance of destroying all enemies on the battlefield - 48 MP (255 ATK)
5
!Summon
Summon 5
100
Summon magical beasts for aid.
  • Phoenix: Deals heavy fire damage plus revives one of your party members at full health - 99 MP (105 ATK, 100%)
  • Leviathan: Deals heavy fire damage - 39 MP (195 ATK)
  • Bahamut: Deals heavy non-elemental damage - 66 MP (250 ATK)
6
!Call
!Call
500
Perform a random summon for 0 MP.

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Geomancer

Geomancer is a job that is useless until you need it. For example, when you're in a dungeon with pits you may want to use Geomancer for Find Pits. The Float spell is better/easier than using Light Step.

Casters might consider obtaining the !Gaia ability before they can obtain the Ranger job or if you do not want to level up Ranger for Equip Bows and/or !Rapid Fire. Damage using !Gaia depends on one's Magic, not Strength, so this is a great ability for casters. Also, it costs no MP, so you can use it over and over again. It does not do incredible damage, but it is surely better than attacking in the back row with a knife.

Default Ability:
!Gaia
Innate Ability:
Find Pits, Light Step
Can use:
Knives, Bells
Affects:
Strength +4, Agility +2, Vitality +4, Magic +24

Abilities

Level
Ability Name
SNES Name
ABP
Description
1
!Gaia
!Earth
25
Attack enemies by channeling the power of the surrounding area.
2
Find Pits
FindHole
50
Detect holes in the floor.
3
Light Step
Antitrap
100
Avoid damage on floors with harmful effects.

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Beastmaster (Mediator)

This class can prevent an enemy from attacking, controlling that enemy, and catching an enemy. The true gem of this class is to control an enemy then force it to use an attack on a character with the Blue Mage's Learning equipped. !Catch is not needed at all and is useless in boss fights, so no character needs to master Beastmaster but rather one should have the !Control ability.

Default Ability:
!Catch/!Free
Innate Ability:
None
Can use:
Whips
Affects:
Strength +13, Agility +1, Vitality +8, Magic -3

Abilities

Level
Ability Name
SNES Name
ABP
Description
1
!Calm
!Tame
10
Calm magic beasts.
2
!Control
!Cntrl
50
Take control of a monster.
3
Equip Whips
EdWhip
100
Gain the ability to wield whips.
4
!Catch/!Release
!Catch/!Release
300
Capture a weakened monster.

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Ninja

Ninjas are slower and stronger thieves. Physically, they're stronger than Warriors while sacrificing defense. Having two less Agility than Thieves, Ninjas have fourteen more Strength and a bit more Vitality. They can't steal, but they can throw (especially shurikens) that does unbelievable damage and of course, then can attack twice while wielding two weapons.

Having a Ninja around will let you get more pre-emptive strikes and the Ninja will attack before the Warriors. If you find that they are too weak for a certain enemy, then you can put them in the back row. Since they can use special weapons, they can equip items such as Moonring Blade and not miss out on damage. They're not as useful as Thief's !Steal or Agility bonus, but they do have Dual-Wield and the ability to deal massive damage.

Default Ability:
!Throw
Innate Ability:
First Strike, Dual-Wield
Can use:
Knives, Special
Affects:
Strength +15, Agility +14, Vitality +3, Magic -10

Abilities

Level
Ability Name
SNES Name
ABP
Description
1
!Smoke
Dustb
10
Use the confusion of a smoke bomb to escape from most enemies without them even noticing.
2
!Image
!Twin
30
Create illusions to absorb two direct physical attacks.
3
First Strike
Firstatk
50
Increase the chances of having the first attack.
4
!Throw
!Throw
150
Toss weapons at enemies. Scrolls and shurikens can be thrown as well.
5
Dual-Wield
2 Sword
450
Carry, and attack with, a weapon in each hand. Bows and harps cannot be dual-wielded.

