Final Fantasy V/Printable version


Final Fantasy V

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Premise

The game begins as a wanderer named Bartz investigates a fallen meteor. There, he encounters several characters, one of whom reveals the danger facing the four Crystals that control the world's elements. These Crystals act as a seal on Exdeath, an evil sorcerer. Bartz and his party must keep the Crystals from being exploited by Exdeath's influence and prevent his resurgence.


Jobs

Final Fantasy V contains 22 Jobs (four more in the Game Boy Advance and later versions, totaling 26). Jobs can level up by collecting ABP (Ability Battle Points) after battles, which allows the character to use the Job's abilities as a different class and when the job is mastered, the game will transfer the stat boosts of that Job to the Mimic and Freelancer jobs. Please note that this guide prioritizes the most recent names, and the old PSX names, if they exist, are underlined.

Characters start off at level 0 for each Job and have access to only the innate skills for a given Job. New abilities are obtained once you collect the required ABP. Once you meet the quota, the character gains a level in the Job and an ability. The count then resets to 0. Once an ability is obtained, it may be assigned to a free slot regardless of Job. Abilities prefixed with "!" are active commands that can be selected in battle.

For the six specialized mage jobs (Black/White/Red/Time Mages, Summoner, and Mystic Knight), Job levels are cumulative. Their active ability retains its name, but for each level completed, the ability gains the use of that Job level's spells at that tier. For example, a Level 3 Black Mage is able to use Level 1-3 Black Magic. However, the Mystic Knight's spell level is actually (job level-1) because of their Magic Shell ability at level 1, so they will not be able to pass their magic on to other Jobs without reaching level 2 first.

Note: The names of the jobs and abilities may change depending on the game's version.

Starting job

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Freelancer

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Location: Used by default

Renamed: Freelancer (GBA)

Traits
  • This Job cannot gain ABP
  • Can equip any equipment in the game
  • Stat boosts are transferred to this job when other jobs are mastered
  • Can select two abilities instead of one
Abilities
  • None

Wind Crystal Jobs

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These Jobs become available after you beat the Wing Raptor.

Knight

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Location: Wind Shrine

Summary
The Knight is one of the classic RPG "tanks" of all Jobs: built to take damage, but built even better to dish it out. As the earliest warrior Job in the game, the Knight has access to the widest range of weapons and armor in the game, including elemental swords. The Knight covers their allies when they are critically wounded. They also have a to nullify direct attacks targeted at them.
Traits
  • Above-average HP, Strength, and Stamina stats, but not as good as specialist Jobs
  • Cover steps in for wounded ally
  • Perfect defense vs most physical attacks with !Guard

Can Equip: Knives, Swords, Shields, Plates, Mails, Helms

Command Ability: !Guard: Reduces damage from physical attacks.

Innate Abilities
  • Cover
  • Guard
  • Equip Armor
  • Equip Shield
  • Equip Sword


Abilities
Name ABP needed Description
Cover 10 Auto-defends characters at critical health.
!Guard 30 Reduces damage from physical attacks.
Two-Handed 50 Allows a one-handed weapon to be held with both hands to increase Attack.
Equip Shield 100 Allows the character to equip shields without Job restrictions.
Equip Armor 150 Allows the character to equip heavy armor, including plates without Job restrictions.
Equip Sword 350 Allows the character to equip swords without Job restrictions.

Monk

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Location: Wind Shrine

Summary
The first specialist Job. the Monk is not only a tank, but also has high Strength, Stamina, and HP. They can hit twice as hard as a Knight barehanded and have the ability to deal double damage for a turn at the temporary expense of defense. The Monk counterattacks physical strikes directed at them and their critical hit rate is higher than many other Jobs. They can only equip light armor like robes and hats.
Traits
  • Very high HP and Stamina
  • Learns the recovery ability !Chakra that uses no MP
  • Frequent critical hits

Can Equip: Hats, Robes, Plates

Command Ability: !Kick: Deals minor damage to all enemies.

Innate Abilities
  • Counter
  • Barehanded
  • HP + x%
Abilities
Name ABP needed Description
!Focus 15 Inflict 2x damage after a brief delay.
Barehanded 30 Gives same attack power as a monk when no weapons are equipped.
!Chakra 45 Restores HP and cures poison and darkness.
Counter 60 Counterattacks against physical attacks.
HP+10% 100 Raises HP by 10%.
HP+20% 150 Raises HP by 20%.
HP+30% 300 Raises HP by 30%.

Thief

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Location: Wind Shrine

Summary
The Thief is not always the greatest attacker, nor does this Job have much above average Stamina and HP. They compensate by having extremely high Agility and useful passive skills. They can see hidden things and help their party out of dangerous situations with their increased speed and escape skills. They are also one of the three classes that are able to throw projectile weapons, which allows them to be in the back row without sacrificing offensive power. They are able to steal from enemies.
Traits
  • Highly versatile
  • Reduces back-attack probability

Can Equip: Knives, Thrown, Hats, Robes, Plates

Command Ability: !Steal: Attempts to steal an item from an enemy.

Innate Abilities
  • Dash/Sprint
  • Find Passages
  • Agility
  • Caution
Abilities
Name ABP needed Description
Find Passages 10 Reveals secret passages.
{Flee 20 Allows party to flee from most battles.
Sprint 30 Hold B to run outside of battle.[thief 1]
!Steal 50 Attempts to steal an item from an enemy.
Caution 75 Reduces the chance of back attacks.
!Mug 150 Attempts to steal an item from an enemy while attacking.
Footwork 300 Gain the same speed and agility as a Thief.
  1. In the PSX and GBA versions, the Dash ability activates 4× speed, as the player is already able to sprint. In mobile versions, it also adds the Sprint toggle button.

White Mage

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Location: Wind Shrine

Summary
The White Mage specialises in restorative and defensive magic. As a medic, they are second to none and will see a lot of use throughout the game. Along with their damage-dealing counterpart, the Black Mage, the White Mage has a high Magic score, but does not offer much in the way of offense or defense. Their equipment selection is poor and it is recommended to keep them in the back row. They are effective against the undead; the same restorative spells, along with the late-game Holy spell, are their most potent offense against them.
Traits
  • Uses Level 1-6 White magic

Can Equip: Staves/Maces, Hats, Robes

Command Ability: !White: Casts White Magic spells. See White Magic for the full list.

