< Back Final Fantasy VI - Job Classes & Abilities
Navigation (only works in I.E.)
Bard - Berserker - Black
Mage - Blue Mage - Chemist
- Dancer - Dragoon Geomancer -
Hunter - Knight - Mediator -
Mime - Monk - Mystic
Knight
Ninja - Normal -
Red Mage - Samurai - Summoner
- Thief
Time Mage - White
Mage
Bard
Bards use musical instruments against their enemies... unfortunately, this is completel irrelevant as they are utter cowards - the Bard's skills allow them to do little more then hide from battle, helping them to avoid damage. This skill (!Conceal) is most useful when used in conjunction with another job class whilst fighting against an opponent who uses timed attacks.
Equipment: Dagger, Harp
Battle Command: !Sing
| Ability 1 |
!Conceal |
AP |
25 |
| Ability 2 |
Equip Harp |
AP |
50 |
| Ability 3 |
!Sing |
AP |
100 |
|
|
Total AP |
175 |
Berserker
The Beserker's greatest handicap is the simple fact that you can't control them, and all they can do is attack. This is counter-balanced by the fact that their physical attack damage is amongst the highest in the game. This can be useful during random encounters on the field, but an uncontrollable character during boss battles is a dangerous risk to take.
Equipment: Dagger, Axe, Hammer, Shield
Battle Command: Not Applicable
| Ability 1 |
Berserk |
AP |
100 |
| Ability 2 |
Equip Axe |
AP |
400 |
|
|
Total AP |
500 |
|
Black Mage
The trusted Final Fantasy classic, the black mage, will turn out to be one of your most dependable job classes in the game. It's variety of different elements attacks proves crucial in killing enemies swiftly and easily, as well as chipping off extra damage against bosses who suffer from elemental weaknesses.
Equipment: Dagger, Staff
Battle Command: !Black L6
| Ability 1 |
!Black L1 |
AP |
10 |
| Ability 2 |
!Black L2 |
AP |
20 |
| Ability 3 |
!Black L3 |
AP |
30 |
| Ability 4 |
!Black L4 |
AP |
50 |
| Ability 5 |
!Black L5 |
AP |
70 |
| Ability 6 |
!Black L6 |
AP |
100 |
| Ability 7 |
MP +30% |
AP |
450 |
|
|
Total AP |
730 |
|
Blue Mage
Depending on how effectively you use them, the Blue Mage will turn out to be one of your best job classes, or the most useless. Blue Mages have to learns moves cast by the enemy, and the strenght of these often surpasses most black mage spells. Blue mages can check the HP / MP of enemies, and, eventually, their levels and weaknesses too.
Equipment: Dagger, Staff, Sword, Shield
Battle Command: !Blue
| Ability 1 |
!Peep |
AP |
10 |
| Ability 2 |
Learning |
AP |
20 |
| Ability 3 |
!Blue |
AP |
70 |
| Ability 4 |
!Scan |
AP |
250 |
|
|
Total AP |
350 |
|
| Chemist |
| The chemist's main duty is as a support character, keeping your characters free of status effect without the need for items, and increasing the healing strenght of potions. The chemist also possesses the unique ability to create entirely new items by merging two other items together, including some rare items that can only be acquired through these means. |
| Equipment |
| Dagger, Rod |
| Battle Command |
| !Drink |
|
|
| Ability 1 |
Medicine |
AP |
15 |
| Ability 2 |
!Mix |
AP |
30 |
| Ability 3 |
!Drink |
AP |
45 |
| Ability 4 |
!Health |
AP |
135 |
| Ability 5 |
!Revive |
AP |
405 |
|
|
Total AP |
630 |
|
|
| Dancer |
| Dancers are trained in the entertainment
business, and their Dances have various effects in battle. |
