General
Final Fantasy III DS is a remake of Final Fantasy III for the NES. For some obscure reason, it was never released in the US and had been skipped over in most of the remake-groups.However, it has recently been remade for the DS sixteen years after its original release in Japan. Are they frickin' NUTS?
Mechanics
Like all Final Fantasy games, FFIII has certain differences from the rest of the series.
- Crystal Sickness - After changing classes, all stats are lowered by a certain amount for the length of time specified on the Job screen. On the status screen, they are highlighted in yellow, just in case you had any doubts. As such, please refrain from going into a battle with a boss right after changing classes.
- Job Level-related Stat Bonuses - If one looks at their status page, specific stats will be highlighted in green. This shows that that particular stat is increased due to the job level of the character's current job. As the class is leveled up, this number will increase.
Jobs
Final Fantasy III uses the job system, in a manner reminescent of Final Fantasy V &emdash; one could say it is the same system &emdash; and Final Fantasy Tactics Advance.Each set of jobs (as you do not start the game with every single class) is unlocked after certain key events, namely defeating the guardian of a particular crystal.
Crystal Set I
This crystal is found at the very beginning of the game.The Freelancer is a melee class capable of casting level 1 Black and White spells. They have poor stat growth, but make a decent foundation for everything else.
Their only special ability is casting level 1 Black and White Magic.
Crystal Set II
Crystal Set II is activated after defeating Djinn and restoring the Wind crystal to, as they say in Final Fantasy I, grace.The Black Mage is the offensive magic-based class. Their primary purpose is to provide support and kill any enemies that are weak to a specific element or as the main powerhouse while under the effects of Mini.
They are able to use Black Magic up to level 7.
The Monk is another purely-melee class which is incredibly similar to Warrior in many regards.
They wield knuckles (which are quite rare and rarely worth the effort) and wear very little armour. However, their base Attack power goes up by two for every job level, leaving them at or above your other party members in sheer destructive prowess.
Their special ability is Retaliate, which sacrifices their action for the turn in exchange for countering any attack at an increased power. This can often be used to great effect if fighting a large group or something that attacks multiple times in a turn.
The Red Mage is the upgraded form of the Freelancer. Much like the Freelancer, they are able to cast some magic (though not well) and attack physically (though still not well). They can wield some knives, staves, rods, and swords.
They are able to use White and Black Magic up to level 5.
The Thief is the agility class. Wielding primarily knives and boomarangs, they specialize in dealing damage (not as well as the true-melee classes) and running away.
Their special abilities are Steal and Flee. Steal allows the Thief to steal an item from the opponent, and Flee is a run-away ability that has a higher success rate or something than merely selecting Run.
The Warrior is a purely-melee class.
They wield swords and some knives, and can wear heavy armour.
Their special ability is Advance, which allows them to deal extra damage, taking extra damage in exchange.
The White Mage is the defensive counterpart to the Black Mage. They are capable of Curing allies, dealing Wind damage, and inflicting various status effects.
They are able to use White Magic up to level 7.
Crystal Set III
This set is obtained by activating the Fire crystal and defeating Salamander.The Geomancer is our friend. Capable of casting randomly selected pseudospells for free, the Geomancer is the perfect class to change a Black Mage to when MP must be conserved. As an added bonus, in areas such as Forbidden Land Eureka, they have a high chance of casting their special spell, Shadowflare, which deals obscene damage to one foe.
The Knight
The Ranger
The Scholar
Crystal Set IV
This set is obtained by activating the Water crystal and defeating Kraken.The Bard is an oddball-class. They are capable of using songs, or pseudo-spells, to deal various effects, but are mostly useless.
The Dragoon is the typical pole-arm wielding melee class. Capable of both wielding extremely powerful spears — especially useful against any Dragons or flying enemies — and taking obscene amounts of damage without falling over, they are a bit unbalanced.
Their special ability, Jump, allows them to avoid damage for a turn and attack for extra damage on the second turn. The damage increases proportionally as their Job Level increases.
The Evoker
The Viking
Crystal Set V
This set is obtained by activating the Earth crystal and defeating Titan.The Black Belt is the upgrade to Monk with slightly better stats. There really isn't much to say about them.
Their special ability is Boost, which raises their attack power slightly.
Devouts are capable of casting all White magic and acquire MP fairly evenly throughout their spell-levels, like the Magus and Sage.
The Magus is the upgrade of Black Mage, which can cast all Black magic.
Ninjas are tricky. Like the Thief, they have quite useful stat growth. Their true potential is shown in their special ability, Throw, which allows weaponry to be used as a projectile and lost, dealing more damage than it would normally.
The Sage is the ultimate mage-class. Capable of casting all magic, they acquire MP in the peculiar pattern of group IV mages. As such, they can spam high level spells as they please, but will run out of MP too quickly for the lower ones.
Their use of Summon magic is like that of the Evoker and they can cast all magic.
The Summoner, the upgraded version of the Evoker, is capable of using both White and Black effects of their summons to great effect.
They can use Summon Magic up to level 8.
Ultimate Equipment
ShiroRX of GameSpot forums collected the information for this section, by the way.All ultimate equipment is class-specific to only the class that earned it.
| Job | Item | Type | Effect 1 | Effect 2 | Effect 3 |
|---|---|---|---|---|---|
| Freelancer | Celestial Gloves | Gloves | Def +40 | MDef +18 | All +15 |
| Black Mage | Lilith Rod | Weapon | Att 110 | Int +20 | Casts Death |
| Monk | Shura Gloves | Gloves | Def +45 | MDef +19 | Str +20 |
| Thief | Gladius | Weapon | Atk 130 | Agi +20 | N/A |
| Red Mage | Crimson Vest | Body | Def +50 | MDef +25 | All +10 |
| Warrior | Gigantic Axe | Weapon | Atk 130 | Agi +20 | N/A |
| White Mage | Angel Robe | Body | Def +45 | MDef +48 | Mnd +28 |
| Geomancer | Blessed Bell | Weapon | Atk 130 | Agi/Mnd/Int +10 | N/A |
| Knight | Save the Queen | Weapon | Atk 140 | Vit/Mnd +10 | Casts Reflect |
| Ranger | Artemis Bow | Weapon | |||
| Scholar | Omnitome | Weapon | |||
| Bard | Ballad Crown | Helm | |||
| Dark Knight | Murakumo | Weapon | |||
| Dragoon | Magic Lance | Weapon | |||
| Evoker | Royal Crown | Helm | |||
| Viking | Mighty Hammer | Weapon | |||
| Black Belt | Master Dogi | Body | |||
| Devout | Holy Wand | Weapon | |||
| Magus | Millenium Rod | Weapon | |||
| Ninja | Muramasa | Weapon | |||
| Sage | Sage Staff | Weapon | |||
| Summoner | Astral Bracers | Glove | |||
| Onion Knight | Onion Blade | Weapon |
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