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They are listed below in alphabetical order, with a little blurb after each explaining just what to expect with the job, as well as other information. In that game, Edward was fairly useless in battle though he had a fairly cool ability in using a Harp to do damage in battle. In this game, the class remains relatively the same.

Bards attack with their Harp and can also Sing to inflict enemy party's with a hodgepodge of status ailments that will frustrate their abilities to subdue your party. However, they are weak and unbalanced, lacking defense or versatility. Try them out to get a feel for what the job is all about, but don't go into a serious endeavor with one in your party.

Final Fantasy III iPhone Review - IGN

That spot would be better occupied by almost any other class. An upgrade to the Monk class, Black Belts attack with their hands, primarily using claws affixed to both hands to do amazing damage. Although their defense is low, just like their Monk cousins, Black Belts have ridiculously high offensive capabilities due to their heavy hitting nature and their quick speed, the latter of which allows them to get multiple hits with each claw equipped.

However, Monks and Black Belts collide at a time in the game where the difference between a high level Monk and a beginner Black Belt are negligible. By the time the Black Belt and Monk arrive on a level playing field, the results don't necessarily matter. There's a sad truth to Final Fantasy III - with a notable exceptions, black magic has less general use than white magic in the game. However, do not be discouraged from using this class. The Black Mage specializes in using black magic, and while it has an extremely high potential, it's not always a necessary dimension to add to most battles, although it can be useful.

Since the Black Mage has no physical capabilities in battle and can't equip weapons of substance, it's magic or guarding for the duration of most battles. Magic can come in handy against bosses or more difficult enemies, and especially against enemy parties of high numbers, but it's not absolutely nessesary for most of the game.

Having one in your party is a good idea to try out the class, but if you choose to use one, make sure to keep him or her in the back row with the best spells available to maximize the class' effectivness. If you're a completionist at heart and so many RPG gamers are , you'll want to play as a Dark Knight simply to have know you did so. Otherwise, the Dark Knight is fairly useless and provides very little to a party you should develop to be as powerful as it can possibly be. Dark Knights have the strange and intriguing ability to sacrifice their own HP to damage the enemy party, essentially hurting themselves in order to hurt another, but when you get past the novelty of that concept, you'll find very little that you won't find with the already-powerful Knight that likely occupies a spot in your party.

If you have a White Mage in your party, which you probably should, than upgrading to a Devout as soon as it becomes available is absolutely recommended. Devouts and White Mages are probably the most useful and vital classes in the entire game, as their ability to use healing spells, especially Cure, Cura, Curaga and Curaja make them an integral member of the team, even if their offensive abilities are essentially nil. Devouts are also the only characters that can use the highest level of white magic other than Sages , which does travel into the offensive realm, but not to the degree their Magus counterparts delve.

Almost every party combination imaginable should contain a White Mage; therefore, the same holds true for the Devout, as well.

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Dragoons will likely remind Final Fantasy veterans of Kain in Final Fantasy IV, but in the game previous to that in the release chronology of the series, Dragoons appeared as well, and their skills remained the same. Dragoons like to attack with weapons like spears and lances, and their special ability to Jump - to literally jump away from battle, safe from attack, only to come raining back down on the enemy to do massive damage - makes them a fairly useful addition to the party. They can use heavy armor and have a high defense as well.

Final Fantasy III (SNES) - Walkthrough/FAQ

But as a novelty job, Dragoons might be overlooked, and they shouldn't take the permanent place of any character in the party who could be more effective as another job. However, it is possible for a dragoon to be a suitable knight replacement on a second playthrough, but this is not recomended for a first play. Do you like to summon monsters in battle? If the answer is yes, then the Evoker class is definitely for you. The Final Fantasy tradition of summoning help in battle essentially starts with Final Fantasy III, and the Evoker class is the weaker of two classes with this exact ability in the game.

Unfortunately, Evokers can't use any white or black magic, and their physical abilities are nonexistent, so their use in battle is one-dimensional. However, many gamers won't be able to ignore the overall coolness factor of an Evoker… and when it comes time to fight that difficult boss or crawl through that long dungeon, you will likely find an Evoker equipped with the latest and greatest summons more useful than you think.

At the beginning of the game, your entire party will be made up of Freelancers. This is the only choice available at the beginning of the game, before options for more jobs opens up to you, so becoming somewhat capable with a Freelancer is important. However, it doesn't take much to do just that. Freelancers are fairly weak compared to most other jobs, but they are still well-balanced for early game exploits. They can also use level one magic of both varieties, so getting out a spell like Cure with them in the early going can be the difference between life and death.

