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Characters / Final Fantasy Recurring Jobs

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A list of the famous and recurring jobs from the various games in the Final Fantasy franchise:

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    Warrior / Fighter / Knight 

Medieval duelists who wear heavy armor and battle enemies with heavy weapons and shields. Knights are often upgrades to the Warrior / Fighter class, but other times are their own class that fills the same role. Closely related to the Paladin class, with which the Knight occasionally overlaps. Characters who utilize this job include Steiner.

  • Glass Cannon: Warriors can temporarily make themself into this in some games (e.g. III or XI), getting a massive damage boost at the cost of defense.
  • Heroes Prefer Swords: While their proficiency with other weapon types varies, universally they're known to wield swords.
  • Knight in Shining Armor: Literally, as they're based on the classic image of warriors in suits of armor defending allies.
  • Magically Inept Fighter: They rarely, if ever, can use magic, and then just some basic White Magic when they can.
  • Mighty Glacier: Usually have poor speed, but fantastic HP, defense, and offense.
  • Taking the Bullet: Their Cover ability lets them intercept attacks on allies.


Martial artists who beat enemies up with their fists. Can sometimes upgrade to the Black Belt, enhancing their powers. Some of the characters who utilize this job include Yang, Sabin, and Tifa.

  • Bare-Fisted Monk: Trope Codifier. Even in games where they can use weapons, they don't necessarily need them and can beat up enemies with their bare fists just as well.
  • Charged Attack: They can use Focus or Boost to charge up energy for an extra-powerful attack.
  • Counter Attack: They either can choose to counter attack innately, or skip a turn to counter enemy attacks with a stronger attack than normal.
  • Fighting with Chucks: Only in the first game and the original version of the third game. Nunchaku were an alternative option to fists/claws, but were phased out of subsequent iterations of the monk in favor of exclusively using fists and claws.
  • Healing Hands: In several games, they have healing skills that aren't classified as magic. Chakra is usually only usable on themselves, but several can also heal allies, plus a few games even give them a revival ability.
  • Herd-Hitting Attack: It's fairly common that they'll have access to a kicking attack that functions as a (possibly the only in the game) physical attack that can hit all foes at once.
  • Ki Attacks: Some games allow them to weaponize ki to perform special attacks.
  • Magically Inept Fighter: Monks almost never learn magic; even with their Ki Attacks, they definitely aren't spellcasters.
  • Power Fist: Their weapons that aren't clawed are usually gloves in this manner.
  • Qipao: A common outfit for female Monks.
  • Unskilled, but Strong: With the exception of their Ki Attacks (which aren't in every game), they're usually just physical brawlers and do little else. However, they're very good at it and deal lots of damage.
  • Wolverine Claws: The games where they can use weapons usually depict them strapping clawed gauntlets to their hands and wrists.
  • Walking Shirtless Scene: Male Monks often either go completely topless, or wear an open vest with no shirt underneath.


Lightly-armored rogues that excel at using Steal and Mug to grab items from enemies. They're something of a sister job to the Ninja; they're usually entirely separate jobs but some games have Ninjas as an upgrade for the Thief, or else their abilities are shared. Some of the characters who utilize this job include Locke, Zidane, and Rikku.

  • Battle Boomerang: Games with a "thrown weapon" category will very frequently give thieves the option to equip them as well. Also includes Rings of Death for good measure.
  • Fragile Speedster: Zigzagged. In games with job systems where multiple characters can be the same class, thieves tend to be fast with high evasion, but lack defense and HP and only have average offensive power. Games that have thieves as specific "name" characters such as Final Fantasy VI and Final Fantasy IX make them Lightning Bruisers with high HP and very good attacking power.
  • Knife Nut: Thieves usually wield various types of knives and daggers.
  • Impossible Thief: Some games allow them to instantly steal the enemy's equipment that they currently have equipped, steal experience, steal the enemy's status buffs, steal their stats (aka. debuffing them), and even steal their hearts.
  • Video Game Stealing: Archetypical example; they leap at enemies and come back holding some valuable they had.

    Black Mage 

Spellcasters wearing blue robes with pointed yellow hats, they excel at offensive magic. They overlap with the Magus, stronger offensive mages. Some of the characters who utilize this job include Palom, Vivi, and Lulu.