Innate Abilities
  • MP +10%
Abilities
Name ABP needed Description
!White Lv 1 10 Allows the use of level 1 white spells.
!White Lv 2 20 Allows the use of level 2 white spells.
!White Lv 3 30 Allows the use of level 3 white spells.
!White Lv 4 50 Allows the use of level 4 white spells.
!White Lv 5 70 Allows the use of level 5 white spells.
!White Lv 6 100 Allows the use of level 6 white spells.
MP +10% 300 Increases maximum MP by 10%.

Black Mage

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Location: Wind Shrine

Summary
The Black Mage is the major damage dealer throughout the game. They use fire, ice, and lightning spells as well as an array of status spells to cripple oncoming foes. Although they are physically weak, they have a decent selection of rods to help boost their magic power.
Traits
  • Uses Level 1-6 Black magic

Can Equip: Knives, Rods, Hats, Robes

Command Ability: !Black: Casts Black Magic spells. See Black Magic for the full list.

Innate Abilities
  • MP +30%
Abilities
Name ABP needed Description
!Black Lv 1 10 Allows the use of level 1 black spells.
!Black Lv 2 20 Allows the use of level 2 black spells.
!Black Lv 3 30 Allows the use of level 3 black spells.
!Black Lv 4 50 Allows the use of level 4 black spells.
!Black Lv 5 70 Allows the use of level 5 black spells.
!Black Lv 6 100 Allows the use of level 6 black spells.
MP +30% 450 Increases maximum MP by 30%.

Blue Mage

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Location: Wind Shrine

Summary
The Blue Mage specializes in using enemy skills. A Blue Mage's skills range from physical attacks through the basic elemental spells to the game's harder-to-find secondary elements like water and wind; some of their skills include healing and status spells. To learn a spell they must be hit and affected by the spell (e.g., succumbing to Lv 5 Death). They are a mid-class fighter with below-average Strength and average Stamina.


Can Equip: Swords, Daggers, Rods, Shields, Robes, Medium Armor

Command Ability: !Blue: Casts Blue Magic spells. See Blue Magic for the full list.

Innate Ability
  • Learning
Abilities
Name ABP needed Description
!Check 10 Reveals enemy HP and weaknesses. Does not give as much information as the White Magic spell Libra.
Learning 20 Learn Blue Magic spells when cast successfully on the ability holder.
!Blue 70 Casts Blue Magic spells.
!Scan 250 Reveals enemy level, HP, weaknesses, and conditions. Very similar to the White Magic Spell Libra.

Water Crystal Jobs

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These Jobs are available after the Water Crystal shatters, with some noted exceptions.

Red Mage

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Location: Walse Tower

Summary
The Red Mage can cast Black and White Magic and is decently skilled at physical combat. However, they cannot equip shields or cast anything higher than Lv 3 Black and White Magic. The Red Mage has average stats and a diverse assortment of weapons to equip. A Master Red Mage has the ability to cast two spells in a turn.

Can Equip: Knives, Swords, Rods, Staves, Plates, Robes

Command Ability: !Red: Casts Black and White Magic spells (up to Lv 3).

Abilities
Name ABP needed Description
!Red Lv 1 20 Allows the use of level 1 Black and White Magic spells.
!Red Lv 2 40 Allows the use of level 2 Black and White Magic spells.
!Red Lv 3 100 Allows the use of level 3 Black and White Magic spells.
Dual Cast 999 Allows the character to cast 2 spells in 1 turn.

Time Mage

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Location: Walse Tower

Summary
The Time Mage manipulates space-time and matter, controlling the flow of battle and calling in fragments of deep space at will to attack foes. Their abilities are best paired with other magic skills to maximize their effect without requiring another mage in the party.
Traits
  • Uses Level 1-6 Time magic
  • Fastest dedicated mage to master

Can Equip: Rods, Staves, Knives, Hats, Robes

Command Ability: !Time: Casts Time Magic spells. See Time Magic for the full list.

Innate Abilities
  • Equip Rods
Abilities
Name ABP needed Description
!Time Lv 1 10 Allows the use of level 1 Time Magic spells.
!Time Lv 2 20 Allows the use of level 2 Time Magic spells.
!Time Lv 3 30 Allows the use of level 3 Time Magic spells.
!Time Lv 4 50 Allows the use of level 4 Time Magic spells.
!Time Lv 5 70 Allows the use of level 5 Time Magic spells.
!Time Lv 6 100 Allows the use of level 6 Time Magic spells.
Equip Rods 250 Allows the character to equip rods without Job restrictions.

Summoner

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Location: Walse Tower

Summary

The Summoner geared towards dealing damage by summoning mystical creatures. Summons must be tamed before they can be used, with a few exceptions. Summons never miss their marks. They do not suffer the split-damage penalty of other magics, but the majority cannot be focused on a single target. Summoners use a lot of MP to summon, so having a supply of Ethers is recommended.

Can Equip: Knives, Rods, Hats, Robes

Command Ability: !Summon: Casts Summon Magic. See Summon Magic for the full list.

Innate Abilities
  • None
Abilities
Name ABP needed Description
!Summon Lv 1 15 Allows the use of level 1 Summon Magic.
!Summon Lv 2 30 Allows the use of level 2 Summon Magic.
!Summon Lv 3 45 Allows the use of level 3 Summon Magic.
!Summon Lv 4 60 Allows the use of level 4 Summon Magic.
!Summon Lv 5 100 Allows the use of level 5 Summon Magic.
!Call 500 Randomly summons from the list of available summons for 0 MP.

Berserker

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Location: Walse Tower

Summary
The Berserker is a slow but strong class. They are equipped with some of the least accurate weapons in the game. Command abilities should not be given to this Job as they will continuously attack without any input. It is best to augment Berserkers with a good passive skill.

Can equip: Knives, Axes, Hammers, Shields, Mails, Helms

Traits
  • High Strength and Stamina stats
  • Permanent Auto-Berserk status inflicts double damage; only physically attacks
  • Low Agility

Command Ability: N/A

Innate Abilities
  • Berserk
  • Equip Axe
Abilities
Name ABP needed Description
Berserk 100 Increases damage dealt at the cost of auto-attacking.
Equip Axe 400 Allows the character to equip axes and hammers without Job restrictions.

