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Character Classes

    In Final Fantasy 3, the party is configured by character classes assigned by the player. Each class has it's own pros and cons, and different abilities.

Onion Kid: The default class at the beginning of the game. Not very useful. Switch as soon as possible.

Commands: Fight, Defend, Run, Item
Abilities: None
Equips: Daggers
Pros:None
Cons:Weak, no abilities, can't equip much.
Etc: Later in the game, there is rare "Onion" Equipment that can be found, making this class extremely powerful. But it's almost impossible to get.



Fighter: The basic knight-in-training class seen in FF1.

Obtained: From Wind Crystal in Ur Cave Commands: Fight, Defend, Run, Item
Abilities: None
Equips: Swords
Pros: Strong attacks at beginning of game
Cons: Costs more money than other classes
Etc: Made obsolete by Knight class



Monk: The equivalent to FF1's Black Belt class.

Obtained: From Wind Crystal in Ur Cave
Commands: Fight, Defend, Run, Item
Abilities: None
Equips: Nunchuks
Pros: Inexpensive, High HP increase
Cons: Weak armor rating
Etc: Made obsolete by Karateka class; attacks better with hands than with weapons



Red Wizard: The all-around magic/fighting class seen in FF1. Not as useful this time.

Obtained: From Wind Crystal in Ur Cave
Commands: Fight, Magic, Run, Item
Abilities: White and Black magic, Lv. 1-4
Equips: Daggers, Mage swords
Pros: Very well rounded
Cons: Doesn't excel at anything
Etc: Loses effectiveness quickly, magic is weaker



White Wizard: The basic healing wizard seen in FF1.

Obtained: From Wind Crystal in Ur Cave
Commands: Fight, Magic, Run, Item
Abilities: White magic, Lv. 1-7
Equips: Staffs
Pros: Vital for keeping party's HP up
Cons: Low HP & armor, very weak attacks
Etc: Made obsolete by Shaman class



Black Wizard: The basic offensive wizard seen in FF1.

Obtained: From Wind Crystal in Ur Cave
Commands: Fight, Magic, Run, Item
Abilities: Black magic, Lv. 1-7
Equips: Rods, Daggers, Bows
Pros: Can inflict massive damage on enemies
Cons: Low HP & armor, weak attacks
Etc: Made obsolete by Warlock class



Knight: A powerful class also seen in FF1, upgrade from fighter.

Obtained: From Fire crystal in Flame Cave
Commands: Fight, Defend, Run, Item
Abilities: Will take hits for allies with low HP
Equips: Swords
Pros: Very powerful attack, High HP
Cons: High maintenance cost



Thief: Improvement on class first seen in FF1

Obtained: From Fire Crystal in Flame Cave
Commands: Fight, Steal, Escape, Item
Abilities: Steal- Steal an item from enemy; Escape- Higher chance of escape from battle; Able to pick locks without use of Magic Key
Equips: Daggers
Pros: High agility
Cons: Low HP Increase
Etc: Best used in midget levels, to escape from battle



Hunter: Debut of class intended to attack from back row

Obtained: From Fire Crystal in Flame Cave
Commands: Fight, Magic, Defend, Item
Abilities: White magic, Lv. 1-3 (But not Aero)
Equips: Bows
Pros: Attacks from back row effectively, heals well, too
Cons: Arrows disappear after used
Etc: Quite effective if you can keep a stock of arrows in your inventory



Scholar: Intended for scouting enemies

Obtained: From Fire Crystal in Flame Cave
Commands: Fight, Peep, Scan, Item
Abilities: Peep- View enemies' HP; Scan- View enemies' weakness
Equips: Books
Pros: Can be useful for attack if built properly
Cons: Low HP Increase
Etc: Vital for defeating Hyne and any other enemies that use WallChange



Karateka: Improvement of Master class seen in FF1
Obtained: From Elia in Water Cave
Commands: Fight, BuildUp, Defend, Item
Abilities: BuildUp- Defense drops to 0 for 1 round, then attack is doubled next round
Equips: Claws
Pros: Very high attack and HP increase
Cons: Low armor rating
Etc: Claws are only useful if level is very high



Viking: Intended to supplement Knights in party.