  • Black Mage: Trope Namer and arguably Trope Maker in terms of being a purely offensive spell caster.
  • Elemental Powers: They universally have the Fire, Ice, Lightning trio of Fire, Blizzard, and Thunder. They also pick up Wind, Earth, Water, and other elements in various games, with these six being the most common.
  • Face Framed in Shadow: Their robes and hats hide their faces, allowing only their glowing eyes to be seen in many instance.
  • Iconic Outfit: It's almost impossible to visualize a Black Mage not wearing blue robes with a pointed yellow hat. Blue striped robes are a common variant; some combine them into blue striped pants under blue robes.
  • Magic Wand: They typically wield short rods and staves to focus their powers better; though sometimes, they wield knives too.
  • Robe and Wizard Hat: They wear tall pointy hats with billowing blue robes.
  • Series Mascot: The Black Mage is up there with the Chocobo and the Moogle as one of the icons of the series.
  • Squishy Wizard: Amazing magical stats, pitiful physical stats.

    White Mage 

Defensive spellcasters that can cast healing and buffing spells on the party. Overlap with the Seer/Oracle, which are usually an upgraded White Mage with stronger powers. Some of the characters who utilize this job include Minwu, Rosa, and Aerith.

  • Blow You Away: Several games, including Final Fantasy III where the spell line first appeared, classify Aero as a White spell, often their only means of attacking non-Undead enemies.
  • Drop the Hammer: White Mages are sometimes shown to wield hammers.
  • Epic Flail: Some games treat flails as a type of staff, giving White Mages a way to fight from the safety of the back row.
  • Holy Hand Grenade: Their highest level spell is Holy, blasting enemies with sacred energy.
  • Iconic Outfit: Hooded white robes with red triangle trim along the edges. The hoods are often adorned with cat ears, making the famous Cat-Ear Hood.
  • Magic Staff: Wield staves to focus their powers.
  • The Medic: They specialize in healing magic.
  • Support Party Member: Not much for offense, but their healing spells and ability to grant status buffs and cure status ailments makes them invaluable.
  • This Looks Like a Job for Aquaman: Prior to the late-game, White Mages typically contribute little to the party's offensive might, unless they're in a dungeon full of undead. Then the White Mage's healing spells turn into a powerful offensive weapon.
  • White Mage: Trope Namer.

    Red Mage 

Generalist characters who have some aptitude with all areas of combat, able to fight physically and use both White and Black Magic. However, they are not as good at it as dedicated characters. Most characters in games who are able to freely use magic are proficient in both to varying degrees, but Terra could be considered one, though another prominent example of a named Red Mage is Alisaie.

  • Crutch Character: Games that feature them in the larger job system tend to sort them into this. Early game their versatility is invaluable, but in the later game once their shortcomings begin to become a problem, their usefulness heavily declines.
  • Iconic Outfit: Red and white robes with a big red hat with a feather or stripe in it.
  • Jack-of-All-Stats: The Red Mage's key strength is their versatility, able to use physical equipment and cast magic from both main schools.
  • Magic Knight: Able to wield swords and armour while still casting spells.
  • Magikarp Power: Some games give them the Dualcast ability, but universally as the last ability they learn, meaning it takes a long time to get it. Averted in XIV, where they get it right off the bat.
  • Master of None: The Red Mage's key weakness; they can't use the end-game equipment or cast the top-tier spells.
  • Nice Hat: The Red Mage just wouldn't be the Red Mage without their trademark red wide-brimmed hat with a feather in it.
  • The Red Mage: Trope Namer.
  • Royal Rapier: A few games have associated Red Mages with rapiers. In such games, this is usually their only weapon option.

    Blue Mage 

Specialist mages that can learn the magical attacks of monsters as Blue Magic. Some of the characters who utilize this job include Strago, Quistis, and Kimahri.