Sorcerer

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Renamed: Mystic Knight in GBA
Location: Walse Tower

Summary
The Mystic Knight has average stats compared to Mage and Knight Jobs. They are able to imbue their weapons with spells. They are useful against enemies protected by Reflect. Each imbuement lasts until the end of a battle when another Spellblade is cast. They have significantly less MP than the dedicated mages.

Can Equip: Knives, Swords, Shields, Plates, Mails, Helms

Command Ability: !Spellblade: Imbues physical attacks with a spell. See Spellblade Magic for the full list.

Innate Abilities
  • Magic Shell
Abilities
Name ABP needed Description
Magic Shell 10 Self-casts Shell for the rest of the battle.
!Spellblade Lv 1 20 Allows the use of Lv 1 Spellblade Magic.
!Spellblade Lv 2 30 Allows the use of Lv 2 Spellblade Magic.
!Spellblade Lv 3 50 Allows the use of Lv 3 Spellblade Magic.
!Spellblade Lv 4 70 Allows the use of Lv 4 Spellblade Magic.
!Spellblade Lv 5 100 Allows the use of Lv 5 Spellblade Magic.
!Spellblade Lv 6 400 Allows the use of Lv 6 Spellblade Magic.

Mime

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Location: Walse Tower, after Water Crystal shatters and tower sinks (Unobtainable until World 3)

Summary

The Mime's equipment selection and stats reflect those of a Mage, but are able to equip throwing weapons like a Ninja or Thief. They can use any abilities acquired through other Jobs and inherit their innate skills when the Job is mastered. The Mime requires the second-most amount of ABP to master, just behind the Red Mage.

Traits
  • Can equip three abilities instead of one, but fight and item are not available.
  • Has all innate skills of mastered jobs.
  • Copied abilities use no MP.
  • Completely optional (see walkthrough).

Can equip: Knives, Rods, Staves, Thrown, Shields, Hats, Robes


Command Ability: N/A

Abilities
Name ABP needed Description
Mimic 999 Automatically causes character to repeat ally's previous turn.

Fire Crystal Jobs

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These jobs become available after the party recovers the shards of the Fire Crystal.

Ninja

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Location: Karnak Castle Ruins

Summary
The Ninja has the highest Agility out of all the Jobs. They are able to dual-wield, throw weapons to inflict serious damage, and use smoke bombs to escape. They have a low Defense rating.

Can Equip: Knives, Thrown, Plates, Robes, Hats

Command Ability: !Throw: Throws an item from the player's inventory.

Innate Abilities
  • Preemptive Strike
  • 2-Swords
Abilities
Name ABP needed Description
!Smoke 10 Creates a smoke cloud that allows the party to escape.
!Image 30 Creates an afterimage that absorbs one physical attack before disappearing.
First Strike 50 Increases chances of initiating a preemptive attack.
!Throw 150 Throws an item from the player's inventory.
Dual-Wield 450 Allows a character to dual-wield weapons without Job restrictions.

Hunter

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Renamed: Archer (PSX); Ranger (GBA)

Location: Black Chocobo Forest

Summary
The Ranger is the party's ranged-attack specialist. They equip bows and can attack enemies in any position at full strength. They can call friendly creatures to assist the party. Rangers do not have as much Stamina as other fighting classes and should be placed in the back row. His bows are not the strongest weapons and many tend to be element-based. They learn the Scattershot (Rapid Fire) skill which allows them to deal four half-damage strikes in a single turn.

Can Equip: Knives, Bows, Hats, Robes, Plates

Command Ability: !Aim: 100% hit rate at the cost of inflicting less damage.

Innate Abilities
  • Equip Bows
Abilities
Name ABP needed Description
!Animals 15 Call upon a random animal to aid in battle. For the full list see Animal.
!Aim 45 100% hit rate at the cost of inflicting less damage.
Equip Bows 135 Allows the character to equip bows regardless of Job.
!Rapid Fire 405 Randomly attack 4 targets; each hit deals less damage than a standard attack.

Geomancer

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Location: Karnak Castle Ruins

Summary
The Geomancer is a mid-level mage that uses natural elements against their foes. They are generally considered a weaker character with poor beginning stats and a very limited equipment list. However, the Geomancer can detect and evade obstacles like weak floors and life-sucking traps while in the party, so it is worthwhile to have one character Master the Job.

Can Equip: Bells, Knives, Robes, Hats

Command Ability: !Gaia: Use the power of the current terrain to cast 1 of 4 spells at random without using MP. More powerful spells can only be cast by higher-leveled characters—at level 50 all terrain spells can be cast. Spell potency depends on the caster's Magic stat. See the Earth spell list.

Innate Abilities
  • Find Pits
  • Light Step
Abilities
Name ABP needed Description
!Gaia 25 Uses the power of the earth to cast randomized spells.
Find Pits 50 Party can evade crumbling floors and jumps back to the previous space before falling in.
Light Step 100 Renders party immune to damage-inflicting terrain like lava and poison spikes.

Trainer

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Renamed: Beastmaster (GBA)

Location: Karnak Castle Ruins

Summary
The Beastmaster is unusual; they are neither fully a fighter nor a mage. Their whips are ranged weapons that can sometimes paralyze targets. A Beastmaster's strength lies in their ability to capture monsters and then release them on other foes with varying effects. The {Beastmaster's ability to control enemies is an asset for Blue Mages in learning support spells.

Can Equip: Whips, Daggers, Medium Armor

Command Ability: !Catch/!Release: If the target is at critical HP it is caught and stored for later use. When freed, a single move is performed. The type of attack depends on what has been caught and released. Some enemies cannot be caught. Equipping the Kornago Gourd makes catching enemies easier.

Innate Ability

  • Equip Whips
Abilities
Name ABP needed Description
!Calm 10 Inflicts Stop on the target. Does not work on all enemies. Generally does not work on humans.
!Control 50 Controls the enemy on the Beastmaster's turn if successful. Useful for obtaining some Blue Magic spells. Equipping the Hypnotic Crown increases the chance of success. Some enemies cannot be controlled.
Equip Whips 100 Allows the character to equip whips regardless of Job restriction.
!Catch/!Release 300 Catches enemy at critical HP. Can be used once to perform move.

