A Basic Guide For Jobs
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As you probably know, Final Fantasy V has a fairly unique Job System. Jobs are unlocked throughout the first part of the story and it is what makes your characters that much stronger, aside from level-ups. Setting up a proper party is easy if you know what you are doing, and good utilization is what makes or breaks (mostly breaks) the game for you. If you have no idea what I'm talking about or if you are just reading random guides, then shoo. There are 26 Jobs in this game, which is quite a lot. Each of these has their own Stat modifiers, aside from Freelancer (which is the default Job your characters start in) and Mime. First though, let's go through the stats the PC's have: Strength increases damage from normal atacks. Agility affects how fast the ATB bar fills for that character. Stamina affects the amount of health a character has, which also affects spells like Regen. Magic affects the effectiveness of most magic, determining how much damage offensive spells do or how much you are healed from healing spells. Freelancers and Mimes are the only Jobs to actually get stronger as you progress throughout the game and not only in terms of stats. You'll see why in their respective sections. The base stats for all Jobs are calculated according to the base stats on the Freelancer Job, which are: Strength: 24 Agility: 24 Stamina: 24 Magic: 24 Apply all the modifiers you see in the guide to this baseline. (Note: the base stats for all characters differ slightly from what you see here, but not significantly). Job Command - None Innate Abilities - Every innate ability from every job the character has mastered except the Berserker's Berserk, the Gladiator's Lure and the Necromancer's Undead. This does not include HP +, MP +, Two-Handed, ABP Up, EXP Up, Read Ahead, or Long Reach. Equipment - Possible to equip everything. What makes the Freelancer class special is the fact that it has nearly every innate ability from every job the character has mastered, as well as the stat bonuses, but not the penalties (such as the boosted Magic of a mage with none of the reduced Strength). So while it starts off very weak at first, at the end of the game, Freelancer becomes the strongest job, along with Mime. These are the Jobs you get within the first hour of the game, and feature a decent balance between front-line battlers and spellcasty goodness. Stat modifiers : Strength: +23 Agility: +1 Stamina: +20 Magic: -14 Job Command - Guard Innate Abilities - Cover Equipment - Knives, Knight Swords, Swords, Shield, Heavy Helmets, Clothes, Heavy Armor, Gauntlets Level-Up abilities : Level 1 (10 AP): Cover Level 2 (30 AP): Guard Level 3 (50 AP): Two-Handed Level 4 (100 AP): Equip Shields Level 5 (150 AP): Equip Armor Level 6 (350 AP): Equip Swords Total AP to master: 690 When mastered, the Freelancer and Mime Jobs gain the Knight's base Strength, Agility and Stamina unless a job with higher modifiers is mastered. Cover is inherited as an innate. Guard completely blocks all physical damage, though there are some things that bypass it, like attacks that inflict status ailments or damage from Sap. Cover will have the Knight automatically defend any ally in HP Critical status, though Cover does not work with Petrify, Zombie, Instant Death, Sleep, Paralyze, Confuse, Berserk or Stop. The Knight is a good Job to slap on Bartz in the beginning of the game. Bartz has the highest base Strength, so he'll do the most damage. Other than that, it's a pretty straightfoward class. Two-Handed is a pretty good ability until you learn the Ninja's Dual Wield. Just don't give the Job a spellcasting ability. That just doesn't flow well. Stat Modifiers: Strength: +26 Agility: +1 Stamina: +26 Magic: -23 Job Command - Kick Innate Abilities - Counter, Barehanded Equipment - Light Helmets, Clothes, Armlets Level-Up abilities : Level 1 (15 AP): Focus Level 2 (30 AP): Barehanded Level 3 (45 AP): Chakra Level 4 (60 AP): Counter Level 5 (100 AP): HP +10% Level 6 (150 AP): HP +20% Level 7 (300 AP): HP +30% Total AP to master: 700 When mastered, the Freelancer and Mime jobs gain the Monk's bast Strength and Stamina, unless a job with higher