Jobs
When you start the game, only one Job, OnionKid, is available. This Job has no skills and can't equip most armor. Every time you rescue a Crystal, more Jobs will become available. The later Jobs are obviously more powerful than the earlier ones. To change Jobs, you must have a certain amount of Capacity points (you can't have more than 255 at once); you win these after battles. Note that it takes less capacity points to change from a physical Job into another physical Job, than it does to change into a magical Job. (For example, it takes less Capacity to change from a Knight into a Karateka than it does to change from a Knight into a WhiteWiz, and vice versa.) Also, the more you use a certain Job, the less Capacity points you will need to change back into it. Oh, a reminder: You MUST de-equip all equipment before you can switch Jobs; this means that you have to have at least the same amount of empty spaces as you do equipment on that character. (This can be 5 spaces for a Knight or 3 or less for a Monk, etc.)
The Job's stats raise depending on its Skill Level. You raise Skill Levels by winning battles. The values given here are the initial values, for Skill Level 1. The stats are measured from OnionKid, except for MP which is compared to that of Sage. See the manual for meanings of the stats.
OnionKid
Received: At start of game Skills: Defend, Run Weapons: Knife, Dagger, Mithril Knife, Long Sword, Mithril Sword, Onion Sword, Wooden/Iron/Holy Arrow Shields: Leather, Ice, Crystal, Onion Headgear: Leather, Mithril, Ribbon, Crystal, Onion Armor: Cloth, Leather, Mithril, Crystal, Onion Arms: Mithril Glove, Protect Ring, Crystal Glove, Onion Glove STATS: 0 MP; STR 5 AGI 5 VIT 5 INT 5 SPR 5 |
Completely useless. Upgrade immediately. Note, though, that the extremely hard-to-get Onion equipment is the Strongest in the game; if you manage to get it all, by all means revert to an OnionKid!
Fighter
Received: Wind Crystal Skills: Defend, Run Weapons: Knife, Dagger, Mithril Knife, Long Sword, Mithril Sword, Serpent Sword, IceBlade, Salamand Sword, King Sword, Ancient Sword, Blood Sword, Wooden/Iron/Holy Arrow. Shields: Leather, Ice, Crystal Headgear: Leather, Mithril, Ice, Crystal, Ribbon Armor: Cloth, Leather, Mithril, Carapace, FlameMail, Ice, Crystal Arms: Mithril Glove, Power Ring, Protect Ring, Crystal Glove STATS: 0 MP; STR+350% AGI+350% VIT+90% INT+4% SPR+5% |
An excellent physical fighter for the beginning of the game. Upgrade to Knight ASAP. Giving him two swords instead of a shield makes the battles go faster.
Monk
Received: Wind Crystal Skills: Defend, Run Weapons: Bare Fists, Nunchuck, Tonfa, 3-Part Shields: No Headgear: Leather, Headband, Chakra, Ribbon Armor: Cloth, Leather, Kenpo, BlackBelt Arms: Power Ring, Protect Ring STATS: 0 MP; STR+470% AGI+350% VIT+320% INT-90% SPR-80% |
Usually fights better with bare hands than with nunchuks (to see, de-equip all weapons and check his attack power, then equip weapons and see which attack power is larger). Very good for the beginning of the game; upgrade to Karateka ASAP.
Note: Nunchuks actually do increase his attack power. The reason he deals less damage is because the game sees him as having one weapon with the nunchuks and two when his hands are empty. If you equip him with two nunchuks, his attack power skyrockets. Thanks to Rob Iannacone
WhiteWiz.
Received: Wind Crystal Skills: Magic, Run (L.1-7 White Magic) Weapons: Staff, Mithril Rod, Freezing Staff, Burning Staff, Shining Staff, Golem Staff, Rune Staff Shields: No Headgear: Leather, Scholar, Ribbon Armor: Cloth, Leather, Wizard, Scholar, WhiteRobe Arms: Copper Ring, Mithril Ring, Rune Ring, Diamond Ring, Protect Ring STATS: 44% MP; STR+190% AGI+200% VIT+190% INT+60% SPR+350% |
A must-have for almost the entire game. Curative magic is very useful, before, during and after battles. However, you must compensate for bad vitality by keeping him in the back row. Upgrade to Shaman as soon as you get it.
BlackWiz.
Received: Wind Crystal Skills: Magic, Run (L.1-7 Black Magic) Weapons: Knife, Dagger, Mithril Knife, Mithril Rod, Ice Rod, Fire Rod, Light Rod Shields: No Headgear: Leather, Scholar, Ribbon Armor: Cloth, Leather, Wizard, Scholar, BlackRobe Arms: Copper Ring, Mithril Ring, Rune Ring, Diamond Ring, Protect Ring STATS: 44% MP; STR+190% AGI+200% VIT+180% INT+350% SPR+60% |
Not as good as you might be led to expect, but he's essential for many boss fights. Keep him in the back row and upgrade to Warlock as soon as you can.
