Follow TV Tropes

Following

Characters / Final Fantasy V

Go To

Many key events and revelations aren't hidden by spoiler tags here, including the aliases and true identities of several characters. Read this page at your own risk.

    open/close all folders 

Light Warriors

    Bartz Klauser 
https://static.tvtropes.org/pmwiki/pub/images/V-bartz_sd_5092.jpg
Voiced by: Soichiro Hoshi (Japanese) and Jason Spisak (English) [Dissidia and World of Final Fantasy)

Bartz is a wanderer from the town of Lix, accompanied by his chocobo Boko. His mother Stella died when he was a child, and his father Dorgann died three years before the beginning of the story. He has a fear of heights resulting from falling off a rooftop during a hide-and-seek mishap. He was chosen by the Wind Crystal, symbolizing passion. It turns out that his father Dorgann was one of the Warriors of Dawn, further linking his destiny to saving the world. Bartz also appears as a playable character in the Dissidia Final Fantasy and Theatrhythm Final Fantasy spinoff series.


  • Adaptation Dye-Job: His hair in his artwork is white, like most of the other handsome protagonists that Yoshitaka Amano designed, but his hair in-game is brown. Interestingly, Dissidia Final Fantasy keeps his hair brown.
  • Big Brother Instinct: Towards Krile when she joins the party after Galuf's death.
  • Bishōnen: The small size of the in-game sprites makes it a bit tough to tell in the SNES original, where he has no portrait, but Amano's art and his portrayal in Dissidia show that he definitely qualifies.
  • Boke and Tsukkomi Routine: With Ghido.
  • Childhood Friend Romance/Unlucky Childhood Friend: A female NPC in Lix pines after him.
  • Conveniently an Orphan: Bartz has no attachment to his hometown thanks to his parents' separate deaths. [[Lenna and Faris are eventually orphaned and Krile starts as one, and that ties into the theme of legacy more than a convenient way to get into the plot.]]
  • Drives Like Crazy: Does this late into the game. He does have somewhat of an understandable excuse for doing so, however; see Heroic BSoD.
  • Flanderization: It says something that Square Enix tried their best to make the Dissidia characters match their counterparts, only fudging it for Firion who lacks anything resembling a personality. Bartz was made into a complete moron, which is probably the main thing V did display, so they Flanderized it.
  • The Hero: Bartz is the default main hero, and will frequently speak on behalf of the party even when he's not the overworld leader.
  • Heroes Prefer Swords: Played with. Given the mechanics of the Job System, Bartz doesn't need to use swords, but he does start out with a Broadsword equipped. He also uses the Brave Blade in Dissidia.
  • Heroic BSoD: When Exdeath pulls his hometown into the Void. Bartz nearly destroys the airship in rage-filled agony before Faris and Lenna snap him out of it.
  • Horseback Heroism: Plays a variant with his personal Chocobo.
  • Horse of a Different Color: Boko, a Chocobo whom Bartz rides around.
  • Idiot Hero: Every so often. It's exaggerated in Dissidia. It should be noted that he was made fun off when he was conveniently, with Ghido, or some other genius character, Bartz was an average guy with some sense of snark, but not a moron like he was in Dissidia.
  • It's Personal: When Bartz witnesses Exdeath chuck his hometown into the Void towards the end of the game, he goes nuts, temporarily forgetting his fear of flying and blasting the airship around the planet at high speeds until the rest of the party calms him down. Cue last leg of quests to open the Very Definitely Final Dungeon.
  • Mighty Glacier: He has the second-highest stamina and the highest strength, but low agility, making him good at dealing and taking damage but usually acting after Faris and Lenna.
  • Nice Guy: Despite his reluctance to get involved with the quest, he's never anything but a man who does the right thing, and he is amazingly easygoing.
  • The One Guy: After Galuf is replaced by Krile, Bartz is the only male Light Warrior.
  • Only Sane Man: Occasionally, thanks to the eccentricities of the other Light Warriors.
  • Parrot Exposition: Again, with Ghido.
    Ghido: [You'll need] the twelve legendary weapons used to defeat the warlock Enuo a thousand years ago.
    Bartz: The twelve legendary weapons?
    Ghido: Sometimes I wonder if you say things like that to spite me... Yes, the twelve legendary weapons. They are weapons. They are legendary. There are even twelve of them.
  • Parental Abandonment: His mother died when he was a child and his dad died when he was in his late teens.
  • Refusal of the Call: He declines when Lenna asks if he wants to go with her on a quest. Boko makes him reconsider that decision about ten seconds later.
  • Ridiculously Average Guy: Possibly the most normal-looking major character in the entire series. And this is Final Fantasy we're talking about here...
  • Secret Legacy: Everyone else in the party are Royals Who Actually Do Something except Bartz, the hobo on a chocobo. Until he finds out that his father was one of the four Warriors of Dawn who fought Exdeath thirty years ago.
  • Simpleminded Wisdom: Sometimes on display—he has a very straightforward view to the quest. When the party is faced with Drakenvale, from where no one has ever returned, he declares "Guess that means we'll be the first who do!" as the rest of the party mopes.
  • Spell My Name with an "S": He was referred to as "Batz" in the English dub of Legend of the Crystals.
  • Unfortunate Names: Called "Butz" in the first fan-translation (which then kinda stuck), which makes this one of the few name translations across all media that generally isn't disputed. Made worse by the fact that he is associated with the element of wind and from a town named Lix...
  • Unknown Rival: Later games would make him this to Gilgamesh.
  • Walking the Earth: Before the game. He's pretty content with it and goes back to doing so at the end.
  • Weapon of Choice: Most forms of media give him some form of a sword while class-wise, he's most frequently protrayed as either a Mimic, a Freelancer, or a Blue Mage.
  • Why Did It Have to Be Snakes?: Bartz has suffered from a variant with acrophobia ever since a childhood incident in his home town where, in a game of hide-and-seek, he somehow managed to get stuck on the roof of a house. Not that this ever seems to stop him from climbing mountains, ascending towers, flying airships... though it compromised with his first time riding a wind drake. He hesitates long enough for Galuf to be ticked, and proceeds to throw the poor boy onto Hiryu's back. He also takes a while to jump off of Castle Bal's drawbridge.
Advertisement:

    Lenna Charlotte Tycoon 
https://static.tvtropes.org/pmwiki/pub/images/V-leena_sd_5514.jpg

Princess and heir to the throne of Tycoon, Lenna is a caring young woman, to the point of putting the life of others before hers. This made the Water Crystal choose her, as its essence was that of devotion.


  • Adaptation Dye-Job: Given short pink hair in-game, but has longer blonde hair in her artwork (except for one early artwork). Like with Bartz, Dissidia Opera Omnia takes a middle ground to her design. While she's wearing her artwork outfit, her entire color scheme is taken straight from her sprite. Her hairstyle is a middle ground between her artwork and sprite, as is its color, pinkish blonde.
  • The Chick: Well-raised, well-spoken, and full of kindness. She comforts both Faris and Galuf after they have some hard times and is deeply affected by events herself.
  • Distress Ball: Either grabs it or catches it a few times.
  • Demonic Possession: Exdeath arranged for her to be possessed by a demon after sucking Tycoon in the Void and shortly before her wind drake helped her escape.
  • Family Eye Resemblance: Her green eyes are a visual clue to her and Faris's relation.
  • Feed by Example: She encourages Krile's wind drake to eat a formerly monstrous piece of dragon grass by taking a bite herself. Never mind that it's deadly poison to humans.
  • Friend to All Living Things: Oh so much. She'll put her life on the line to save wind drakes, and that's just a part of it. Her mother was gravely ill and the only cure was a wind drake's tongue, so Lenna took a knife to retrieve one. The player can choose whether to do it or not after hearing that Hiryu was her mother's beloved pet and that it's the last wind drake of that particular world. If the player does choose to perform the task, it ends with Lenna mulling whether doing it was worth it. Either way King Tycoon and her teacher would stop/comfort her after she went with her decision. She learns that every life is precious and no more disposable than others. In exchange for sparing its life, Hiryu has an Undying Loyalty to Lenna to the point of sacrificing itself to snap Lenna out of her Demonic Possession and so it could continue to be useful as the Phoenix summon.
  • Heroic BSoD: A small one after her father's death.
  • Lady of Black Magic: A graceful, feminine princess who qualifies if classed as a Black Mage or Summoner. It helps that she has the highest raw Magic stat in the party.
  • Lady of War: A plucky, kind-hearted princess who can wield any weapon thanks to the job class system. She is made to look feminine in all of them and is portrayed as much more graceful and feminine than her more tomboyish sister Faris. Yoshitaka Amano and the CGs from Anthology also depict her with a sword.
  • Leitmotif: Lenna's Theme. She's the only one besides Exdeath to have one named after her.
  • Meaningful Name: In the PlayStation release, her name was mistranslated as "Reina", which is Spanish for "queen". Though she is only a princess, the royalty theme still applies.
  • Minidress of Power: Her in-game Freelancer outfit. (Concept art did depict her with a Leotard of Power).
  • Naïve Newcomer: Her idea to request pirates for a ride. Not that Galuf's brilliant plan worked any better.
  • Odango Hair: As a monk, she wears her hair up into a odango style.
  • Pretty Princess Powerhouse: A Princess Classic but is capable of kicking ass as much as the other party members.
  • Prim and Proper Bun: Her hair is worn in this style in her official artwork.
  • Princess Classic: Kind, soft-speaking, and a Friend to All Living Things.
  • Rebellious Princess: She disobeys her father right at the beginning of the game. She readily takes up arms and job classes to protect the Crystals (and on one occasion, a moogle).
  • Qipao: Wears a qipao as a monk.
  • Royals Who Actually Do Something: Like most of the party.
  • Rose-Haired Sweetie: Lenna is shown as a kindhearted and caring princess with pink hair.
  • Ship Tease: Her initial dialogue with Bartz (especially the PSX translation) and the Amano art of them embracing in moonlight. Doesn't really happen in-game.
  • Silk Hiding Steel: She may be a Lady of War but she's also very kind, sweet, well-spoken, and lady-like.
  • Spell My Name with an "S": Initially translated as "Reina".
  • Squishy Wizard: She starts with the highest magic stat out of anyone, but the second-lowest stamina.
  • Tomboy and Girly Girl: Girly Girl to Faris's Tomboy.
  • White Magician Girl: An exceptionally compassionate Proper Lady, Lenna is given this role in Record Keeper. (Less so in Opera Omnia, but one of her abilities does grant Regen.)
  • You Gotta Have Blue Hair: Has pink hair, in her sprite art at least.

    Galuf Halm Baldesion 
https://static.tvtropes.org/pmwiki/pub/images/V-galuf_sd_5748.jpg

Galuf is an amnesiac old man, who was found near a meteor. It seems that his mission is to protect the crystals, and he takes along Lenna (and eventually Bartz) along for the ride. The Earth Crystal chooses him, symbolizing hope. It is eventually revealed that Galuf is one of the Warriors of Dawn and the king of Bal, who fought alongside Bartz's father Dorgann thirty years prior to the series. He later dies while protecting the party from Exdeath in the Guardian Tree.


  • Adaptation Dye-Job: His in-game sprite makes him look younger - his hair is a light brown, and he gets a beard at that. His hair is white in his artwork, and he lacks the beard.
  • Amnesiac Hero: He remembers his first name and the fact that he's supposed to be protecting the Crystals, nothing else. Not even any ideas he might have had about stealing pirate ships.
  • Authority Equals Asskicking: As the king of Bal.
  • Badass Moustache: His 16-bit sprite turns it into more of a Badass Beard.
  • The Big Guy: He's only 5'5", but his personality sure is big.
  • Berserk Button: You don't mess with his True Companions or attack his granddaughter in front of him unless you have a legitimate death wish.
  • Came from the Sky: Arrives via meteorite.
  • Cool Old Guy: He gets through amnesia, is gutsy enough to try stealing a ship from pirates, and rescues the others single-handedly twice.
  • Deader Than Dead: Fights against Exdeath at 0 HP, and because of that none of the healing spells or items that the other team members try to use on him work.
  • Determinator: He can fight at 0 HP. It's to the point that Exdeath actually begins to freak out over it.
  • Don't Call Me "Sir": He insists that his friends call him "just Galuf" when they find out he's a King. Bartz does make the obvious joke.
  • Dying Moment of Awesome: Going one-on-one against Exdeath and is still standing even with 0 HP.
  • Easy Amnesia: Initially, he can't remember anything save his name because he hit his head when his meteor landed in the beginning of the game. He tries to use it to get off blame when his "steal Faris' ship" plan goes south.
    Galuf: ...Ohh, my aching head! I can't remember a thing!
    Bartz: And your amnesia oh-so-conveniently returns.
  • Eccentric Mentor: He gets more serious when the conversation turns to Exdeath, but he's happy to be an old coot the rest of the time.
  • Gameplay and Story Integration: The party tries to use all their healing abilities, but they don't work because he fought at 0 HP.
  • I Need a Freaking Drink: After returning to his homeworld, rescuing his friends from a Hostage Situation, and getting flung to a distant continent by Exdeath's barrier, Galuf hits the bar.
  • The Lancer: Galuf contrasts with Bartz in his drive to protect the Crystals and with Lenna in his (mildly) greater sense of self-preservation in doing so.
  • Large Ham: Especially when he gets together with his Dawn Warrior pals.
  • Let's Get Dangerous!: Galuf is an irreverent, smart-mouthed, amnesiac old coot. Expect that to change the second the party's life is in his hands or Exdeath arrives.
  • Mighty Glacier: He has the highest Stamina and the second-highest Strength (the inverse of Bartz's numbers in those stats), so he makes a great tank. However, his Agility is the lowest out of everyone's, so he's likely to have the last turn.
  • Normally, I Would Be Dead Now: Versus Exdeath in the Guardian Tree. Unfortunately, he dies afterwards.
  • Old Soldier: After his memories return, he becomes much more serious thanks to knowing exactly who Exdeath is and why it's so important to stop him. Especially his last living words. They're not a heartfelt farewell, but telling his friends to end Exdeath once and for all. (He has kinder words for Krile afterwards).
  • The Power of Love: Implied to be what spurs him on in his Heroic Sacrifice.
  • Papa Wolf: Towards Krile. Exdeath's brutal beat down on her is what prompted Galuf to fight against him at 0 HP in the first place!
  • Pungeon Master:
    Galuf: ...Don't push it, kid. Here in Bal, bad jokes like that will get you PUNished...
  • The Reveal: His true identity is Galuf Halm Baldesion, and he is a king from another world sent to Bartz's world to prevent Ex-Death from freeing himself from his prison.
  • Say My Name: Just before his heroic sacrifice.
    Galuf: "EXDEATH!!!"
  • Spirit Advisor: Towards Krile. His spirit pushing at her is what prompts her and Bartz to leave Tycoon before it gets struck with the Void.
  • Vitriolic Best Buds: With Faris.
  • What You Are in the Dark: Near the beginning of the game, the Siren offers him the chance to flee if he lets her devour everyone else's souls. It's really not much of a question to him.
  • When I Was Your Age...: When confronting the Desert of Shifting Sands.
    "We crossed burning sand every day and liked it!"

    Faris Scherwiz 
https://static.tvtropes.org/pmwiki/pub/images/V-faris_sd_4295.jpg
Voiced by: Rie Tanaka (Japanese) and Emily O'Brien (English) [World of Final Fantasy]

Faris is the leader of a band of pirates, who catches the party trying to steal their ship. Faris eventually lets the party use their ship, which can move without wind due to Faris' sea creature friend, Syldra, moving it. Faris is chosen by the Fire Crystal, symbolizing courage. It is revealed quickly that Faris is in fact a girl, with a mysterious past somehow connected to Lenna. She appears in Theatrhythm Final Fantasy as a playable sub-character.


  • Action Girl: Krile has more magey stats, so you might as well make her your second caster while letting Faris be the second melee fighter.
  • Adaptation Dye-Job:
    • Much like Lenna, her hair is blonde in her artwork, and it's purple in-game. Unlike her sister, the early artwork's hair color doesn't match the in-game sprite (because the early artwork doesn't have any color whatsoever) despite being long and loose like the in-game version.
    • As with Lenna and Bartz, Dissidia Opera Omnia and Theathrhythm takes a middle ground to her design, that while she has her artwork outfit, her blonde hair has a purplish tint to it. The effect makes it look pinkish, which helps initially hide her true identity yet hints at it.
  • Anti-Hero: She intends to hold Lenna for ransom early on, and only joins the quest to find out about her past, not because she cares about the crystals or worldwide devastation. This changes, and by the end of the game she's Type II.
  • Badass Longcoat: In her official artwork.
  • Bifauxnen: Admittedly she does have long and loose hair in-game, but her portrait certainly isn't more feminine than Bartz. Just look at Cecil Harvey before you start saying how "obvious" it is.
  • Big Sister Instinct: Towards Lenna, even before Faris came to terms with their relation.
  • Cannot Spit It Out: She refuses to admit that she and Lenna are sisters.
  • Character Development: Starts off as a pirate captain whose main interest is in ransoming Lenna back to Tycoon. By the end of the game, she declares that she won't stand by as more lives are lost to Exdeath.
  • Dressed to Plunder: Faris has a Badass Longcoat and a Sailor's Ponytail in the concept art, but her sprite looks different, and her crew look the same as all the others.
  • Family Eye Resemblance: Green eyes for her in-game sprite. They're the same color as Lenna's. Her artwork gives her brown eyes instead.
  • Flowery Insults: The retranslation. Here's a gem from the confrontation with Magissa:
    "Let her go, you addle-pated foul-complexioned scofflaw!"
  • Informed Attractiveness: When Faris in her princess attire takes part in the waltz at Castle Tycoon, all the characters in the throne room talk about how beautiful she is. Additionally, during the reveal of her gender, Galuf and Bartz go ga-ga over her. There isn't any real way to tell, since she's a 16-bit sprite after all.
  • Jack-of-All-Stats: Bartz and Galuf have slightly (it won't mean anything after the very early game for the most part) higher physical attack and constitution respectively, Lenna has slightly (though the agility boost will at least decide what order characters with the same set up move in here) higher magic and Krile has slightly higher agility, Faris, meanwhile, is balanced across the board.
  • The Lancer: Somewhat. She's more on the ball than Bartz is, in general.
  • Luke, I Am Your Father: Faris is Lenna's sister, which makes King Tycoon her father.
  • Meaningful Name: An odd case of the most meaningful name in a Final Fantasy game not going to the protagonist: Faris is an Arabic boy's name meaning "knight". Sarisa is a Hebrew girl's name meaning "princess".
  • Meaningful Rename: Kind of. According to her fellow pirates, Sarisa mispronounced her name as "Farifa" when she first got rescued by the pirates, and it eventually shifted to her current-day alias.
  • Peek-a-Bangs: Her sprite has her right eye covered by her purple hair.
  • Pirate Girl: Between Type 1 and 2. She's more than willing to engage in underhanded business, but she doesn't keel-haul anyone either. She does dress as a man, but that doesn't stop a few of her mateys from calling her "dreamy".
  • Pirates Who Don't Do Anything:
    • Averted. Her first reaction to finding out she has a princess aboard is to hold her for ransom.
    • Played straight by the rest of her crew, though; the moment they reach the nearest town, they rush to the pub and just start drinking.
  • The Reveal: She is a woman, and her real identity is Sarisa Scherwil Tycoon, i.e. Lenna's sister, making her a princess of Tycoon.
  • Sailor's Ponytail: Sweet Polly Oliver Faris Scherwiz wears her hair in a longer-than-normal version of the classic sailor hairstyle in the Yoshitaka Amano artwork.
  • Samus Is a Girl: Bartz, Lenna, and Galuf admitted that she looked like a pretty man at first impression until Bartz and Galuf tried to make "him" get undressed after getting their clothes waterlogged.
    Galuf: He's a she!
  • She Cleans Up Nicely: Bartz becomes even more smitten with her when she's dressed up for a ball. Seems to apply when she's asleep, too.
  • Stupid Sexy Flanders: Subverted. An optional scene at Tule's inn has Bartz and Galuf falling head-over-heels when they see Faris asleep, much to their confusion.
  • Sweet Polly Oliver: Not so much on the sweet, but she's been dressing as male for years.
  • Sweet on Polly Oliver: There's an optional scene before her outing where Bartz and Galuf fawn over "his" looks. Also, if you talk to one of "his" crew at the start of the game in the Tule pub, he will say "Captain... so dreamy..."
  • Talk Like a Pirate: It's done horribly in the PSX version, with nearly every line beginning with "D'garr!" The GBA simply (and less annoyingly) makes her talk like a thug with very old slurs. The GBA retranslation doesn't change the dialog of Faris' crew much however, meaning that she's the only pirate in the game who doesn't talk like this.
  • This Cannot Be!: Her typical reaction to upsetting events is to deny that it's true or possible. She does this almost every time someone dies as well as when Lenna first tries to make her admit their relation.
  • Tomboy and Girly Girl: The Tomboy to Lenna's Girly Girl.
  • You Gotta Have Blue Hair: Purple. Like Lenna, the Amano art and her guest appearance in Theatrhythm Final Fantasy have her as a blonde. The iOS port of Theatrhythm mixes the two looks, giving her blondish-purple hair. Finally, the second Theatrythm game, Curtain Call, gives her completly purple hair.
  • Unfortunate Names: The PSX release translated her real name as "Salsa".

    Krile Mayer Baldesion 
https://static.tvtropes.org/pmwiki/pub/images/Cara_2938.jpg

Krile is Galuf's granddaughter, not that he remembers her at first. A bright and optimistic girl, Krile is extremely knowledgeable and helps the others on their quest to defeat Exdeath and save the worlds. She's also a bit of a Walking Spoiler, but you probably know already that she eventually joins the party.