| Equipment |
| Dagger |
| Battle Command |
| !Dance |
|
|
| Ability 1 |
!Flirt |
AP |
25 |
| Ability 2 |
!Dance |
AP |
50 |
| Ability 3 |
Equip Ribbon |
AP |
325 |
|
|
Total AP |
400 |
|
|
| Dragoon |
| The Dragoon's most notable skill is their Jump ability, which allows them to avoid damage for a turn, then come down and deal more damage than they would with a regular attack. |
| Equipment |
| Dagger, Spear, Shield |
| Battle Command |
| !Jump |
|
|
| Ability 1 |
!Jump |
AP |
50 |
| Ability 2 |
!Drgn Swd |
AP |
150 |
| Ability 3 |
Equip Spear |
AP |
400 |
|
|
Total AP |
600 |
|
|
| Geomancer |
| Geomancers have mastered knowledge of the various environments and can use the terrain to their advantage in combat. |
| Equipment |
| Dagger, Bell |
| Battle Command |
| !Terrain |
|
|
| Ability 1 |
!Terrain |
AP |
25 |
| Ability 2 |
Pitfalls |
AP |
50 |
| Ability 3 |
Dmg Floors |
AP |
100 |
|
|
Total AP |
175 |
|
|
| Hunter |
| Hunters are skilled archers who fight alongside animals. |
| Equipment |
| Dagger, Bow |
| Battle Command |
| !Aim |
|
|
| Ability 1 |
!Animals |
AP |
15 |
| Ability 2 |
!Aim |
AP |
45 |
| Ability 3 |
Equip Bow |
AP |
135 |
| Ability 4 |
!X-Fight |
AP |
405 |
|
|
Total AP |
600 |
|
|
| Knight |
| The "Knight" job is your basic offensive job, and it's quite useful early on in the game, but can take a while to master. |
| Equipment |
| Dagger, Sword, Shield |
| Battle Command |
| !Protect |
|
|
| Ability 1 |
Cover |
AP |
10 |
| Ability 2 |
!Protect |
AP |
30 |
| Ability 3 |
Both Hands |
AP |
50 |
| Ability 4 |
Equip Shld |
AP |
100 |
| Ability 5 |
Equip Amr |
AP |
150 |
| Ability 6 |
Equip Swd |
AP |
350 |
|
|
Total AP |
690 |
|
|
| Mediator |
| Mediators are skilled when it
comes to taming monsters and getting those same monsters to assist
them in battle. |
| Equipment |
| ? |
| Battle Command |
| !Catch |
|
|
| Ability 1 |
!Tame |
AP |
10 |
| Ability 2 |
!Control |
AP |
50 |
| Ability 3 |
Equip Whip |
AP |
100 |
| Ability 4 |
!Catch |
AP |
300 |
|
|
Total AP |
460 |
|
|
| Mime |
| Mimes can mimic almost anything
and can choose which skills they wish to use in combat based off
of other jobs. |
| Equipment |
| Dagger, Staff, Rod, Shield |
| Battle Command |
| !Mimic |
|
|
| Ability 1 |
!Mimic |
AP |
999 |
|
|
Total AP |
999 |
|
|
| Monk |
| Monks are excellent hand-to-hand
fighters that don't utilize weapons in combat. Although they're
not as strong as Knights, they're useful early on in the game. |
| Equipment |
| Not Applicable |
| Battle Command |
| !Kick |
|
|
| Ability 1 |
!Build Up |
AP |
15 |
| Ability 2 |
Brawl |
AP |
30 |
| Ability 3 |
!Chakra |
AP |
45 |
| Ability 4 |
Counter |
AP |
60 |
| Ability 5 |
HP +10% |
AP |
100 |
| Ability 6 |
HP +20% |
AP |
150 |
| Ability 7 |
HP +30% |
AP |
300 |
|
|
Total AP |
700 |
|
|
| Mystic
Knight |
| Mystic Knights have discovered
a way to combine a nice physical offensive with magical properties. |
| Equipment |
| Dagger, Sword, Shield |
| Battle Command |
| !MgcSwd L6 |
|
|
| Ability 1 |
Barrier |
AP |
10 |
| Ability 2 |
!MgcSwd L1 |
AP |
20 |
| Ability 3 |
!MgcSwd L2 |
AP |
30 |
| Ability 4 |
!MgcSwd L3 |
AP |
50 |
| Ability 5 |
!MgcSwd L4 |
AP |
70 |
| Ability 6 |
!MgcSwd L5 |
AP |
100 |
| Ability 7 |
!MgcSwd L6 |
AP |
400 |
|
|
Total AP |
680 |
|
|
| Ninja |
| The "Ninja" job is one
