Overview
Ver. 0.9 (11.06.14):- add tables with main stats & MP of Devout & Black Belt.- add small pics with characters from famicom version.
General Information
Final Fantasy III’s job system is at the core of your party. The jobs your characters take determine their stats, the equipment that they can use, and the magic or special skills they obtain. Jobs can be changed at any time, and you will gain more jobs as you advance farther into the game.
As you fight battles, your job level will advance. At job level 99, you can seek out the wandering smith, who will grant you a special item exclusive to your class along with a card that proves your prowess.
Wind
Red Mage
Monk
Thief
of Fire
Scholar
of Water
Viking
Bard
Evoker
of Earth
Sage
Onion Knight
Ninja
Summoner
White Magic focuses mainly on recovery and support magic, although there is usually some strategic magic in the skill set. White Magic is commonly associated with the White Mage job, but is also usually available to Red Mages, Scholars, Knights, Devouts and Sages. Black Magic focuses mostly on spells that deal direct damage and available to Black Mages, Scholars, Maguses and Sages.
Level
Just like White or Black Magic, Summon Magic consumes a Magic Points when used. Unlike Black & White Magic, you do not select a target for Summon Magic. It’s important to note that Evokers and Sages have two possible effects whis a given spell. With two possible and uncontrollable result from from each level’s Summon spell, be wary about relying upon these spells in battle. Most of the Summons have an ability that may or may not work (Mesmerize, Demon Eye, etc.) so you may waste a turn if that spell’s effects are resisted.
Like Evokers and Sages, Summoners use Summon Magic that allows them to call summons. But Summoners has higher stats and can cause the summons to use their most powerful attacks.always. Summoners have the same result from a given spell. Thise spells are always offensive in nature, and only Zantetsuken is a hit-or-miss type attack. The other Summons inflict damage, most often ot a precific elemental type. More info in Summoners’ topic.
Freelancer
Weapons: Daggers, swords, bows, arrows, fist weapons
Magic: Level 1 White and Black Magic spells
Special skills: None
Level 99 item: Celestial Gloves
- Defense: 40
- Magic defense: 18
- All stats: +15
Freelancers are the starting job for all four main characters. They cast basic attack and support spells and can also attack moderately well. However, in the way of usefulness, Freelancers become second best after you obtain new classes from the Crystal of Wind.
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Onion Knight (Secret Job)
Weapons: All, except the other jobs’ ultimate weapons
Magic: Level 1 to Level 8 Black and White Magic spells
Special skill: None
Level 99 item: Onion Blade
- Attack: 150
- All stats: +7
The Onion Knight can equip every normal weapon (excluding ultimate weapons), and every Black and White Magic spell. However, their stats are very low all around, until character level 92, when their stats skyrocket, eventually making them the best job in the game. You unlock the Onion Knight class after completing 25% of the bestiary. You’ll get a message “The Children are in Trouble” from Topapa, which you can see when speaking to a moogle when in a town. He’ll tell you to come back to Ur with Arc or Luneth in main character and you’ll have to do a short quest which will unlock the class.
Warrior
Weapons: Daggers, swords, bows, arrows, axes
Magic: None
Special skill: Advance
Level 99 item: Gigantic Axe
- Attack: 155
- Strength: +20
Warriors are the first heavy-duty job you obtain; they can’t use magic, but they excel in taking and dealing damage. Their special skill, Advance, allows them to deal extra damage, but makes them more vulnerable to attack. Warriors, though strong, will lose out later in the game to even beefier jobs such as Knights and Vikings.
Red Mage
Weapons: Daggers, swords, staves, bows, arrows
Magic: Level 1 to Level 5 Black and White Magic spells
Special skills: None
Level 99 item: Crimson Vest
- Defense: 50
- Magic defense: 25
- All stats: +10
Red Mages are great multi-taskers: they use both Black and White Magic (though they can use less levels than Black or White Mages), and they have good attack power. This makes them quite versatile. Later in the game, however, the Sage can take their place in the party.
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White Mage
Weapons: Staves
Magic: Level 1 to Level 7 White Magic spells
Special skills: None
Level 99 item: Angel Robe
- Defense: 45
- Magic defense: 48
- Mind: +28
White Mages can use all but the last level of White Magic, which makes them useful healers for much of the game. They also have a few attack spells, which deal light and wind damage. However, you may want to replace them with Devouts to obtain the Level 8 spells, which are useful in the final dungeon.
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Black Mage
Weapons: Staves, bows, arrows
Magic: Level 1 to Level 7 Black Magic spells
Special skills: None
Level 99 item: Lilith Rod
- Attack: 110
- Intellect: +20
Black Mages are the magical opposites of White Mages. Their elemental and status-causing spells are great for exploiting elemental weaknesses or disabling an enemy. As with White Mages, the only reason you might change from a Black Mage to a Magus is the Magus’ mastery of Level 8 Black Magic.
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Thief
Weapons: Daggers, thrown weapons
Magic: None
Special skills: Steal, Flee
Level 99 item: Gladius
- Attack: 130
- Agility: +20
Thieves are fast, and often act first in battle. They can steal items, usually common store items, from enemies, and use Flee to run away from battle without taking as much damage. In addition, Thieves can unlock doors if placed first in the party. However, the small variety of items they can steal weakens them somewhat.