  • And Now for Someone Completely Different: About halfway through the game, Krile will replace Galuf and inherit all of his job experience. As you may have noticed, Bartz have high Strength and low Magic, meaning he is suitable to be a warrior of some kind. Lenna's high Magic automatically qualifies her to be a pure caster. Faris has average stats overall, so she can be part warrior and part caster. However, Galuf and Krile are extremely different stat-wise. Keep this in mind and try to level up jobs that will benefit Krile in the future, too.
  • Artistic Age: Her Amano art makes her look like a teenager. Her in-game designs, meanwhile, are clearly drawn with cuteness in mind, and she's given the child-type sprites that were used for preteens like Rydia and the Onion Kids.
  • Aside Glance: Her battle sprite faces the camera rather than the enemy, like the child characters from IV and III.
  • Child Mage: Though fourteen, she's cast as the party kid, with stats geared towards magic. Before she joins the party, much of her scenes in the overworld have her casting Thunder and her appearances in spinoffs class her with magic abilities.
  • Badass Adorable: She's cute as a button, but she's a formidable force in battle.
  • Big Damn Heroes:
    • The first time the party meets her is when she busts into the Ronka Ruins on a meteor and knocks out an Exdeath-controlled King Tycoon.
    • She tries it again by knocking out Exdeath himself when he's about to kill the party inside the Guardian Tree. This time, however, Exdeath recovers almost immediately and starts unleashing all hell on her, with only Galuf's intervention stopping her from ending up being reduced to a bloody smear on the tree's interior.
  • Chekhov's Gunman: Her first appearance is as an illusion the Siren creates to lure Galuf, but he has no clue who she is. She's later revealed to be his granddaughter and replaces him after his Heroic Sacrifice.
  • Cute Bruiser: It seems that she was designed to be as adorable as possible. Especially her job classes. Berserker gives you a little girl in what looks like a cat Halloween costume, going on a rampage with an axe or a hammer. She also wins a fist fight against Bartz once.
  • Elemental Eye Colors: In some artwork she has brown eyes that match her Earth element. Usually it's when her appearance is based on Amano's design (e.g. Theatrhythm and Opera Omnia), but Pictlogia and Brave Exvius (which use her Shibuya design) and Airborne Brigade (which uses both) color her eyes brown too.
  • Establishing Character Moment: Her first onscreen appearance is to save the party from a possessed King Tycoon and she's there with Galuf and the army at Big Bridge, and both of these happen before she joins the party.
  • Extremely Protective Child: Galuf himself is a Papa Wolf, but that doesn't stop Krile from herself jumping into any kind of peril if it means keeping him safe.
  • Fragile Speedster: In terms of raw stats, she has the highest Agility among the playable characters, but also the lowest Stamina, making her the polar opposite of her grandfather. (That said, the difference is marginal, since assigned classes radically alter your stats; she's still a viable tank if you leveled Galuf in that role.)
  • Friend to All Living Things: She's less suicidal about it than Lenna, fortunately.
  • Genki Girl: Perhaps the first one in the series.
  • Hair of Gold, Heart of Gold: She's depicted as blonde in every artwork and is the youngest member of the party. In addition to Galuf's stats, she also takes his position as the warrior of Earth, which represents Hope. She's also a Friend to All Living Things who can communicate with benevolent ghosts.
  • Hand-Hiding Sleeves: As you can see from the pictures, Krile wears oversized clothing while dressed as Black Mage and Summoner.
  • I See Dead People: If there's a ghost around, she's the one who will talk to him/her/it.
  • Little Miss Badass: She's at Galuf's side at the Battle of Big Bridge and makes her entrance by knocking out someone possessed by Exdeath.
  • Pint-Sized Powerhouse: Is the smallest of the group and can hold up for herself as much as the rest. There was even a scene where she shoves Bartz back 2 whole squares despite being much more older, bigger, and experienced in fighting.
  • Please Wake Up/Please Don't Leave Me: Krile says this to Galuf. The first while he's dying, the second after he's dead, and then she begs him to come back when his spirit speaks to her.
  • Plucky Girl: Krile has by no means had an easy life, but that hasn't put a dent in her spirit.
  • Princesses Prefer Pink: Many of her job classes involve quite a lot of it. (In the case of Knight, it's all pink.) The iOS release adds even more pink, even changing some outfits like the all-blue Ninja to include it. And, of course, her Amano art is a bright pink leotard.
  • Psychic Powers: She has numerous amounts including Telepathy, a Spider-Sense, the ability to communicate with the dead, and the ability to speak with animals.
  • Psychic Children: It's left vague in the game, but one Ultimania says that she has mild telepathy to explain her animal talk. Flavor text from NPCs reveal that Krile's mysterious powers awakened after her parents disappeared in the desert.
  • Psychic Nosebleed: Gets a migraine thanks to Ghido's mind-call, leaving her bedridden until the party answers it.
  • Raised by Grandparents: One grandparent, anyway. Her parents vanished in the desert when she was little.
  • Rousing Speech: After everything has gone From Bad to Worse, Krile gives a brief one at the Guardian Tree.
    "We must stop Exdeath. The people around the world need us... No, not only the people, but all life..."
  • Speaks Fluent Animal: She can talk to moogles. And wind drakes. And chocobos. They never really explain this except for one NPC in Bal that said her ability started to appear after her parents went missing in desert. One Ultimania says that this is due to mild telepathy, which would also explain why Ghido calls her instead of any old person in Bal.
  • Take Up My Sword: Galuf uses the power of the Guardian Tree to give her all of his strength. This means that she enters the party at the same level as him, with whatever job abilities unlocked and only minor differences in her base stats.
  • Token Mini-Moe: One of many in the series, being fourteen while everyone else is eighteen to twenty.
  • Underrated and Overleveled: Krile gets all of her grandpa's ABP and stat bonuses when he dies.
  • Visual Pun: Her Japanese name, Kururu, is similar the Japanese onomatopoeia for spinning (kuru kuru). Her appearances in Brave Exvius and Opera Omnia have her twirling around as her victory pose.
  • Walking Spoiler: The mere fact that she joins your party alludes to one of the other members leaving. In this case, she takes Galuf's place after his Heroic Sacrifice.
  • You Are Not Alone: The others tell her this during the ending.

Advertisement:

The Supporting Cast

    Cid Previa 
https://static.tvtropes.org/pmwiki/pub/images/face11_0.png
Voiced by: Hiroaki Ishikawa (Japanese) [Legend of the Crystals]

The requisite "Cid" of the game, he's an elderly inventor and scholar who researches the Crystals.


  • Cool Old Guy: Breaks out of prison cells with dynamite (or tries), resurrects ancient technology, bickers with Galuf.
  • Determinator: According to Mid, Cid never gives up in the face of mistakes.
  • The Engineer: Handles the party's machine-related needs. He converts a ship to a submarine and fixes a thousand year-old airship for them.
  • Heroic BSoD: After the Fire Crystal breaks he runs off to brood in the pub. Mid snaps him out of it.
  • Gadgeteer Genius: Invented the Crystal machines.
  • Ignored Expert: When he tries to shut down the amplifier on the Fire Crystal, he's thrown in prison. Queen Karnak being possessed did help, probably, but judging by the rest of the kingdom's behavior Exdeath didn't need to do that much work. They only backtrack when a crack appears on the crystal.
  • Must Make Amends: One reason he pulls all-nighters to find adamantite, reactivate meteorites, and refurbish vehicles. He blames himself for the destruction of the crystals and is working as hard as he can to fix his mistakes.
  • My God, What Have I Done?: Inventing the crystal amplifiers. He did realize the danger they posed after the Wind Crystal shattered, but by then it was too late to stop.
  • Non-Action Guy: With the pretty good reason that he's old. He still alludes to it near the end by saying that he can't fight for beans, so fixing machines for Bartz and co. is the only way he can help save the world.
  • Think Nothing of It: He brushes off the party's thanks for refurbishing the airship with adamantite and says he doesn't need to hear it. Given his comments before sending them off to the Very Definitely Final Dungeon, it's probably a combination of It's What I Do and some guilt over not being able to do more.
  • Unwitting Pawn: Exdeath used his machines to help destroy the Crystals that sealed him.

    Mid Previa 
https://static.tvtropes.org/pmwiki/pub/images/face12_0.png
Voiced by: Etsuko Kozakura (Japanese), Julia Fletcher (English) ['-Legend of the Crystals'']

Cid's grandson. He is a bookworm and an inventor who looks up to his grandfather.


  • Bookworm: He's so absorbed in his reading he doesn't even notice the party's battle with a vicious book-demon behind him.
  • Determinator: He shares his grandfather's conviction to "just try again" after failures.
  • The Engineer: He seems just as adept as Cid.
  • Get A Hold Of Yourself Man: Towards his grandfather, snapping him out of his Heroic BSoD.
  • Insufferable Genius: He would be insufferable if he wasn't so funny.
  • Mythology Gag: There have been several references to Mid in the series. "Mid" is one of the default names for the Red Mage job in the remakes of Final Fantasy I, The grandson of IV's Cid Pollendina grandson in The After Years is named Mid, and Mid is Balthier's true middle name in XII.
  • Nerd Glasses: Big round orange-tinted lenses.
  • The Pollyanna: He's always cheerful about whatever challenges the party presents them with, is totally confident in his and his grandpa's abilities, and shrugs it off whenever a ship is lost.
  • Ungrateful Bastard: Averted. He seems like it when he snaps at the party for disturbing his reading (by fighting off a book demon that was about to eat him), but later he thanks them... for whatever they did.

    Alexander Highwind Tycoon 
https://static.tvtropes.org/pmwiki/pub/images/face7_0.png
Lenna's father, the king of Tycoon. Sets off to the Wind Shrine at the beginning of the game; when he doesn't come back, Lenna sets out after him, beginning the story of the game. He's also the father of Sarisa, AKA Faris.
  • Brainwashed and Crazy: Exdeath forces him to manipulate the party into allowing the last crystal to be shattered and then attack them. Krile snaps him out of it before he can do serious damage to them, though.
  • Disappeared Dad: His disappearance is a major plot point that also causes a great deal of personal worry for Lenna, and for some reason Faris.
  • Dragon Rider: With his wind drake, Hiryu.
  • Get A Hold Of Yourself Man: If you select "yes" in the flashback where Jenica asks if Lenna really intends to kill Hiryu, Alexander will rush into the scene and slap her.
  • Mythology Gag: His middle name is the common Dragoon last name, "Highwind".
  • Royals Who Actually Do Something: He's the only monarch with any sense of responsibility towards his kingdom's Crystal. Prior to the game, he also spent a lot of time travelling personally to Find the Cure! for his wife.

    Dorgann Klauser 
https://static.tvtropes.org/pmwiki/pub/images/face8_0.png
Bartz's father, who died three years prior to the events of the game. He trained Bartz in fighting, and is the one who encouraged him to become a wanderer. He is also one of the Warriors of Dawn and hail from Galuf's World. He decided to remain in Bartz's World to ensure the seal on Exdeath does not break.
  • Daddy Had a Good Reason for Abandoning You: His watch over Exdeath's seal often took him far from home. Bartz didn't seem to mind and Stella was pretty resigned to her husband's frequent disappearances. After her death, Dorgann just took Bartz with him.
  • I Choose to Stay: Stays behind in the first world to keep watch over Exdeath.
  • Posthumous Character: He died three years earlier, but he's a big influence on Bartz's life.
  • What the Hell, Hero?: He's not pleased with the other Dawn Warriors for sealing Exdeath on someone else's planet and almost doesn't help them do it. He also insists on staying to take responsibility for it.
Advertisement:

    Xezat Matias Surgate 
https://static.tvtropes.org/pmwiki/pub/images/face10_0.png
A former Warrior of Dawn, the King of Surgate and good friend of Galuf. The party lands in the middle of his navy when he attacks Exdeath's barrier.
  • Cool Old Guy: Just like Galuf.
  • Don't Call Me "Sir": He prefers the title "Xezat the Swordsman" to his kingly one.
  • Master Swordsman: Famed among his fellow warriors for this.
  • Pyrrhic Victory: He deactivates the Barrier Tower's power source to allow Bartz to Exdeath's castle but becomes trapped in the process, leading to his death.
  • Pungeon Master: He likes to crack up a few jokes here and there.
    Xezat: I'm coming! Hang in there!
    Galuf (Who is hanging off of a ship's bowsprit): That pun was so bad, I'm gonna fall on purpose...
  • Royals Who Actually Do Something: You meet him on the flagship of the fleet he's leading against Barrier Tower.

    Kelger Vlondett 
https://static.tvtropes.org/pmwiki/pub/images/face9_0.png
The leader of the werewolf village of Quelb. One of the Warriors of Dawn.
  • Doppelgänger Spin: His signature attack is to run in circles around his opponent so fast that they can't tell which image is him.
  • Our Werewolves Are Different: Lone Wolf aside, they're a friendly lot.
  • Poor Communication Kills: His often-jumped-into-conclusion attitude costs him dearly when Bartz defeats him in a duel, leaving the old werewolf bed-ridden for the rest of the game.

    Ghido 
An ancient sage, who happens to be a tortoise. He has a very dry wit and loves to pick on Bartz.
  • Actually, I Am Him: The party finds a turtle in the cavern the sage lives in, so Bartz starts bopping its shell. Everyone but Galuf is astonished when it speaks to yell at him and introduce himself as Ghido.
  • Deadpan Snarker: Everything he says to Bartz is a veiled insult.
    • Well, sometimes veiled. Lines like "so enthusiastic and yet so stupid" aren't really subtle.
  • Minored in Ass-Kicking: He's most useful as a source of knowledge and hangs around the Ancient Library as soon as he can get to it, but he would like you (and Exdeath) to know that he did not spend seven centuries just munching on pizza. Let that sink in. This turtle can trade blows with fucking Exdeath.
  • Telepathy: He telepathically contacts Krile to page Galuf.
  • Weirdness Censor: He's a turtle. Bartz, Faris, and Lenna are the only people who find this strange—Galuf and the scholars in the Ancient Library don't bat an eye.
  • Wise Old Turtle: He's a talking turtle around the size of a human, the oldest living creature in the world, supremely wise and monumentally sarcastic (especially towards Bartz) and he can engage Exdeath in hand-to-hand combat that leaves the young adventurers positively flabbergasted. He still needs help flipping over if knocked on his back, though.

The Villains

    Exdeath 

https://static.tvtropes.org/pmwiki/pub/images/ios_exdeath_version_2559.png
"Time for your viscera to see the light of day! Now DIE!"

Voiced by: Tarou Ishida [Dissidia] then Naomi Kusumi [Dissidia NT](Japanese), Gerald C. Rivers [Dissidia] (English)

The main villain and Final Boss of V. "Exdeath" was once a tree in the Great Forest of Moore which was used as a prison for evil souls to inhabit. Eventually the souls merged into the form of the warlord seen in the game. Exdeath's eventual goal is to control the Void Between the Worlds and erase everything.


  • Amazing Technicolor Battlefield: The battle with Neo Exdeath has a trippy tunnel effect similar to IV's Zeromus. In both cases, it's the first non-static background seen in the game. We're also treated to this quote whenever he activates Grand Cross, which itself has become a meme: "The laws of the universe mean nothing/are in chaos!"
  • And Your Little Dog, Too!: He swallows Bartz's hometown and the Moogle Village just to show off his newfound power over the Void. They are restored once Exdeath is slain.
  • Big Bad: His release and his desire to control the Void to become a god is the reason the warriors have to fight him.
  • Black Knight: His 'human' guise is an odd blend of this and a Paladin, wearing sky-blue armour with gold trimmings. He also specializes in Holy-based attacks.
  • Body of Bodies: When he's turned into Neo Exdeath, his form looks like a bunch of demonic entities mushed together.
  • Botanical Abomination: His initial final boss form: A gigantic tree with a demonic face, with Exdeath's midsection sprouting from the top.
  • Cardboard Prison: The Dawn Warriors booted him out of their dimension, with Dorgann staying behind as warden. As a dustbin for evil creatures, Exdeath himself is an embodiment of this trope.
  • Card-Carrying Villain: You can tell Exdeath enjoys being the hammy villain he is.
  • Clipped-Wing Angel:
    • Exdeath uses Condemn as part of his AI routine, so dragging out the battle will ensure death at his hands. Specifically, the Light Warriors must deal exactly 16,768 damage to trigger the switch to his (much easier) second routine.
    • His mutated forms. The heroes can easily beat the tree before it attacks if they just Drain the its MP. Between the Magic Lamp and Break Spellblade, they can instakill half of Neo Exdeath.
  • Contractual Boss Immunity: He is technically weak to Holy. But your characters have no way of casting that until much later, so Exdeath lacks any exploitable weakness in his Castle. Sleep, Silence, and Break are blocked by Exdeath's many status immunities; he is also immune to Old, so no Ancient Sword, either.
  • Damage-Sponge Boss: Exdeath has a monstrous 32,768 HP.
  • Disc-One Final Boss: After your initial confrontation, he reduces himself to a splinter and hides until he's ready to fight again.
  • Disc-One Final Dungeon: Exdeath had a castle erected on one of the larger continents in Galuf's World, where he sent his minions in all directions to lay siege to neighboring kingdoms. After his imprisonment, he returns to Castle Exdeath to resume his project of opening the Void.
  • Duel Boss: After destroying the crystals, Galuf's last stand has him fighting Exdeath alone in the Great Forest; it is impossible to lose this duel, but the player can and must provide battle input.
  • Dummied Out:
  • Evil Is Bigger: The boss sprites are always much bigger than the characters, but even so, he towers over the Light Warriors in the mobile/PC port and Dissidia.
  • Evil Cannot Comprehend Good: He thinks that Galuf is foolishly trying to overpower him with "hatred." He's wrong...
  • Evil Is Hammy: Tied with Kefka as the ur-example of this in Final Fantasy. His personality can be described as a Saturday Morning Cartoon villain cranked up to 11.
  • Evil Is Not a Toy: During the final battle, he becomes consumed by the Void which he had attempted to gain control over.
  • Evil Overlord: He has the multitude of demons sealed in the Rift at his beck and call, apparently by promising to reshape the world for them to rule. There's also the fact that he himself is actually composed of multiple demons.
  • Evil Sounds Deep: He went from a less-popular villain who was shoehorned in between IV's Golbez and VI's Kefka, to a fan favorite once Gerald C. Rivers (M. Bison!) was cast in Dissidia to convey his hamminess.
  • Evil Is Visceral:
    • Exdeath's crystalline fortess is an elaborate glamour to conceal the fleshy, bone-covered walls and steaming lava pits within.
    • During the climax in the Interdimensional Rift, Exdeath's 'tree' form has exposed muscle tissue beneath its bark.
  • Fighting a Shadow: In the Merged World, the Sealed Castle is patrolled by "Exdeath's Souls": which are ghostly replicas.
  • Final Boss, New Dimension: Pursuing Exdeath into the Interdimensional Rift.
  • Final-Exam Boss: Neo Exdeath is divided up into four parts, each of which has a unique nature and thus a weakness. The first part is considered a "Dragon", so it takes extra damage from Apollo's Harp, the Dragon Lance, and the Dragon's Whiskee. The second part is vulnerable to Stone status or the Beast Killer whip. The third part is "Human", so the Man-Eater will reap bonus damage. Finally, the fourth part is the only one not classified as "Heavy", and thus can be killed by Odin.
  • Four Is Death: Neo Exdeath has four targets on his body who all have to be destroyed to kill it.
  • From a Single Cell: Or rather, a single splinter in Krile's hand, he can regrow into the familiar Exdeath shape.
  • Genius Bruiser: Exdeath relies on his high Defense to thwart melee attacks in battle. He's got a Herculean physique (which makes him stand out among Dissidia's rogues gallery). He's equally powerful in magic, as well as a keen strategist.
    Bartz: Exdeath! No way we'll let you get away with this!
    Exdeath: Mwa-hahahaha... Have you any idea what I plan to get away with in the first place?
  • A Glass of Chianti: This rather inexplicable piece of Amano art has him lounging in armor with a snifter of unidentified liquid.
  • Godhood Seeker: Wishes to control the Void for this purpose.
  • Healing Factor: Exdeath can seemingly regenerate from anything thrown at him, and quickly at that. The Dawn Warriors were unable to put him down permanently, leading some of them (over Dorgann's objections) to propose dumping him in Bartz's World as the sensible option. When the Void consumes Exdeath, however, his healing ability is nullified and his body loses cohesion (à la Zeromus in FFII), creating Neo Exdeath. This is just as bad for you as it is for him, since Neo Exdeath is the final opponent of the game and can be a bit of a challenge.
  • Humanoid Abomination: Two arms and two legs, at least.
  • Implacable Man: The reason why he was sealed away. Nothing Galuf and the other Warriors of Dawn did was able to kill him.
  • Kick the Dog:
    • After his "defeat" in Castle Exdeath, he reduces himself to a splinter to hide among the group until he can unleash the next phase of his plan. He could have lodged in anyone's hand, but he picks Krile, the granddaughter of the old enemy he'd just killed.
    • After gaining the power of the Void, he uses it wantonly to erase several towns, in a manner similar to Kefka randomly firing his "Light of Judgement". There really was no reason for him to use the Void on Bartz's hamlet (aside from the fact that Dorgann chose to retire there), along with several other towns that had no bearing on the main plot whatsoever.
  • Knight of Cerebus: Despite his bluster, he is pretty good at outmaneuvering the heroes. The game gets noticeably more serious when he is on-screen. And usually somebody you cared about dies.
  • Leitmotif: "The Evil Lord Exdeath". Complete with "Psycho" Strings and Evil Laughter in the background!
  • Light Is Not Good: He knows Holy and is not afraid to use it. Then there is Almagest, the strongest Holy elemental ability. He also knows Dispel, another White Mage-exclusive spell.
  • Made of Evil: An amalgamation of evil spirits who have become one, nihilistic being.
  • Magic Knight: Wears bulky armor, wields a large sword, has strong melee attacks... and magic to kill you many times over.
  • Merger of Souls: Exdeath came about after several creatures were sealed within a tree in the Great Forest of Moore.
  • Names to Run Away from Really Fast: Exdeath? You can be sure his objective isn't world peace.
  • Omnicidal Maniac: Neo Exdeath wants to destroy everything in existence so he, too, can disappear. Whether or not this was the original Exdeath's goal is an open question.
  • One-Winged Angel: His tree form and Neo Exdeath, his Void-ified form, make up the game's final battle scenario. It's the first final boss in Final Fantasy to have multiple phrases to it. (The Cloud of Darkness was a separate entity from III's Xande, and IV's Zemus was a Cutscene Boss.)
  • Our Centaurs Are Different: The horned figure who can be seen during the final fight in the Void was apparently a possible design for Exdeath.
  • Our Demons Are Different: He's a mass of demons sealed in a sentient tree.
  • Outside-Context Problem: The reason for the first two crystals shattering seems to stem from their overuse, but the Water Crystal indicates that there's some outside force accelerating it. It's not until Karnak that Exdeath is mentioned by name. (Galuf's amnesia prevents him from remembering.)
  • Percent Damage Attack: About through his initial AI script, Exdeath casts Blaze, which deals a quarter of your max HP in fire damage. The game anticipates it being neutralized by a Flame Ring, so the bad options are Thundagas that do full damage, or either of Exdeath's two melee attacks.
  • Power of the Void: His obsession is to obtain the Void which was sealed away and use it for his own ends.
  • Recurring Boss: After he's freed, the party has to fight Exdeath several times throughout the game (much like Golbez and Kefka), including at the end of it.
  • Scary Impractical Armor: The armor is molded to his muscles, colored cyan, and honestly doesn't look like something a human could practically wear. This is probably justified in that he's not human.
  • Sealed Evil in a Can: He was sealed deep beneath the earth in a forest in Bartz's World using the power of the four Crystals, since the Dawn Warriors could not find a way around his seeming immortality. Secondly, the Great Forest of Moore once contained a tree that was used to seal away evil spirits, demons, and other such creatures. Eventually, so much evil was sealed away within the tree that the tree itself turned evil, morphed into a human shape, and left the forest to terrorize the world. That tree is Exdeath.
  • Shoulders of Doom: Those spikes have got to be over a foot high.
  • Spikes of Villainy: Both the devil horns on his head and the shoulder spikes.
  • This Cannot Be!: The normally-unflappable Exdeath succumbs to his fear—along with the Void—after you defeat his 'tree' form, causing him to be absorbed.
  • Tin Tyrant: A stepping point between Golbez and Kefka Palazzo. Fun Fact: He's the last major villain to wear armor until XII's Judges, and the last out of an almost unbroken line for the first five games (III being the exception).
  • Turns Red:
    • The final Exdeath Tree AI routine has a 1/3 chance of pulling off Meteo.
    • Part #1 of Neo Exdeath does nothing but spam Grand Cross, but it actually has three AI scripts whereby it uses Grand Cross more frequently as it decreases in health.
  • Villain World: According to the scholars on Galuf's World, it used to be much more verdant before Exdeath's rampage 30 years ago.
  • When Trees Attack: What happens when you use a tree in a magic forest as a trash compactor for evil spirits.
  • Where I Was Born and Razed: The tree which became Exdeath originated in the Great Forest of Moore. In his race to destroy the Crystals of Galuf's World, he burns down the entire forest, save for the eldest tree, because the forest would not allow him to enter.
  • Why Won't You Die?: Exdeath says this to Galuf during the latter's Obi-Wan Moment.
  • You Have Failed Me: He finally gets fed up with Gilgamesh's incompetence and sentences him to the rift between dimensions, where Gilgamesh has been wandering ever since.
  • You Killed My Father: After Galuf dies of exhaustion from battling Exdeath, his granddaughter Krile replaces him as the fourth party member.