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Samurai

The Samurai's Shirahadori is an awesome innate ability! With it, you have a better chance at dodging physical attacks without wasting an ability slot. Also, !Zeninage does a huge amount of damage (but should be used sparingly such as only on bosses). !Iainuki works very well to a certain extent. While Shirahadori is a great innate skill to have, it is not worth the 820 ABP just to get it. A Summoner using Golem would already be enough against physical attacks. Therefore, I think of Samurai as only a nice class to have if you want to grind. !Zeninage is useful in certain situations.

Default Ability:
!Zeninage
Innate Ability:
Shirahadori
Can use:
Daggers, Katanas, Shields
Affects:
Strength +19, Agility +2, Vitality +19, Magic -12

Abilities

Level
Ability Name
SNES Name
ABP
Description
1
!Mineuchi
!Sslap
10
Stun enemies by smacking them with a blade's dull side.
2
!Zeninage
!$Toss
30
Damage all enemies by tossing gil.
3
Shirahadori
Swrdgrab
60
Catch and stop enemy attacks.
4
Equip Katanas
EqKatana
180
Gain the ability to wield Katanas.
5
!Iainuki
!Fdraw
540
Unleash an attack that hits all enemies in an instant.

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Dragoon

This is not a useful job. !Jump does double damage but takes longer to execute. More importantly, while in the air, other characters (probably mages) will get targeted. Dragoon is more useful in the iOS/PC releases because the new “Twin Lance” they added allows your character to hit twice with !Jump. Twin Lance can be found early in World 2.

Default Ability:
!Jump
Innate Ability:
None
Can use:
Daggers, Spears, Shields
Affects:
Strength +18, Agility +5, Vitality +15, Magic -12

Abilities

Level
Ability Name
SNES Name
ABP
Description
1
!Jump
!Jump
50
Jump to deliver a powerful attack from above. Power is doubled when a spear is equipped.
2
!Lance
!Lance
150
Strike with dragoon powers to drain HP and MP.
3
Equip Lances
EqLance
400
Gain the ability to wield spears.

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Dancer

Dancer is a good job towards the end of the game, but it's quite restricted. You cannot make a good dancer without wearing equipment unique to dancers, which means to use the Mime class for a Dancer you will have to give up two ability slots having only one free. It's a damaging class, and whether or not you want to use !Rapid Fire or !Dance is completely up to preference.

Default Ability:
!Dance
Innate Ability:
None
Can use:
Knives
Affects:
Strength +5, Agility +5, Vitality +10, Magic -5

Abilities

Level
Ability Name
SNES Name
ABP
Description
1
!Flirt
!Flirt
25
Charm enemies to make them forget about attacking.
2
!Dance
!Dance
50
Perform one of four dances at random that bewitch enemies.
  • Tempting Tango: Confuses the enemy.
  • Jitterbug Duet: Drains HP from the enemy.
  • Mystery Waltz: Drains MP from the enemy.
  • Sword Dance: Attack for four times the damage.
3
Equip Ribbons
EqRibbon
325
Gain the ability to equip ribbons.

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Chemist

Chemist does not offer a lot of value. Pharmacology is good if you don't have the patience to build up a White Mage. Other than that, Chemist is purely an optional class.

Default Ability:
!Drink
Innate Ability:
Pharmacology
Can use:
Knives, Staves
Affects:
Strength +2, Agility +3, Vitality +6, Magic -4

Abilities

Level
Ability Name
SNES Name
ABP
Description
1
Pharmacology
Medicine
15
Use knowledge of medicines to double the potency of potions and ethers.
2
!Mix
!Mix
30
Combine items to create concoctions that can be consumed in battle to augment stats or harm enemies.
3
!Drink
!Drink
45
Drink special medicines to increase stats during battle.
4
!Recover
!Recvr
135
Recover from various conditions.
5
!Revive
!Rvive
405
Restore a KO'd ally to 1 HP.