  • Domino Mask: A blue mask was a part of the job's attire in their introduction in Final Fantasy V, and it returned in XIV and Explorers.
  • Elite Tweak: Very commonly, getting the most use out of the class involves dealing with odd mechanics and/or battle tactics. However, in the games featuring the class, they're key to some of the most effective strategies.
  • Magic Knight: In most appearances, they can equip swords (or specifically, curved swords like sabres and scimitars) and, given the situational nature of their magic and the way they acquire it, tend to rely more on physical combat than even Red Mages.
  • Magic Missile Storm: Their Matra Magic fires a flurry of magical projectiles that swarm enemies.
  • Mechanically Unusual Fighter: Aside from the unusual way in which they learn their spells, their spells tend to work in unique ways, like missing or hitting depending on the enemy's level, doing damage based on the same, being a Fixed Damage Attack, sacrificing the Blue Mage's life to damage enemies or heal allies, and so forth.
  • One-Hit KO: They can use Roulette to randomly kill an enemy or ally, and Doom to initiate a countdown to the enemy's demise.
  • Power Copying: Their signature skill is their ability to learn attacks used by enemies to use them themselves.
  • Sinister Scimitar: In their Tactics appearances, Blue Mages use sabres/cutlasses. In XI, they wield scimitars/falchions.


Mages that can summon monsters to attack enemies. Some of the characters who utilize this job include Rydia, Garnet and Yuna.

  • Breakout Character: In their first appearance, Summoners were just one of many jobs. In later games Summoners tend to be plot-critical characters with powers that can save or doom the world.
  • Fire, Ice, Lightning: Ifrit, Shiva, and Ramuh are the three signature summons they can call.
  • Horned Humanoid: While Summoners rarely have horns themselves, they often wear horned headbands to symbolize their connection to monsters.
  • Iconic Outfit: Summoners typically wear green robes or capes with a horned headband.
  • Instant Awesome: Just Add Dragons!: Bahamut, the King of the Dragons, is often the most powerful summon they can wield.
  • Summon Magic: Their iconic ability.
  • You Kill It, You Bought It: Most games require players to defeat a summoned monster in battle to earn the right to summon them. The SNES release of Final Fantasy IV addressed this as a law of their kind: "Test the Caller before you answer the Call."

    Time Mage 

Mages that can utilize the powers of time and space to use unusual magic. Some of the characters who utilize this job include Tidus and Ashe.

  • Gravity Master: Their spells include the Gravity and Graviga family, as well as Float.
  • Iconic Outfit: Blue/purple cloak or robe and a red conical hat (almost always with a white five-pointed star on it) is the uniform for this class.
  • Squishy Wizard: When they appear, they generally have the Black Mage's stat adjustments taken Up to Eleven, so they're typically even more powerful yet more vulnerable than they.
  • Star Power: They can use Comet and Meteor to attack enemies.
  • Support Party Member: Their unorthodox pool of spells makes them not very good at healing or attacking, but their status spells are invaluable.
  • Time Master: They can cast spells like Slow, Haste, Quick, and Stop, to manipulate the time flow for targets.


Masters of stealth that can throw shuriken and other weapons at enemies, wield twin swords, and can use specialized Ninjutsu magic. Some of the characters who utilize this job include Edge, Shadow, and Yuffie.

  • Catch and Return: A frequent skill available to ninjas is the ability to catch items thrown by enemy ninjas. The items are then added to their own inventory, which can be then used via their own Throw command. In cases where enemies throw equipment, it's another way to get gear from the foe besides Randomly Drops and Video Game Stealing.
  • Doppelgänger Spin: Frequently have an ability that creates illusory duplicates that will prevent attacks from landing.
  • Dual Wield: Their trademark skill is their ability to wield two weapons at once.
  • Fuuma Shuriken: Often directly named as one of the types of shuriken they can throw.
  • Glass Cannon: They tend to be very fast and evasive with decent power, helped by their Throw skill. However, their HP and defenses are usually low.
  • Highly Visible Ninja: Frequently no more capable of surprise attacks than any other class, and they have a habit of wearing red in many games.
  • Katanas Are Just Better: Played with. Some games allow Ninja to wield Katanas, but others have them wield a separate series of swords classified as Ninja Swords, which are shorter katanas and swords.
  • Magic A Is Magic A: Their Ninjutsu magic is "similar" to Black Magic, but distinct in execution and effect. Rosa notes as such in Final Fantasy IV.
  • Ninja: Duh.
  • Not the Intended Use: In Final Fantasy XI, ninjas were originally intended to be a pure DPS class in keeping with their traditional Glass Cannon properties. However, their Utsusemi ability, which would completely absorb enemy attacks, coupled with their extremely high evasion, had the unintended effect of turning them into one the best tanking classes in the game, which the developer would ultimately embrace.
  • Smoke Out: They can use Smoke Bombs to blind enemies to distract them as the party flees, or to inflict Blind. Some games instead have the Smoke command as a type of Ninjutsu magic.
  • Stock Ninja Weaponry: Ninjato swords, throwing shuriken, and kunai and claws are also common.
  • Technicolor Ninja: In a few games, the class (or at least some characters when they use it) wear darker or more muted colors and have an increased ability to get surprise attacks on foes.
  • Throwing Your Sword Always Works: Ninjas frequently have a Throw command to use up an inventory item to do damage to a foe. Frequently, the high-end equipment also produces some of the most damage.