    Gilgamesh 

https://static.tvtropes.org/pmwiki/pub/images/gilgamesh_ios_1566.png

“Enough expository banter! Now we fight like men! And ladies! And ladies who dress like men! For Gilgamesh...it is morphing time!”

Voiced by: Kazuya Nakai (Japanese) and Keith Szarabajka (English) [Dissidia, World of Final Fantasy and various media]

Exdeath's Number Two for Brains. An enthusiastic warrior who challenges the party several times throughout the story.


  • Antagonist in Mourning: He is saddened to find out that Galuf has been slain, to the point he stays silent for the rest of the battle, in total contrast to his normal self.
  • An Arm and a Leg: He somehow loses three of his arms in VIII, replacing them with obvious cardboard cutouts.
  • Autobots, Rock Out!: All of his battles (except for the first demo fight) have the bass-heavy "Battle/Clash on the Big Bridge" theme replace the stock boss theme.
  • Blade on a Stick: In his two-armed form, it's his primary mode of attack. He also uses Dragoon-like Jump attacks. This is less true of his subsequent cameos. It's brought back as a Character Check in his various mobile games.
  • Boisterous Bruiser: Hammy, boastful, and packing a punch.
  • Bootstrapped Leitmotif: In your very first encounter, his battle sequence uses the usual boss theme. However, the second encounter on the Big Bridge includes one of the series' all-time most popular tracks, "Battle At The Big Bridge," and every subsequent encounter with Gilgamesh (yes, including all of his subsequent cameos elsewhere in the series) features the tune.
  • The Cameo: He's notable for being the only character so far to appear in other numbered games while retaining his memories from V; as in, he's not playing a different guy with the same name (apart from his appearances in IX and XV who bear no relation): either as a boss fight, a summon, or both. To date, he has appeared in remakes of I, IV, and VI, as well as IV: The After Years, VIII, XII, XIII-2, Type-0 and Dissidia 012. He also cameos in World of Final Fantasy and Mobius Final Fantasy during the latter's anniversary event.
  • Clipped-Wing Angel: His multi-armed form may look complex and dangerous, but due to wielding the Joke Weapon "Excalipoor', he can barely inflict Scratch Damage i.e. 20-30 HP at most.
  • Continuity Cavalcade: His subsequent appearances. Not just the fact that he's the same character and thus references events from this game, but he has a habit of picking up bootleg versions of signature weapons from other FF games—even the games he never appears in! (Such as Cloud's Buster Sword and Tidus' Brotherhood.)
  • Defeat Equals Friendship: Mostly by dint of being fired. With each subsequent battle with Bartz and company, he becomes more and more friendly with them, culminating in potentially performing a Heroic Sacrifice to save them from Necrophobe.
  • Everything's Better with Samurai: While the game never explicitly describes him as one, Gilgamesh visually is a mashup of samurai and kabuki styles, his signature equipment set is the Genji equipment (named after the alternate reading of the Minamoto clan, one of the earliest samurai clans), he frequently has at least one katana among his possessions, and the spear he uses in his sprites most strongly resembles a naginata.
  • Final Speech: Before casting Self-Destruct, he stops to give a personal little goodbye to each of the Light Warriors.
  • Forgot Flanders Could Do That: His lackluster battle prowess and sword-obsession in other parts of the series. He doesn't actually use a sword until he grows extra arms, and he only uses one. What's more, he's a challenging boss most of the time and is described by one NPC as having defeated an entire Redshirt Army on his own. At some point, his incompetence was toned down and written off as being a capable fighter who's held back by a mix of bad luck (particularly when it comes to weapon appraisals...) and his over-confidence. He can One-Hit Kill boss characters in VIII, he's one of the deadliest Mark Hunts in XII, XIII-2 describes him as a legendary warrior, and XIV shows him defeating countless wandering duelists before encountering the player. XIV also expands interest his in weapons back to spears (his starter weapon in V), as he spends most of his early appearance seeking out a halberd.
  • Friendly Enemy: Grows into one as you keep beating him.
  • Goldfish Poop Gang: The first example in the franchise.
  • Ineffectual Sympathetic Villain: You gotta feel sorry for him when Exdeath dooms him to the Interdimensional Rift for his repeated failures, ensuring that Gilgamesh will never return "home".
  • Incoming Ham:
    • Gilgamesh's speech before the battle on the Big Bridge.
    • "BAAAAAARTZ!!"
  • Large Ham: "INCONCEIVABLE!"
  • Mascot Mook: One of the better-known characters in the series, due to his massive amount of appearances and memorable theme song.
  • Medium Awareness: It appears he has developed this due to his travels in the Rift. He breaks the fourth wall in his XIII-2 DLC, and his appearance during the 1st anniversary event for Mobius Final Fantasy confirms it: He starts speaking in text boxes that Wol and Echo can apparently see (hear?) and claims that his "fans" demand it!
  • Multi-Armed and Dangerous: When he morphs in Castle Exdeath. Also subverted because the boss fight becomes a complete joke at that point, and Exdeath immediately banishes him.
  • Phantom Zone: As punishment for his constant bungling, he gets tossed into the Interdimensional Rift by Exdeath. This doesn't kill him, however.
  • Punch-Clock Villain: Gilgamesh happily follows his orders to stop the heroes, but he enjoys their battles (at least until he loses) and considers them worthy foes.
  • Recurring Boss: Gilgamesh is fought a handful of times once the Light Warriors arrive on Galuf's World.

    Demons of the Rift 
When Exdeath sought to obtain the power of the Void, he released the legendary demons of the Interdimensional Rift, some whom he sent out into the world to stop the Warriors of Light, others guarding the way to the center of the Void, should the Warriors of Light make it inside. According to them, the demons of the Rift believe Exdeath would create a new world of darkness for them to inhabit.
  • 13 Is Unlucky: Invoked as there are 13 of them.
  • Demonic Possession: The demon Melusine possesses Lenna at one point.
  • Master of Illusion: The demon Halicarnassus outright refers to himself as this, and naturally uses illusions as a power.
  • Our Vampires Are Different: Necrophobe, the final demon to be faced, is a vampire-like entity.
  • Politically Incorrect Villain: The demon Wendigo insults the party by calling them "a bunch of girls". Three of the party at that point are women.
  • Predator Turned Protector: Some of the demons were sent out to hunt down the Warriors of Light, but others were assigned to guard the centre of the Void in case the heroes made it that far.
  • Terrible Trio: The demons Triton, Nereid and Phobos are fought together as a team.
  • Villain Ball: The demon Azulmagia will only attack the heroes if they admit they are heroes; furthermore if you use the spell Self-Destruct on him he will learn it and use it on himself for no reason.
  • We Can Rule Together: The reason they worked for Exdeath was that he promised them a share in the new evil world he was going to create. How truthful he was being is anyones guess of course.
  • We Hardly Knew Ye: A red demon confronts the party as they go for the last tablet that will give them access to the Twelve Sealed Weapons but is killed by Leviathan, the guardian of the tablet, who the party optionally has to fight instead.

    Enuo 
The original evil. A dark wizard who 1,000 years before the events of the game nearly destroyed the world and whose defeat caused the world to split in two.
  • Ascended Extra: Went from being The Ghost in the original version to the ultimate opponent in the GBA version.
  • Bonus Boss: In the GBA version.
  • Deal with the Devil: As a wizard, he decided he would trade his immortality for mastery and control over the Void.
  • Eldritch Abomination: His design is pretty humanoid, actually. Apart from the vest made of tentacles that may or may not be part of his body.
  • Expy: Enuo's design(seen above), takes a lot from Yoshitaka' Amano's concept art of Garland, and of Chaos, from Final Fantasy I. Also, Enuo, as noted in the Shout-Out trope below, is also named after Enuo, the goddess of war and discord, sometimes identified with Eris, which ties him to the modern interpretations of Chaos, and Chaos is named the God of Discord, in Dissidia Final Fantasy. The Sealed temple Enuo is fought in, has also parallels to the Chaos Shrine.
  • The Ghost: In the original versions. Averted starting with the GBA version, where he was promoted to Bonus Boss status.
  • Greater-Scope Villain: He's indirectly responsible for the events of the game, and his presence can be felt through the Void.
  • Sealed Evil in a Can: His domain is entitled the Sealed Temple.
  • Shout-Out: Possibly to Enyo, Greek goddess of destruction and counterpart of Ares, whose name could also be transliterated as Enuo.

The Job Classes

The backbone of Final Fantasy V, these warrior spirits are acquired through the shards left behind after Exdeath breaks each successive Crystal.

Most of the new jobs would return in Ivalice Alliance after the Job System was retired from the main series; only Blue Magic had a regular role between the SNES and PlayStation 2 era. Time Mage, Samurai, and Chemist made a rare appearance in X, and a few others were included in X-2 as an homage to the classic games. Others made it into the MMOs as support classes.

    Freelancer 
The "base" job of the game. All of the characters start out as one.
  • Anti-Frustration Feature: For mastering a job, they get all of its innate abilities apart from Berserk or Undead (for practical reasons). Even though it seems like Berserk should be an innate ability of the Berserker job.
  • Badass Normal: In the beginning, they don't have any superpowers; they're just an average Joe with no specialized skills and not a whole lot of gear. Despite this seeming handicap, they do well enough.
  • Cast Speciation: Their stats are exactly what you would expect, totally average. The base number for all stats is 24, which is modified by each character's job (which is nothing in this case), along with a slight bonus for each of the four. For example, Bartz gets an extra +4 Strength and +3 Vitality. He is best suited for dishing out and taking punishment.
  • Crutch Character:
    • Freelancers have great Defense at the start, but they're still pretty shaky in terms of actual HP.
    • Garula, fortunately, is super-easy for Freelancers. Not only do they have access to Rods (which cast high-level magic when broken in battle), they can take a trip to Tycoon and buy cool weapons that no other job can use at that point. In particular, the Whip can Paralyze Garula.
  • Early Game Hell: The early game can be a pain for Freelancers. Knights and Monks they are not. Mediocre stats and no abilities. Master enough jobs, and they will become a juggernaut due to all of the skills and stat-ups.
  • Magikarp Power: They whip into shape up at the end of the game. As in, after you've played through the rest of the game. The builds you use when you don't have everything are far more interesting/important than which options you use when you're overpowered enough to steamroll anything.
  • Master of All: A Freelancer will learn the innate abilities of any job you master. i.e. the skills those jobs automatically use for free. The Monk's innate is the Counter passive ability. So if Galuf masters Monk, then his Freelancer will use Counter without consuming an ability slot.
  • Multi-Melee Master: This class can equip any piece of equipment. For example, Knights acquire great weapons late in the game, but since ABP investment in Knights gets you little in return, you can opt for a Freelancer with those same weapons.
  • Player Nudge: Playing as them has the odd effect of removing Ability Points from the game; Freelancer will never earn a single ABP. The printout won't appear at the end of battles. Even with an arsenal of gear from three Worlds, they can't touch the Knight or Monk—let alone the Water, Fire, and Earth Jobs. The real problem is their low stats and inability to boost damage, which limits their chance of hitting anything. Missing over and over again with Excalibur is not fun. They need to master jobs to be competitive.
  • Prestige Class: The Freelancer and Mime inherit the stat bonuses from any job they master. If Galuf, say, masters the Monk, his Freelancer will have higher HP than normal. Bonuses don't stack: If you master the Black Mage, then that Freelancer will have the same Magic power as a Black Mage. If you then master the Summoner, it will switch to the Magic power of a Summoner, since the Summoner has more. Stat bonuses carry over, but stat penalties do not; there is no drawback to mastering jobs, apart from the time investment.

Wind Crystal Jobs

    Knight 
https://static.tvtropes.org/pmwiki/pub/images/FF5-Knight_7101.png

Defenders of justice, protectors of the innocent. The quintessential Good Guy and a master swordsman, charging into battle in gleaming heavy armor. They provide some added muscle in the early game, as well as some nice equipment options.


  • Added Alliterative Appeal: The Brave Blade.
  • Boring, but Practical:
    • Have a dedicated Knight with a Two-Handed weapon, and they will never need to change jobs once. Even at full power, the damage from the Brave Blade is a bit underwhelming. With Two-Handed, though, the Brave Blade starts with an Attack of 300. And that's a lot.
    • There are a few boss fights where a Monk can combine Counter with Guard to ensure victory.
    • Equip Shield on a job which usually doesn't do anything with its free hand. Equip Armor on a job which could use the higher Defense. Equip Sword on a job which typically has to make do with weaker weapons. For Blue Mage, Goblin Punch and a strong sword can work out great.
  • Crippling Overspecialization: A number of monsters have a nasty response prepared when hit with weapons. Since the Knight never uses anything but swords, this leaves them wide open to counter-attacks in some places, the worst example being the Great Sea Trench. The reliance on swordplay makes them susceptible to enemies that can buff their own Defense.
  • Critical Status Buff: Guard is only useful when Cover kicks in, i.e. when your party members are at critical health.
  • Crutch Character: Knights have solid Strength and Stamina, but they're not the greatest, and players probably won't see themselves mastering Knight before other jobs. (They're only so-so as Freelancer fodder.)
    • Two-Handed works great with Spellblade for the short period before Samurai. Mystic Knight is actually kind of lackluster against randoms, so they'll probably want to increase their Strength, and Two-Handed gives them a means to do so rather early.
    • There is little reason keep a Knight around beyond learning Two-Handed. But they have some niche uses; using Guard and Cover to neuter melee attacks being the main one. A Knight will eat all of Garula's attacks, so long as the rest of the party is near-death. Galura cannot harm a character wearing a set of 'heavy' armor.
  • Defend Command: Guard nullifies all melee damage until their next turn.
  • Draw Aggro: Brave warriors who will shield weakened allies from melee damage.
  • Elite Tweak:
    • Blue Magic is useful. Goblin Punch allows the Knight take the rear, making them a more effective tank/Cover character. White Wind covers their healing needs. Blue Magic has other ways to damage, debuff, and inflict status ailments when a sword swing isn't that useful.
    • Rapid Fire is good on anything, but it really shines on a Knight with the Blood Sword. Bone Mail not only makes for an entertainingly themed 'Dark Knight', but renders them unstoppable: crazy-high Defense coupled with a constant Drain effect from the sword. The only thing this setup has to fear is Red Dragons; they are custom-tailored to foil it.
  • Excalibur: The Holy sword Excalibur is among the Legendary Weapons.
  • Gendered Outfit: The men wear red armor, the women wear blue, and Krile wears pink.
  • Healing Shiv: When combined with a Flame Ring or Flame Shield, the Knight can whack themselves with the Flametongue for huge health restoration.
  • Kill Streak: They can claim the Brave Blade at the start of the third World. Brave Blade is the opposite of the Chicken Knife: it starts with an attack value of 150, and goes down little by little each time you run from battle.
  • Knight in Shining Armor: Knights are solid throughout the whole game, though expensive when keeping their gear up to date. But money isn't a problem in this game.
  • Knightly Sword and Shield: They have shields for added durability. The Knight is unique in that they can also carry knight swords; only Freelancers and the late-game Gladiator can do the same.
  • Long-Range Fighter: The Blood Sword. All the damage dealt is Drained by the user (except against the Undead of course), and it counts as a magical attack. This means the damage isn't halved by Back Row.
  • Magic Knight: Knight has Strength and Vitality in spades, while suffering from lousy Magic power. Knight swords, however, are powerful indeed, and include elemental weapons like Flametongue, Icebrand, and Excalibur.
  • Mighty Glacier: Second only to the Monk in terms of melee damage. Many of the best weapons can only be used by the Knight (or Freelancer) and do insane damage when combined with Two-Handed. Knights are actually faster than a Freelancer, but in combat, the weight penalty from their armor causes them to act last.
  • Mythology Gag: They look similar to Cecil's sprite as a paladin, especialy Bartz as a Knight, who looks nearly identical to Cecil's SD artwork, but without a cape, and a slightly different headwear.
  • Not the Intended Use:
    • As long as Two-Handed is set ahead of time, it will continue to function. This works particularly well when the Knight uses the Aegis Shield to block Exdeath's Petrify spell, then drops it for Two-Handed when Neo Exdeath appears.
    • Bone Mail repels Cure spells, but it causes no problems for a Knight, since they can swap in Flametongue and a Fire Shield at any point, heal themselves with fire, then swap them back out on the next turn.
    • Equip Sword on a Blue Mage. The Brave Blade has the potential to be one of the strongest weapons; as an added bonus, Brave Blade will always be at 150 Attack power for Goblin Punch purposes, no matter how often you run away. It can also be used to give the Blood Sword to a Ranger or Dragoon; Aim, Rapid Fire, and Jump ensure that this imprecise sword hits every time.
  • Powerful, but Inaccurate: The Blood Sword has a 25% Hit Rate. It's only worth using with abilities that never miss like Aim or Rapid Fire.
  • Shields Are Useless:
    • Two-Handed. Swords, katanas and axes can all benefit from the double damage. In fact, for classes that use them, it's often better than Dual-Wielding: gripping one weapon in two hands means they don't have to buy twice as many weapons, or make do with an inferior one in the other hand.
    • Characters generally don't want to swap away extra damage for a shield, partly becauss early-game shields aren't worth much. Only late-game shields make a difference, at which point they probably stopped using Two-Handed a while ago.
  • Useless Useful Spell: Guard reduces all physical damage the Knight takes to zero. It doesn't work against magic, however, and the worst threats in this game are magical. Furthermore, thry cannot attack and use Guard at the same time, and what good is a fighter who does nothing but defend themselvea? Guard isn't all that useful, but there are a few places where it can come in handy.