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Bard

Bard has two good songs: Romeo's Ballad and Requiem. Romeo's Ballad is a great spell because it stops most enemies from random encounters in Worlds 1 & 2, making the game a breeze. Requiem deals massive damage if you find undead enemies. Bard, though, is not helpful for boss fights.

Default Ability:
!Sing
Innate Ability:
None
Can use:
Knives, Harps
Affects:
Strength -8, Agility +8, Vitality -9, Magic +11

Abilities

Level
Ability Name
SNES Name
ABP
Description
1
!Hide
!Hide
25
Duck out of sight to avoid attacks.
2
Equip Harps
EqHarp
50
Gain the ability to equip harps.
3
!Sing
!Sing
100
Perform magical chants with different effects. View list of songs

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Ranger (Hunter)

This class has two abilities that are valuable for making magic users more useful with physical attacks. Those abilities are EqBow and !Rapid Fire. This requires an explanation. Tactfully, it's best to have magic users in the back row so that they take less damage. But this also causes them to inflict less damage with their physical attacks. When magic users equip both EqBow and !Rapid Fire, they can shoot four arrows that never miss.

Default Ability:
!Aim
Innate Ability:
None
Can use:
Knives, Bows
Affects:
Strength +16, Agility +12, Vitality +1, Magic: -5

Abilities

Level
Ability Name
SNES Name
ABP
Description
1
!Animals
!Critt
15
Gain the aid of woodland friends.
2
!Aim
!Aim
45
Raise the accuracy of attacks.
3
Equip Bows
EqBow
135
Gain the ability to equip bows.
4
!Rapid Fire
!Sshot
405
Perform four weaker attacks at once.

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Freelancer (Normal)

The Freelancer (the 'Normal' class in the SNES fan translation) is the default job from Final Fantasy V that has no defining characteristics. It's the default job the party starts with, and if you mastered jobs, the job your party should end with.

Freelancer begins with the ability to equip any weapon, armor, or accessory, but is otherwise the weakest job. Its main strength is that, as characters master and level up other jobs, Freelancer can equip their command abilities in their two ability slots, and gains most of their innate support abilities without needing to use up a slot for them. Therefore, Freelancer eventually becomes the most powerful job in the game, alongside the Mime.

Default Ability:
!Attack
Innate Ability:
Passed down from other jobs
Can use:
Everything
Affects:
Strength, Agility, Vitality, and Magic are all passed down from other jobs

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Mime

Mimes are great! For casters, you can put up to three casting commands or two casting commands plus !Dualcast so you can cast twice per round! Either way, it's a very flexible class assuming that you have all the powerful innate abilities passed down such as Dual-Wield and Shirahadori.

The job is earned in the Merged World where the player can take the submarine south of the Phoenix Tower desert and dive to find the sunken Walse Tower. At the bottom, the player can find a shard of the Water Crystal. Defeating Famed Mimic Gogo earns the Mime job. The player has seven minutes to complete this.

Default Ability:
!Mimic
Innate Ability:
Passed down from other jobs
Can use:
Knives, Rods, Staves, Shields, Special
Affects:
Strength, Agility, Vitality, and Magic are all passed down from other jobs

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Necromancer GBA/Mobile/Steam Exclusive

Necromancer is better than Summoner and Black Mage! Not only do most of their spells inflict top-level damage, but they add additional statuses and hit all enemies. However, there's a big drawback: you get Necromancer so late in the game that it's not worth it. Dark Arts is similar to Blue Mage where you need to learn the spells from enemies, which takes a lot of time and patience.

After collecting all 12 weapons from the Sealed Castle of Kuza, Necromancer is awarded to you after defeating the optional boss, Enuo. It's one of the harder bosses in the game! You find it in the secret sea chasm.