shrouded in mystery. Characters with this job can throw certain
items (as long as they're "throw items"). |
| Equipment |
| Dagger, Flail |
| Battle Command |
| !Throw |
|
|
| Ability 1 |
!Smoke |
AP |
10 |
| Ability 2 |
!Image |
AP |
30 |
| Ability 3 |
First Attack |
AP |
50 |
| Ability 4 |
!Throw |
AP |
150 |
| Ability 5 |
Two-Handed |
AP |
450 |
|
|
Total AP |
690 |
|
|
| Normal |
| Every character starts with the
"Normal" job (with the exception of Cara). This job
can equip any weapon or armour, but they do not learn skills by
default. |
| Equipment |
| Everything |
| Battle Command |
| Not Applicable |
|
|
|
|
| Red Mage |
| Red Mages are capable of performing
basic White and Black magics. |
| Equipment |
| Dagger, Staff, Rod, Sword |
| Battle Command |
| !Wht / Blk L3 |
|
|
| Ability 1 |
!Wht / Blk L1 |
AP |
20 |
| Ability 2 |
!Wht / Blk L2 |
AP |
40 |
| Ability 3 |
!Wht / Blk L3 |
AP |
100 |
| Ability 4 |
!X-Magic |
AP |
999 |
|
|
Total AP |
1159 |
|
|
| Samurai |
| Sneaky warriors who prefer to use a Katana over a Sword. |
| Equipment |
| Dagger, Katana, Shield |
| Battle Command |
| !GP Toss |
|
|
| Ability 1 |
!Swd Slap |
AP |
10 |
| Ability 2 |
!GP Toss |
AP |
30 |
| Ability 3 |
Evade |
AP |
60 |
| Ability 4 |
Equip Ktn |
AP |
180 |
| Ability 5 |
!Slash |
AP |
540 |
|
|
Total AP |
820 |
|
|
| Summoner |
| The "Summoner" job grants the character the ability to summon forth powerful beasts to aid your party in combat, as long as the summon has given its power to you. |
| Equipment |
| Dagger, Staff |
| Battle Command |
| !Summon L5 |
|
|
| Ability 1 |
!Summon L1 |
AP |
15 |
| Ability 2 |
!Summon L2 |
AP |
30 |
| Ability 3 |
!Summon L3 |
AP |
45 |
| Ability 4 |
!Summon L4 |
AP |
60 |
| Ability 5 |
!Summon L5 |
AP |
100 |
| Ability 6 |
!Call |
AP |
500 |
|
|
Total AP |
750 |
|
|
| Thief |
| The "Thief" job is amongst the first set of jobs you get (from the Crystal of Wind). The Thief job generally isn't good on attack, but they do have one use: they can steal items from enemies. |
| Equipment |
| Dagger, Flail |
| Battle Command |
| !Steal |
|
|
| Ability 1 |
Passages |
AP |
10 |
| Ability 2 |
!Escape |
AP |
20 |
| Ability 3 |
Dash |
AP |
30 |
| Ability 4 |
!Steal |
AP |
50 |
| Ability 5 |
Caution |
AP |
75 |
| Ability 6 |
!Capture |
AP |
150 |
| Ability 7 |
Restless |
AP |
300 |
|
|
Total AP |
635 |
|
|
| Time Mage |
| These Mages use the magic art of time control to give themselves and their party an advantage in battle, or give their opponents a disadvantage. |
| Equipment |
| Dagger, Staff, Rod |
| Battle Command |
| !Time L6 |
|
|
| Ability 1 |
!Time L1 |
AP |
10 |
| Ability 2 |
!Time L2 |
AP |
20 |
| Ability 3 |
!Time L3 |
AP |
30 |
| Ability 4 |
!Time L4 |
AP |
50 |
| Ability 5 |
!Time L5 |
AP |
70 |
| Ability 6 |
!Time L6 |
AP |
100 |
| Ability 7 |
Equip Rod |
AP |
250 |
|
|
Total AP |
530 |
|
|
| White Mage |
| These are masters of the White magics, and can call forth a powerful force to heal your injured, or even collapsed or ill, companions. |
| Equipment |
| Rod |
| Battle Command |
| !White L6 |
|
|
| Ability 1 |
!White L1 |
AP |
10 |
| Ability 2 |
!White L2 |
AP |
20 |
| Ability 3 |
!White L3 |
AP |
30 |
| Ability 4 |
!White L4 |
AP |
50 |
| Ability 5 |
!White L5 |
AP |
70 |
| Ability 6 |
!White L6 |
AP |
100 |
| Ability 7 |
MP +10% |
AP |
300 |
|
|
Total AP |
580 |
|
|