    Monk 
https://static.tvtropes.org/pmwiki/pub/images/FF5-Monk_998.png

Tighten your black belt and focus your chi. As a damage-dealing machine, these bare knuckled fighters can take down even the most powerful monsters with naught but their fists.


  • Anti-Frustration Feature: They have a ludicrous amount of HP for someone who's tied to the medium armor set. The Kaiser Knuckles accessory is worth 25 levels' worth of damage (+50 attack), and is perfect for keeping the Monk around for longer.
  • Awesome, but Impractical:
    • Counter isn't worth the ability slot.
    • There are tricks to make them stupid powerful, but that's kinda niche. By the time they've been built up enough, a regular party would've made short work of the enemy.
  • Badasses Wear Bandanas: The Monk does what they advertise: dish out damage and Counterattacks with a Far Eastern flair. Bartz and Faris both wear bandannas.
  • Bare-Fisted Monk:
    • The Monk's punches cannot be boosted. There is, however, a feature which makes their fists stand out among all other weapons: Fists' Attack Power is not static. It's based on Level. This means that their Level is factored in twice rather than once, and Barehanded punches grow in power.
    • Monks don't get armor, but they hit very hard. The Monk has the highest Strength and Stamina in the game, which also means they have the most HP. Early on, Monks they can pummel anything to death before their low Defense becomes a problem.
  • Boring, but Practical: Monk peaks early, teaches most of their worthwhile skills early on, is mediocre for the rest of the game, then becomes solid again when you're looking for Freelancer bonuses. The one ability which really rocks the house is Barehanded: it turns every job into a reliable fighter and boosts their Strength to the game's highest level. Even if they don't need the Strength bonus, Monk gets the best health bonus this game has to offer.
  • Counter-Attack: Counter is a free turn of attacking. Ironically, the Counter ability can really mess up your plans if you want to keep the enemy alive.
  • Critical Hit Class: Bare fists have an 8℅ chance to critically strike. It's one of two ways to trigger critical hits without consuming MP.
  • Crippling Overspecialization: Monk is a World 1 job because they never actually increase in worth. Their inability to equip weapons largely cancels their damage.
  • Crutch Character:
    • Barehanded gives them a free weapon. It's one of the strongest melee attacks around for quite a while. The Monk's high points in the game are the very first dungeons, when melee attacks are plentiful (and Counter excels) and equipment is marginal (so the Monk's HP excels). This also gives them a nice moment in Karnak and around Regole, when all the shiny new equipment eats a hole in your wallet.
    • Their damage falls off when compared to the other classes, so they need to be in the front row, but they don't take hits well.
  • Elite Tweak: Chemist abilities. Since their Attack power is tied to their level, Mix will see a tremendous boost in damage. Some Mix outcomes are also based on the caster's HP and can provide excellent results. In Galuf's World, you might see them make a reappearance as a Mix monkey.
  • Herd-Hitting Attack: The Kick command lets them hit all foes for reduced damage.
  • Leeroy Jenkins: Some people dislike Counter because it can mess up Catch and Stealing attempts, interfere with Healing Staff usage, or prevent you from Learning Blue Magic. Counter will carry over to the Mime job, so mastering the Monk is not always helpful: they don't want Counter to be triggered during a boss battle and interrupt their Mime command. It's the same reason why Counter and Mime are at odds with each other in VII.
  • Lightning Bruiser: They have the same speed bonus as a Knight, but are not encumbered by Heavy Armor. Guard combines nicely with the Monk to provide immunity to melee damage and the ability to Counter it.
  • Magically Inept Fighter: The Monk's signature has its drawbacks: Barehanded punches are difficult to boost, and the fact that the Monk cannot equip weapons or Robes means it's the only job in the game which cannot boost any elemental attack.
  • Martial Arts Uniform: Faris wears a white gi with red outlines.
  • Meditation Powerup: Chakra heals some HP and low-level status ailments.
  • Odango Hair: Lenna wears her hair in this style, likely as a Shout-Out to Chun-Li.
  • Power Up Letdown: It's a solid job whose biggest problem is how front-loaded their abilities are. 45 ABP gets you their primary feature. 105 more nets you the rest of their useful features. The remaining ones are junk designed to pad out the job.
  • Qipao: Lenna's outfit, kicking off a trend for female Monks in the series.
  • Useless Useful Spell:
    • Chakra is a weak self-heal because it's based on the Monk's horrible Magic power. It's only useful in the very beginning of the game
    • There is little use in Focus. In theory, it targets enemies with high Defense and can one-shot them before they counter-attack, but it's such a niche scenario. However, it does retain an 8℅ to crit, much like a Dancer hoping to get lucky and pull Sword Dance.
  • Walking Shirtless Scene: Bartz and Galuf go shirtless. Bartz has a blue vest, and Galuf wears a pink sash.
  • Weak to Magic: The base attack for the Monk is twice their character level. This means that enemy attacks that reduce character level, like Dischord or Dark Shock, pose a problem for the Monk. Obviously this class cannot use heavy armor or shields, so they're a sitting duck for instant Death attacks and status ailments, which often renders their HP irrelevant.

    Thief 
https://static.tvtropes.org/pmwiki/pub/images/FF5-Thief_1002.png

These nimble rogues run circles around foes, whilst pilfering valuable items from them.


  • Boring, but Practical: It's kind of hard to pick a bad job from the Wind Crystal. While the Thief sucks at first, they have great synergy with everyone else. Thief has the best Agility, which is a good enough reason to master it. The best armor set, the Genji gear, can only be obtained by stealing it from Gilgamesh, starting a series tradition.
  • Crippling Overspecialization: This is one game where crime doesn't pay.
    • Thieves aren't the best combatants. Unlike the Bard (who can Hide) and White Mage (who has Shell status and plenty of healing magic), the Thief simply has to tank damage and guzzle stolen Potions. This is probably the job in which Strength matter the most, since they have no way to boost damage, and the base stat is so very low for a melee class.
    • Returning players won't need to use Find Passages since they know where all the hidden rooms are.
  • Crutch Character:
    • They get to steal Potions early on, and possibly some Ethers for your Magi. Hi-Potions from North Mountain are a rare Steal, but later become common in Bartz's World. (You have to wait until Galuf's World to buy them.) Thief will also keep busy by Stealing various weapons. In Karnak, Elixir Steals become common.
    • Ninja is a far more useful class in itself. Thief has the highest agility bonus (16), but Ninja isn't far behind (14).
  • Encounter Repellant: A Thief can save your life. You can't be ambushed with a Thief in your ranks, and they can escape random encounters with a 100% success rate. This means you can cross an entire dungeon without losing a single digit of HP.
  • Fragile Speedster: Fastest job in the game. Unfortunately, that's the only positive which can be said. Strength and Vitality are simply awful for someone with no magic. Most of the equipment they pilfer can't even be used by them!
  • Long-Range Fighter: Thief has access to boomerangs that can be used from the back row. The Double Lance is the strongest and helps drag them through the second World. Most often they will be using daggers, though, since there are so few weapons that fall into this category.
  • Not the Intended Use: Using the Chicken Knife has a 25% chance of making the party flee from a fight. Mug lets them use the Chicken Knife without risk of running away, which makes it the best weapon for a Thief by far. Suddenly they can traverse the final dungeons without too much trouble.
  • Random Drop Booster: The Thief Gloves double the chance of a successful Steal from 40 to 80 percent. Unfortunately, it's a Rare Steal from a pair of enemies (Sekhmet and Necrophobe), neither of whom appear again under normal circumstances, and they both have Common and Rare Steals.
  • Spider-Sense: Vigilance prevents rear attacks from enemy mobs.
  • Sprint Shoes: Sprint lets your party run four times faster in dungeons and towns, but not on the overworld. This was fixed in the mobile and Steam release.
  • Stealth Clothes: Galuf sports this as a thief.
  • True Sight: Against bosses they are poor copies of the Knight, but they shine when exploring the dungeons. They can spot passages hidden to the player due to the top-down nature of the game. It's already on display in the Beginner's Hall at Tule village: no other class can see the passage leading to a blocked chest.
  • Utility Party Member: Most of their Job abilities provide some sort of utility, such as Sprint's increase walking speed or Find Passages making it easier to discover secrets.
  • Video Game Stealing: It works with every Stealing subroutine, including Mug and the random Mug effect used by the Thief's Knife.
  • Weak to Magic: The lack of a shield guarantees that they will die a lot in the endgame.

    Blue Mage 
https://static.tvtropes.org/pmwiki/pub/images/FF5-BlueMage_4799.png

V introduces this unique Mage. Instead of the standard Black, White, and Summon magicks, they study the techniques of enemies.


  • Added Alliterative Appeal: Lilliputian Lyrics casts Mini on enemies.
  • Always Accurate Attack: If they visit the town of Tule, there's a single chest on the second floor of the building which houses all of the tutorials. That chest always contains a fight with a single Goblin, giving them a chance to learn Goblin Punch on demand. Goblin Punch is very nice early in the game. Most of the time, it's just "Attack", but it does full damage from the back row without removing the target's Sleep or Confusion, at the cost of exactly 0 MP.
  • Anti-Frustration Feature:
    • Blue Magic doesn't have levels. Just as anyone with Sing can perform any song the party was ever taught, anyone with Blue can cast any Blue Magic anyone in the party was ever hit with while they had Learning equipped in some fashion. Having four Blue Mages/characters with Learning equipped will make training it faster and less tedious.
    • Once you master a job, its innate abilities are passed onto the Freelancer and Mime. This means that certain abilities, including Learning, will be automatically used by Freelancer/Mime. However, if Bartz masters the Blue Mage job, only he will be able to Learn or cast Blue Magic as a Freelancer; the others must also master the job in order to get the same benefit.
    • Most Blue Magic that appears in Bartz's World is also available in Galuf's World, so it's not too late to start Learning. If you are still concerned, there is a boss near the end of the game who is capable of using all but two Blue Magic spells. Casting certain Blue Magic on Azulmagia will cause him to Learn them and start using them on your party. So, as long as that boss is still alive, you haven't permanently missed any of them yet.
  • Armor-Piercing Attack: Off-Guard halves the target's Defense.
  • Awesome, but Impractical:
    • Most jobs tear it up against random encounters, but struggle against bosses. Blue is the opposite, a job which is wasted on randoms, but has little trouble confounding bosses.
    • Vampire, White Wind, Goblin Punch, Mighty Guard, and Missile are already such a great boon that the rest is just ticking boxes.
  • Boring, but Practical:
    • Training the Chemist until they learn Drink, whereupon they switch to Blue Mage. They stay in the back row and Drink Goliath Tonics. Five will do. Then they let loose with Goblin Punch. Goblin Punch ignores Row and uses the same Attack value which is boosted by Tonics: a considerable amount of never-miss damage.
    • Goblin Punch can replace the Mime's default Attack command. The damage output isn't as high as other options, but Goblin Punch does come packaged with the entire Blue library, so it's a fair trade.
  • Cast From Hit Points: Blue Mage must pay close attention to their HP, since a lot of their spells factor it in.
  • Crutch Character: What job doesn't benefit from this one? It's largely superfluous in the endgame, but very satisfying.
  • Death-or-Glory Attack: Roulette will either kill a member of the enemy party or one of your characters.
  • Difficult, but Awesome:
    • Veterans swear by Blue Magic, partly because they like using weird skills. A Blue Mage has access to a little bit of everything. There are 30 spells in all, more than any other spellbook, and a Blue Mage who hunts them down becomes a tough customer, indeed.
    • It has some tricks to play around with, like boosting Aero with the Air Knife, but lacks the raw power of other spellbooks. Most of the time, they're forced to chip away at enemies. That painful Strength penalty means they will never be a close-range fighter. They need to plan ahead and bedevil enemies with indirect damage.
  • Disc-One Nuke:
    • Flash inflicts Darkness status on almost every physical attacker, including Neo Exdeath at the end of the game.
    • Death Claw can be a godsend against the occasional non-Heavy boss. It can also incapacitate some troublesome random encounters. Time Slip (Old) and Missile can be used to shut down the same targets, more or less.
    • Lv. 5 Death can be Learned before they go to Galuf's World. It works on a variety of enemies, but your Blue Mage must be a level divisible by 5 to learn it; if the whole party is at the same level, it's Game Over and you don't Learn it.
    • A couple endgame bosses are vulnerable to Dark Spark. It automatically cuts the target's level in half.
  • Domino Mask: All party members wear a domino mask.
  • Enemy Scan: Check lets them see the HP of an enemy at no MP cost. This later gets upgraded to Scan, which is identical to Libra (reveals Level, HP and weaknesses) while remaining free.
  • Fixed Damage Attack: 1000 Needles deals a set 1000 damage, at a point in the game when your characters are averaging maybe 400-600 on their own.
  • Guide Dang It!: Black Magic is bought from convenience stores. Blue requires you to know the right monsters to learn from and the best way to get them to do what you want. Either content yourself with FAQ slavery, or just write off Blue Magic this time around and play with whatever jobs suit you.
  • HP to 1: Death Claw reduces the target to a single digit of HP.
  • Jack-of-All-Stats: Blue Mage has the most balanced stats out of all the Wind Crystal Jobs. Exactly one Blue Magic spell runs off Strength. (As a bonus, it factors your weapon stats in, too.) Still, while they have nice equipment options, they're clearly a spell-based job with magic-slanted stats.
  • Last Lousy Point: Think twice about messing around with Red Dragons to learn Lv. 3 Flare. And they don't need to collect 'useless' spells like Self-Destruct and so on.
  • Lethal Joke Item: The Excalipoor. While it only does 1 point of damage when swung, it boasts an impressive 100 Attack, and this is factored by Goblin Punch and boosted by Goliath Tonic. So they can combine two useless things into a powerhouse.
  • Level Drain: They can use Dark Spark to try and reduce your enemies' levels by half. Which can make it easier to hit them with Level spells.
  • Life Drain: Vampire maxes out your HP by draining the difference from your target. Just be sure not to cast it on the Undead.
  • Magic Knight: Blue Mage can use rods and swords, letting them engage in both rod-breaking shenanigans and the status-inflicting properties of certain swords. They are one of the very few Magi who can carry shields.
  • Mana Drain: Magic Hammer ruins the day of several bosses who rely on spells.
  • My Name Is ???: ???? deals damage equal to how much HP the caster has lost. This normally means instant death if a boss uses it, as they have much more life than Light Warriors do.
  • Nice Hat: Lenna and Krile also get stylish berets.
  • Non-Elemental: The majority of Blue Magic spells don't have any elements like the other schools. The class can't abuse weaknesses as well, but it also means that fewer enemies will absorb or block it.
  • Not the Intended Use: Blue Magic is bugged in V and goes right through Silence status. While it is pretty convenient that Blue is unaffected (but Sing isn't), remember that the enemy is unaffected, too. You can't stop Magissa from casting Aero, despite Silencing the rest of her spells.
  • One-Hit Kill:
    • Doom and Roulette. Lv.5 Death insta-kills any enemy with a level divisible by five. This bypasses any immunity a boss might have.
    • Aqua Breath has a special damage modifier which causes it to do ludicrous damage to desert enemies. This kills them instantly, even the Sand Worm boss.
  • Percent Damage Attack: Missile reduces the target to 1/4 of their current HP.
  • Power Copying: If the character with Learning equipped is not the target of Blue Magic, and you win the battle, you will not have learned the spell. It isn't enough for the character with Learning to just watch someone else get hit with it. Support magic like White Wind and Mighty Guard requires a Beastmaster to acquire.
  • The Power of Rock: Blue Mage has a couple Songs of their own: Pond's Chorus, Lilliputian Lyric, and Moon Flute.
  • Situational Damage Attack:
    • Level spells only affect an enemy if their level is divisible by that number.
    • Goblin Punch will deal eight times the damage if the user and target are the same level. It otherwise functions in a largely identical way to a standard attack.
  • Suicide Attack: Self-Destruct causes them to explode like a Bomb monster.
  • Support Party Member: Blue Magic has a bunch of weird support and utility spells. Learn enough of them, and they become competant healers.
  • Useless Useful Spell: Transfusion. A Blue Mage can sacrifice themselves to fully restore someone's HP/MP, who can then use that MP to revive Blue Mage. It's a nice trick, but between overworld maps and save points, you hardly ever encounter MP issues in this game. You can keep throwing around spells and your Magi shouldn't ever run out. Once the Chemist comes around, they won't really need an MP refill.

    Black Mage 
https://static.tvtropes.org/pmwiki/pub/images/FF5-BlackMage_6059.png

The now-iconic Black Mage is a master of attack magic. In the hands of a patient player, they are fairly useful to the end.


  • Armor-Piercing Attack: Flare is the only spell you can Dualcast which pierces Magic Defense.
  • Balance Buff: Break. This incarnation of the spell doesn't seem to be as useless as in other games, and it has a pretty decent hit rate against normal enemies.
  • Barrier Warrior: They tend to do more damage against single targets than Summoners can. Especially if someone casts Reflect on the whole party and Black Mage bounces spells off of them.
  • Boring, but Practical:
    • Mystic Knight and Summoner take longer to put into action. Most enemy mobs are easy enough that spending the extra turn to get Spellblade going is a bit of a waste.
    • The Summoner gets six elements to choose from, whereas the Black Mage has four. While that might sound like a clear-cut advantage for the Summoner, it's not. Ifrit, Shiva, and Ramuh are all but useless by the halfway point. The Summoner is stuck with Syldra and Leviathan by the third World, and Leviathan is much less useful than it could be because there are no items that boost Water. Black Mage can acquire rods that that boost their attack spells at an early date. On a target with no elemental resistance/weaknesses, a boosted "-ga" spell is stronger than Bahamut.
    • Another advantage over the Summoner is that Black Magic can be single-targeted. They can pinpoint one of the problem monsters and potentially exploit a weakness. And it costs less than a Summon on average. Many bosses have a weakness to one of the big three elements, and the Black Mage is therefore able to skate past the likes of Byblos, Ifrit, and Soul Cannon.
  • Crutch Character: The big hurdle Black Mage runs into is that their specialty is single-target damage. And not only are there better jobs for that, disabling and instakilling are far more effective.
    • Black Magic is superior at book burning: Fira is stronger (and less expensive) than Ifrit against single targets, and everything in the Library of the Ancients 'files in' to fight you one at a time. If you train them up ASAP, you can have "-ga" magic ready for Ghido's Cave, the Forest of Moore, Exdeath's Castle, and the Pyramid of Moore. You can expect a Black Mage to outperform a Summoner in those dungeons.
    • Blue Magic is more useful in the long run, Spellblade does a more efficient job of exploiting weaknesses, and nuking is best left to Summoners. The Level 3 spells can all be easily replaced by Rods, which cast a spell when used as items. A Dualcaster can do some gnarly damage to the final boss, but fighters will still dominate in terms of damage.
  • Healing Shiv: Black Mage can target party members equipped with absorbent armor, which offers a nice healing option in a pinch.
  • Last Disc Magic: Flare doesn't arrive on the scene until the final World. The boss in the left side of Fork Tower is Omniscient, and you can't use physical attacks on him, or he will just use Return to go back to the start of the fight. After you beat him, you unlock the strongest Black Magic, Flare.
  • Nerf: Bio doesn't pack the same punch it does in other Final Fantasies. However, it does provide a fourth element to target, along with its own Venom Rod to boost damage by half.
  • Slap-on-the-Wrist Nuke: Flare is non-elemental and pierces Magic Defense. That's not as useful as it might sound. Boosted "-ga" magic is more effective and less costly. Flare is only stronger than Holy if the target has poor Magic Defense; even then, Holy can be boosted by the Sage Staff. (Flare cannot be boosted.) Flare Spellblade is more powerful than the spell by itself.
  • Squishy Wizard: While they have awesome Magic power, this class stinks in every other category, which means dangerously low HP. They have no shields to rely on for defense or evasion. At least Black Mage gets a ton of use out of rods to make up for their poor equipment.
  • Useless Useful Spell: Sleep and Toad open up two useful status afflictions. Not that they use them very often; this class can blow away enemies with raw damage and doesn't need to resort to status trickery.

    White Mage 
https://static.tvtropes.org/pmwiki/pub/images/FF5-WhiteMage_5387.png

White Mage is the premier user of support magic. Unlike Black Magic, White Magic is essential to surviving the game.