Japanese warriors of tradition that wield katanas and duel enemies with a variety of swordskills. Some of the characters who utilize this job include Cyan and Auron.


    Dark Knight 

Warriors of shadow that can use darkness to attack enemies. Characters who utilize this job include Leon and initially Cecil.

  • Black Knight: Clad in black or dark blue and fight with the powers of darkness.
  • Casting a Shadow: Their powers involve using darkness to fight.
  • Cast from Hit Points: Their special attacks drain their health to utilize.
  • Dark Is Not Evil: A recurring theme between some (but not all) games, though in such cases usually overlapping with Good Is Not Nice.
  • Heroes Prefer Swords: Like the Paladins, they're known to favor swords...although they tend to favor dark swords. Said dark swords often require the use of both hands.
  • Life Drain and Mana Drain: Some appearances (such as Gafgarion of Final Fantasy Tactics) of the class have the ability to drain life and mana as well with their attacks. The downsides for them compared to the dragoon's Lancet ability are that they typically can only target life or mana at one time, plus the abilities are invariably classified as dark-element attacks, making them useless against the undead. Still, their ability to drain life often acts as a counterbalance to their low defense, and it drains more health than Lancet can.
  • Lightning Bruiser: On average, all their physical stats (save for defense) tend to be rather high.
  • Magic Knight: They can use powerful weapons, but they sometimes also get the ability to use low-end Black Magic.
  • Named Weapon: Deathbringer is a sword regularly associated with Dark Knights in several games.
  • Signature Move: Souleater, which sacrifices a portion of health to deliver a powerful darkness based attack.
  • Sinister Scythe: While they're known to favor greatswords, they're also known to use scythes.
  • Spell Blade: Some games manifest their powers as enchanting their sword with dark power to strengthen physical blows.
  • Standard Status Effects: In several cases, they have skills that can inflict status effects along with damage. Not surprisingly, the most frequent one they can inflict is blindness.


Holy champions who use divine power to empower themselves. Closely connected to the Knight class, with which the Paladin occasionally overlaps. Characters who utilize this job include Cecil (after abandoning his Dark Knight persona) and Beatrix.

  • Carry a Big Stick: While it's normally a weapon for a White Mage, sometimes Paladins are known to pick up maces too.
  • Heroes Prefer Swords: The Paladin's iconic weapons are specialized holy swords.
  • Holy Hand Grenade: Utilize holy-based magic for their powers.
  • Knight in Shining Armor: Almost universally wear white and are upstanding crusaders for good.
  • Luckily, My Shield Will Protect Me: Paladins often specialize in shields when they are available.
  • Magic Knight: They can utilize powerful weaponry often with lower level White Magic.
  • The Paladin: In name and in practice.
  • Spell Blade: Some games manifest their powers as enchanting their sword with holy magic to strengthen physical blows.
  • Stone Wall: Their special abilities, in various forms, rely on defending themselves from enemy blows, to the point of invincibility even.
  • Taking the Bullet: A common ability that they have is the Cover ability, in which there's a chance that they'll jump in front of an ally to take damage for their companion. They typically have both a passive (which doesn't always activate, but can cover any other teammate) and an active (which guarantees activation, but only for one particular teammate) version.