When the option finally comes to you to change jobs, however, you should never give Freelancer a second glance. Geomancers are extremely unique in their abilities, and if used properly, can be one of the most powerful classes of character in the game.

However, most players of the game won't give the Geomancer job a real chance, and they shouldn't really be blamed. Mastering a Geomancer's abilities is a difficult task, and their usefulness is often limited by their surroundings and the particular enemy they are battling at any given time.

However, the class' upside is that they can use a random "magic" spell in battle with no MP cost. Their offensive abilities apart from their Terrain-based skills are limited as well, but still reasonably powerful. The Geomancer job should be explored, to be certain, but it definitely isn't going to fit into every player's style. Knights are the heavy hitters in the game, wielding both heavy weapons and wearing heavy armor. Since you can equip either two weapons or a weapon and a shield on a Knight, there's added customization added to what you want to do with your character.

If you prefer a higher defense and are willing to sacrifice some offensive punch, you have that option. But if you need to deal some serious damage, you have that option as well.

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Our party here at IGN Guides had a Knight in it for the duration of the game as soon as it became available, and wielding two swords, the character coupled with our Monk basically took care of enemy parties single-handedly. Ignoring the largely-useless fact that Knights can cast level one magic and level one magic only , they can also defend in a special manner that raises their defense.

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The Magus class will be a huge upgrade available to any player using a Black Mage in their party, since their magical abilities in the black arts are much higher, and they are the only class that can use level eight magic other than Sages , the most powerful and useful level, especially in the late period of the game. However, as we mentioned earlier, black magic isn't a necessity in Final Fantasy III like white magic is, and if you didn't have a Black Mage in your party in the first place, a Magus probably isn't for you.

But if you have a Black Mage in your party, especially as a permanent fixture, you should immediately upgrade to Magus when given the chance. Their added skill and ability can only help your party and give it additional strength, and the MP bonus they have is a ridiculous boost to the simple act of using magic, which was otherwise limited to low numbers without healing or using an Elixir.

When it comes to offensive strength, you'll be hard-pressed to find a job that outmatches a Monk's. The Monk can equip only claws, but these claws, combined with high battle speed and multiple hit abilities, means extremely high damage dealt. When we played this game through to write this guide, a Monk stayed in our party the entire time. Equip Your Party! Keep in mind that when you change a character's job, that character is unequipped and must be reequipped. When you find a piece of armor or a new weapon, check it out in your inventory, and see if any character in his or her current class can use it, and if it will be an upgrade to what they already have.

If it is, equip it posthaste. Also, exploit weapon and armor shops when you come across them in towns and elsewhere , as they are the greatest source of much-needed new gear in the game that can easily turn the tides against the enemy. Save Often - Final Fantasy III doesn't have save spots, and the opportunity to save comes only when you are on the world map. When you find yourself on the world map, especially after a major shopping spree, a fresh healing expedition, or the rout of a dungeon, save your game.

You never know what you're going to come across next, and the inherent long times between saves in Final Fantasy III means if you die, you're gonna start a considerable time ago.

The Verdict

Do the best you can to help avoid such a situation, and save often! Heal Often - Healing should be done more than almost anything else in the game. If you're in a town and your party is hurt, go to the Inn and sleep. If you are in a dungeon and your party's HP is cut down, break out some potions or magic and fix the situation. You never know what you're going to encounter next, and the best way to be prepared for the unknown in this game is to go into every unknown situation well-healed and ready for anything. A healed party is a strong party, and a strong party is a confident party!

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Explore the Job System - There's little doubt that as you play the game, you're going to become accustomed to and comfortable with certain classes over another. However, don't shut yourself out from experimenting with the other jobs in the game, even if only for a couple of battles, to see what each job is made of. As mentioned earlier, a job's usefulness or lack thereof depends on preference and style, and every job class in the game has huge potential in one way or another. Each serves a purpose. Perhaps that purpose is within the party you've constructed, one we hadn't thought of.

Or perhaps our opinions of the classes were right on. Either way, half of the fun of playing Final Fantasy III in the first place is the job system, so you owe it to yourself to try each one and see what's what. Having options is your best bet in each battle, where you're uncertain of what's going to be thrown at you next. At the very least, each party should have a designated healer, like a White Mage or later, a Devout. From there, the options and combinations are literally endless. Don't shy away from trying different combinations and seeing what works for you best, but don't forget that job level will only be built by consistently using a job with a character and building that character's stats.

Mastery of any one job by any character isn't necessary, but it's not discouraged either.