RedWiz.
Received: Wind Crystal Skills: Magic, Run (L.1-4 White and Black Magic) Weapons: Knife, Dagger, Mithril Knife, Mithril Rod, Ice Rod, Light Rod, Fire Rod, Staff, Freezing Staff, Burning Staff, Shining Staff, Golem Staff, Rune Staff, W.Slayer, Tyrving, Wooden/Iron/Holy Arrow Shields: Leather, Mithril, Ice, Crystal Headgear: Leather, Mithril, Ice, Ribbon, Crystal Armor: Cloth, Leather, Mithril, Wizard, WhiteRobe, BlackRobe, Crystal Arms: Copper Ring, Mithril Ring, Mithril Glove, Rune Ring, Power Ring, Diamond Ring, Protect Ring, Crystal Glove STATS: 36% MP; STR+200% AGI+310% VIT+80% INT+200% SPR+200% |
A good all-around magician for the beginning of the game; you can use him instead of a WhiteWiz because he can use the low-level healing spells necessary for the beginning of the game, as well as having better armor and weapons. However, he becomes obsolete fairly quickly.
Hunter
Received: Fire Crystal Skills: Magic, Defend (L.1-3 White Magic) Weapons: GreatBow, Killer Bow, Rune Bow, Yoichi Bow, Wooden/Iron/Holy Arrow, Fire Arrow, Ice Arrow, Bolt Arrow, Yoichi Arrow Shields: No Headgear: Leather, Feather, Ice, Ribbon Armor: Cloth, Leather, Mithril, Carapace, FlameMail, Ice Arms: Power Ring, Protect Ring STATS: 27% MP; STR+320% AGI+510% VIT+320% INT+60% SPR+60% |
Surprisingly, he can equip some nice armor, but only until about halfway through the game. After that, he's dead meat. His arrow attacks can be very useful (you can keep him in the back row) but they're expensive to keep up. You can use him as an alternative healer for the very beginning of the game. I stayed away from this one.
Knight
Received: Fire Crystal Skills: Defend, Run Weapons: Knife, Dagger, Mithril Knife, Long Sword, Mithril Sword, Serpent, Salamander, IceBlade, King Sword, Blood Sword, Ancient Sword, Defender, Break Sword, FullMoon, Excalibur, Ragnarok Shields: Leather, Mithril, Ice, Aegis, Hero, Diamond, Crystal Headgear: Leather, Mithril, Ice, Diamond, Ribbon, Crystal Armor: Cloth, Leather, Mithril, Carapace, FlameMail, Ice, Diamond, Reflect, Crystal Arms: Mithril Glove, Gauntlet, Power Ring, Protect Ring, Crystal Glove STATS: 0 MP; STR+390% AGI+390% VIT+370% INT+50% SPR+70% |
The best all-around fighter until you get the Ninja; however, M.Knight has extra skills and becomes useful once his equipment is found. Don't equip shields on him; give him two swords instead. He has the unique ability to automatically take hits for other characters who are in critical status.
Thief
Received: Fire Crystal Skills: Steal, Escape Weapons: Knife, Dagger, Mithril Knife, Orialcon, AirKnife, M.Gauche, Boomerang Shields: Leather, Mithril Headgear: Leather, Mithril, Ice, DarkHood, Ribbon Armor: Cloth, Leather, DarkSuit Arms: Power Ring, Thief Glove, Protect Ring STATS: 0 MP; STR+350% AGI+490% VIT+210% INT+320% SPR-90% |
The Steal command usually doesn't get anything great, and won't work most of the time unless you have all the Thief equipment. Escape is like Run but works more often. The Thief has the unique ability to open any locked doors without using a Magic Key (he must be the visible character to do this). I never used him, but it's your game. 8-)
Scholar
Received: Fire Crystal Skills: Peep, Scan Weapons: Flame Book, Light Book, Ice Book, Inferno Book, Illumina Book, Blizzard Book Shields: No Headgear: Leather, Feather, Scholar, Ribbon Armor: Cloth, Leather, Scholar Arms: Copper Ring, Mithril Ring, Rune Ring, Power Ring, Diamond Ring, Protect Ring STATS: 0 MP; STR+350% AGI+350% VIT-20% INT+490% SPR+110% |
A mostly useless Job. Peep works like the Libra magic - it shows enemy HP. Scan shows enemy weaknesses, which is very useful exactly once in the game, when fighting Hyne. Otherwise, stay away from this.