Bard

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Location: Black Chocobo Forest

Summary
The Bard is a physically weak Job who specializes in singing. Their songs either negatively affect all enemies or positively affect all allies. It is a fast Job to master and it holds one of the few skills that exclusively damages undead enemies.

Can Equip: Harps, Daggers, Light Armor

Command Ability: !Sing: Casts a magic spell that either affect all enemies or all allies. See Song for the full list.

Abilities
Name ABP needed Description
!Hide 25 Temporarily moves away from battle (does not cause user to flee). The Bard can avoid damage, but will not be able to act until the Return command is used.
Equip Harps 50 Allows the character to equip harps regardless of Job restriction.
!Sing 100 Casts a magic spell that either affect all enemies or all allies.

Earth Crystal Jobs

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These jobs become available after the Earth Crystal shatters in the Ronkan Ruins.

Dragoon

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Location: Ronkan Ruins

Summary

The Dragoon (or Lancer) is one of the most dedicated warriors in the game, His heavy armor slows him on land, but when he and his spear take to the air, he becomes a lethal weapon. His power comes at the price of an extra turn, and may leave weaker party members open to enemy assault.

Info
  • When equipped with a spear, Jump deals 2x damage

Command Ability: Jump

Innate Abilities
  • Equip Spear
Abilities
  • Jump (50AP)
    • Jump in the air, hold for one turn, then impale the enemy.
  • Lancer (150AP)
    • Drain and absorb a portion of enemy HP/MP with attack
  • Equip Lances (400AP)
    • Allows other Jobs to wield spears

Samurai

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Location: Ronkan Ruins

Summary

Like the Knight, the Samurai is a straight melee job. They are capable of quick, one-shot kills, though they have little weapon selection early game. They prefer katanas to complement their higher Speed stat but can also wear heavy armor.

Traits
  • As quick strikers, Samurai have an increased chance of striking killing blows and/or critical hits.
  • Ability to throw Gil can unbalance any battle in the party's favor. Always hits all targets.
  • Can sometimes block enemy strikes with quick reflexes
  • Most weapons are non-elemental, except the Kazekiri (Wind Blade)

Can Equip: Knives, Katana, Shields, Mails, Helms

Command Ability: !Zeninage (lit. "Throw Coins"): Throw gil at enemies. Amount thrown is determined by Samurai's level. Damage is divided over number of targets.

Innate Abilities
  • Equip Katana
  • Shirahadori
Abilities
Name ABP needed Description
!Mineuchi (lit. "striking with the back of the sword") 10 Stuns an enemy.
!Zeninage 30 Throw coins at all enemies.
Shirahadori 60 Provide chance to evade enemy attacks
Equip Katana 180 Allows the character to equip Katanas regardless of Job restrictions
!Iainuki 540 Chance to kill enemies not immune to Instant Death

Dancer

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Location: Ronkan Ruins

Summary
The Dancer learns two commands: !Flirt and !Dance. Flirt makes one enemy skip its next turn and Dance has four effects chosen at random. Three "ribbon armors" (equipment pieces exclusive to the Dancer) improve the success rate of flirt, but downgrade the dance: the useful "Tempting Tango" is replaced by "Sword Dance". The latter is a dance that has no special effect on the enemy, but simply inflicts double damage from the back row (quadruple damage from the front row).

With a Ribbon headgear on hand, Dancers can protect themselves from any status ailment cast on them.

Can Equip: Knives, Robes, Hats

Command Ability: !Dance: Chooses a random dance to perform on the enemy. See Dance for the full list.

Innate Abilities
  • Equip Ribbon
Abilities
Name ABP needed Description
!Flirt 25 Charm enemies to prevent them from taking actions their next turn.
!Dance 50 Perform a random dance.
Equip Ribbon 325 Allows the character to equip Man-Eater Daggers, Ribbons, Rainbow Dresses, Lamia Tiaras, and Red Shoes without Job restrictions.

Chemist

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Location: Ronkan Ruins

Summary
The last Job in the regular game is often the most overlooked. It's also the hardest to classify. Better to let a Chemist's work speak for him. The Chemist is useful both as a healer and an attack mage; he doubles the effect of medicinal items thrown to his comrades, and can whip up powerful spells when two items are mixed together. He can drink special potions to boost his own abilities, but these can't mask his generally sub-par stats and middling equipment list. Still, he's quite handy to have around, especially when magic doesn't work.

Can equip: Knives, Staves/Maces, Robes, Hats

Command Ability: !Drink

Innate Abilities
  • Medicine
Doubles the effect of Potion and Ether-type items in battle
Abilities
  • Medicine (15 ABP)
    • Doubles the effects of recovery potions in battle
  • Mix (30 ABP)
    • Combine two items to create an effect
  • Drink (45 ABP)
    • Consume status-boosting tonics
  • Recover (135 ABP)
    • Cures all allies' negative status. Equivalent to the White Magic spell Esuna or the Remedy item
  • Revive (405 ABP)
    • Raise an ally from KO status.

Advance Jobs

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These jobs are only available in the GBA and iOS versions.

Necromancer

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Location: Sealed Temple

  • One of the new jobs added to the game.

The Necromancer is a Job in the GBA and iOS versions of Final Fantasy V. Found in the Sealed Temple after Beating Enuo.

The Necromancer has the potential due to its inherent equipment options and abilities. Necromancers have Magic Power equal to that of a Black Mage and Stamina equal to that of a Knight.

Dark Arts is more powerful than the Black Magic and Summon skillsets, and can be further boosted due to the equipment choices the Necromancer has. The Necromancer is similar to the Blue Mage, in that to learn any Dark Arts, the Necromancer has to learn it from opponents; the Necromancer must deal the finishing blow to a specific enemy to learn a Dark Art spell.

The downside to the Necromancer is their inherent undead status, making healing them difficult. Various methods can be used to bypass this, such as White Wind or the Necromancer's Drain Touch Skill. Unlike the inherent undead status of the Bone Mail, Necromancers can be revived once they are KO'd.