Obtained: From Elia in Water Cave
Commands: Fight, Defend, Run, Item
Abilities: None
Equips: Axes, Hammers
Pros: High attack power and HP increase
Cons: Expensive, Axes miss a lot
Etc: Can be used in place of a Black Wizard for a long time



Magic Knight: Similar to Dark Knight in FF4.

Obtained: From Elia in Water Cave
Commands: Fight, Magic, Defend, Item
Abilities: White magic, Lv. 1-3 (Not Aero)
Equips: Katanas
Pros: High attack power and HP increase
Cons: Very limited armor
Etc: Not useful until you reach Fargabaad



Geomancer: What a funny suit!

Obtained: From Elia in Water Cave
Commands: Fight, Terrain, Defend, Item
Abilities: Terrain- A magic attack based on terrain of location
Equips: Bells
Pros: Terrain attack can do heavy damage
Cons: Low attack and HP; Terrain can backfire and harm character
Etc: Not as useful as it was in FF5



Conjurer: First appearance of callers in FF series

Obtained: From Elia in Water Cave
Commands: Fight, Magic, Run, Item
Abilities: Summon magic, Lv. 1-8, weak effect
Equips: Rods, Daggers
Pros: Nothing major
Cons: Summons have weak random effects and are almost useless
Etc: Made obsolete by Summoner class



Bard: The debut of the most useless class in the FF series

Obtained: From Elia in Water Cave
Commands: Sing, Scare, Cheer, Item
Abilities: Sing- Bard's mode of attack; it requires a harp to be equipped; Scare- Frightens enemies; Cheer-Rouses the party
Equips: Harps
Pros: Rousing the party can increase attack power
Cons: No matter what you do, it's still a bard
Etc: Have fun with this one, if you can



Dragoon: The debut of one of the coolest classes in FF series
Obtained: From Elia in the Water Cave
Commands: Fight, Jump, Defend, Item
Abilities: Jump- Leave battle for a round, do 2x the damage the next round
Equips: Spears
Pros: Jump command can save you; High attack
Cons: Not a wide variety of equipment to use
Etc: Needed to beat Garuda in Salonia



Warlock: A more powerful Black Wizard

Obtained: From Earth Crystal in Ancient Labyrinth
Commands: Fight, Magic, Run, Item
Abilities: Black magic, All Levels
Equips: Rods, Daggers
Pros: Decimates enemies, more MP than B-Wiz
Cons: Low HP & attack levels



Shaman: A more powerful White Wizard

Obtained: From Earth Crystal in Ancient Labyrinth
Commands: Fight, Magic, Run, Item
Abilities: White magic, All Levels
Equips: Staffs
Pros: Powerful healing spells
Cons: Low HP & attack levels



Summoner: A more powerful Conjurer

Obtained: From Earth Crystal in Ancient Labyrinth
Commands: Fight, Magic, Run, Item
Abilities: Summon Magic, All levels, high effect
Equips: Rods
Pros: Summmon magic more useful than before
Cons: Low HP & attack levels



Ninja: The best pure fighting class, much better than in FF1

Obtained: From Scylla in Forbidden Land Eureka
Commands: Fight, Defend, Run, Item
Abilities: None
Equips: Everything
Pros: Attack and HP levels high, uses every weapon in game
Cons: None



Sage: The best magic user in game

Obtained: From Scylla in Forbidden Land Eureka
Commands: Fight, Magic, Run, Item
Abilities: All Magic, all levels
Equips: Books, Staffs, Rods
Pros: HP levels high, uses ALL magics
Cons: Can only use 3 spells per level, effect of magic isn't as great as it is for each individual class