Geomancer
Received: Water Crystal Skills: Terrain, Defend Weapons: Giyaman Bell, Rune Bell Shields: No Headgear: Leather, Feather, Ribbon Armor: Cloth, Leather, Gaia Arms: Copper Ring, Mithril Ring, Rune Ring, Power Ring, Diamond Ring, Protect Ring STATS: 0 MP; STR+210% AGI+350% VIT+210% INT+390% SPR+190% |
Their regular attack is useless, but their main attack is Terrain, which changes depending on where you are. The best time for this is around the middle of the game. Actually, the attacks are usually pretty useful, and they don't use MP. The only real downer is that sometimes they backfire and hurt you!
Dragoon
Received: Water Crystal Skills: Jump, Defend Weapons: Thunder Spear, Wind Spear, Holy Spear Shields: Leather, Mithril, Hero, Ice, Aegis, Diamond, Crystal Headgear: Leather, Mithril, Ice, Dragon, Diamond, Ribbon, Crystal Armor: Cloth, Leather, Mithril, Carapace, FlameMail, Ice, Dragon, Diamond, Reflect, Crystal Arms: Mithril Glove, Gauntlet, Power Ring, Diamond Glove, Protect Ring, Crystal Glove STATS: 0 MP; STR+390% AGI+470% VIT+210% INT+60% SPR+210% |
Excellent armor abilities, and his Jump skill is very useful in battle if you like him. A good alternative to Knight.
Viking
Received: Water Crystal Skills: Defend, Run Weapons: Thor Hammer, Triton Hammer, Battle Axe, GreatAxe, M.Star, Tomohawk Shields: Leather, Mithril, Ice, Aegis, Hero, Diamond, Crystal Headgear: Leather, Mithril, Ice, Viking, Diamond, Ribbon, Crystal Armor: Cloth, Leather, Mithril, Carapace, FlameMail, Ice, Viking, Diamond, Reflect, Crystal Arms: Mithril Glove, Gauntlet, Power Ring, Diamond Glove, Protect Ring, Crystal Glove STATS: 0 MP; STR+370% AGI+210% VIT+510% INT+60% SPR+190% |
An alternative to a Knight or Karateka. Vikings have excellent defense. Their attacks are just a bit weaker than Knights and they hit less. If defense is your game, this is the guy to be. However, usually in this game offense pays off more.
Karateka
Received: Water Crystal Skills: BuildUp, Defend Weapons: Bare Hands, Kaiser Claw, CatClaw, Dragon Claw, Elven Claw, HellClaw Shields: No Headgear: Leather, Headband, Chakra, Ribbon Armor: Cloth, Leather, Kenpo, BlackBelt Arms: Power Ring, Protect Ring STATS: 0 MP; STR+530% AGI+470% VIT+510% INT-90% SPR-90% |
An excellent physical fighter. After a while, his bare fists are better than claws; check the equip screen (see Monk) for which one's better at his current level. However, his Armor is less than adequate. His BuildUp command is interesting - using it puts his defense to 0, but his next attack will do twice the damage. The only real use for this is when dealing with enemies who split when attacked - instead of two weak attacks which will cause it to split, one Strong attack will kill it instantly and no splitting will occur. If you use BuildUp twice in a row, defense will only drop by 1/2. Upgrade to Ninja as soon as you can.
M.Knight
Received: Water Crystal Skills: Defend, Run (can use L.1-3 White Magic on menu screen) Weapons: Ashura, Kotetsu, Kiku, FullMoon, Masamune, Ragnarok Shields: Demon, Genji, Crystal Headgear: Genji, Ribbon, Crystal Armor: Demon, Genji, Crystal Arms: Genji Glove, Crystal Glove STATS: 20% MP; STR+390% AGI+390% VIT+210% INT+180% SPR+180% |
When you first get him he's fairly useless as he has no equipment, but once you find it he becomes a powerhouse. Not only can he use low-level curative magic (and Exit), his Katanas are the only weapons which can stop enemies who clone themselves from doing so. Upgrade to Ninja when you get it.
Conjurer
Received: Water Crystal Skills: Magic, Run (low level L.1-8 Call Magic) Weapons: Mithril Rod, Ice Rod, Fire Rod, Light Rod Shields: No Headgear: Leather, Feather, Ribbon Armor: Cloth, Leather, Wizard, WhiteRobe, BlackRobe Arms: Copper Ring, Mithril Ring, Rune Ring, Diamond Ring, Protect Ring STATS: 33% MP; STR+350% AGI+210% VIT+60% INT+370% SPR+370% |
I personally stay away from this guy as his spells are wildly unpredictable and seldom useful. His stats are higher than either BlackWiz or WhiteWiz, but his spells are worse. Upgradable to Summoner.