Mastering Necromancer for all four characters in the iOS version earns the player the achievement "Undead Freak".

Can Equip: Knives, Rods, Hats, Clothes, Robes

Command Ability: !Dark Arts

Cannoneer

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Summary

The Cannoneer is one of the GBA only jobs. It has an advantage over most physical jobs, as it can attack from the back row while still dealing full damage. They have similar abilities to the Chemist, being able to combine ammunition with normal items, but these can only be bought by the traveling merchant. Though they do not have much attacked power when compared to the other physical jobs.

Can Equip: Knives, Swords, Shields, Hats, Clothes, Robes, Armlets.

Command Ability: Open Fire

Innate Abilities

None

Abilities
  • Open Fire
    • Lets any job use Open Fire
  • EXP Up
    • Gain 1.5x EXP
  • Combine
    • Lets any job use Combine

Oracle

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Gladiator

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Summary table

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The 21 jobs can be grouped according the armor they can use. You can use this as a guide to the main characteristics of each job and it should be used in the game.

  • Fighter: Prefer stiff, heavy armor with high defense. Concentrate on physical attacks, though Sorcerers combine this with magic.
  • Specialized: Have special skills of a physical nature. Need lighter, flexible armor they can move in.
  • Mixed: Have special skills of a magical nature. Can use either light or magical armor.
  • Mage: Need soft, comfortable armor so they can concentrate on spell casting. Concentrate magical attacks and support.
  • General: Can perform any role and (with a few exceptions) wear any armor.
Crystal Fighter Specialized Mixed Mage
Wind Knight Monk, Thief Blue Mage W. Mage, B. Mage
Water Berserker, Sorcerer Red Mage, Mime TimeMage, Summoner
Fire Ninja, Trainer, Hunter Geomancr, Bard
Earth Lancer, Samurai Dancer Chemist

The Freelancer job does not come from any crystal


The names in the Type column were chosen so that, if you sort the table by Type, job with affinities will appear next to each other.

Job Crystal Attacks Debuffs Support Heal & Field Passive Type
Freelancer 0 - start - - - - - Fighter
Knight 1 - Wind Two-handed - Cover,
Guard
- Equip shields,
armors, swords
Fighter
Monk 1 - Wind Focus,
Counter
- Chakra - Karate,
HP +10% +20% +30%
Fighter
Thief 1 - Wind - Steal,
Mug
Flee,
Vigilance
Find-passgaes,
Sprint
Artful-dodger Fighter debuffer
White Mage 1 - Wind - White Magic White Magic White Magic MP +10% Wizard, healer
Blue Mage 1 - Wind Blue Magic Check,
Scan,
Blue Magic
Learn,
Blue Magic
- - Wizard, mixed
Black Mage 1 - Wind Black Magic Black Magic - - MP +30% Wizard, offensive
Berserk 2 - Water Berserk - - - Equip axes Fighter
Mystic Knight 2 - Water Spellblade Spellblade Magic-shell - - Fighter debuffer
Red Mage 2 - Water Black Magic White Magic,
Black Magic
White Magic,
Dualcast
White Magic - Mixed
Summoner 2 - Water Summon,
Call
Summon,
Call
Summon,
Call
- - Wizard, mixed
Time Mage 2 - Water Time Magic Time Magic Time Magic Time Magic Equip rods Wizard, mixed
Ninja 3 - Fire Throw,
Dual-wield
- Smoke,
Image,
First-strike
- - Fighter
Beastmaster 3 - Fire - Calm,
Control,
Catch
- - Equip whips Fighter debuffer
Ranger 3 - Fire Animals,
Aim,
Rapid-fire
Animals Animals - Equip bows Fighter debuffer
Geomancer 3 - Fire Gaea - - Find-pits,
Light-step
- Wizard, offensive
Bard 3 - Fire - Sing Hide,
Sing
- Equip harps Mixed
Samurai 4 - Earth Sword-slap,
Gil-toss,
Iai-blow
- Sword-grab - Equip katanas Fighter
Dragoon 4 - Earth Jump,
Lance
- - - Equip lances Fighter
Dancer 4 - Earth Dance Flirt,
Dance
- - Equip ribbons Fighter debuffer
Chemist 4 - Earth - - Pharmacology,
Drink,
Recover,
Revive
Pharmacology,
Mix,
Revive
- Wizard, healer
Mime 2 - Water - - Mimic - - Mixed
Gladiator 5 - Advance Finisher,
Blade-blitz
- - Lure Long range Fighter
Cannoneer 5 - Advance Open fire,
Combine
Combine - - Exp-up Fighter debuffer
Oracle 5 - Advance Condemn,
Predict
Condemn,
Predict
Predict Read-ahead ABP-up Wizard, mixed
Necromancer 5 - Advance Oath,
Dark Arts
Dark Arts - - Undead Wizard, offensive


Magic and skills

Magic divided in levels

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White Magic

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There are 18 White spells divided into 6 tiers of 3 each. Each White ability earned lets you cast spells from an additional tier with the White ability equipped, so you can cast White spells at any level with the White 6 ability. A W. Mage can cast any White spell. Red Mages can cast White spells in the first three tiers but no further. Again, each Red ability earned lets you cast spells from an additional tier with the Red ability equipped. Unless otherwise noted, all White spells are reflected by targets with Reflect status.