modifiers is mastered. Counter is also gained as an innate. One thing: Get Barehanded ASAP. It saves money buying weapons and it really helps your spellcasters in the early game as Barehanded also gives the base Freelancer Strength + 26 to the class using it (meaning that every character will have 50+ Strength). Other than that, the Monk is your physical glass cannon. While it has high health to compensate, it can not wear the heavier armor types and can not wield any weapons. The insane damage output more than makes up for it though, as early on it will do the most damage out of any job (and attacking twice in one round is insane for an early class). Stat Modifiers : Strength: +1 Agility: +16 Stamina: +2 Magic: -6 Job Command - Steal Innate Abilities - Find Passages, Vigilance, Sprint Equipment - Knives, Light Helmets, Clothes, Armlets, Boomerangs, Thief Gloves Level-Up abilities : Level 1 (10 AP): Find Passages Level 2 (20 AP): Flee Level 3 (30 AP): Sprint Level 4 (50 AP): Steal Level 5 (75 AP): Vigilance Level 6 (150 AP): Mug Level 7 (300 AP): Artful Dodger Total AP to master: 635 Upon mastery, Freelancers and Mimes gain the Thief's base Agility. They also gain the Thief's base Strength and Stamina unless they already have a higher base from another mastered job. They will also gain Find Passages, Vigilance, and Sprint as innate abilities. Vigilance is pretty good, though at the time you get it, you probably won't have to worry about being screwed over by back attacks. The job is all about Steal and Mug though. With these abilities, you can get yourself some pretty good stuff ('nuff said). A character with one of these abilities is good to have on your party most of the time. Stat Modifiers : Strength: -9 Agility: 0 Stamina: -2 Magic: +31 Job Command - Black Magic Innate Abilities - None Equipment - Knives, Rods, Hats, Robes, Armlets Level-Up abilities : Level 1 (10 AP): Black Magic (1) Level 2 (20 AP): Black Magic (2) Level 3 (30 AP): Black Magic (3) Level 4 (50 AP): Black Magic (4) Level 5 (70 AP): Black Magic (5) Level 6 (100 AP): Black Magic (6) Level 7 (450 AP): MP +30% Total AP to master: 730 Upon mastery, Freelancers and Mimes gain the Black Mage's base Magic unless they already have a higher base from another mastered job. When you equip the Black Magic (X) ability on a character, the following happens: Magic = Black Mage Base Magic - 3 * (6 - Black Mage Job Level) However, the value of the base Magic granted in this way is capped at the Black Mage's base. So, that means that the base Magic for a character equipped with Black Magic (X) is as follows: Level 1 = 40 base Magic Level 2 = 43 base Magic Level 3 = 46 base Magic Level 4 = 49 base Magic Level 5 = 52 base Magic Level 6 = 55 base Magic Level 7 = 55 base Magic The Black mage is your basic exploiter of elemental weaknesses. It gains access to the basic Fire/Blizzard/Thunder line of spells, can poison enemies and wreak havoc with Flare. Late-game though, Black Magic falls behind the power of the Summoner (nothing trumps a Dualcast Bahamut), so keep that in mind. Stat Modifiers : Strength: -7 Agility: +1 Stamina: 0 Magic: +25 Job Command - White Magic Innate Abilities - None Equipment - Staves, Hats, Robes, Armlets. Level-Up abilities : Level 1 (10 AP): White Magic (1) Level 2 (20 AP): White Magic (2) Level 3 (30 AP): White Magic (3) Level 4 (50 AP): White Magic (4) Level 5 (70 AP): White Magic (5) Level 6 (100 AP): White Magic (6) Level 7 (300 AP): MP +10% Total AP to master: 580 Upon mastery, Freelancers and Mimes gain the White Mage's base Magic unless they already have a higher base from another mastered job. The way an equipped White Magic (X) works on a character follows a formula that's similar to the one used for the Black Mage: Magic = White Mage Base Magic - 2 * (6 - White Mage Job Level) The bas
ИсточникGHub Platform · автор13.09.2026, 17:49:09
As you probably know, Final Fantasy V has a fairly unique Job System. Jobs are unlocked throughout the first part of the story and it is what makes your characters that much stronger, aside from level-ups. Setting up a proper party is easy if you know what you are doing, and good…
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