Alright, in this section we'll cover the Jobs granted by the Wind Crystal. First, we have a sort of sub-job to cover.
The Freelancer is simultaneously the worst and best job class in the game, depending on your other jobs. The Freelancer has several key advantages over other jobs, the main one being that the Freelancer is not bound by equipment rules. The Freelancer can equip anything you want, anything at all. Second, the Freelancer comes with many of the innate abilities of any job you've mastered. This includes things like HP+%, Sprint, Dual-Wield, and so forth. Finally, the Freelancer can equip two abilities instead of one.
At the start of the game, the Freelancer has low stats, no abilities and is really just a placeholder until you get your first jobs. Late in the game, the Freelancer is the exact opposite, able to equip your best abilities and equipment and getting all the boosts of other jobs in the process. Before fighting any superbosses or the final boss, switch the party to Freelancers.
|Command||Guard||Innate Skills||Cover||Equipment||Swords, Knives|
|Ability 1||Cover||Description||Intercept attacks on weakened allies||10 ABP|
|Ability 2||Guard||Description||Protect self from physical damage||30 ABP|
|Ability 3||Two-Hand||Description||Use a weapon with two hands for increased power||50 ABP|
|Ability 4||Equip Shield||Description||User can equip shields||100 ABP|
|Ability 5||Equip Armor||Description||User can equip heavy armor||150 ABP|
|Ability 6||Equip Sword||Description||User can equip swords||350 ABP|
|Ability 7||None||Description||N/A||N/A ABP|
The Knight is the first solid sword class you get in the game. With a lot of heavy equipment and good weaponry, the Knight will have a solid place on the team for a while. In terms of actual flexibility, the Knight is outclassed by the Ninja, Mystic Knight and Samurai, but it has a much larger equipment pool than they do. You'll probably find yourself switching to those classes fairly quickly when you get them, but the Knight is still solid.
It doesn't take much, so earn 90 AP to snag yourself the Cover and Two-Hand passive abilities, they'll come in handy, then ditch the Knight in favor of one of the previously mentioned three superior jobs. Late in the game, switch back to the Knight to master his Equip abilities for your Mime. The Knight on its own, however, isn't all that good unless paired with, say, Rapid Fire.
|Command||Kick||Innate Skills||Counter, Barehand||Equipment||Nothing|
|Ability 1||Focus||Description||Skip a turn to charge for a 2x strength attack||15 ABP|
|Ability 2||Barehand||Description||Deal Monk-level damage attacking unarmed||30 ABP|
|Ability 3||Chakra||Description||User recovers HP and heals Poison and Blind||45 ABP|
|Ability 4||Counter||Description||User counters attacks||60 ABP|
|Ability 5||HP+10%||Description||Boosts HP by 10%||100 ABP|
|Ability 6||HP+20%||Description||Boosts HP by 20%||150 ABP|
|Ability 7||HP+30%||Description||Boosts HP by 30%||300 ABP|
The Monk is good early on because he doesn't waste your cash on expensive weapons. Actually, despite what logic tells us the Monk has good damage output early in the game as soon as you change to it, and since both hands count as a weapon the Monk can attack twice in a turn. The damage isn't quite comparable to the Knight, but it's still fairly good. The Knight also has much sturdier equipment and armor, but the Monk has a lot more HP. To compensate for his damage being outclassed, the Monk has several command abilities.
The Focus ability is fairly useless, as is Barehand, but they're cheap so it doesn't matter. Chakra is good early in the game when you have limited MP for Cure, but it quickly becomes outclassed. If it healed all status ailments, or effected the entire party, it might see some use, but it doesn't. Counter is easy to snag for a cheap 150 AP total. Get it fast and consider putting it as a secondary ability on the character to get in extra hits. The HP+% abilities require a huge investment, so save them until the end of the game, but definitely get them. All together they boost your HP by about 2/3, and you'll definitely notice the difference. Be sure to have all characters Master the Monk job eventually so they can get that oh-so-vital boost.
|Command||Steal||Innate Skills||Sprint, Find Passages
|Ability 1||Find Passages||Description||Make hidden passages appear||10 ABP|
|Ability 2||Flee||Description||Escape from battle||20 ABP|
|Ability 3||Sprint||Description||Run around faster||45 ABP|
|Ability 4||Steal||Description||Steal an item from an enemy||60 ABP|
|Ability 5||Vigilance||Description||Prevents back attacks||100 ABP|
|Ability 6||Mug||Description||Attack and steal an item from an enemy||150 ABP|
|Ability 7||Artful Dodger||Description||Boosts speed||300 ABP|
The Thief is very much a support job. All of his abilities help the party in battle, but in actual combat he's not worth much. The Thief has the same armor draw the Monk has but nowhere near the same level of power. But as I said, the Thief is a support job, so you want him for his abilities.