Tier Spell MP Type Effect
1 Cure 4 1Heal Power: 15
This is the basic healing spell. Restores at least 60 HP with more according to the caster's Mag.Pwr and level. Damages Undead enemies.
1 Poisona
(Antidote)
2 3Heal Cures "poison" status from the target.
1 Libra
(Scan)
1 5Disable Reveals the targets level, current HP, maximum HP, elemental weaknesses, and some status effects. Some enemies are immune or partially immune. A reflected Scan does not show level.
2 Protect
(Protes)
3 4Support Causes "protect" status; target's physical defence is increased.
2 Mini
(Size)
5 4Support / Disable Inflicts or cures "mini" status.
2 Silence
(Mute)
2 5Disable Inflicts "mute" status; target is unable to use magic.
3 Cure2
(Cura)
9 1Heal Power: 45
Upgraded healing spell. Restores about three times as much HP as Cure.
3 Raise 29 2Heal Cures "knocked out" status and restores a small amount (1/16) of HP. Instantly fatal to Undead enemies unless immune. The reflected spell has no effect on allies.
3 Confuse
(Muddle)
4 5Disable Inflict "confused" status; target will attack other enemies or even itself.
4 Esuna
(Heal)
6 3Heal Cures all negative statuses, except for "knocked out" and "doom".
4 Blink
(Image)
6 4Support Causes "image" status; target will dodge next two physical attacks.
4 Shell 6 4Support Target's magical defence is increased.
5 Cure3
(Curaga)
27 1Heal Power: 90
Restores full health if a single target. Restores about four times as much HP as Cure2 for group targets. If target is undead then reduces HP to critical unless immune.
5 Reflect
(Wall)
15 4Support Causes "reflect" status; enemy spells are reflected to caster.
5 Berserk 8 4Support Causes "berserk" status; target will automatically execute physical attacks, without need to choose from menu. Especially useful if cast on basic fighters job.
6 Arise 50 2Heal Cures "knocked out" status and restores full health. Same effect as Raise and Cure3 together. The reflected spell has no effect on allies.
6 Dispel 12 5Disable Removes a variety of (mostly) positive status effects (Float, Image, Bersrk, Regen, Slow, Haste, Stop, Shell, Protes, Reflect). Dispel is not reflected.
6 Holy 20 6Attack Power: 240
Holy-element magical attack.

Black Magic

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Like White Magic, Black Magic is divided into 6 tiers of 3 each, and each Black ability earned adds another tier to the spells you can cast with the Black ability equipped. Red mages can also cast Black spells, but again, only up to third tier. Unless otherwise noted, all Black spells are reflected by targets with Reflect status. Since Black spell are usually hostile, the damage done is reduced according to the Magic Defense of the target.

Tier Spell MP Type Effect
1 Fire 4 3Attack (elemental) Element: fire, power: 15.
1 Ice 4 3Attack (elemental) Element: ice, power: 15.
1 Bolt 4 3Attack (elemental) Element: lightning, power: 15.
2 Poison 2 3Attack (elemental) Inflict Poison status; target loses HP every turn.
2 Sleep 3 2Disable Inflict Sleep status; target skips its turn until awakened.
2 Toad 8 1Support / Disable Cures or inflicts "toad" status; same as "mini" and "mute" statuses together.
3 Fire2 10 3Attack (elemental) Element: fire, power: 50.
3 Ice2 10 3Attack (elemental) Element: ice, power: 50.
3 Bolt2 10 3Attack (elemental) Element: lightning, power: 50.
4 Drain 13 6Attack (non-elemental) Damages target and restore the same HP to the caster.
4 Break 15 5Attack (instant defeat) Inflicts "petrified" status. Instantly fatal to enemies unless immune.
4 Bio 16 3Attack (elemental) Damages target and inflicts "poison" status.
5 Fire3 25 3Attack (elemental) Element: fire
5 Ice3 25 3Attack (elemental) Element: ice
5 Bolt3 25 3Attack (elemental) Element: lightning
6 Flare 39 6Attack (non-elemental) Non-elemental attack spell.
6 Death 29 5Attack (instant defeat) Instantly kills the the target unless evaded or immune.
6 Osmose 1 2Disable Reduce target's MP and restore the same MP to the caster.

Spellblade Magic

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With two exceptions, all swords spells are the same as Black spells, the difference being that the spell is cast on a sword and then the sword casts the spell on the target whenever it is used to attack. The exceptions are that the Black spell Toad is replaced by the White spell Mute, and the Black spell Doom is replaced by the White spell Holy. The effects of Sword spells are similar to that of the corresponding Black (or White) spell, with a major advantage being that Sword spells do not have to be recast. A disadvantage is that the caster uses up a turn casting the spell before actually attacking.

Time Magic

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Time Magic, as well, is divided into 6 tiers of 3 each, and each Time ability earned adds another tier to the spells you can cast with the Time ability equipped. Unless otherwise noted, all Time spells are reflected by targets with Reflect status.

Tier Spell MP Type Effect
1 Speed 1 3Support Target will take turns more often.
1 Slow 3 4Disable Inflicts "slow" status; target will take turns less often.
1 Regen 3 1Heal Causes "regenerate" status; target's HP gradually restores.
2 Mute 3 4Disable Inflicts "mute" status; target is unable to use magic.
2 Haste 5 3Support Causes "haste" status; target will take turns twice as often.
2 Float 10 2Field / Support Prevent damage from floor traps;
in battle, prevent earth-elemental damage.
3 Demi 9 5Attack Reduces target's HP to half of the current HP.
3 Stop 8 4Disable Inflicts "stop" status; target skips its turn until status fades away.
3 Teleport 15 2Field / Support Teleport back to the dungeon entrance;
in battle, escape from battle.
4 Comet 7 5Attack Cannot be reflected.
4 Slow2 9 4Disable Inflicts "slow" status to all enemies.
4 Return 1 3Support Go back in time to start of current battle.
5 Demi2 18 5Attack Reduces target's HP to a quarter of the current HP.
5 Haste2 15 3Support Causes "haste" status to all party.
5 Old 4 4Disable Inflicts "old" status; target's attributes decrease progressively.
6 Meteor 42 5Attack Multi-target Comet; cannot be reflected.
6 Quick 77 3Support Caster can choose and perform two actions in the same turn.
6 Banish 20 5Attack Instantly defeats target.

Summon Magic

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Summon Magic, as well, is divided into tiers of 3 each, and each Summon ability earned adds another tier to the spells you can cast with the Time ability equipped. In this case there are only 5 tiers.