  • Animal-Eared Headband: Krile wears a cloak with cat ears on it, a reference to the Devout class from III. (A sister job to the White Mage.)
  • Anti-Frustration Feature: The Flail is picked up in the Ship Graveyard. It deals random damage and misses often. But it does full damage from the back row, and for the moment it is the strongest weapon available for a White Mage. Once the Morning Star shows up in the Forest of Moore, the White Mage merely does terrible damage instead of rolling-on-the-carpet-laughing damage.
  • Anti-Magic: Shell cuts magical damage in half. It also halves the chance of magic even hitting the target. Reflect controls who gets hit by which spells.
  • Boring, but Practical:
    • It's easy to forget how overpowered Shell is. The only downside is that it's single target.
    • There are several indirect attack spells like Silence, Mini, Charm and Berserk. These work on more enemies than one might think.
    • The White skillset is boosted by Magic power, so a Summoner with White Magic will be extremely potent.
  • Crutch Character: Blue Magic starts off slow, but gets better (and more versatile) as you progress. Early on you'll probably benefit more from a White Mage.
  • Defend Command: Blink locks out physical damage entirely, even from bosses.
  • Elite Tweak: White Mage can benefit from having access to Red, Black, or Blue Magic. Red unlocks Fira, Thundara, and Blizzara. Blue gives them the Aero series.
  • Healer Signs On Early: Helpfully, this is one of your first job classes.
  • Healing Shiv: White Mage with a Healing Staff. Just save up their MP for Raise and "Fight" your team members by healing them.
  • Holy Hand Grenade: If anything, a White Mage outclasses Black Mage in that area. A boosted Holy spell hits harder than any other spell in the game, assuming they aren't dealing with obscene amount of Magic Defense or Holy resistance.
  • Last Disc Magic: They're largely focused on healing the party and providing some buffs and debuffs. The only way a White Mage can deal serious is by using Cure spells to kill thr undead or the Holy spell, and the latter comes very late in the game, in the same dungeon which teaches Flare. The Minotaur guards the right tower and is a lot easier, but you can't use magic on it. After you beat the Minotaur, you unlock the offensive White Magic: Holy.
  • Long-Range Fighter: The Flail is a staff which can be swung from the back row. It's technically classified as a long-range axe in the game's code, meaning it can pierce physical Defense. This is a really weird weapon: it does full damage from the back row, yet the attack value is wildly inconsistent, and it misses very frequently.
  • Squishy Mage: All spellcasters have poor Defense and health, but White Mage is only allowed a staff for protection. The Oracle is the only other class with this restriction, and they have plenty of attack magic at their disposal. Given that White magic lacks any direct damage until Holy comes online, this means a whole lot of bashing away with the Flail.
  • Useless Useful Spell: Healing Staff is a free Cura, meaning there's no reason to cast Cura in battle. Sage's Staff does quadruple damage to undeads when used as a weapon, and can also be used to cast Raise for free.

Water Crystal Jobs

    Mystic Knight 
https://static.tvtropes.org/pmwiki/pub/images/FF5-MysticKnight_2699.png

These warriors have the ability to enchant their weapons with magic to exploit elemental weaknesses, inflict status ailments, or drain HP or MP.


  • Always Accurate Attack: Sleep Sword will put targets to sleep, Silence Sword will stop them from casting spells, Break Sword will petrify anything vulnerable, and so on. These status ailments will always connect if the blow lands, even if the attack does 0 damage. Aim, Rapid Fire, Jump and Sword Dance will guarantee a hit. However, if the target is immune to said element, then Spellblade will always miss, no matter what they stack it with.
  • Anti-Frustration Feature: Spellblade overrides elemental weapons. This can be good or bad. For instance, casting Mute on the Air Lancet will cause it to lose potency as an Air attack.
  • Armor-Piercing Attack: The ultimate spell for the Mystic Knight is Flare Sword, which adds 100 to their weapon's attack value and quarters the enemy's Defense. This does enormous damage to everything, regardless of whether they have a weakness.
  • Awesome, but Impractical: Mystic Knights need a one-turn prep to be anything but a weaker, faster Knight without knight swords, which means they are only good for difficult fights. Their other disadvantage is a lack of multi-target ability.
  • Chainmail Bikini: Lenna and Faris both resemble belly dancers in this job.
  • Charged Attack: The need to waste a turn buffing their swords makes their primary ability somewhat useless in random battles.
  • Critical Status Buff: Magic Shell. There's no downside to it, but it's not as useful as Shirahadori.
  • Cycle of Hurting: Applications of Sleep, Break, and Silence Spellblade can make certain bosses hilariously easy.
  • Elite Tweak: A Ninja can set Spellblade to get at least get 2 hits out of it with minimal effort. Which is pretty beastly against bosses with elemental weaknesses. Mystic Knights can also Dual-Wield to get 2 hits out of it, or 4 if they set Rapid Fire. Makes up for the Mystic Knight's poor selection of weapons.
  • Improvised Lightning Rod: Thundara Sword looks really cool. A bolt of lightning strikes down from the heavens and electrocutes the sword before they hit someone with it.
  • Lightning Bruiser: Mystic Knight is blessed with one of the best stat allocations. Fast as a Ninja, as beefy as a Dragoon, and it's one of a handful of jobs which gets no stat reductions whatsoever.
  • Logical Weakness: This class destroys anything with a weakness to Fire/Ice/Lightning, only to look very pedestrian against opponents with no such flaw. Most bosses do indeed have an elemental weakness, but the Exdeath battle at the end of Galuf's World is a huge problem for the Mystic Knight, since they have no obvious way to deal damage. They're a bit of a binary class before the lategame, when Flare Sword carves up anything.
  • Magic Knight: The Mystic Knight is no weakling who has to hide in the back row. Spellblade is dirt-cheap to cast, and once it's charged, it can be used liberally without fear of running out of juice. Enemies without elemental weaknesses will have to be handled the old-fashioned way; yet even that isn't a big deal coming from a character with short swords, heavy armor, and shields. They get the perks of a Knight and a Black Mage together in one.
  • Mythology Gag: The Arabian getup seems a little strange, until you remember that one of Final Fantasy's first mages was Minwu.
  • One-Hit KO: They prove to be a dominant character from start to finish.
    • The "-ga" level Spellblades instantly kill non-Heavies, provided the enemy is weak to said element.
    • They don't shine until Break Spellblade enters, which they can apply with 100% accuracy. They can even do this effectively from the Back Row.
  • Spell Blade: The Trope Namer. Spellblade only multiplies damage if the enemy is weak to that element. A target weak to Fire will take double damage from Fire Sword, triple damage from Fira Sword, and will probably die instantly if they eat Firaga Sword. Unless the target is flagged as Heavy (like most bosses), in which case they 'only' take quadruple damage from "-ga" spells.
  • Useless Useful Spell: The rarely-seen Magic Shell doesn't occur often enough to be useful.

    Berserker 
https://static.tvtropes.org/pmwiki/pub/images/FF5-Berserker_4772.png

These fur-clad heroes smash enemies with their axes and hammers, without pausing for commands.


  • Armor-Piercing Attack: In the vanilla version, it's the only job to use Defense-ignoring Axes and Hammers, and with the Strength and Stamina a Berserker has, they wield those weapons with efficiency. They calculate only 1/4 of the target's Defense in their damage formula. Berserkers who couple this with Two-Handed can deal some sick damage.
  • An Axe to Grind and Drop the Hammer: These produce random damage, but they do pierce armor and generally hit hard.
  • Balance Buff: The three biggest glitches related to Berserkers have been fixed in Advance:
  • Crippling Overspecialization: No job in the game is as static as the Berserker. They can't even use the Earth Hammer and Rune Axe effectively due to their atrocious Magic. They lose to everything due to being unable to do stuff like Summon... heck, Berserkers can't even use Item. They are particularly screwed by back attacks, as they're stuck in the back row and unable to change their position.
  • Crutch Character: 400 ABP buys you the ability to wield Axes and Hammers (as well as pass on the Berserker's Strength), and that's the end of the line as far as the Berserker goes. Since Berserk is not carried over to a Freelancer, there are no innate abilities to be learned here.
  • Disc-One Nuke: The Berserker's high points are late in Bartz's World.
    • The Death Sickle is a powerful weapon on its own, and it has a 33% chance of casting Death, which you cannot duplicate at that point. On the rare occasions when they swing and hit for max damage, it's almost as good as having a Legendary Weapon halfway through Bartz's World. There's a lot of bosses in Galuf's World that can be cheesed by it. Makes one wonder whether the developers just forgot that they made it available as a drop earlier.
    • If they nab the Gaia Hammer from Titan and equip any ability which boosts Magic power, then they've got a truly formidable weapon for the entirety of Galuf's world. It's like a Titan summon when it triggers. But it's such a rare steal from Titan. Past that point, they just can't keep up with Summoner and the like.
  • Elite Tweak: There are a few end-game weapons worth giving to other jobs: The Gaia Hammer boosts the Earth element and has a random Earthquake spell, which is quite powerful coming from a job with high Magic power. It's also Back Row OK, so it gives Mage a powerful melee attack which doesn't compromise their defenses. The Rune Axe does force its wielder into the Front Row, but it's so powerful in the hands of a Mage that it's worth the risk.
  • Female Feline, Male Mutt: All of the women have tiger pelts and the men have wolf pelts, which, ironically, would imply that the women are more brutish, because a tiger is bigger and harder to kill than a wolf.
  • Fur Bikini: Lenne wears the skimpiest outfit among the five.
  • Leeroy Jenkins: The lack of targeting ability is less of a problem than your inability to tame them. It's alright when you're not trying to Steal/Learn something. When you are, you have to either waste actions disabling your own party member, or hope that they don't kill the enemy which has what you want. Trying to avoid counter-happy enemies is also a problem.
  • Long-Range Fighter: Thor's Hammer can only be found in the Interdimensional Rift. Your character throws it at opponents, just like in the Norse legends. It's a powerful, Back Row OK weapon which will never miss aerial enemies.
  • Magically Inept Fighter: Their inherent Berserk status ensures that you cannot teach them other skills, so even if Drink functions more or less the same on any job, on the Berserker it's completely wasted. Their Magic stat is garbage, which is fine, since they will never use magic in any way, shape, or form. But it renders the Gaia Hammer and Rune Axe (both of which factor Magic in their own way) largely useless without an ability which ups their Magic power.
  • Mighty Glacier:
    • Slowest job in the game. Give them Artful Dodger (Thief mastery) and lightweight equipment? They still act last! Load them down with heavy armor, but get Back Attacked? Now they go first! There is no practical application for this information, but it is amusing.
    • Berserker has the second-highest Vitality (only one point behind the Monk) and can equip shields and armor on par with the game's bruisers. Berserk itself increases melee damage by a third.
  • Nemean Skinning: All of them wear animal skins. (In Krile's case, it looks like she's wearing a kigurumi.) Germanic/Norse soldiers wearing animal pelts (wolves, lions, bears, etc.) into battle was pretty common across pre-medieval Europe, and they were reknowned for their battle frenzy.
  • One-Hit Kill: There are relatively few "axes" in this game, and the Berserker can go through long dry spells until the next one becomes available. The Death Sickle's instant Death spell makes it the most useful of the lot, even after its Attack value has been eclipsed.
  • Power Up Letdown: No way is anyone investing a whopping 500 APB for Equip Axes when they could learn Barehanded and do well enough. Equip Axes/Hammers is not worth the cost by a long shot. 500 APB takes a HUGE part of the game to earn, and all the while you're lacking a character who can heal, multi-target, cast support abilities, or even pick a target. Gladiators have their own advantages as axe wielders, mainly that they are controllable.
  • Powerful, but Inaccurate:
    • Axes and Hammers are largely unimpressive, and woefully inaccurate. The Death Sickle has an Attack value of 31-96 when Berserk is activated. That's pretty awful, and it's further complicated by having a 15% chance of missing (before factoring in the enemy's Evade).
    • Since Berserkers pick their targets randomly, they'll often try to whack a Back Row victim, cutting the damage in half. They're useless against the Sandworm, since they'll just hit the whirlpools instead; the boss responds by casting Gravity, cutting your current HP in half. You'll ultimately kill off your Berserker and just use normal attacks against the thing.
  • Psychic Block Defense: Berserk. It's a good ability for lazy players: not optimal in most situations, but it neatly protects your character against Charm and Confuse. They will attack endlessly until one of two things happens: either the Berserker dies or the enemy dies.
  • Sinister Scythe: Look at the graphic for the Death Sickle. That thing is evil looking.
  • Useless Useful Spell: Equip Axe is pointless since the job which makes the best use of it is the Berserker: it's innate, they get an Attack bonus, plus they can set another passive ability.

    Red Mage 
https://static.tvtropes.org/pmwiki/pub/images/FF5-RedMage_8764.png

These scarlet-clad, scabbard-wearing wizards are equally adept at magic and combat. Like in Final Fantasy I and III, they can learn low-level Black or White Magic, but V sweetens the pot by adding the Dualcast ability.


  • Anti-Frustration Feature: Dualcast isn't innate (command abilities never are), but it comes packaged with the first three levels of Black and White Magic. If they have Dualcast and their Black Magic is only at level 3, then Black Magic is a waste of space because it will not provide them with additional spells.
  • Awesome, but Impractical: Dualcast eats truckloads of MP. Terrific for boss fights, but too expensive for random encounters.
  • Crutch Character:
    • If the team doesn't have any high level spells, Red Mage is usually the better choice. If they do have some, Red Mage can equip White or Black Magic (which improves MP and Magic power) and have a much bigger selection of equipment than other Magi. The status ailments the Red Mage gets are decent for a chunk of the game.
    • Their gimmick wears thin with time. By the time they reach Karnak, they've already maxed-out their spellbook, halfway through Bartz's World!
  • Elite Tweak: Red Mage combines well with most things. This assumes they're sticking with the Red Mage to obtain Dualcast the hard way as opposed to an hour or two of grinding.
    • Mug will let the Red Mage contribute to battles and Steal a treat here or there.
    • Spellblade is another way for the Red Mage to help out in fights without chewing through their small MP pool, saving most of it for Raise and Cura.
    • A Red Mage has more options with a staff than a blade. Healing Staff casts Cura on the target. Sage's Staff boosts the power of Holy spells. The Wonder Wand is a rod which casts spells instead of attacking, and if you know the pattern, they can set up spells for certain situations. It can also be used as an item to Reset a battle which is going badly.
    • Red Mage lacks MP, and Sing cares not a whit about their stats. They can let loose with the Singing and save their MP for support spells.
    • Equip Axe, Equip Bow, Throw, Jump, Animals, Gaia. All of these either allow them to contribute (while saving MP) or boost their melee power.
  • Glass Cannon: Red Mage has terrible HP growth. Only the Bard and the Dancer are worse. The Front Row doesn't serve their poor Defense and Vitality.
  • Long-Range Fighter: Red Mage can equip rods and staves in addition to swords. They're the only non-Freelancer/Gladiator who can do this. They may find themselves switching from a sword the Flail, attacking from the back row and casting Cura or Fira as needed.
  • Magikarp Power: Red Mage (and Dualcast) demands the most ABP of any job to master: 1179 in total.
  • Overrated and Underleveled: If Dualcast has a flaw, it's the old problem of getting nice things when you're too far along to really need them. By the time they have enough ABP, Rapid Fire comes online, as well. Most parties are better off simply training a Black or White Mage, or using Blue Mage since many of their spells are more potent than Red's if they know where to find them.
  • Spam Attack: Dualcast. They're allowed two shots of your favorite nuke per turn, and a Mime can double that. (The drawback to Blue Magic is that it can't be Dualcasted.)

    Time Mage 
https://static.tvtropes.org/pmwiki/pub/images/FF5-TimeMage_7612.png

Masters of time and space, able to speed up allies, slow down foes, rewind time to the beginning of a battle, and summon meteors.


  • Anti-Magic: Mute locks out magic for both parties, enemy and ally. A Time Mage can buff their party and then prevent the enemy from casting anything in response. Pretty good stuff. It doesn't work in most boss battles; there's actually a flag in the code for every possible battle which indicates whether Mute can be used.
  • Awesome, but Impractical: Quick sounds nice in theory. In practice, you won't ever have a need for it which justifies the absurd cost of using it on the reg. A fair number of those extra turns are spent restoring the MP they spent on Quick.
  • Cycle of Hurting:
    • Slow is useful since bosses tend to lack immunity to it. Some counter it with Haste on themselves, though.
    • Time makes a good secondary spell list. By combining Dualcast and Quick on a Mime, they can chain any spell up to five times: five castings of Holy, Meteo, Flare, and so forth.
  • Death from Above: Comet, and their ultimate spell, Meteor.
  • Early Installment Weirdness: Reset (restart battles over again from the beginning) is a weird spell which is not included in later games, largely due to its abuse potential.
  • Gravity Master: Gravity and Graviga are Percent Damage Attacks, as is typical. Float makes your characters immune to ground attacks like Earthquakes.
  • Herd-Hitting Attack: One weakness of Time Magic is the lack of direct damage. Comet and Meteor roll a random number. Meteor is much stronger since it hits out four times in a row, at the cost of a hefty 42 MP. Both spells deal damage independent of character level or Magic power, so they're immune to Discord and Dark Shock.
  • Long-Range Fighter: Anyone using the Flail should expect to miss half the time. However, it can be used from the back row, so it's an OK choice for Time Mage, even if their hat starts to resemble a dunce cap.
  • Overrated and Underleveled: Time Magic is redundant if you know the substitutes from other classes. All of their attack spells except for Comet and Meteor rely on the opponent not being Heavy. Hastega is learned extremely late in the game, so it's not really a selling feature.
  • Powerful, but Inaccurate: The damage from the four Meteor hits is applied randomly to enemies, which can be awkward in situations where you want targeted damage.
  • Robe and Wizard Hat: A conical hat and a star on their robe.
  • Situational Damage Attack: Meteor calculates damage by taking Magic Defense into account, and thus does pitiful damage against certain enemies.
  • Slap-on-the-Wrist Nuke: Meteor can pack a punch, as can Comet once it's available. But the damage variance is so obscene that many players stay away.
  • Squishy Mage: Time Mage is a plodding fighter without Meteor. And daggers don't impress the monsters very much.
  • Stone Wall: Time Mage can stack Haste and Regen buffs to quickly reach a state where they are unkillable, particularly with the Healing Staff on hand for endless self-healing. However, it takes an extended time to kill anything with the Heavy flag, since they aren't affected by Demi or Quarter.
  • Support Party Member: Time Mage is largely focused on buffing allies and debuffing enemies with Time Magic. While a few Time Magic spells do deal damage, said spells are either unreliable or unable to damage bosses.
  • Time Rewind Mechanic: Return restarts an entire battle for the cost of 1 MP. It's pretty easy to tell why that spell isn't in any other FF game.
  • Useless Useful Spell:
    • Hastega. All you're actually doing is saving three turns. The question is whether it's worth setting Time Magic just to cast one spell.
    • Stop sounds great in theory since it completely shuts down the target, but bosses are either immune to it or shrug it off in seconds. Slow beats it in utility for the most part.
  • Utility Party Member: They can also cast Float to avoid damage from lava and spikes in some dungeons.
  • Weaponized Teleportation: The method for Comet, Meteor, and Banish.

    Summoner 
https://static.tvtropes.org/pmwiki/pub/images/FF5-Summoner_2863.png

These mages call upon magical creatures, ranging from the humble Chocobo to the Dragon King Bahamut.


  • Anti-Magic: There is another Summon in Exdeath's Castle, Carbunkle, which casts Wall on the whole party.
  • Armor-Piercing Attack: Flare vs. Bahamut is a wash, as they both do the same damage and pierce Magic Defense.
  • Cycle of Hurting: Remora causes Paralysis if it successfully hits, which comes in handy against some bosses. There are very few Paralysis attacks that the player can use (whips being the other one); it's more commonly used by monsters against you.
  • Defeat Means Friendship: Most of your Summons require a boss fight to earn.
  • Disc-One Nuke: In Bartz's World, Shiva, Ifrit, and Ramuh can be boosted by Rods, so Mages will love conjuring them. Shiva and the Ice Rod are safely available 10 minutes after getting the job and become your best offensive option until they get Ifrit and Fire Rod—and the MP savings with Shiva translates to more castings. Come Titan, who's boosted by Gaia Gear, you can include White Mage, Bard, Chemist, and Dancer in that list, i.e jobs that have a hard time dealing damage for the most part.
  • Draw Aggro: Golem takes physical attacks for the party.
  • Gathering Steam: Summoner starts out as a Black Mage who can't abuse Reflect on their own party. They're worse than a Black Mage until they learn the Level 2 Summons. Their spells start to hit harder and and gain utility, whereas Black Mage gets situational status effects that aren't very good for the most part.
  • Ground Pound: Chocobo summons one of those adorable little creatures to attack, but it's barely stronger than casting Fire. Rarely, Fat Chocobo falls from the sky and deals huge damage to all enemies!
  • Horned Humanoid: Summoners appear to have a single, gold horn growing from their foreheads. It's still unclear whether it is a real horn or just an ornament of some sort.
  • Infinity -1 Sword:
    • Mastering it used to be mandatory for every Freelancer, since Summoners had the highest Magic stat and MP, but with the coming of the Oracle this is no longer the case.
    • Syldra is actually better than Bahamut in most cases due to being easily boostable. When boosted with the Air Knife or Magus Rod, Syldra can deal almost as much damage as Bahamut for half the MP cost. She offers extreme multi-target damage for any Job which can equip the Air Knife.
  • Life Drain: Sylph is as weak as Chocobo, but in addition to dealing damage, the fairae drains 1/4 of the damage inflicted and uses it to heal the caster.
  • Linear Warriors, Quadratic Wizards As soon as they collect Shiva, they begin a game-long victory lap.
  • One-Hit Kill: Catoblepas. It uses Demon's Eye, which can Petrify and kill many targets.
  • One-Man Party: Their spellbook is as good as it gets: Even a vanilla Summoner with no secondary skill has nothing to nitpick. It's a top-tier crowd control job with two very nice defensive spells thrown in. Only things it's missing are a Death spell, healing, and status effects to make boss fights trivial. Non-Elemental Odin and Bahamut ensure that a Summoner is never without an option. The ability to equip Rods, Knives and Robes allows for anything they want in terms of boosting elements.
  • Overly Long Fighting Animation: FF Summon animations can be annoyingly long. In practice, this only matters when the timer is running down in Karnak.
  • Permanently Missable Content: Catoblepas is encountered near the Northern Lake in Galuf's World. Carbuncle is found in Castle Exdeath after Kelger transforms it. You can't recruit either of them once the Worlds are merged.
  • Piranha Problem: The Remora summon.
  • Powerful, but Inaccurate: If you have a Summoner without any single-target support skills, you're either nuking the field or essentially skipping your turn. Summons tend to lose out when targeting elemental weaknesses, and often cost too much MP.
  • Single-Stroke Battle: Odin will check to see there's any Heavy targets in the enemy party. If there are none, he will often use Zantetsuken which will, without fail, kill all onscreen targets.
  • Squishy Mage: The same cruddy stats and poor equipment selection as the Black Mage. Really sucks for all of about 10 minutes (the short gap of time between acquiring Summoner and mauling Shiva). Robes and Golem ensure that they'll nuke the battlefield before health becomes a concern.
  • Useless Useful Spell: Call performs a random Summon for 0 MP. It beats Gaia, Animals, and other random abilities. But Mana isn't really an issue by the time you get it. You wouldn't use Call on bosses; it's a tool for killing randoms.
  • Video Game Caring Potential: To get Golem, they must save him in a random battle against a Bone and Zombie Dragon, who stop attacking your party to go after him!