Find Passages is useful for, well, seeing invisible paths. Flee is much quicker and safer than running, though it takes up a command slot so it's useless. Sprint, in tandem with the GBA auto-sprint, lets you dash through dungeons at Mach IV, useful. Steal and Mug are very useful, as many good items in the game can be stolen (coughDragonLancecough). Vigilance prevents back attacks, a good insurance piece to have. Finally, Artful Dodger boosts speed. Mug and Steal are awesome, and all those passive abilities are handy too. Have at least one character Master the Thief job to put them to use late in the game. If possible, have all four characters Master the job, mostly just for the speed boost.
|Command||White Magic||Innate Skills||None||Equipment||Staves|
|Ability 1||White Magic 1||Description||Cast Cure, Libra and Poisona||10 ABP|
|Ability 2||White Magic 2||Description||Cast Silence, Protect and Mini||20 ABP|
|Ability 3||White Magic 3||Description||Cast Cura, Raise and Confuse||30 ABP|
|Ability 4||White Magic 4||Description||Cast Blink, Shell and Esuna||50 ABP|
|Ability 5||White Magic 5||Description||Cast Curaga, Reflect and Berserk||70 ABP|
|Ability 6||White Magic 6||Description||Cast Arise, Dispel and Holy||100 ABP|
|Ability 7||MP+10%||Description||Boosts MP by 10%||300 ABP|
The White Mage only has one job ability, but that's all it needs. You'll almost always need someone with White Magic in the party, without them you'll be hurting. White Mages keep the party fighting fit by restoring HP and status ailments. Their final ability, MP+10%, boosts their MP, not by much but a boost is a boost. Each subsequent level of White Magic gives access to more spells. The White Mage itself can cast all spells regardless of levels, but the White Magic command as given to other jobs only gives access to spells as told above.
Be sure to have at least two characters Master this job eventually. White Magic is invaluable.
|Command||Black Magic||Innate Skills||None||Equipment||Knives|
|Ability 1||Black Magic 1||Description||Cast Fire, Thunder and Blizzard||10 ABP|
|Ability 2||Black Magic 2||Description||Cast Poison, Sleep and Toad||20 ABP|
|Ability 3||Black Magic 3||Description||Cast Fira, Thundara and Blizzara||30 ABP|
|Ability 4||Black Magic 4||Description||Cast Drain, Break and Bio||50 ABP|
|Ability 5||Black Magic 5||Description||Cast Firaga, Thundaga and Blizzaga||70 ABP|
|Ability 6||Black Magic 6||Description||Cast Flare, Doom and Osmose||100 ABP|
|Ability 7||MP+30%||Description||Boosts MP by 30%||450 ABP|
The Black Mage is, as you should figure out, the exact opposite of the White Mage and just as useful. The Black Mage focuses on offensive magic. The Black Magic ability levels work exactly as the White Magic abilities do as described above. Black Magic isn't as vital as White Magic, however, since the Mystic Knight usurps its place. But you'll still want to have characters Master the Job to snag that MP+30% ability.
|Command||Blue Magic||Innate Skills||Learning||Equipment||Knives|
|Ability 1||Check||Description||Can check enemy HP||10 ABP|
|Ability 2||Learning||Description||Can learn Blue Magic||20 ABP|
|Ability 3||Blue||Description||Cast Blue Magic||70 ABP|
|Ability 4||Scan||Description||Can check enemy stats||250 ABP|
|Ability 5||None||Description||N/A||N/A ABP|
|Ability 6||None||Description||N/A||N/A ABP|
|Ability 7||None||Description||N/A||N/A ABP|
The Blue Mage has long been a tricky class to discuss, for me at least. The good thing about all Blue Mages is they have awesome spells like White Wind, Mighty Guard, Aqua Breath and Matra Magic. The problem is that while these spells are good, learning them is problematic, because you have to track down an enemy that uses the spell you want to learn, and actually get it to use the spell, and if it's a spell like Mighty Guard that enemies will never target you with, you'll need like, Control, to get it. That's a lot of work to put into learning a spell. Fortunately, the Level 2 ability of the Blue Mage lets you learn Blue Magic with any job, so get to Level 2, snag Learn and brush the job aside until you get a good collection of spells.
The Blue Mage's Scan and Check abilities are useless. They tell you enemy stats. If you're reading this, obviously you have the internet, so here: Final Fantasy V enemies. The pages linked to on that page will give you far more info than the Check ability will. On the plus side, Blue Mage has only four abilities, so you can Master it a lot quicker than other Jobs. Keep in mind when one person learns Blue Magic, everyone does, so only one character really needs to learn the Job, everyone else can just pick it up and snag the Blue Magic command any time later. Unlike White Magic and Black Magic, the Blue Magic command of the Blue Mage gives access to all spells.