Monk
Weapons: Fist weapons
Magic: None
Special skill: Retaliate
Level 99 item: Shura Gloves
- Defense: 45
- Magic defense: 19
- Strenght: +20
Monks wear light armor, but they pack a hefty physical punch to make up for their low armor. This job can counter-attack with Retaliate if hit by a physical attack, which also makes them take less damage similarly to guarding. However, Monks can be replaced with Black Belts, who basically mirror Monks but have better stats. Both give high HP. Attack goes up 2 for each job level up.
Ranger
Weapons: Bows, arrows, thrown weapons
Magic: None
Special skill: Barrage
Level 99 item: Artemis Bow
- Attack: 122
- Agility: +10
- Strength: +10
Rangers use ranged weapons exclusively to attack. Their special skill, Barrage, allows them to fire on 4 enemies simultaneously, though the damage is reduced. However, the Ranger may lose out to other classes whose attacks are more powerful.
Geomancer
Weapons: Bells.
Magic: none.
Special skill: Terrain.
Level 99 item: Blessed Bell
- Attack: 130
- Mind: +10
- Agility: +10
- Intellect: +10
Geomancers are fun to mess with. Their skill, Terrain, produces a magic attack. The attack’s targets and element depends on the terrain you’re fighting on. The damage of the attack, not taking into consideration elemental weaknesses, is proportional to the job level of the Geomancer, so it’s probably best to level up your Geomancer if you plan on keeping them in your party long-term.
Damage = ((Power + Job lvl x 2) x (INT + MIND)) / Adjustment
Knight
Weapons: Swords
Magic: Level 1 White Magic spells
Special skill: Defend
Level 99 item: Save the Queen
- Attack: 140
- Mind: +10
- Vitality: +10
Knights are like advanced Warriors; however, their stats are a little better, and they can use Level 1 White Magic. However, part of the real value of the Knight is the tendency to defend others whose health is low. This can allow them to keep a weaker character alive long enough for a heal.
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Scholar
Weapons: Books
Magic: Level 1 to Level 3 White and Black Magic spells
Special skill: Study
Level 99 item: Omnitome
- Attack: 130
- Mind: +5
- Intellect: +10
Scholars, at first glance, seem similar to Red Mages. However, their attack is less, and they can Study enemies. Study is similar to Libra: It tells you the enemy’s HP (though not for bosses) and their weaknesses. It also removes any beneficial magic on the monster. Scholars are fairly useful when you fight Hein; however, there are eventually spells that can do the job of Study. Scholars also have very little MP, which prevents them from being effective mages. To balance that, Scholars get twice as much damage from attack items.
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Bard
Weapons: Daggers, harps
Magic: None
Special skill: Sing
Level 99 item: Ballad Crown
- Defense: 35
- Magic defense: 34
- Vitality: +10
- Mind: +10
Bards can use harps, which have added effects and use Intelligence, rather than Strength, to determine damage output. Not only that, but if a Bard is holding a harp, she/he can use Sing, which has a different effect based on which harp you use. The song can increase offensive power, heal the party, or do a bit of damage.
Harp
all party members
Harp
party members
Harp
enemies based
on their current HP
Harp
members based on
their max HP
Harp
party members
Dragoon
Weapons: Spears
Magic: None
Special skill: Jump
Level 99 item: Magic Lance
- Attack: 145
- Strenght: +20
Dragoons are a physical class with good armors, but their weapon selection is rather narrow. However, Jump increases their physical power by a large chunk, and allows them to evade attacks. Keep in mind, though, that Jump will also evade healing and support spells, which could prove fatal if you lack the Knight and your luck is poor.
Evoker
Weapons: Staves
Magic: Level 1-8 Summon spells
Special skill: Summon
Level 99 item: Royal Crown
- Defense: 33
- Magic defense: 36
- Intellect: +10
- Mind: +10
Evokers are similar to both black and white mages combined, and have a lot of MP. His spells usually have two sides: a multi-target support/debuff effect (“white”) and a single-target direct attack (“black”). How many times did you ask yourself: “Should I attack one enemy or stun all of them?” or: “Should I heal my heroes or attack one enemy”? The Evoker takes these dilemmas from your hands and decides by himself; anyway, don’t expect complex artificial intelligence: it’s just a coin flip. A philosphical Evoker could say that the problem was not worth long thoughts!
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Viking
Weapons: Hammers and Axes
Magic: None
Special skill: Provoke
Level 99 item: Mighty Hammer
- Attack: 145
- Vitality: +20
- Deals lightning damage
Vikings are by far the most physical job there is. They’re best for the front row, due to power and defense. However, Vikings are slow. They can replace other physical jobs, and take in damage because of Provoke. Also, they have high HP. To note something, all hammers have a thunder base.