Bard
Received: Water Crystal Skills: Sing, Scare, Cheer Weapons: Madora Harp, Loki Harp Shields: No Headgear: Leather, Feather, Ribbon Armor: Cloth, Leather, Bard Arms: Power Ring, Protect Ring STATS: 0 MP; STR+60% AGI+370% VIT+370% INT+210% SPR+350% |
Scaring the enemy causes it to run away; if you're in a tough battle, this might be useful... but of course it usually doesn't work then. I can't quite tell what Cheer does. You need a harp to Sing; it's basically Fight. Verdict: Completely bloody useless Job.
Summoner
Received: Earth Crystal Skills: Magic, Run (high level L.1-8 Call Magic) Weapons: Mithril Rod, Ice Rod, Fire Rod, Light Rod, Ultimate Rod Shields: No Headgear: Leather, Feather, Ribbon Armor: Cloth, Leather, Wizard, WhiteRobe, BlackRobe Arms: Copper Ring, Mithril Ring, Rune Ring, Diamond Ring, Protect Ring STATS: 36% MP; STR+390% AGI+490% VIT+60% INT+370% SPR+370% |
Much better than Conjurer, but still not as good as Black or White Wizards as far as I can tell. His spells, although usually a bit better than that of a BlackWiz, nevertheless have no variety. His defense is horrible as well. You might disagree, however. Upgrade to Sage ASAP.
Shaman
Received: Earth Crystal Skills: Magic, Run (L.1-8 White Magic) Weapons: Staff, Freezing Staff, Burning Staff, Shining Staff, Golem Staff, Rune Staff, Mithril Rod, Eldest Staff Shields: No Headgear: Leather, Feather, Scholar, Ribbon Armor: Cloth, Leather, Wizard, Scholar, WhiteRobe Arms: Copper Ring, Mithril Ring, Rune Ring, Diamond Ring, Protect Ring STATS: 62% MP; STR+240% AGI+350% VIT+370% INT+190% SPR+550% |
The ultimate healing mage has excellent stats and MP. A back row Job. Upgrade to Sage when you can.
Warlock
Received: Earth Crystal Skills: Magic, Run (L.1-8 Black Magic) Weapons: Mithril Rod, Ice Rod, Light Rod, Fire Rod, Ultimate Rod Shields: No Headgear: Leather, Feather, Scholar, Ribbon Armor: Cloth, Leather, Wizard, Scholar, BlackRobe Arms: Copper Ring, Mithril Ring, Rune Ring, Diamond Ring, Protect Ring STATS: 62% MP; STR+80% AGI+370% VIT+470% INT+570% SPR+190% |
He crushes BlackWiz in terms of stats and MP. Keep him in the back row. Upgrade to Sage as soon as you can.
Sage
Received: Forbidden Land Eureka Skills: Magic, Run (L.1-8 White, Black, and Call Magic) Weapons: Mithril Rod, Ice Rod, Light Rod, Fire Rod, Ultimate Rod, Staff, Freezing Staff, Burning Staff, Shining Staff, Golem Staff, Rune Staff, Mithril Rod, Eldest Staff, Flame Book, Light Book, Ice Book, Inferno Book, Illumina Book, Blizzard Book Shields: No Headgear: Leather, Feather, Scholar, Ribbon Armor: Cloth, Leather, Wizard, Scholar, BlackRobe, WhiteRobe Arms: Copper Ring, Mithril Ring, Rune Ring, Diamond Ring, Protect Ring STATS: 100% MP; STR+240% AGI+390% VIT+370% INT+550% SPR+550% |
The ultimate magic user. You might think his magic power is lessened because of his widespread abilities, but his stats are actually equal to that of the Shaman and Warlock. He can use the best White, Black, and Call magic. Keep him in the back row and give him a Book and a Staff; his vitality could be better so he'll be healing himself a lot, but his magic defense is very good.
Ninja
Received: Forbidden Land Eureka Skills: Defend, Run Weapons: All + Shuriken - Onion Sword Shields: All - Onion Headgear: All - Onion Armor: All - Onion Arms: All - Onion STATS: 0 MP; STR+550% AGI+550% VIT+510% INT+240% SPR+240% |
The ultimate fighter. Give him two of any weapons and watch him go! He slices, he dices, etc. His special weapon (save it for the final bosses) is Shuriken. He can equip two at once and they can hit together for over 9000 damage! However, they cost 65000 Gil EACH! It's your call whether to save them for the final battle or use them sparingly in the battles beforehand. The Shurikens disappear after use but new ones can be equipped by using the Item command in battle, before attacking. Press A on the Shuriken, then press left until the cursor is on the spaces for your two hands; press A again to equip another huriken.
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