Tier Spell MP Type Effect
0 Eggman 0 (Null) This is the spell the Magic Lamp item casts when it has been used 32 times or more. It has no effect.
1 Remora: Constrict 2 3Attack & Disable Inflicts "paralysis" status.
1 Chocobo: Chocobo Kick 5 6Attack (non-elemental) Chocobo Kick damages a single enemy. Occasionally Fat Chocobo is performed instead; this does more damage to all enemies.
1 Sylph: Whisperwind 8 1Attack & Heal Damages an enemy and restores the same HP, distributed evenly, to allies.
2 Shiva: Diamond Dust 10 4Attack (elemental) Element: ice
2 Ifrit: Hellfire 11 4Attack (elemental) Element: fire
2 Ramuh: Judgement Bolt 12 4Attack (elemental) Element: lightning
3 Titan: Gaea's Wrath 25 4Attack (elemental) Element: earth
3 Golem: Earthen Wall 18 2Support Prevents all physical damage to allies.
3 Catoblepas: Demon Eye 33 5Attack (instant defeat) Inflicts "petrified" status; target is instantly defeated.
4 Carbuncle: Ruby Light 45 2Support Causes "reflect" status to all allies.
4 Syldra: Thunderstorm 32 4Attack (elemental) Element: wind
4 Odin: Vengeance Sword 48 5Attack (instant defeat) Instanty defeats all enemies; if any one enemy is immune to instant defeat, then Odin performsJavelin, which attacks a single enemy.
5 Phoenix: Rebirth Flames 99 1Attack & Heal Fire-elemental attack on all enemies, and at the same time restores knocked out allies to full health.
5 Leviathan: Tsunami 39 4Attack (elemental) Element: water
5 Bahamut: Mega Flare 66 6Attack (non-elemental) Attacks all enemies.

Other magic

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Blue

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There are 30 Blue spells which can be cast by Blue Mages and characters with the !Blue ability equipped. These spells must be learned from enemies. This happens when an enemy casts the spell on a Blue Mage or a character with the Learning ability equipped. For beneficial spells, the enemy will only cast it on other enemies and you can only learn the spell by inflicting Muddle. In some cases, the enemy will not cast the spell spontaneously at all and you must use the Control ability. Unless otherwise noted, Blue Magic spells are not reflected.

Spell MP Effect Location
Vampire 2 Healing/Attack: restores half the HP lost by the caster by draining the same amount from the target (for example, if the caster has 120/300 HP, the amount of HP lost is 180. 90 HP would be drained from the target and 90 HP would be restored to the caster).
Transfusion 13 Healing: sacrifices the caster's life to restore full health to an ally.
White Wind 28 Healing: heal all allies. Zu (must be controlled)
Moon Flute 3 Support: grants Berserk status on all allies.
Mighty Guard 72 Support: grants Float, Protect and Shell to all allies.
Magic Hammer 3 Disable: reduces the target's current MP to half. Drippy (Drakenvale
Pond's Chorus 5 Disable: inflicts Toad status (same as the Black spell Toad). Elf Toad (Walz Watertower)
Lilliputian Lyric 5 Disable: inflicts Mini status (same as the White spell Mini).
Flash 7 Disable: inflicts Dark status on all enemies.
Time Slip 9 Disable: inflicts Old and Sleep status on single enemy.
Lv.2 Old 11 Disable: inflicts Old status on target if its level is a multiple of 2.
Off-Guard 19 Disable: reduce target's Def. and MDef. to half.
Dark Spark 27 Disable: reduces the level of the target by half for the duration of the battle (in effect, this reduces the damage done by physical attacks and most attack spells, and reduces the effect of Healing spells). Black Spark
Mind Blast 6 Disable/Attack: inflicts Paralyze and Sap and deals damage.
Death Claw 21 Disable/Attack: inflicts Paralyze and reduces HP of target to critical. Iron Claw (Karnak Castle)
Trent (Forest near X-Death's castle, World II),
Blockhead (Forest near X-Death's castle, World II),
WingKiller (Big Bridge),
WaterScorp (Ocean, World III).
Flame Thrower 5 Attack (Fire): deals Fire damage
Aero 4 Attack (Wind): deals Wind damage Mauldwin (Wind Temple, Sunken tower),
Defeater (Fire Ship),
Magissa (Boss).
Aera 10 Attack (Wind): deals Wind damage Enchanted Fan (Ronkan Ruins)
Aeroga 24 Attack (Wind): deals Wind damage
Roulette 1 Attack (instant defeat): randomly select an ally or enemy and kill instantly.
Doom 10 Attack (instant defeat): after 30 seconds, it instantly kills the target.
Lv.5 Death 22 Attack (instant defeat): instantly kills target if its level is a multiple of 5.
Goblin punch 0 Attack (non-elemental): physical attack, has 8 times the power if the target and the caster have the same level.
Self-Destruct 1 Attack (non-elemental): Sacrifices the caster's life to do damage to an enemy equal to the caster's current HP.
 ???? 3 Attack (non-elemental): deals damage to the target equal to the HP lost by the caster (if the caster has 120/300 HP, then 180 HP damage will be done to the target).
Missile 7 Attack (non-elemental): reduces the targets current HP to a quarter.
Lv.4 Graviga 9 Attack (non-elemental): reduces target HP to 1/4 of max if the target's level is a multiple of 4.
Lv.3 Flare 18 Attack (non-elemental): casts Flare on target if the target's level is a multiple of 3.
1000 Needles 25 Attack (non-elemental): deals a flat 1000 HP damage to the target.
Aqua Breath 38 Attack (non-elemental): Non-elemental attack on all enemies; deals increased damage to desert dwelling monsters.

Dance

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There are four possible Dance spells which are invoked using the Dance ability or attacking with Dancing Dirk. Three are similar to other spells but do not require MP. You have no control over which spell is cast but you do select the target.

Three equipment parts modify the Dance command by replacing the very useful "Tempting Tango" with the less useful "Sword Dance". Anyway, such items have other advantages.

Dance Effect Notes
Tempting Tango Inflicts "confuse" on the enemy. Always useful.
Mystery Waltz Reduces the enemy's MP and replenishes the Dancer's ones. Useful when fighting against magic users.
Jitterbug Duet Damages the enemy and restores the Dancer's health. Useful when the Dancer is low on HP.
Sword Dance Attacks the enemy four times, with no special effect. Not very useful: the Dancer isn't a damage-dealing job anyway.

Song

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There are eight songs which can be used by Bards. Four of these must be sung continuously and take effect gradually. This induces the Singing status, which continue until the singer is interrupted by a physical attack. If the singer is interrupted, the effect does not disappear but stops growing. The effect will continue to grow if the song is sung again.