    Mime 
https://static.tvtropes.org/pmwiki/pub/images/FF5-Mime_9824.png

The Mime is the hidden class in the original FFV, found in an optional sidequest in the third World. It's a seemingly weak job which can't do anything but Mimic the last move by an ally, but they're much stronger than expected...


  • Badass Cape: Their outfit is largely the same as the Freelancer outfit, save for the addition of a cape.
  • Chekhov's Gun: Technically received from the Water Crystal, the shard containing the Mime Job sinks with Walse Tower before the party can reach it. It doesn't become available until late in the game.
  • Ditto Fighter: The real upside to this job is the power to assign up to three abilities from other classes. You can also give a mage character three different spell sets instead of two. There's a lot of potential to mix and match in highly broken combinations: spam magic and Zeninage, Mime an ability like Blink or Steal without wasting a slot on it, save on Combine and Mix ingredients, and so much more.
  • Linear Warriors, Quadratic Wizards: Freelancers are better at fighting and adapting to situations. Mimes are superior at spellcasting. The lack of strong weapons will not hamper someone who specializes in magic.
  • Long-Range Fighter: Flails are typically associated with White Mage, but a Mime can use them from the back row without issue.
  • Prestige Class: Mimes do indeed get stat boosts and innate abilities from other jobs.
  • Secret Character: This is an optional job which can be recovered in the final World. It's still at the bottom of the now-sunken Walse Tower. But the boss guarding the crystal won't relinquish it so easily.
  • Spam Attack: With Mimic, it's possible to chain commands together to create all sorts of game-breaking combos, like Miming Dualcast or Rapid Fire.
  • Stone Wall: The one downside is that Mimes don't automatically get to equip all weapons like the Freelancers; they can equip any armor in the game, including shields, but on offense they are limited to knives, rods, and staves. And they can't equip Ribbons. (+5 to all stats, along with some very nice status immunities.) If you want anything else on a Mime, they need to set an Equip ability.

Fire Crystal Jobs

    Ninja 
https://static.tvtropes.org/pmwiki/pub/images/ff5-ninja_4563.png

Stealthy warriors who can hold two weapons, throw them, or create illusions.


  • Action Initiative: Ninjas benefits from being extremely fast. They fill up the action bar noticeably quicker than most other classes, and their Preemptive ability grants them double the chance of getting a preemptive battle.
  • Blade Spam:
    • The Double Lance is actually a boomerang which uses the damage formula of a spear. It can be hurled by Ninjas as well as Thieves. It has the unique property of hitting twice. Combined with the weapon in the Ninja's other hand, they get a total of three attacks per round. It takes a while for the digits to print out three times!
    • For a lot of endgame enemies, a Freelancer just needs Rapid Fire and Dual-Wield. With a pair of weapons, they will deliver 8 attacks instead of the usual 4 Rapid Fire would give you.
  • Cast from Money: For those targets immune to Zeninage, you can buy the most costly weapons to Throw at them.
  • Defend Command: Image duplicates the White magic spell of the same name, ensuring they dodge the next two physical attacks. By alternating Fight/Image in succession, the Ninja can often lock out physical damage altogether. Who needs heavy armor or a shield if their Image clones are taking all of the blows?
  • Disc-One Nuke: With a flying vehicle, they can visit Lix. Over there, they can buy Ninja Scrolls for half price; they're insane at that point in the game (and for a good while afterwards). They can also farm Lightning Scrolls from certain monsters while at sea.
  • Dual Wield: Dual-Wield immediately doubles the Attack value of the Ninja and allows for all kinds of fun combinations.
  • Elite Tweak:
    • Goblin Punch uses both weapons in its damage formula, as well.
    • Mimes can benefit from two weapons. Having a Magic-boosting staff and an element-boosting Rod at the same time can be handy.
  • Encounter Repellent: Smoke is a guaranteed retreat from combat. This is handy in the game's most dangerous areas.
  • Fragile Speedster: Without the protection of Image, this is a very fragile class. Low Vitality makes it hard to survive the nastiest boss attacks. Nevertheless, Ninjas are tied for second-fastest class, the other being Mystic Knight. (Only Thief has more Agility.) There are some powerful Ninja-exclusive weapons, like the Legendary Sasuke's Katana; it not only deals great damage (only 1 digit lower than Excalibur), but it may block oncoming attacks.
  • Fuuma Shuriken: A beefed-up version of the regular Shuriken. The graphic of a giant windmill hitting the enemy is gruesome, to say the least.
  • Highly Visible Ninja: Ninja, unlike the other Fire classes, is amazing, though it looks a bit cliché on anyone not named Lenna or Krile.
  • Lethal Joke Item: The fake Excalibur which Gilgamesh drops. It is hopelessly weak when equipped, but does Throw damage equal to the real Excalibur.
  • Long-Range Fighter: The Ninja can sit in the back row throwing Shurikens or boomerangs, or hold two daggers and go to town from the front row.
  • Magic Knight: Throw is very powerful once they buy magic scrolls. Ninja scrolls are relatively easy to come by and allowing them to deal fire, ice, or lightning damage to all enemies. This is a big reason why the Ninja is so versatile: they can cast Black Magic with very little preparation and time.
  • Not the Intended Use: A Ninja can get around the Thief Knife's Flee effect by simply by equipping it in their left hand; a minor bug which is easily exploited. The Twin Lance actually does more damage against weak mobs than the Legendary dagger, especially when it cancels out the Chicken Knife's Flee.
  • Shields Are Useless: Two weapons mean twice as much damage. Of course, you can't carry a shield when using two weapons; but Ninjas can't equip shields, anyway, and slugging matches are rarely in the party's best interest.
  • Smoke Out: Ninjas can flee from battle with help of a smoke bomb.
  • Stock Ninja Weaponry: Ninja use knives and can stock up on Shirukens to Throw for serious damage.
  • Throwing Your Sword Always Works: It takes a while to learn their heavy-hitter skill, Throw. Throwing your weapons does a lot of damage, but it destroys that item in the process.
  • Weak to Magic: Their biggest weakness comes from magic of all sorts, which the Ninja has no protection against. Their inability to use shields leaves them vulnerable to certain status ailments, especially petrification. Ninja's Image clones can also be Dispelled away.

    Beastmaster 
https://static.tvtropes.org/pmwiki/pub/images/ff5-beastmaster_2249.png

Beastmasters are trained to keep monsters under control. They can also Catch monsters and Release them in future battles.


  • Animal Disguise: These characters dress up as bighorns, complete with a bell collar and a tail. The one exception is Faris, who sports earmuffs.
  • Awesome, but Impractical: The big drawback is that Catch can only hold one shot. It's a hell of a shot, but it's not a command which sees regular use. It's a 'save a monster attack for a boss' kind of job.
  • Boring, but Practical: Mostly, they'll want to Catch physically powerful enemies. Most of those will use an altered version of Attack which does tremendous damage.
  • Crutch Character: The monster cannon provided by Catch/Release works well throughout the first World before losing steam in the Second.
  • Cycle of Hurting: Most Whips inflict Paralyze 50% of the time, and many enemies are vulnerable to Paralyze, including some bosses. Omniscient usually won't do jack about being whipped into submission.
  • Death-or-Glory Attack: When Releasing a monster, their single-target attacks are actually random. You don't get to select the target. Furthermore, the Beastmaster gives up their own command window when Controlling a monster; they can't use items, or change rows, or make any move independently. They can actually get trapped with monster commands when they'd really like to use their normal ones!
  • Disc-One Nuke: Early in the game, they must put effort into using Catch. A few units are monstrous:
    • Puroburous is a Wolfpack Boss who can kill you by sacrificing one of their units. Prototype wipes them out with one shot.
    • Sand Bears are somewhat notorious for dealing the most damage in Bartz's World: when Released, they execute a normal attack, but since monster attacks using Catch are independent of a Beastmaster's level, Sand Bears will deal 2,000+ damage to most enemies.
    • Breath Wing, Blaze, and Lightning kill everything if you Release them 4 times, since they remove 25% of max HP. It's also a valid strategy for beating Exdeath in World 2. Yellow Dragons (Lightning) are conveniently nearby for Catching, and Death Claw works wonders for catching things.
    • If they run into Ramuh in the woods by accident, you'll probably expect to get owned. But if you just so happen to have a Beastmaster who by some small chance Caught a Corbett in the ocean nearby, they can release it on Ramuh at the beginning of the battle. Turns out, it puts the boss at critical HP and you'll beat him with your next attack.
  • The Dragonslayer: One of the rarest items in the game to get, the Dragon's Whisker, has the highest Attack stat of the three endgame whips, and inflicts mass damage to Dragon opponents.
  • Friend to All Living Things: Calm freezes non-human and non-mechanical foes. It cannot be avoided so long as the target is both a Magic Beast and vulnerable to Stop.
  • Injured Vulnerability: The Catch ability. Monsters need to be at very low HP for it to work, but a unique item will allow you to Capture them half health, instead. Almost every critter in the game can be caught and has their own Release move, with the exception of anything which has the Heavy flag in their code.
  • Long-Range Fighter: They have no problem whipping their way through dungeons from the safety of the back row. They're one-handed weapons, too.
  • Not the Intended Use: They're great for a Brave Blade game if you want more Thief Gloves. The party can Steal the Thief Gloves from Sehkmet and then Capture him so they can steal more without having to run away.
  • Not the Intended Use: Calm works fine in the Super Famicom game. However, it looks like Square made a wrong check in the Advance port; it casts Stop on every enemy but Magic Beasts! As long as the target is vulnerable to the status, it can Calm Humanoids, Headstones, Bombs and Bio Soldiers, but not Wild Nakks, the Manticore or Big Horns (all Magic Beasts). This makes Calm a bit stronger, since it can be used to slow down Omega, for instance. The duration is a fair bit shorter than Romeo's Ballad, though. You learn Stop before you get access to Calm, so this is trivia more than anything.
  • Percent Damage Attack: Some of the most useful enemies deal a percentage of max HP in damage (like the giant Zuu birds), and bosses have a lot of health to chew through.
  • Secret A.I. Moves: Control takes possession of an enemy. This is different from simply Confusing them, as you get to select their moves from a menu. Some of the best Blue Magic in the game is best Learned by Controlling an opponent and then having them cast the desired spell on your Blue Mage. Their other unique skill is Catch, which removes the target from the battlefield. The Catch command is then replaced with Release, which sets the enemy free to perform some sort of special attack.
  • Support Party Member: The reality is the Beastmaster is a gimped fighter with a kooky skill tacked onto them. Using Control strictly for the sake of Learning Blue Magic is a defensible action.
  • This Looks Like a Job for Aquaman:
    • Most bosses can't be Controlled. The one exception is Gilgamesh's sidekick, Enkidou: for whatever reason, he lacks both Heavy status and Control immunity in his code.
    • If you want to finish the Sealed Temple, there's a guy who says you have to bring him a Behemoth. You must Catch it.
  • Useless Useful Spell:
    • Calm. There's almost nothing worth using it for. You give up your turn to stop the enemy from getting a turn, and the cycle repeats. It's not worth dropping Control for this.
    • Control is slow and unreliable, even if they increase its odds of success with a rare helmet. It misses a good chunk of the time. If if succeeeds, the Beastmaster has to wait for the action bar to fill back up again before making use of the enemy's movements. Naturally Control doesn't work on anything Heavy.
  • Weak, but Skilled: This job is trash in a normal playthrough. Their stats are terrible and their equipment choices are awkward. None of the whips are particularly strong, with the Dragon's Whisker being the weakest of the Legendary Weapons. Beastmaster is not meant to fight or cast spells on their own.
  • Whip It Good: Apart from knives, they are principally armed with whips. Unlike most every other class in the game, the Beastmaster has a choice of three job-specific weapons in the third World: the Legendary Flame Whip (Firaga kicks in a third of the time), the Beast Killer, and the Dragon's Whisker.

    Geomancer 
https://static.tvtropes.org/pmwiki/pub/images/ff5-geomancer_1137.png

Magi of the earth, they use the environment to wreak havoc on foes. They use bells in battle.


  • Added Alliterative Appeal: Bottomless Bog.
  • Anti-Frustration Feature: If the game designers are to be believed, bells are used to whack enemies over the head, which makes a lot more sense than their sound being damaging. However, they still work as long-range weapons.
  • Balance Buff: In FFV for iOS, Gaia seems to assumes your level is 99. Might be a bug or a gameplay change, who knows. It regularly caves in when you're underground. And when you're outside, it regularly summons a tornado!
  • Convection Schmonvection: They can ignore damage from lava floors and similar hazards.
  • Crutch Character: Geomancer is pretty strong at first, and it's an easy to master job. But with no rods or staves or shields, Gaia has a short self life.
    • The game will not recognize it as a "Magic" spell. That presents a problem, though: Gaia provokes the dreaded React: Physical counter-attack. This means that Gaia, despite its magical nature, cannot be used in the Fork Tower since it provokes some enemies into casting Protect or the like.
    • You might think that Gaia gets better with time, but a number of the strongest moves turn out to be instant death spells that are useless against bosses. In the final battle, the only useful Gaia is Wind Slash.
  • Deadly Dust Storm: Gaia calls up Desert Storm and Sandstorm in arid regions.
  • Deadly Gas: Poison Mist acts as a Bio spell. It's almost guaranteed to cause Poison status.
  • Death-or-Glory Attack: Gaia is pure RNG. and a lot of the stuff isn't even good. The moves the Gaia command will call up are randomly determined: Tte game will calculate a number between 0 and the level of the Gaia caster.
  • Elemental Powers:
    • Gaia executes attacks based on the landscape of the battlefield. There are 34 different backgrounds, and just as many Gaia skillsets. Some Gaia skillsets are completely identical, and others share a few moves.
    • Geomancers have a secondary attack in the Gaia Bell, which has a chance of casting magic. 170% stronger than Gaia's Earthquake, if it triggers.
  • Green Thumb: Bindweed erupts from the soil and Slows the target down. Branch Arrow and Branch Spear rain down from the tree canopies, and Leaf Dance does wind damage.
  • HP to 1: Twister and Whirlpool reduce non-Heavies to critical HP.
  • Instrument of Murder: Geomancers dress up like Santa Claus, chime bells like Santa Claus, and kill everything in their path by turning everything they touch into unblockable arrows of death.
  • Long-Range Fighter: Geomancer's stats are pretty average across the board. Strength and Vitality are decent for what's primarily a back row mage.
    • Bells are a really weird weapon to use. They deal damage based on Magic power instead of Attack power or Strength.
    • Gaia is a back row alternative to Barehanded, and it only costs 25 ABP. Gaia's damage comes from Magic power, so the best Gaia users are dedicated magi.
  • Lost in Translation: Geomancers are actually Feng Shui practitioners. Geomancy was one way it was translated since it predicted "luck" by the position of the earthly elements just as astrology with the stars. Also, bells are a common tool for exorcism in Daoism, which commonly uses Feng Shui.
  • Magikarp Power: Animals and Gaia use the character's level to determine the attacks that can be performed. The best Gaia spells don't become available unless they grind.
  • Not the Intended Use: While you'd expect that Tsunami would do water-based damage, it's actually a non-elemental spell, in another one of V's buggy little quirks.
  • One-Hit Kill: Quicksand and Bottomless Bog multi-target and kill all enemies that don't have a "Heavy" flag in their code, in a manner similar to Odin and Samurai. While they're useless in any kind of boss encounter, these are definitely two of the best in the whole set.
  • Overrated and Underleveled:
    • Gaia is unaffected by Silence, and some of those spells are really good. It's just too random to take a chance on. The 0 MP cost might be worth the risk.
    • You can't exactly control where a boss chooses to fight them, either. Soul Cannon is fought high up in the sky. That means all-air terrain attacks, and Soul Cannon is immune to those.
  • Pajama-Clad Hero: Do you see those hats? When a man walks down the street in a hat like that, people know he's not afraid of anything.
  • Quicksand Sucks: Quicksand and Bottomless Bog. The animation shows the enemies getting sucked underground to their demise.
  • Squishy Mage: Geomancers have a hard time fending off physical attacks. Ifrit and Soul Cannon are the worst battles in existence. Be thankful that this class at least avoids a Strength penalty like the other Magi.
  • Stalactite Spite: All of the underground spells are effective at cutting enemies down to size. Stalactite drops from the ceiling and falls onto the monster in question. It is definitely more entertaining to clobber the Tyrannosaur with these than to go for the Phoenix Down instant kill cheese.
  • This Looks Like a Job for Aquaman:
    • The forest attacks turn out to be the weakest in the whole set. But there is one boss where Geomancer has a ready solution: Puroboros are fought in the forest, where Gaia will multi-target Leaf Dance and weaken them all into the critical range, causing them to Explode rather harmlessly.
    • The early game strength of Gaia starts to wear off in Galuf's World. The one saving grace is Enkidou's lack of a Heavy flag, which means he is actually vulnerable to Whirlpool.
  • Useless Useful Spell: Find Traps and Light Step are useful, but only a few times in the entire game.
  • Utility Party Member: Just wait until you end up in a dungeon with traps and switch to Geomancer.
  • Whatevermancy: The only class with such a naming before the Advance additions.
  • Will-o'-the-Wisp: A fire-based attack. It gets called up in dungeons where the undead roam. It's highly variable, with a base damage of anywhere from 1 to 100. Good enough for undead enemies, though.

    Ranger 
https://static.tvtropes.org/pmwiki/pub/images/ff5-ranger_8270.png

This job and the Bard are of the Fire Crystal, but they are found separately, coughed up by a Black Chocobo after the Crystal breaks. They specialize in ranged assaults and forming alliances with woodland creatures.


  • Always Accurate Attack:
    • Aim is deadly to enemies with high Evasion.
    • Rapid Fire. They can't miss, and it doubles their damage output.
  • Armor-Piercing Attack: Aim and Rapid Fire always hit their target and ignores their Defense.
  • Bee Bee Gun: Bee Swarm hits all targets. They do extremely variable damage; the attack value can be anywhere from 10 to 100 depending on a dice roll.
  • Combat Medic: Nightingale acts like Cura and also removes Poison and Darkness. These little birds are a great help in all kinds of situations. Again, you can't rely on it.
  • Critical Hit Class: Bows are one of the few weapon types that have a chance to critically strike and deal huge damage. The Legendary Yoichi's Bow has an impressive 30% crit rate, the highest in the game.
  • Fragile Speedster: Speed is tied with the Ninja, and Strength is nearly equal to that of Samurai. The trade-off is poor Vitality, which forces them to work from the back row. The two-handed nature of bows rules out a shield.
  • Full-Boar Action: Wild Boar targets a single enemy for big damage, but flying targets are immune.
  • Gathering Steam:
    • Rapid Fire is their only stellar ability, and it requires a lot of ABP to unlock. A casual player won't see it until well into World 2. They consistently struggle with difficult bosses that stronger classes can overcome.
    • It seems like your character's level is linked to Animals. If they're under 30, you'll almost never see Falcon or Flying Squirrel; just bees.
  • Healing Shiv: Ranger can neutralize fire by the simple means of equipping a Flame Ring and shooting themselves with the Fire Bow.
  • Herd-Hitting Attack: Two-Handed doubles your Attack power, whereas Rapid Fire is 4 attacks with halved damage that pierce Defense and always hit.
  • Infinity -1 Sword: In general, Gladiator is unnecessary if you're already swinging two weapons with the Rapid Fire option. For maximum annihilation, toss in the Mystic Knight's Spellblade. It's no coincidence that it was Bartz's Special Move in Dissidia.
  • Long-Range Fighter: The one drawback of using bows in this game is their poor accuracy. Without Aim, Bows tend to miss. (A lot.)
  • Nature Hero: Animals is a woodland version of the Geomancer's Gaia. It randomly summons an animal who will either attack enemies or heal the party. Those few that can deal real damage will run off of Magic power, so Animals is best utilized on a Job with high Magic.
  • Noble Bird of Prey: X-2 is not the first game to have a falconer in the party.
  • Not the Intended Use:
    • The Killer Bow is sold in Quelb. It functions as a Doom spell, but since this is before you're supposed to learn Doom, the programmers didn't bother to exempt enemies from it, including some of the bosses in Galuf's World. 8% might sound like low odds to connect, but just two rounds of Rapid Fire brings it up to 50%. Poor Gilgamesh takes a bad hit and keels over before he can even call for Enkidou.
    • The downside of the Chicken Knife is that the attacker has a 25% chance to flee whenever they use it. But the game is somewhat broken in that respect, because Aim and Rapid Fire cancels out the Chicken Knife's flee effect. Even better, the Chicken Knife boosts damage based on their Agility stat. (All knives are supposed to do this, but only the Chicken Knife does due to a bug.) The Ranger has great Strength and Agility.
  • One-Hit Kill: If a target is vulnerable to Doom, the Killer Bow can take them out with a well-placed shot.
  • Percent Damage Attack: Falcon removes a quarter of an enemy's current HP.
  • Powerful, but Inaccurate: Rapid Fire is distributed randomly. You cannot control where the damage goes. That's fine against some bosses because there's only one thing to target, but it causes major problems in certain areas. Most of the time the Ranger is doing so much damage via Rapid Fird that it doesn't matter. In places where the party needs precision though, Rapid Fire has to be given up in favor of Aim, and this downgrades the Ranger to a middling fighter.
  • Spam Attack: At most, you can land 8 hits with Rapid Fire.
  • Smelly Skunk: Skunk inflicts Blind and Poison on all enemies.
  • Trick Arrow: Bows themselves are very good weapons, offering different elements and status properties, like Darkness or outright Death. It's almost like playing as a Black Mage again, swapping out different bows depending on the weakness of their opponent.
  • Unicorn: The rarely-seen Unicorn completely restores the party's HP/MP.
  • Useless Useful Spell: The low damage and random nature of Animals ability makes it impractical. It is one of the funniest abilities in the game to use.