Success
Dark Knight
Weapons: Swords, katanas
Magic: None
Special skill: Souleater
Level 99 item: Murakumo
- Attack: 140
- Agility: +20
- Effective against dividing enemies
Dark Knights have poor defensive skill, but have excellent attack power, and possess two very important features. First, katanas do double damage against enemies that divide AND will prevent the division from even happening. This makes having at least one Dark Knight all but required for a particular dungeon. Second, Souleater does a large chunk of damage on all enemies…and clips off a bit of your own HP to do so. If you want to take advantage of Souleater, you’ll want to have plenty of Hi-Potions or white magic MP ready.
Summoner
Weapons: Staves
Magic: Level 1-8 Summon spells
Special skill: Summon
Level 99 item: Astral Bracers
- Defense: 47
- Magic defense: 20
- Intellect: +10
- Mind: +10
The Summoner has higher attributes than the Evoker, but his magic is extremely monotonous. In fact, all his spells do the same: they simply deal damage to all the enemies, with just different elements.
levels between target and caster
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Ninja
Weapons: Swords, daggers, katanas and thrown items
Magic: None
Special ability: Throw
Level 99 Item: Muramasa
- Attack: 140
- Agility: +10
- Strength: +5
- Mind: +5
- Vitality: +5
- Intellect: +5
- Effective against dividing enemies
The Ninja is a good physical fighter, using close and long range weapons. In the Famicom version Ninjas were known to be able to use every weapon in the game, but still they have just two hands. That means: they can just use two weapons at the same time. Weapon selection is much smaller in the remakes, but most of the weapons with special effects or abilities are still available: swords, daggers, katanas and thrown items. The famous thing people would say is: “Ninjas throw shuriken”. Yes they do: throwing one equals 10000 in damage, but says 9999. Although a physical job, the Ninja can stay in the back row. Equip the Ninja with a full Crystal Armor set and a Moonring blade, and he can attack with no penalty. If his HP get low, equip him with a Blood sword and an Orichalcon knife to absorb enemy HP. During boss fights, make him throw shurikens from the back row.
Throw Damage = (Weapon Attack x 2.5 + 100) x (100 + Job lvl) x 10 / 99 x Random No. between 1.0 and 1.8
Hit Rate = (95 + Job lvl / 22)%
Weapon
Power
Magus
Weapons: Staves
Magic: Level 1 to Level 8 Black Magic spells
Special skill: None
Level 99 item: Millennium Rod
- Attack: 110
- Mind: +10
- Intellect: +10
- Casts Blizzaga
The Magus is basically an enhanced version of the Black Mage. They can cast all Black Magic spells and have more MP for higher-level spells than either Black Mages or Sages.
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Sage
Weapons: Staves
Magic: Level 1 to Level 8 Black, White, and Summon Magic spells
Special skill: None
Level 99 item: Sage Staff
- Attack: 110
- All stats: +10
Sages are master wizards who can use every spell in the game, but with that comes lower MP. Their Summon spells are the same as Evoker’s.
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Black Belt
Weapons: Bare Hands, Claws/Knuckles
Magic: None
Special Ability: Boost
Level 99 Item: Master Dogi
- Defense: 54
- Magic defense: 23
- Agility: +10
- Mind: +10
Black Belts are powerhouses when it comes to raw physical attack power, but, like Monks have limited armour selection, sometimes giving them lowered defense and magic defense. Black Belts make up for this flaw with high strength, vitality, and moderate agility, and their special ability, Boost. Boost allows them to charge up power for your next attack and can be used successively to boost your next attack further, but can damage your character if you use it too many times in a row. The first use will double the next attack, a second use causes the damage to triple. However, if Boost is used 3 times in succession, it overloads, cancelling the charge and cutting the Black Belt’s current HP in half.
Devout
Weapons: Staves
Magic: Level 1 to Level 8 White Magic spells
Special skill: None
Level 99 item: Holy Wand
- Attack: 110
- Mind: +20
- Casts Curaga
What the Magus is to the Black Mage, the Devout is to the White Mage. Devouts can cast all White Magic spells and have more MP for higher-level spells than White Mages or Sages.
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Patch Notes History
Ver. 0.1 (28.05.14):
– add main content (pictures, specifications) of all jobs.
– add tables with main stats & special abilites of wind’s job set & default job.
Ver. 0.2 (29.05.14):
– add description of all “level 99 items” (ultimate weapons & armor) in game.
– add table with main stats & guide about unlock Onion Knight (secret job).
Ver. 0.3 (30.05.14):
– add tables with main stats & special abilities of Ranger & Geomancer.
– fix table of all job sets (now healing & physical jobs in right places).
Ver. 0.4 (31.05.14):
– add tables with main stats & MP of Knight & Scholar. Crystal of Fire job set completed.
– fix tables of MP (now they are more ergonomic).
Ver. 0.5 (01.06.14):
– add tables with main stats, special abilities & MP of Water Crystal job set (Dragoon, Viking, Dark Knight, Bard and Evoker).
– add table of magic spells in “General Information”.
– add some arts of Cloud of Darkness.
Ver. 0.6 (02.06.14):
– add tables & info about Summon Magic in General Information and Summoners topics.
Ver. 0.7 (07.06.14):
– add tables with main stats & MP of Summoner & Ninja.
Ver. 0.8 (10.06.14):
– add tables with main stats & MP of Sage & Magus.