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Final Fantasy VI - Job Classes & Abilities < Back     Final Fantasy VI - Job Classes & Abilities

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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
No Abilities
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
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