Warriors that wear dragon-themed armor and fight in the air using lances, along with traditionally bearing the surname "Highwind". Some characters who utilize this job include Kain, Cid, and Freya.

  • The Artifact: Their Non-Indicative Name. Back when they were first translated as "dragoons," the proper Japanese name couldn't be used because of Character Name Limits. These days, the issue is much less of a problem, but because the series used "dragoon" for so long, both the series and the fans keep using it. It helps that real-world dragoons aren't particularly well-known.
  • Black Knight: Aesthetically, at least, though some games have a distinct Dark Knight class as well. Dragoons wear baroque armor in shades of deep violet, dark indigo or black, with sharp spikes, barbs and gilded protrusions. Their draconian helms often obscure their faces, and characters who are set as Dragoons tend to be enigmatic and solemn.
  • Blade on a Stick: Spears and lances make up their arsenal.
  • Dragon Knight: Trope Codifier; Kain Highwind from IV provides the page image. This is also the literal translation of the class name in Japanese.
  • Dragon Rider: While it doesn't usually factor into gameplay, in the lore Dragoons very often tame and ride dragons into combat.
  • In a Single Bound: Their trademark skill is Jump, leaping into the air to descend and attack enemies.
  • Life Drain/Mana Drain: Quickly becoming a signature skill alongside their Jump command is the Lancet skill, which drains both health and magic points from their target. In several cases, dragoons that predate the ability's entrance in the series (such as Kain Highwind of Final Fantasy IV) suddenly learn it in sequels and crossovers. The downside to their version, as opposed to the drains that a Dark Knight gets, are that they're lower in power (and in recovery) than what the dark knight usually has.
    • Final Fantasy XIV dragoons have the Life Surge ability, which drains health in a similar to Lancet, but neglects the MP drain aspect, likely since dragoons in that game don't require MP for abilities.
  • Non-Indicative Name: In English, at any rate, their name has little to do with the type of soldier that were called dragoons: heavily armored mounted soldiers typically armed with powerful firearms; their name comes from how many earlier firearms were described as portable dragons...and the fact that their trademark weapon is a miniature blunderbuss that is known as a dragon. They're almost never mounted in gameplay, and the only way that they can ever equip guns is if they learn the ability to do so from another class (and it's seldom an effective choice for them). This is averted in Japanese, which uses Dragon Knight for the class (which makes more sense, particularly when they frequently are useful for fighting dragon-type enemies).


Sharpshooters that attack from afar with an arsenal of ranged weaponry. Some characters who utilize this job include Vincent, Irvine, and Balthier.

  • Bottomless Magazines: Gunners never have to worry about running out of ammo, with a couple of exceptions:
    • In VIII, Irvine has limited ammo to use for his Shot Limit Break. However, he only needs ammo for said Limit Break; he has an infinite supply for his normal attacks. This ammo also becomes fairly easy to acquire, so running out is rarely a concern.
    • In XV and Type-0, Noctis and King, respectively, have limited magazines on their pistols, and need to reload them when depleted, but otherwise do not run out of ammo.
  • Breakout Character: They're a rather recent class as of Final Fantasy VII...since then, they show up in a lot of games.
  • Elemental Powers: Some games allow Gunners to enchant their shot with elemental properties, either by using different types of ammunition or using special attacks.
  • The Gunslinger: Rely on various firearms to attack.
  • Improbable Aiming Skills: The way that the skills for Standard Status Effects are described is that the gunner is hindering their foe by aiming and firing at certain body parts, like "Arm Shot" preventing the opponent from acting.
  • Multi-Ranged Master: Most games don't differentiate between different types of guns, just classifying them under that universal label. Rifles, handguns, shotguns, it's all the same to a Gunner.
  • Never Bring a Gun to a Knife Fight: Played with. Most games make no distinction between swords and guns, for allies or enemies. Other games attempt to "balance" guns against swords in various ways. Final Fantasy XI makes guns powerful but slow to fire, ostensibly due to the old-fashioned types of guns used in the game that would be a pain to reload each time. XII has Guns ignore the character's Strength modifier, thus guns have limited damage output compared to a strong character wielding a melee weapon, which can be good or bad depending on the user.
  • Standard Status Effects: A frequent ability that gunners have available is to cause status effects by aiming for certain parts of their foes' anatomy, such as paralyzing their foes (by aiming at their arms), silencing them (by aiming at their throats), or completely freezing them in place (by aiming at their legs).