    Bard 
https://static.tvtropes.org/pmwiki/pub/images/ff5-bard_6754.png

This job is acquired alongside the Ranger. While their stats are nothing to write home about, their repertoire can stop all manner of enemies in their tracks.


  • Added Alliterative Appeal: Alluring Air, Swift Song and Mighty March.
  • Armor-Piercing Attack: Harps usually deal percentage-based damage, but Apollo's Harp deals barrier-busting damage (800%!) to Dragons as well as the Undead; the former's Heavy status doesn't come into play.
  • Balance Buff: What a difference a game makes. Bards aren't spoony any more! Bards have historically been...not very good. III in particular has Bards who require a lot of work, and you might as well pick units that are good out of the gate. V notably has the best Bards the series has ever had.
  • Combo Breaker: Each time they take a hit, their Song will be interrupted and they will have to start over again.
  • Cycle of Hurting: Sing can cast multi-target Confuse/Stop without any penalty from the moment you get them, and can even lock down bosses.
  • Defend Command: Hide works the same way as Edward's from IV: the Bard cowardly runs off screen, where they can't be damaged by anything. Naturally, they can't hurt the enemies, either, and they have to Return to issue other commands. Hide takes the bite out of a lot of ugly bosses, and it functions a bit like the Dragoon's Jump. Except the Bard can remain in Hide mode indefinitely.
  • Disc-One Nuke: Bard rocks. The final bosses in Bartz's World (Manticore and Purobolos) can be pinned down with Songs, unable to take a single action or counterattack.
  • The Dragonslayer: Apollo's Harp is a weapon of mass destruction against dragons. And any enemy can be turned into a dragon by a Chemist, even bosses, so...
  • Expy: Starting a series tradition, the Bards in this game have a movelist based on that of Edward from IV, including Edward's signature ability to hide from sight.
  • Fragile Speedster: It's hard to overstate how weak the Bard is. The penalties to Strength and Vitality are absolutely crushing. At least Bard is pretty fast, clocking in at well above average.
  • Heart Is an Awesome Power: They're extremely frail and can't equip Rods or Staves. But when used right, Sing has a much bigger impact than heavy armor classes.
  • Instrument of Murder: Songs are complimented by harps, which do very low damage.
  • Lethal Joke Character: This is a profoundly silly job. Harps don't work against Heavy opponents. That makes them useless against most bosses (they simply Miss on attack rolls), and they're also a weak option for random encounters, because who wants deal a quarter of damage to current HP? It would take forever to kill anything that way. That limits Bards to daggers, and with a laughable Strength score, Bards don't strike fear in anyone with their puny knives.
    • They can buff Speed and both Attack stats all the way to 99 with songs.
    • In Galuf's World, Requiem makes Drakenvale a walk in the park. Same with the Great Sea Trench in World 3. Requiem lays waste to anything undead, including Movers.
    • Bard's Confusion and Stop-inflicting songs trivialize most random battles and one of the Bonus Bosses.
  • Magikarp Power: Even a spoony Bard can become powerful by stacking Songs. The Swift Song will take Agilty to uncharted territory, Mana's Paen will increase the damage from Requiem, the Mighty March turns anyone into a great attacker, and the Hero's Rime just enhances everything, since most stuff involves character levels in some way. Unfortunately, the Swift Song unlocks halfway through the game, and the other three become available in the third World. Their presence would have been greatly appreciated earlier!
  • Mind-Control Music: Alluring Air is a random destroyer. If the Bard goes first, they can Confuse randoms without having to worry about getting attacked.
  • Permanently Missable Content: Once you leave Bartz's World, the locations containing three Songs will become permanently inaccessible. Exdeath sucks them into the Void, so they're gone forever.
  • Percent Damage Attack: Harps are strange weapons that deal percentage-based damage.
  • The Power of Rock: Sing can be pretty deadly if they know what they're doing with it.
  • Talk to Everyone: There are lots of Bards in Bartz's World, it seems. They will teach new Songs.
  • This Looks Like a Job for Aquaman: Requiem functions as a Dia spell from the original Final Fantasy, dealing magical damage to all undead enemies. Bard is outstanding in the Great Sea Trench for that reason, since everything down there is undead.

Earth Crystal Jobs

    Samurai 
https://static.tvtropes.org/pmwiki/pub/images/ff5-samurai_123.png

These honorable warriors from faraway lands can block attacks with their bare hands, as well as hurl money at the enemy for surprising damage.


  • Action Initiative: The Legendary Katana, Masamune, allows its wielder to act first in battle regardless of their speed.
  • Barehanded Blade Block: Shiriharadori. The Samurai has an built-in 1 out of 3 chance to block a physical attack. Characters can master Samurai in order to pass this ability on to Freelancers.
  • Cast from Money: Zeninage is a great skill if you're not worried about money anymore.
  • Charged Attack: Iainiuki is an instant death attack which hits all enemies on the screen at once and has a base chance of 85% to slay them instantly. The only downsides are an inability to hit anything with a Heavy flag in the code, and the need to spend one round charging the attack before it goes off. With the Masamune's First Strike ability though, that doesn't take very long and the Samurai anihilates every World 3 random encounter with ease.
  • Critical Hit Class: Katanas have an innate chance to critically strike, something which nearly all other weapons in the game lack.
  • Cycle of Hurting: Iainuki ends fights in just one command in certain areas, such as Phoenix Tower. Put the Hermes Sandals on someone and go to town with it.
  • Death-or-Glory Attack: Iainiuki. It's a multi-target, instant death attack which deals no damage otherwise.
  • Developers' Foresight: As to why katanas and Spellblade don't mix, one can only assume it's a balance issue. Katanas already deal critical hits.
  • Dummied Out: What's strange is how katanas use a different sprite when swung with the left hand. They're the only weapon which has this feature, which suggests that the Ninja was intended to wield Katanas like IVs Edge.
  • Elite Tweak:
    • In Galuf's World, a Samurai is protected against anything Exdeath can do, apart from Condemn. The Aegis Shield prevents Stone and has a chance to block enemy magic. The Diamond Helmet resists lightning. Bone Mail absorbs Poison and blocks most instant-death attacks, not to mention its incredible Defense rating. A Flame Ring aborbs Fire and neutralizes Ice. Plus their base Evasion is high. (How do you hurt this guy, again?)
    • Mug is a good choice to provide some party support. Drink is a another good one; unlike the Chemist, there's no need to chug fifty Hero Cocktails to get the Samurai's Attack stat up to par. Time Magic is probably the most useful, though: open a battle with Hastega (or maybe Slowga), and swing away.
    • Another good combo is the Wind Slash katana and Counter. It delivers tons of damage, especially if it triggers Wind Slash and/or a critical.
  • Katanas Are Just Better: For some strange reason, the Samurai's katanas are the only weapons with unique animations. So it's fun to have a character Dual-Wield katanas. The Legendary Masamune is only slightly weaker than Excalibur, and it is the better weapon overall: it has a high critical hit chance, which Excalibur lacks, and can be used as an item to cast Haste.
  • Lightning Bruiser: The Samurai is a very difficult class to injure. Shiriharadori stacks with equipment such as shields and the Elven Mantle, allowing them to cancel out melee damage for the most part. Magic Shields can also protect them from petrification or elemental damage. This class uses the heavy armor set, and high Vitality equals more health.
  • Logical Weakness: While not affected by most things, Zeninage is adversely affected by Defense, and a Spider Tank (Omega) has a lot of it.
  • Magically Inept Fighter: It's hard to pick a skill which doesn't complement Samurai. The only one is Spellblade, since katanas don't work with it.
  • Money Mauling: Throwing your money often works out better as a Hail Mary move than Throwing your gear does.
  • One-Hit Kill:
    • Iainuki. Later in the game, enemies get a lot of HP to the point where instant death becomes really useful.
    • Zeninage is an instant win button against most random encounters, but hella expensive.
  • Overrated and Underleveled: Dual-Wielding Samurai has better armor and more HP than a Ninja, along with a block ability. Still, Samurai suffers from the same thing Dualcast does: both require just shy of 700 ABP before they really take off. Ninja has an edge here.
  • Samurai in Ninja Town: With Ninja and Samurai being the best jobs, it's almost like this game was made in Japan or something.
  • Sheath Strike: Mineuchi. It's like a regular attack with a chance of Paralyzing (when not bugged), and it can cancel out unwanted affects like Chicken Knife's Flee.
  • Single-Stroke Battle: Iainiuki can result in this, and it doesn't care about your weapon. Like Odin, it will always fail against Heavy types.

    Dragoon 
https://static.tvtropes.org/pmwiki/pub/images/ff5-dragoon_7832.png

These high-jumping champions carry spears into battle.


  • Blade on a Stick: Their Jump skill deals double damage when combined with a spear.
  • Charged Attack: Jump causes them to leap into the air, become un-targetable, then land and deal double damage after a delay. The amount of time spent up in the air is exactly the amount of time needed for the action bar to fill up again, meaning it can be Slowed or Hasted.
  • Crippling Overspecialization: Dragoons don't benefit from equipment skills, since Jump only boosts spear damage and they already have armor and shield proficiency. Spears are incompatible with Two-Handed and Spellblade. On top of that, Dragoons don't mesh well with Cover and Counter, since they spend half the battle not being there.
  • Critical Hit Class: They are the only heavy armor Job with built-in double damage and Back Row OK.
  • Defend Command: A tankier job which leaves the rest of the team taking hits while Dragoon Jumps for more damage. Any attack in the game can be avoided with the right timing. It's impossible for them to die if they never get touched.
  • Developers' Foresight: The Twin Lance's double-hit feature is actually a magic spell. So no, it won't work with Rapid Fire, as the latter negates things like weapon spell castings.
  • The Dragonslayer: They have two excellent weapons in the lategame: the Holy Lance with its Holy elemental property, and the Dragoon Lance, which deals double damage to dragons in addition to having a ridiculous attack value.
  • Elite Tweak:
    • Though not as good as Two-Handed, Dragoon is a good option if the party needs to set magic on a high-HP character. Blue uses a few HP-based moves. Lance could also be useful on a character with high Magic power.
    • Jump takes a long time for not a whole lot of damage. So what a Dragoon needs is either a faster attack than Jump, such as Sing for Undead enemies and bosses, or support skills to heal people in the inevitable situation where they evade something which badly injures the rest of the party.
  • Goomba Stomp: What Jump is, except of course there's also a sharp knife or pointy stick involved.
  • Life Drain and Mana Drain: The other class ability is Lance, which allows them to cast Drain and Osmose for free. Lance is weaker than those two spells. The other difference being the cool-looking blue dragon who appears on the screen.
  • Long-Range Fighter: The main advantage of a spear is that it's a long range weapon.
  • Mighty Glacier: The Dragoon is one of the most basic jobs. They only have three abilities, and one of those is Equip Spears, which comes naturally with the job. Because of the inherent delay in Jumping, the Dragoon is not an especially fast character. They're a little bit faster than Knights, but slightly weaker to compensate. Dragoon does get access to shields and heavy armor sets.
  • Mythology Gag: Bartz's Dragoon outfit very closely resembles Kain Highwind.
  • Overrated and Underleveled: Dragoon has little synergy with other jobs. Unlike most heavy armor classes, the Dragoon cannot use their weapon with Two-Handed, which is a turn-off. Jump and Equip Spear are only really relevant to each other, since Jump only works with Spears. Spears by themselves are not particularly strong when compared with swords or katanas. Lance does has some synergy with Magi, but Berserker costs less and has more synergy due to the Gaia Hammer and Rune Axe, both of which are boosted by Magic stats.
  • This Looks Like a Job for Aquaman: The Dragon Lance will take out one of the optional bosses with ease.
  • Useless Useful Spell: Unfortunately, the terribly low Magic stat means that the damage from Lance will barely increase, which renders it virtually useless. It would be awesome on a Mage class, but is pretty sad in this context.

    Dancer 
https://static.tvtropes.org/pmwiki/pub/images/ff5-dancer_9560.png

A kind of Ascended Extra from Final Fantasy III and IV. (There were put into those games to add a whimsical element; just there for laughs and entertainment purposes.) This class uses deadly dances to defeat foes.


  • Added Alliterative Appeal:
    • Tempting Tango causes Confusion, though it's superseded by Sword Dance when wearing certain equipment.
    • The Dancing Dagger causes other jobs to perform Dances when clicking the Attack command.
  • Always Accurate Attack: Sword Dance is a melee attack with a 100% hit rate which does quadruple damage and stacks with all other damage modifiers, including Two-Handed and Spellblade. While they can control who gets hit by it, it has a nasty habit of failing to trigger when you most need it.
  • Dance Battler: With the proper equipment, Dancer pulls up Sword Dance a lot. Doing smooth moves and flailing knives around for bonkers damage is always fun.
  • Death-or-Glory Attack: The Dancer is stuck in a weird hybrid role, not quite a fighter class but not a spellcaster, either. Dance has a 75% chance of dealing almost no damage. Long strings of Tempting Tangoes and Mystery Waltzes can lead to defeat in a hurry. Secondly, the Dances contradict each other in terms of how they work: Sword Dance demands placement in the front row, whereas the other three rely on the Magic stat. Since the Dancer can only use Knives, it'll only inflict big damage from the Front Row. Lastly, they have the lowest HP of any class. So the Dancer is inherently a liability.
  • Disc-One Nuke:
    • The other advantage the Dancer has is the ability to equip Ribbons. They are the only class besides Freelancer who can equip one. Even better, they can get a Ribbon as early as Karnak Castle. The Ribbon boosts every stat and provides outstanding Defense, particularly so at this stage of the game. Many random enemies will simply do 0 damage.
    • If they bothered to obtain a Lamia's Tiara, they can double the chance of Sword Dance as soon as they get the Dancer Job, which makes it useful 50% of the time. (It's a rare steal from Lamia.) However, it replaces the Ribbon, one of the Dancer's selling points.
  • Gratuitous Disco Sequence: Faris wears a disco getup consisting of flared sleeves and bell-bottoms.
  • Heart Is an Awesome Power: Total gimmick class which offers a cheap alternative to Rapid Fire. Dance is single-target, whereas with Rapid Fire you end up with multi-target scratch damage or worse, get owned by counterattacks.
  • Latin Lover: Bartz wears an outfit suited for Latin dancing: an open red shirt and black trousers, along with a green sash in Dissidia. And in the Steam/mobile Achievement, he has a rose clenched in his teeth. Galuf wears a traditional Samba outfit like those worn by men at various carnivals.
  • Lethal Joke Character: Worst stats in the game. There are no Freelancer benefits to speak of. They are made of paper in the front row, but it's not going to matter in World 3 since they can equip Hermes Sandals to get two turns for each enemy turn. By the time they try anything on your Dancer, the enemy probably ate a Sword Dance or two and died anyway.
  • Lethal Joke Item: Sword Dance with the Chicken Knife is very easy to cheese, even at lower levels, since it doubles their Attack power and their damage multiplier.
  • Life Drain: Jitterbug Duet steals life away from the target and adds it to the Dancer. It is identical to the Black magic spell Drain. (In the code, it is the exact same thing.) Because of that, is not dependent on row position, and damage is based on the Magic stat, not Strength. Dancers are poor in places where the Undead appear, since Dance may actively hurt the Dancer there.
  • Magikarp Power: Unfortunately, it means being lumbered with the Dancer until you can collect the requisite 400 ABP. This is quite a feat, since your Dancer will often die in battle and you'll have little reason to revive them.
    • The Dancer's high point is intended to be the final dungeon, since the full set of Dancer-only equipment is distributed in chests there. Sword Dance has a 50% chance of failure. This will improve if they equip a Rainbow Robe, which increases the chance of Sword Dance.
    • Sword Dance is better than Rapid Fire with these specific weapons: Man-Eater (deals more damage against humanoids) and the fully-powered Chicken Knife. But there's a lot of cons: Minimal staying power due to poor stats, Front Row, and no Evasion. Man-Eater is only realistically available at the end of the game, at which point you can still make an argument for Dance, but not for the Dancer Job. Fully-powering the Chicken Knife is also tedious.
  • Mana Drain: Mystery Waltz is almost identical to Jitterbug Duet, only it steals Mana instead of health. (It mimics the Black Magic spell Osmose.). It is also independent of row position and steals more MP as the Magic stat goes up.
  • Mating Dance: Tempting Tango Confuses the enemy. Flirt replaces a non-Heavy enemy's turn with a text message. But it may fail.
  • Minidress of Power: Krile wears a half-shirt and a frilly mini-skirt.
  • Power Up Letdown: There's little reason to learn Equip Ribbon apart from very specific setups. Ribbon stat bonuses do help, but it presumes the Dancers have more durability than they do.
  • She Cleans Up Nicely: The Dancer is one of few jobs in which Faris looks feminine: she pins her hair up in a ponytail with earrings.
  • Spin Attack: Sword Dance. It's one of four moves that may trigger when the Dance command is used.
  • Useless Useful Spell:
    • Generally speaking, Mystery Waltz is the least useful Dance to learn, since the Dancer has no spells and doesn't use MP.
    • If your Blue Mage already has Gravity, Missile and Death Claw, there's not much point in using Flirt.
    • Sword Dance does tremendous damage... when it lands. Sword Dance doesn't happen often enough to give to melee characters. Since Lamia's Tiara is a hat which only Magi can equip, you can't boost your odds on other jobs.

    Chemist 
https://static.tvtropes.org/pmwiki/pub/images/ff5-chemist_4059.png

These intrepid alchemists are a rather oddball job. They rely heavily on item crafting.