Song Duration Effect Location
Mighty March Short Heal: grants Regen status to all allies. Crescent Village (in minstrel's house)
Sinewy Etude[1] Continuous Support: character's Vigor increases gradually; thus, damage caused by physical attacks gradually increases. Crescent (merged world)
Swift Song Continuous Support: character's Speed increases gradually; thus, character's action gradually become faster. Castle Surgate, king's chamber
Mana Paean Continuous Support: character's Magic attribute increases gradually; thus, effects caused by magic spell gradually increase. Library of the Ancients, top floor (merged world)
Hero's Rime Continuous Support: character's Level increases gradually; thus, effects of spells and attacks gradually increase.
The effect is in addition to the the effects due to Power Song and MP Song. This effect does not apply when the character is the target of an attack or spell. In particular, character still show his/her unmodified level when scanned.
Crescent, in Minstrel's house, after playing every piano
Romeo's Ballad Short Disable: inflicts "stop" status. Istory
Alluring Air Short Disable: inflicts "confusion" status. Lix
Requiem Short Attack: damages undead enemies. Quelb
  1. "étude" is French for "study".

Animal

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These "spells" are invoked by the Animals ability (Lv 1 Ranger). There is no control over which animal is summoned, though most of them affect an entire party. While the randomness is a drawback, the 0 MP cost can make it worthwhile. Which animals are available depends on the caster's level, with new and more helpful spells being added to the mix as the character levels up. The effects of Black Shock and Lvl song are taken into account here, so you can get any animal if you let Lvl song persist before casting.

Animal Min. Lv. Effect
Mysidian Rabbit 1 No effect.
Squirrel 1 Attack: single enemy.
Bee Swarm 5 Attack: all enemies.
Nightingale 10 Heal: cures blind, poison and some HP to all allies.
Tree Squirrel 20 Disable: enemies are paralyzed for a short time.
Falcon 30 Attack: single enemy; it reduces current HP by 25%.
Skunk 40 Disable: inflicts Poison and Dark on all enemies.
Wild Boar 50 Attack: single enemy.
Unicorn 60 Heal: restores full HP and MP to all allies.

Earth

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These are spells invoked by the Earth ability. As with animal magic, there is no control over which spell is cast or the target, but no MP is used and this sometimes makes up for this drawback. Also as with animal magic, which spells are available depends on the level of the caster. At any given location there are four possible spells, with the first spell always available and new and more powerful being added to the mix as the character levels up. The second spell starts to appear at level 10, the third at level 20, and the fourth and final spell at level 50. In this case, the possible spells depend on the terrain as well. So, for example, you will get different spells if you use Earth in a forest than if you use it in a desert. The terrain types for the world map are forest, plain, beach, swamp, desert and ship, but the actual terrain depends on the specific location. Each dungeon has one or more terrains as well, so there are dozens of different terrains in the game. Though there is some overlap in the spells between terrains, there are still dozens of different terrain spells in the game. The following is only a partial list.

  • Will O' Wisp
Fire based attack on single enemy. Has a chance of inflicting Muddle status.
  • Gust
Wind based attack on single enemy.
  • Stalactite
Attack on single enemy.

Mixing

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These are spells invoked by the Mix ability. The idea is that two items are mixed and produce a new effect which combines the effects of the both items, or creates a completely new effect. There are twelve items which can be mixed; nine of them are ordinary items can can be found in shops, but the rest can only be used for mixing and can only be found as treasure or obtained from enemies as drops or using Steal. The twelve mixable items are

  • Phoenix Down
  • Tonic
  • Ether
  • Elixir
  • Antidote
  • Potion
  • Eye Drop
  • Maiden'sKiss
  • Holy Water
  • Turtle Shell
  • Dark Matter
  • Dragon Fang

The order in which the items are mixed makes no difference, which means there are 78 possible recipes. There is some overlap though so there are actually around 55 different mixing spells.

Elements

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There are eight elements in Final Fantasy V; they are Water, Wind, Earth, Holy, Poison, Bolt, Ice and Fire. Many spells and some weapons are based on an element, and this changes their potency on some enemies. In addition, if a Sword spell is cast on a weapon, the weapon acquires that element. For each enemy, there are five possible ways that the element of an attack can affect that enemy:

Weak
Defense against the attack is nullified and the damage done is doubled.
Normal
There is no change.
Resist
Damage reduced to half.
Nullify
No damage is done.
Absorb
Damage is changed to healing.


Differences between versions

Translation

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It should be noted that Final Fantasy V has undergone five English versions with three attempts at transcription. First, each version was apparently translated from the Japanese independently of the others; the Super FamiCom (SNES) version by a group known as RPGe, the PlayStation version by Electronic Arts in partnership with Squaresoft USA, and all subsequent releases by the combined Square Enix. The result is that dialogue scripts, place names, item names, enemy names, and character names differ from version to version. For dialogue sequences, the wording is different but the gist is pretty much the same. In most cases, names are either identical, for example Excalibur (SNES) = Excalibur (PS1) = Excalibur (GBA), or can be chalked up to limitations in Japanese orthography and variations in English spelling, for example Gala Cat (SNES) = Ghilacat (PS1) = Gaelicat (GBA). In some cases though, the translations are very different, for example Garkimasra (SNES) = Harpy (PS1) = Jackanapes (GBA). One confusing difference is that Potion (SNES & GBA) = Tonic (PS1) while Potion (PS1) = Hi-Potion (SNES & GBA).

Gameplay

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The differences between the SNES and PS1 seem to be only in translation and minor differences between controls and screen layout, so they are essentially the same game. The GBA version has several additions though, which include:

  • 4 new Jobs.
  • An entirely new dungeon with new enemies and bosses
  • Additional Weapons and Armor.
  • Better graphics.

The mobile versions released for Android and iOS essentially take their cues from the GBA version, but the controls are optimized for the touchscreens of these devices. The in-game dialogue and character names appear to be faithful to the original Japanese script. These versions also add enhanced character renders in dialogue sequences, based on the original artwork of Yoshitaka Amano (e.g. Lenna's avatar has blonde hair in dialogue, though her sprite's hair remains pink). You can also save your recent data to a corresponding cloud account (Apple or Google) and transfer it to other devices on the same platform, a mobile exclusive.