Job Classes






Each character will be able to change to many other jobs. Ultimately, every character should be able to change to over twenty kinds of jobs. To change jobs, characters must earn Job Points (JP) in batle to raise his job level to a point where other jobs become available. Some high level jobs require a mastery of several kinds of jobs, also.




Ability



Abilities are learned by raising the job level. Abilities, once learned, will always be available, even after changing jobs. Aside from abilities selected as commands in battle, other learned abilities remain with the character in much the same way as in FFV. There are over 400 abilities that can be combined with more than 20 jobs. The permutations of combinations are virtually impossible to test entirely.


Four Types of Abilities




  • Action Abilities

    These abilities are usually effected as commands in battle. They tend to be extensions of selected jobs. For example, the Lancer job could result in the character learning the ability to jump which can be then used by the character in other jobs. Action abilities make up the majority of jobs.


  • Reaction Abilities

    These abilities are also usually effected as commands in battle. However, these abilities are designed to respond to enemy attacks. For example, it could be a parry ability to dodge all physical attacks. Another could be a barrier to absorb certain kinds of magic energy.


  • Support Abilities

    These primarily enhance the character's status and expand parameters for power, attack coverage, growth rates, etc.


  • Move Abilities

    These abilities are tied to the movement of a character, expanding his range or enabling him to enter maneuver in certain kinds of terrain.




These are the basic jobs you can acquire in the game.

Basic Jobs Quick Reference Table
Job Name Requirements Best Abilities
Squire None Gained Jp Up and Move+1
Chemist None Potions, Phoenix Down, Auto Potion, Throw Item, and Move-Find Item.
Knight Lv. 2 Squire Weapon Guard, Sword Equip
Archer Lv. 2 Squire Charge+1 and 2, Jump+1
Priest Lv. 2 Chemist Cure 2, Raise 2, Esuna, and Holy
Wizard Lv. 2 Chemist Fire 2, Frog, Death, Flare, and Counter Magic.
Monk Lv. 2 Knight Wave Fist, Earth Slash, Hamedo, Martial Arts, and Move HP Up.
Thief Lv. 2 Archer Thief abilities are equally useful, save these for last; Gil Taking, Steal Exp, Caution, Catch.
Oracle Lv. 2 White Mage Life Drain, Paralyze, Sleep, Petrify, Move-Mp Up.
Time Mage Lv. 2 Black Mage Haste, Don't Move, Demi 2, Meteor, MP Switch, Teleport.
Geomancer Lv. 3 Monk Hell Ivy, Quicksand, Sand Storm, Counter Flood, Attack Up, Any Ground.
Lancer Lv. 3 Thief Level Jump 8, Vertical Jump 8.
Mediator Lv. 2 Oracle Invitation, Praise, Preach, Death Sentence, Mimic Darlabon, Equip Gun.
Summoner Lv. 2 Time Mage Shiva, Titan, Leviathan, Fairy, Clops, MP restore, Half of MP
Dancer Level 4 Lancer, Level 4 Geomancer, Female Wiznaibus, Slow Dance, Nameless Dance, Jump+3, Fly.
Bard Level 4 Summoner, Level 4 Mediator, Male Life, Nameless, and last song, Move+3, Fly.
Samurai Lv. 3 Knight, Lv. 4 Monk, Lv. 2 Lancer Koutetsu, Murasame, Heaven's Cloud, Kikuichimo Ji, Blade Grasp, Equip Knife, Two Hands.
Ninja Lv. 3 Archer, Lv. 4 Thief, Lv. 2 Geomancer Shuriken, Ball, Knife, Ninja Sword, Knight Sword, Sunken State, Two Swords.
Calculator Lv. 4 Wizard, Lv. 4 Priest, Lv. 3 Time Mage, Lv. 3 Oracle? All the equations are needed to be versatile for battle, Damage Split, Move-Get Exp.
Mime Level 8 Squire, Level 8 Chemist, Level 4 Geomancer, Level 4 Lancer, Level 4 Mediator, Level 4 Summoner This Job is mastered when you recieve it. The abilities of a Mime are only as good as the character you mimic.



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