  • Alchemy Is Magic: The inspiration for the Chemist may be the Islamic Golden Age. The impact of Arabic scholars on European science was immense. The star emblem on their turban might refer to the chemical elements in alchemy. ('Modern' chemistry slowly overtook alchemy.)
  • Always Accurate Attack: Most Mixes have a 100% hit rate if the target is not immune.
  • Anti-Magic:
    • Dragon's Kiss. Nearly all of the instant-death spells fail against Heavy targets, so the Chemist blocks most of them out by giving themselves Dragon and Heavy status.
    • Resist Fire/Ice/Thunder to absorb that element. Dragon Shield will nullify Fire, Ice, and Thunder. Resist Poison grants immunity to that status, but not to the element.
  • Armor-Piercing Attack: Turtle Soup reduces Defense and Magic Defense by 50% per use with a perfect hit rate.
  • Boring, but Practical: If they're relying on Mix to attack, they ought to be to be using Succubus Kiss in nearly every situation, mainly because Turtle Shells take a lot less time to farm than Dragon Fangs.
  • Chemistry Can Do Anything: Mix is a great utility on all jobs, Magic power or not. Despite the magical nature of their abilities, they don't get appreciable stat boosts or deductions, and Magic is their lowest stat (though not by much). There are Chemist Mixes for everything: full HP and MP restoration, removal of all status ailments, protection against virtually all elemental damage and instant death attacks, setting Heavy status on a character, and overriding AI scripts by inflicting Berserk on targets that are supposed to be immune. A character with Mix can do anything they want.
  • Combat Medic: The Japanese term kusuri-shi is actually "drug practitioner/technician," which is closer to how the British use "chemist" to mean pharmacist. Chemist-only Drinks allow them to Haste themselves, double their HP, and increase their levels within battle. With Mix, they throw chemicals at other people instead of themselves only. They can also rofflestomp enemies with the right ingredients.
  • Difficult, but Awesome: A lone Chemist using only Chemist abilities can beat Omega and Shinryu with some planning and a little luck. But people do overrate them: The lack of multi-targeting and the way they eat through items are pretty big strikes against. Most of the best formulas involve grinding Turtle Shells or Dragon Fangs, which only drop from certain monsters. Between staves and daggers, the Chemist has a poor selection of weapons.
  • Disc-One Nuke: Mix is so fun, it's criminal.
    • Blessed Kiss to Berserk your fighters.
    • The elusive double HP buff, which is an auto-win if they stack it with Mighty Guard or Dragon Defense.
    • Resurrection to revive at full health and MP for about the same cost as a Phoenix Down.
    • Samson's Might boosts the target's level by 10 instead of 20, without using up the rarer Dragon Fangs.
    • Remedy cures almost all status effects.
    • They can spam Succubus Kiss to kill every non-undead enemy or boss with no strings attached until well into Galuf's World.
    • Levisalve Floats a target. Useful for fighting Titan since the party doesn't have the Float spell yet.
    • Elemental Power boosts all elemental damage, like Dragon Breath Mixes. This makes Leviathan more powerful than Bahamut.
  • Drunken Master: Bacchus' Wine grants Berserk.
  • Gendered Outfit: In the mobile and Steam versions, the girls wear orange robes instead of gold.
  • Genius Bruiser: They're surprisingly bulky, even before Goliath Tonics. For creatures weak to either Dragon's Breath or Holy Breath, that's a lot of damage right there. In addition, a Chemist-unique item, the Angel Robe, has the highest raw Magic Evade boost in the game, for what it's worth.
  • Guide Dang It!: Read some FAQs and be amazed at the versatility of it. V was created in the pre-Internet era, when the power of the Chemist was supposed to be reigned in by the fact that players had to figure out the Mixes themselves through trial and error. At the time, no one expected that fans would grab a print-out of every Mix and torch the rest of the game.
  • Item Amplifier: Potions and Ethers are doubly effective when used by a Chemist. This is an innate ability, so mastering it will pass it onto Freelancers and Mimes.
  • Life Drain: Succubus Kiss does stupidly high damage for most of the game while healing you at the same time.
  • Long-Range Fighter: Chemist can surprisingly use a staff, which allows them use of the Flail. While the random damage is annoying, it's nice to sit in the back row, reducing the damage taken. Toward the end of Galuf's World, they will come across the Morning Star, and get some good use out of it.
  • Mana Drain: Lilith's Kiss drains MP.
  • Nerf: There is no reason to use Blessed Kiss on bosses in Advance. In the SNES version, it bypasses Berserk immunity, but not anymore. Now you should just Mix Bacchus' Wine for Berserk, since it doesn't also apply Haste and Blink to the target. Blessed Kiss is still broken as Hell, though.
  • Not the Intended Use: Blessed Kiss was the only Mix to ignore immunity. The idea was to give your character three buffs, but they probably forgot to check whether it worked on enemies.
  • Number of the Beast: Devil's Juice will deal exactly 666 damage.
  • One-Hit Kill: Like Blue Magic, Mix has some useful win buttons.
  • Percent Damage Attack: Dragon's Breath and Holy Breath deal your HP in elemental damage. They can't miss (unless the enemy is resistant or immune to that element), and they can't be reduced by status effects like Old. But they can deal double damage if the enemy is weak to them.
  • Poison Mushroom:
    • What happens when they Mix Dark Matter with a restorative item. Death Potions for the odd Crystal Dragon or somesuch. Dark Ether will work on almost anything; it removes 75% of the target's MP. There's also Antilixers and poisonous Dud Potions.
    • Dragon Power boosts your level by 20, which indeed increases your damage output as much as gaining 20 levels would. They can level anything to 255...including the enemy, then Blue Mage can Lv. 5 Death it. Chemist can also use Dragon's Kiss on enemies to make them weak to Dragon-killing weapons, such as Apollo's Harp.
  • Power Up Let Down: Pharmacology is not really useful at all. Potions are very weak in comparison to other methods of healing.
  • Professor Guinea Pig: Chemist can be used in two ways. Either have fun with Drink, turning them into a heavily armored, speedy, durable scientist who can ruin your day with a dagger (in 20 turns...), or just abuse Mix.
  • Salt Solution: Smelling Salts is a cheap cure for many status effects, but not the worst ones.
  • Stone Wall: Dragon Defense for Shell, Protect, Reflect and Regen.
  • Too Awesome to Use: Even most dragons in this game don't drop Dragon Fangs! The Zombie Dragon is one of the very few enemies that always drop these things, and you'll never fight more than one at a time. For comparison, Hero Cocktail is similar to Dragon Power, except that it increases the Chemist's level by 10 instead of 20. They're a lot easier to replace, since they can be bought in stores instead of farming Dragon Fangs.
  • Useless Useful Spell: Most of the non-Mix abilities are useless, since Mix can duplicate anything the others can do.
    • Their default Drink ability can be quite good, but it takes too long to set up as opposed to other abilities in a balanced party.
    • Hasty-ade is useful because Haste is always good. But there are better ways to cast Haste.
    • There are really only two enemies you want to use Dragon's Breath against. But you can just as easily use Thunder Rods or Holy on them.

Jobs introduced in Final Fantasy V Advance

Secret characters who appear in the GBA and iOS versions. The first three can be found after unsealing all 12 Legendary Weapons, which causes a fissure to appear under the sea. The fourth one, however, can only be won by beating Enuo.

    Gladiator 
https://static.tvtropes.org/pmwiki/pub/images/350px-gladiator_ffv_5340.png

Disciples of war, this class has the second-most diverse weapon selection behind the Freelancer. The Gladiator debuted in Tactics Advance, and most often appears as a Bangaa class. (Bangaa being the most physically-fit species in Ivalice.)


  • Awesome, but Impractical: Finisher might be good when you're facing a group and want to eliminate them quickly, but Zeninage, Summon, Bladeblitz, and Combine are better in that situation because they deal more damage. Combine is a better source of cost-free, multi-target damage since it ignores your weapons.
  • Blade Spam: Bladeblitz. When combined with Dual Wield, it almost overshadows Combine in terms of damage.
  • Bonus Feature Failure: Gladiator is more of a fixer than anything.
    • Finisher is meant to be overpowered, but being all-or-nothing makes the good, old-fashioned Dual-Wield or Rapid Fire more reliable. Even a White Mage with Holy is a better option in just about every situation.
    • In FFVA, only Hammers are Berserker-exclusive; Gladiators get axes. Eventually.
  • Captain Ersatz: The character's outfits resemble that of Saint Seiya characters. In the iOS version, the characters are redrawn to resemble generic Roman gladiators, probably because a new Saint Seiya series had started running before the game released and it'd be harder to explain away the visual coincidences.
  • Cast Speciation: This is the only part of the game where the elementals granted to the characters come into pklay. Each Gladiator also resembles a Summon within the game: Bartz to Odin or Bahamut, Lenna to Shiva, Faris to Syldra, and Krile to Carbuncle.
  • Critical Hit Class: Finisher has a chance to do either 9,999 damage, a critical, or simply nothing. However, a standard crit is supposed to double their Attack and completely ignore Defense. The Finisher version simply doubles their Attack, which identical to Focus or Two-Handed. It doesn't actually double their damage since the enemy's Defense is still at play.
  • Death-or-Glory Attack: A Gladiator only has one move and you're rolling the dice every time. Finisher executes elemental attacks more often (thereby failing less often) as you train the Gladiator. It can, and will, still fail at max.
  • Encounter Bait: Increased encounter rate might save time when hunting for Movers, we guess.
  • Fixed Damage Attack: Finisher essentially ignores weapons, class, level, and support abilities; thus, it's very good on a Thief, and very useless on a Freelancer.
  • Glass Cannon: Strength is highest in the whole game, tied with the Monk. The biggest surprise is their Agility, which is also among the game's highest; only the Thief moves faster. Add in shields, and the Gladiator becomes nigh-invulnerable to melee damage. The trade-off is their Vitality, which is only average. Most fighters have higher numbers there. Of course, Gladiator can hide in the rear with Long Reach, which helps overcome that.
  • Herd-Hitting Attack: Generally, Rapid Fire is stronger on two enemies or less, and Bladeblitz is stronger with more than two. So Bladeblitz is pretty good for random battles.
  • Long-Range Fighter: Long Reach allows them to attack from the back row without penalty.
  • Magically Inept Fighter: Magic stat is garbage, but that shouldn't matter for a job which doesn't use MP.
  • Multi-Melee Master: You could remove the Finisher and still have a powerful class left over. They have a staggering collection of weapons to choose from, second only to what the Freelancer can wield: all swords (including the Brave Blade), spears, axes, and bows. This class can also equip Heavy or Medium armor as the situation dictates.
  • One-Hit Kill: Once you've mastered Gladiator, Finisher will deal approximately 5,000 damage with the right element. 9,999 damage isn't guaranteed, but if a non-heavy enemy is weak to that user's matching crystal, they will be instantly killed by it. Finisher also has a chance of hitting 9999 (or close to it) if they're dual-wielding and get a crit.
  • Palette Swap: Finisher is just Iainiuki with some different coloring added.
  • Spell Blade: Finisher has an element dependent quality which varies for each character.. It's a really handy ability in that it barely matters whether the user is a fighter or a mage, since they'll be maxing out damage half the time anyways.
  • Useless Useful Spell: Krile probably has the worst Finisher of all. Hers is Earth-elemental, and a lot of monsters Float.

    Cannoneer 
https://static.tvtropes.org/pmwiki/pub/images/350px-cannoneer_ffv_7783.png

This class uses more modern armaments: a cannon primed with magical shot. They would soon reappear in Tactics A2 as a Bangaa job.


  • Bonus Feature Failure: Combine lacks the versatility of Mix, but comes close in raw power. The catch here is that all of them require ammo which won't become available until the Cannoneer job itself unlocks... by claiming all twelve Legendary Weapons in the Sealed Castle...after clearing all of the story dungeons in the third World. That's extremely late in the game, and it means that Combine can only be used in the final dungeon and postgame bonus dungeon.
  • Cycle of Hurting: Cannoneer's ability to bypass Neo Exdeath's final form is fairly well-known. By dealing a lot of damage in a hurry, the Cannoneer keeps triggering new AI sequences and delaying its attack, killing it off before it gets a chance to use one.
  • The Dragonslayer: Anything classified as a Dragon will take double damage from Dragon Cannon.
  • Dressed to Plunder: The iOS version makes all of the characters pirates. Accordingly, Faris gets a hat.
  • Every Bullet Is a Tracer:
    • Open Fire has about a 40% chance of casting "Black shot" (Darkness), 25% for "Purple shot" (Poison), 25% for "Red shot" (Confuse), and 10% for "X shot" (Death). Note that these are the unofficial names, and the four shots don't have accompanying text, just visual effects.
    • When using Combine, the cannonball is followed by fireworks. The fireworks are paired to the color of the attack being used.
  • Experience Booster: EXP Up increases your EXP earned to 1.5. The new jobs come with AP or EXP boosts that aren't innate. They must be set on the Cannoneer and Oracle in every battle.
  • Four-Star Badass: Cannoneers resemble French soldiers, complete with tricorn.
  • Holy Hand Grenade: Combine can do pretty amazing damage with boosted Divine Cannon for no MP cost.
  • Item Crafting: Cannoneer's Combine is insanely useful if you have a lot of spare items. This is a reworking of the Mix ability, with the Cannoneer selecting two items and then combining them together to get some kind of result. The difference is that one of those two items must be a form of cannon shot: Buckshot, Blastshot or Blitzshot.
  • Long-Range Fighter: Vitality is enough to provide a decent HP pool without being a frontline tank. Open Fire is considered magic and can be used from the back row with no penalty.
  • Mage Marksman: They can enchant their cannon with status ailments, one of five elements (including Holy), or 3000 fixed damage with Needle Cannon.
  • More Dakka:
    • Combine will hit everything on the battlefield, in contrast to Open Fire which is single-target only. It's similar to Summon magic in that it doesn't sacrifice damage for spread.
    • Blitzshot ammo costs more, but there's no reason to use anything else. With Blitzshot powder loaded, everything does similar damage. The other are cheaper, but do as little as half damage.
  • Never Bring A Knife To A Gunfight: Swords would be handy if this class ever needed to engage in melee combat, which they don't because Open Fire is so great. Open Fire and Combine are completely independent of Strength and Magic power, even though Open Fire is indeed a form of non-elemental magic damage. There isn't any other job where that is the case.
    • Open Fire is a physical attack which deals full damage from the back row and has a nice array of status effects. The base attack value for Open Fire is higher than Excalibur, with a chance to go even higher on the rarer shots. Darkness status does not affect Open Fire at all.
    • Finisher is useless for most classes, but fairly good for those with bad weapon selections, at least in boss battles. In random battles, Combine is just plain better since it's multi-target and can exploit weaknesses, cause status ailments, and dish out instant death.
  • Not the Intended Use: The Toad mechanics here are not consistent at all. Toad status blocks them from damaging enemies with Open Fire, yet it doesn't do anything to affect Combine? In any case, frogs can load a cannon with little issue.
  • One-Hit Kill: The Cannon can kill when loaded with Dark Matter.
  • The Red Mage: This class doesn't stand out in any one direction, and they notably don't get any stat reductions. They have access to the non-knight swords, along with medium and light armor sets, giving them more versatility in that regard. The inclusion of shields helps with Evasion. Only the heaviest armor is off-limits.
  • Too Awesome to Use: Combine also suffers from the limited amount of ammo available. You are only able to carry 99 Blitzshots at once. If they use Combine willy-nilly, that stock will run out quickly. Some of the best formulas involve Dragon Fangs and Turtle Shells. Open Fire is the tool of choice for random encounters.
  • Trick Bullet: A bunch of the shots are tied to different elements, some can inflict Darkness or Old or Mini status, one of them inflicts Slow, others deal double damage to humanoids or dragons, and so on.
  • Useless Useful Spell:
    • Chaos Cannon is nice if it works, but not many things are vulnerable to Death at that stage.
    • EXP Up is generally useless as you don't need experience points in this game at all for the most part, except in the very beginning.

    Oracle 
https://static.tvtropes.org/pmwiki/pub/images/350px-oracle_ffv_6046.png

This harbinger of good and bad fortune can peer into the future. The Oracle is another casting class, but unlike every other spellcaster, they initiate a ticking clock.


  • Bonus Feature Failure: Their abilities suck, the job as a whole sucks, and they're mainly there for the +35 Magic bonus; nothing left to use it on barring mastery.
  • Death-or-Glory Attack: Much like the Dragoon, the Oracle is not a party-friendly character. Their signature ability is Predict: The Oracle chooses one of three Predictions of varying cost, whereupon a countdown begins. When it hits zero, Predict will target everyone on the battlefield. It's quite possible to hit your own party for thousands of points of damage, which is why this job is widely seen as useless and counterproductive. The absolute worst is Pestilence, which deals Poison damage to the party and won't hurt the enemies at all. It might be fun to use with Bone Mail, except that the Oracle is one of those classes who can't wear the damn thing.
  • Encounter Repellant: Read Ahead is important for your sanity.
  • Experience Booster: A variant for ABP.
  • Guide Dang It!: Against Heavy targets that resist Condemn, the Oracle must use Predict. This is the single hardest ability to use in V. It is based on the last digit of the caster's MP. Note that Final Fantasy V Advance never explains this in any way.
  • Light 'em Up: The best Prediction is Divine Judgment, which damages enemies with the Holy element while healing the party at the same time.
  • Not the Intended Use: If the Oracle's max MP is keyed to the Prediction that you want, then they should cast the most expensive Prediction, the one which goes off the fastest. When Hasted, that gives them an extra turn while waiting for Predict to go off. If they use an Ether or an Elixir to restore MP, they can keep the cycle going indefinitely.
  • One Steve Limit: The Oracle technically debuted in the Japanese version of Final Fantasy VI. The party members had titles similar to jobs next to their names in the menu, but that was removed in the North American version. A temporary character, Banon, is listed as an Oracle in the GBA port and later editions, even though he behaves more like a White Mage. Oracle reappears in Tactics as a low-level Mage who specializes in status ailments. There was an issue regarding the semantics of the job name in the PSP translation, published 13 years after the original. The Japanese name, "Onmyouji" refers to many spiritual practices, whereas "Oracle" was deemed too specific and changed to Mystic. Neither job resembles this one in the slightest.
  • Only Smart People May Pass: Predict is not actually random, only appearing to be so, but it is not straightforward at all. It optimally requires a lot of arithmetic to be effective.
  • Overrated and Underleveled: The biggest weakness of the class isn't Predict, but the equipment restrictions. Oracle has absolutely no defense against the final bosses. not even a one-time use of Shell from the Wonder Rod! Someone was also having a laugh by giving the class with the highest Magic stat two abilities that don't factor Magic in any way.
  • Squishy Wizard: The Oracle tilts heavily in one direction. Strength is tied with Black Mage for worst in the game. Vitality and Stamina are only a few points above the Dancer. Unlike the Summoner, the Oracle cannot equip rods or knives and is stuck in the same boat as White Mage. The exception to this doom and gloom is the Magic stat: only +3 more than Summoner, but hey, still something.
  • Useless Useful Spell:
    • The innate ability of the Oracle is Condemn, which works similarly to the enemy ability of the same name. Condemn is free to use and can be targeted at anyone. There are eight curses in all, with effects that include "ra" magic, status recovery, and instant Death. Condemn's biggest weakness is the long wait: the 20 second timer is useless for random encounters (which don't last long), but it can be sped up under certain conditions. You get free Cura, Fira, Blizara, and Thundara, but bosses require stronger spells. Furthermore, curses don't stack; and once a curse is set in motion, it's impossible to stop, even if the Oracle dies. This is a weak ability at face value and has contributed to Oracle's bad reputation.
    • Predict requires planning to pull off, and it can go awry when hit by Osmose spells or Magic Hammer. Unfortunately, Predict is a slow-acting ability.
  • Weather Manipulation: The weather predictions are handy at times, but usually too risky unless you use Return or something.

    Necromancer 
https://static.tvtropes.org/pmwiki/pub/images/250px-necromancer_ffv_8801.png

Avatar of death and practitioner of the dark arts. They were supposed to debut in Final Fantasy XI but were scrapped. Necromancer is only playable here; they don't show up in other mainline games.


  • Always Accurate Attack: Unlike the Black Mage's Drain spell, Drain Touch can't miss the target and deals significantly higher damage. Since the damage is non-elemental, it can't be boosted, although that means it can't be resisted or absorbed.
  • Anti-Frustration Feature:
    • Vitality and Stamina are incredible for a spellcasting job. They'll certainly need it, since they can't heal normally.
    • Undead differs from Bone Mail's undead property: Necromancers can be raised when they die in battle, but Bone Mail wearers cannot.
  • Awesome, but Impractical: Dark Arts (mostly) hit all enemies and don't lose damage for it, making them more akin to Summons than Black Magic. They can, however, be boosted; when armed with the appropriate rod, Dark Arts can blow away random encounters, and many bosses, like they're not even there. The problem is their cost, which is almost prohibitive. They're still an enormous upgrade over Oath, though.
  • Bonus Feature Failure: The sprites are awesome looking, and the spells are pretty good. They're souped-up Summons with status ailments thrown in. However, getting their abilities can be a pain, being Undead is slightly annoying, and there's nothing to use them on.
    • Dark Arts does a better job than Black Magic for the most part. Too bad it's incompatible with Dualcast, rendering it useless. About half of the Dark Arts can only be found in the bonus dungeon, anyway.
    • Doomsday is a barely stronger Bahamut. Not groundbreaking by any stretch of the imagination.
    • Wearing Bone Mail to be Undead is better than tying up a whole ability slot. Since the Bone Mail accomplishes what Undead does and more, a character with both Bone Mail and Undead will simply act as if the character only has Bone Mail on. Undead is an interesting mechanic to screw around with, but it isn't necessary for anything. It doesn't carry over to Freelancers or Mimes.
    • Overall, the Necromancer would be a great job to master simply for the purposes of passing on their stats onto the Freelancer/Mime, or at least it would be if it didn't unlock so obnoxiously late.
  • Bragging Rights Reward: This class is only acquired after defeating Enuo, after which there are at most four meaningful foes to fight. Strength of 32 is a bit of a waste since they can't do much in the way of brawling.
  • Glass Cannon: Potions and Elixirs decrease their health, making drawn-out battles impossible to survive without Drain Touch.
  • Healing Shiv: The Death spell. As you would expect, it raises any character with the Undead status back to full HP.
  • Life Drain: Drain Touch is a vampiric Dark Art which drains life out of the target and gives it to the Necromancer. This is the only way to heal the Necromancer under normal conditions.
  • Power Copying: They have to go out and search for the various Dark Arts, so that makes it interesting to train, at least. There are ten Arts they can learn.
  • Power Up Let Down:
    • The random Oath summons are worthless. One of these is a Flaremancer who will cast Flare on a single target. Unfortunately the other three options are much weaker and they show up 75% of the time,
    • If you set Undead on a character, they can be raised in battle while wearing Bone Mail. This is the only practical use for mastering it.
  • Revive Kills Zombie:
    • The gimmick behind the Necromancer is that your character essentially becomes a Lich; that is, an undead mage who can't be healed normally. This is very similar to wearing Bone Mail.
    • Drain Touch does work on undead targets. That may be due to the undead property on the Necromancer themselves.
  • Skeletons in the Coat Closet: The new outfits look cool, at least.
  • Summon Magic: Oath is an ability which unlocks cheaply and produces one of four different effects: a skeleton appears and casts Thundara, an undead dragon appears and casts Zombie Breath, something called a Rajiformes appears and casts Aqua Rake, or a Flaremancer appears and casts Flare. It is very reminiscient of the Catch/Release skill of the Beastmaster, and they probably use the same coding.
  • Useless Useful Spell:
    • The Bone Mail absorbs Poison damage, but the Bio spell still hurts Necromancers. It's the Bone Mail which provides protection against Bio, not the Undead status itself. And since Bone Mail has such high Defense with no tradeoffs...
    • Dark Flare is a fairly useless spell. It's only nominally better than other Dark Arts; it gets edged out by Hellwind and Evil Mist because you can't get boost it. It's also expensive to cast and occupies a niche role against enemies with very high Magic Defense. Nobody's Magic Defense is high enough to warrant using Dark Flare over one of the "-ga" spells.
  • Whatevermancy: One of a few classes with such a naming.
  • You Can't Kill What's Already Dead: Outstanding numbers across the board. The Necromancer is the only class in the game to combine high Vitality with high Magic power. And we mean really high Vitality: Necromancer has more health than a Knight or Samurai.
  • Your Soul Is Mine: The only way to learn the Dark Arts is to have a Necromancer deliver the killing blow to the monsters you get the spells from.

Top

How well does it match the trope?

Example of:

/

Media sources:

/

Report