Final Fantasy Fundamentals: Class It Up #2 (FFV, XI, Tactics, and Tactics Advance)

Final Fantasy V Classes (Original and Remakes)

Mystic Knights are the predecessors to “spellblades” in other FF games. Mystic Knights can cast magic on their weapons to attack enemies’ weaknesses or absorb their HP.

BERSERKER is a questionable class. Though their strength is high, all that they can do is repeatedly attack. Sometimes, their attacks receive random damage boosts.

Ladies and gents, welcome the Time Mage to Final Fantasy. They use magic to affect the flow of time during battles. They can slow or stop enemies, or hasten allies’ turns.

Blue Mages are infamous for learning certain spells and attacks from enemies. They can be downright useful and unique.

Ninjas get really good in V, where they got some actual ninja skills. They also got the ability to dual wield weapons.

The katana-wielding Samurai have some odd abilities, like Zeninage, an attack that uses the Final Fantasy currency known as gil. Shirahadori raises the Samurai’s evasion.

Beastmasters can control enemies. They can help Blue Mages learn Blue Magic.

Chemists use items in various ways. Like the Scholar in Final Fantasy III, any recovery item that they use is doubled in effectiveness.

Chemists can Mix items for certain effects, help an ally recover from a status ailment, revive a fallen ally, or drink special medicines for temporary stat boosts. They are kind of fun to use.

Dancers use their dancing ability to trigger random abilities. Sounds silly, right? Not when they use Sword Dance to fling a giant sword into an enemy’s face for one or two thousand points of damage.

Finally, Mimes copy an ally’s previous action.

There are four new jobs exclusive to remakes and rereleases of the game. They don’t seem very popular.

Gladiators attack; Oracles have some crazy random abilities involving foresight; Cannoneers combine items for special ammo, which sounds pretty cool; and Necromancers are like Summoners, only evil! Mwahaha!

After V, the next FF game with a dedicated job system is Final Fantasy Tactics. Unlike III and V, Tactics requires characters to get to certain levels in certain jobs before they can assume more advanced ones. But none of these classes let them get noses.

Final Fantasy Tactics Classes

The Squire is the most basic job. It has some basic defensive and offensive skills, such as Throw Stone (you can literally throw stones at enemies, somewhat like in the earlier Tactics Ogre, which was created by several of the developers that would go on to make FFT), Salve (restores negative status), and Rend Helm/Armor (possibly destroy enemy equipment).

Oracles have unique Yin-Yang magic that can cause status ailments.

Mediators can talk enemies to death – literally, with the Death Sentence skill. That can also recruit human enemies and monsters.

Calculators are curious. They do not start with any spells of their own; rather, you equip them with a magic type that the unit learned from an earlier job, and calculations affect how the spells target units. For example, they use formulas such as prime numbers or multiples of three, four, or five.

Some of the FFT jobs were renamed for the PlayStation Portable remake, subtitled War of the Lions:

Priest > White Mage

Wizard > Black Mage

Oracle > Mystic

Lancer > Dragoon

Mediator > Orator

Calculator > Arithmetician

WotL also added the Onion Knight and Dark Knight jobs.

The Dark Knight has the highest attack power of any job in the game. They can absorb HP or MP from enemies, use attacks that inflict ailments, and sacrifice their own HP to attack an enemy or nearby enemies. See, III? That’s how you make a Dark Knight.

Onion Knights are a bit odd. They originated in III with the gimmick that any character who assumed the mantle of Onion Knight from levels 90-99 would get huge stat growths.

In WotL, Onion Knights can use all weapons, including female-exclusive equipment like handbags. “Hold my purse!” “Baby, I got your purse.”

They also have Onion equipment that is exclusive to them.

They can not equip any abilities. Its power depends on the number of jobs that the unit has mastered.

Final Fantasy XI Classes

I never played XI, but here are some of the unique classes that it had.

The Corsair are basically gamblers (a la Setzer in Final Fantasy VI) crossed with pirates. They roll dice and draw cards to boost their allies’ abilities. They can also equip Hexaguns, which are multi-barreled revolvers. Dang!

Puppetmasters use automatons to assist them in combat. A Puppetmaster can also fight using hand-to-hand combat. The puppet itself can be customized.