Default Ability:
!Dark Arts
Innate Ability:
Undead (not transferred over Freelancer/Mime)
Can use:
Knives, Rods
Affects:
Strength +4, Agility +1, Vitality +21, Magic +29

Abilities

Level
Ability Name
ABP
Description / Accessible Spells
1
!Oath
20
Call forth a demon.
2
!Dark Arts
30
  • Drain Touch: Drain HP - 15 MP (80 ATK)
  • Dark Haze: Deals dark energy damage - 18 MP (190 ATK AE)
3
!Dark Arts
45
  • Deep Freeze: Deals strong poison damage - 38 MP (190 ATK)
  • Evil Mist: Deals strong ice damage and Stop ailment - 38 MP (190 ATK AE)
4
!Dark Arts
60
  • Meltdown: Deals strong fire damage and Sap ailment - 38 MP (190 ATK AE)
  • Hellwind: Deals strong wind damage and Petrify ailment - 38 MP (190 ATK AE)
5
!Dark Arts
100
  • Chaos Drive: Deals strong lightning damage and Paralysis ailment - 38 MP (190 ATK AE)
  • Curse: Causes various status ailments - 42 MP
6
!Dark Arts
200
  • Dark Flare: Deals strong dark energy damage, ignoring magical defense - 52 MP (200 ATK AE Prc)
  • Doomsday: Deals devastating dark energy damage; cannot be reflected - 66 MP (254 ATK AE)
7
Undead
300
Your character is undead (healing hurts you).

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Cannoneer GBA/Mobile/Steam Exclusive

Cannoneer is an excellent class for its !Combine ability. Note that all statuses from !Combine have a 75% chance of being inflicted. This is important to remember. For example, if you cast the Slowga spell, it takes the opponent's magic evasion and level into account, resulting in a low probability of actually inflicting Slow. However, using !Combine and Turtle Shell, not only do you deal 200 base damage to all enemies, but you have a flat 75% chance of inflicting Slow. It also costs no mana to use - it just requires items.

After collecting all 12 weapons from the Sealed Castle of Kuza, Cannoneer can be found in the secret sea chasm.

Default Ability:
!Open Fire
Innate Ability:
None
Can use:
Knives, Swords, Shields
Affects:
Strength +5, Agility +5, Vitality -10, Magic -5

Abilities

Level
Ability Name
ABP
Description
1
!Open Fire
50
Shoot one enemy.
2
Exp Up
150
Gain one and a half times the experience per battle.
3
!Combine
300
Mix and fire off explosives that damage all enemies. View attack lists

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Gladiator GBA/Mobile/Steam Exclusive

Gladiator is the only job other than Knight and Freelancer to use swords. !Finisher is the only worthwhile ability, but overall the class isn't useful.

After collecting all 12 weapons from the Sealed Castle of Kuza, Gladiator can be found in the secret sea chasm.

Default Ability:
!Finisher
Innate Ability:
None
Can use:
Knives, Swords, Knightswords, Lances, Axes, Bows, Shields
Affects:
Strength +26, Agility +14, Vitality +3, Magic -14

Abilities

Level
Ability Name
ABP
Description
1
Lure
30
Attract enemies' hits.
2
!Finisher
100
Power strike that attacks an enemy's weak point for massive damage.
3
Long Range
250
Attack enemies at full power from the back row, no matter the weapon.
4
!Bladeblitz
700
Attacks all enemies.

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Oracle GBA/Mobile/Steam Exclusive

The Oracle is the strongest mage job, boasting the highest Magic stat. Its innate command, Condemn, is unpredictable, meaning a magic skillset should be used in its ability slot. It also learns the Predict command, which can be similarly powerful, but is equally unreliable.

After collecting all 12 weapons from the Sealed Castle of Kuza, Oracle can be found in the secret sea chasm.

Default Ability:
!Condemn
Innate Ability:
None
Can use:
Staves
Affects:
Strength -9, Agility -1, Vitality -4, Magic +36

Abilities

Level
Ability Name
ABP
Description
1
!Condemn
Sentence a target to the effects of different spells.
2
!Predict
Foretell cataclysms.
3
ABP Up
Gain one and a half times the ABP per battle.
4
Read Ahead
Easily evade enemies.

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