    Archer / Ranger 

Fighters that use bows (or a similarly long range projectile) to attack enemies from afar. Some characters who utilize this job include Wakka and Fran.

  • Divergent Character Evolution: Early games treated Archers and Rangers as interchangeable. Later games made Rangers into dedicated long-range attackers, while Archers rely on support abilities with elemental or status-based attacks.
  • Long-Range Fighter: Their claim to fame is their ability to deal full damage when attacking from the back row.
  • Multi Shot: Their signature skill is Barrage / Rapid Fire, which lets them attack four times in rapid succession.
  • Weaponized Ball: One Ranger-type character foregoes the traditional bow in exchange for... a sports ball.

    Bard / Songstress 

Combatants that use the power of music to either encourage their allies or burden their foes. May or may not be spoony, like the quintessential character bard, Edward.

  • Magic Music: The general use of their abilities.
  • Musical Assassin: In some cases, their songs can deal physical damage. Or be able to use their harp to directly attack.
  • Quirky Bard: Not uncommon, but there's some cases where they can be quite valuable.
  • Standard Status Effects: Several of their songs can inflict these - in particular, sleep, confusion, and charm are commonly available via song.
  • Support Party Member: Outside of some niche strategies against certain types of foes, bards are on the weaker side in direct combat. However, they excel in buffing allies and debuffing enemies. In games where both dancers and bards are available, bards typically focus more on buffs while dancers tend to have more debuffs.


Combatants that use the power of magical dances to both enfeeble and kill their foes, though sometimes they can also act as healers. Some characters who utilize the job are Mog, Lilisette and Penelo.

  • Fragile Speedster: Very fast, but possess the durability of a tissue paper.
  • Early Installment Weirdness: Mog is a dancer, but doesn't follow a lot of dancer conventions (using spears rather than knives, having little in terms of weakening enemies, and instead prefering to buff and heal allies, and being incredibly hard to kill).
  • Knife Nut: Usually their weapon of choice, though there are exceptions (for example Mog uses spears while Penelo uses a Magic Staff).
  • Life Drain/Mana Drain: A surprisingly common ability of theirs is to drain either HP or MP with a dance.
  • Magic Dance: Well, they are Dancers, are they not?
  • Standard Status Effects: Those vary, but the most common ones are Confusion and Charm.
  • Support Party Member: Their main use - while they can deal decent damage if the situation calls for it, other jobs can hit harder, and it's Dancers' ability to weaken enemies (and, in some games, strengthen allies) are what makes them most useful.
  • Stripperiffic: A lot of Dancer outfits don't leave much to imagination.


The ultimate magic users, capable of using all White Magic, all Black Magic, and sometimes other schools as well. In exchange for this incredible versatility, Sages often have less magic power and MP than other mages, and lack other abilities like the Black Mage's Focus and the White Mage's Pray. Some of the characters who utilize this class are Tellah and Seymour.

  • Early Installment Weirdness: When Sages first appeared in Final Fantasy III, their magic power and MP was on the same level as the other high level magic users, and their defenses were even better, making the Seer, Magus, and Summoner classes completely obsolete. Later appearances lowered the Sage's stats across the board to make them more balanced.
  • Iconic Outfit: Sages usually wear some kind of fancy robe with an elaborate hat.
  • Magic Staff: Sages can often use staves to power up their White Magic.
  • Magic Wand: Sages can often use rods to power up their Black Magic.
  • Master of None: For all their spellcasting versatility, Sages typically have less raw power than a specialist, especially when White and Black magic run off of separate stats.
  • Nice Hat: The generic Sage outfit includes a large and ornate hat.
  • The Red Mage: Even more so than the actual Red Mage, as Sages can use every spell in their available schools.
  • Squishy Wizard: The squishiest. The Sage's HP and defense tends to be even worse than the specialized mages to make up for their versatility.
  • Summon Magic: In their first appearance, Sages could use the complete set of Summoning spells alongside the Black and White schools. This was phased out afterward.


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