The Puppetmaster arose from the ashes of Square Enix trying to create a Necromancer class for XI.

The Rune Fencer uses runes inscribed upon their very flesh to draw enemies’ attention towards them, and to mitigate magical damage. Rune Fencers also learn protective and supportive spells.

Final Fantasy Tactics Advance Classes

Back to the world of Ivalice, where the populace has finally gained noses.

Some of the five playable races have jobs exclusive to them.

Characters can learn new abilities for their jobs by equipping new gear. Job Points help them learn new skills.

Hume Classes

Soldier is the default hume class. They can learn abilities that weaken enemy stats, and they can Mug enemies for gil.

Fighters have some tricky physical attacks that can hit surrounding or faraway enemies. They also have some attacks that sacrifice accuracy for more power.

Paladins are essentially Knights under a different title. They have some pretty unique abilities, like convincing enemies to flee, buffing their own defense and magic resistance, and attacks that deal holy damage.

Both humes and viera can become Archers. When a hume Archer masters two Archer abilities, they can be promoted to the Hunter class. When a viera masters two Archer skills, they can become Snipers.

Archers can Boost their attacks to do more damage. They also have attacks that cause ailments, allowing them to hobble enemies from a distance with their bows.

Hunters have some very unique skills, such as:

  1. Oust: Sweeps enemies from battle

  2. Advice: Offer advice on tactics. Raises crit rate.

  3. Aim: Vitals: Can cause ailments

  4. Hunting: Earn more JP from defeated enemies

And other skills that are especially damaging to monsters.

Both humes and nu mou can assume that Illusionist job. Their magic targets all enemies on the battlefield regardless of distance from the Illusionist.

Viera Classes

Fencers are like Archers, but with rapiers. They also have Manastrike, which reduces the target’s MP.

Snipers can destroy enemy equipment, turn invisible, attack twice in one turn, poison enemies, and damage enemies’ HP and MP in accordance with how much HP the Sniper has lost.

Assassins are basically Magic Knights, but with ailments.

Elementalists have skills that cause both ailments and elemental damage.

Nu Mou Classes

Beastmasters learn how to control different types of monsters. Kind of like in V, Beastmasters and Blue Mages compliment each other in FFTA.

Sages are like the nu mou equivalent of Red Mages, but without the physical strength. Sages use some of the less popular spells in the FF series, e.g. Water, Aero, Bio, and Drain, with some white magic for good measure.

The Alchemist has powerful spells, such as Death, Meteor, Flare, and Poison. They can also protect allies from ailments with Astra and reduce enemies’ MP with Rasp.

Morphers can learn to turn into monsters captured by Hunters. I don’t remember ever using Morphers.

Bangaa Classes

White Monks have some ranged attacks like hume Fighters, but they also have some holy powers. They can heal with Chakra, use Revive on KO’ed allies, Exorcise the undead, and dispel buffs with Holy Sign. Mwahaha!

Warriors are basically bangaa Soldiers.

Bishops can use white magic and a few black magic spells, like the petrifying Break.

Templars can do a little bit of almost everything.

Similarly, the Defender has a crazy mix of skills. They can sacrifice themselves with Meltdown to damage nearby enemies, but using Aura beforehand grants them auto-life and auto-regen; Tremor knocks back nearby enemies; Hibernate lets the Defender sleep to… heal other ailments (OK…); Mow Down damages nearby units but reduces the Defender’s evasion and speed for the rest of that turn; finally, Expert Guard prevents all HP and MP damage for that turn only.

Moogle Classes

Animists tap into the power of animals for buffs, healing, and ailments. Kind of a strange class.

Mog Knights are described as “Small moogle warriors with brave hearts.” >w<

They have similar attacks to other melee classes, such as the Fighter and Paladin.

The Juggler specializes in disabling enemies and saddling them with ailments. They can use Smile to allow an ally to take their next turn immediately. They can also use… Gil Toss?

Gunners have shots charged with elemental powers and ailments. Bewm.

Gadgeteers are crazy. Their Pandora ability can blight all enemies or allies with ailments, or buff them with blessings. Fun, but random.