This page is a list of the jobs available in Final Fantasy Zero. This is overview information: more specific info can be found in each job's individual page.
Alchemist
Alchemists are the masters of items in FFZ. The can produce items for free, and have the ability to mix together items to produce some of the game's most potent effects. If you never want to run out of potions, or if you crave raw power, the alchemist is for you. However, the use does depend on the availability of certain items, and most of the time, the alchemist is a support job that enhances their own party. Still, its destructive effects, though costly and rare, are also unequaled.
Astrologer
Astrologers use "astral magick," also known as "time/space magick." They are clever spellcasters who use elements that no creature is resistant to, often producing unpredictable or specific effects. They are also useful in enhancing the party and afflicting the enemy with a variety of spatio-temporal statuses. If you want no enemy to be able to resist your onslaught, or if you want to manipulate rounds, turns, and actions, the astrologer is yours. The class is a magickal one, however, and so it doesn't have the endurance or melee combat skills that other jobs may have.
Berserker
Berserkers are mighty melee combatants who willingly endure ailments for the sake of pumping up their power. The closer they are to death, the more powerful their blows become, and while they might be a little uncontrollable, they will cut a swath of destruction through their enemies. If you like to hit things with big axes or enjoy playing fast and furious, the Berserker is for you. The class lacks protections though — a berserker's philosophy is pure aggression.
Breaker
Breakers are a physical job that revolves around hindering their enemies — weakening them, making them vulnerable, and then dealing the decisive blow. Breakers are a defensive job, with a tremendous amount of staying power, and admirable melee skills. If you like to stand on the front lines and bring even the most powerful of foes' powers down to size,the Breaker is for you. The job is a bit of a meathead, though — the esoteric secrets of magick are mostly beyond it.
Dancer
Dancers move around the battlefield tracing arcane patterns with their body, using motion, momentum, and geometry to build magick — and to unleash it on their foes. As a dancer waltzes with their enemies, those foes take damage and become debilitated, tired, exhausted, and ripe for the picking, barely able to offer up an attack or defense of their own. If you like to be an agile spellcaster, or enjoy watching your foes writhe before you execute them, the Dancer is for you. Just be careful not to get hit — a dancer focuses on dodging attacks, not enduring them, and their lithe bodies break quickly.
Dark Knight
Dark Knights are the elite guard of death and shadow, the warriors who channel the forces of doom through their bones and muscle, into their blade, and, ultimately, through their enemies. They practice a dangerous art, and often, their shadow magick consumes their bodies and souls as it does their enemies'. If you enjoy dancing on the edge of danger and using dark powers to intimidate your foes, the Dark Knight is for you. However, because of their dark abilities, they rarely have the staying power of other jobs.
Devout
Devouts empower their allies and themselves to achieve great deeds. They are the white mages, healers and enhancers who make parties invincible and undefeatable, and with the power to unleash some of their own magickal holy energy. If you want to support your allies and enjoy increasing your odds, the Devout is for you. They can be rather dependent on their magick, however — without it, their defenses make punching through them like punching through paper.
Dragoon
Dragoons are agile warriors, knights who fight dragons by leaping into the air and piercing them with lances. They are the defense-breakers, warriors who can get inside of an enemy's guard and hit them where they're weak. If you want to hurt an enemy savagely with hit-and-run tactics, or enjoys speed and agility with your damage, the Dragoon is for you. Be careful that you don't get close, though: dragoons are built to avoid a dragon's wrath, not take it.
Druid
Druids are mass-effect spell casters who focus on earth, wind, and water magick, using the natural elements around them to damage their foes in all terrains. Druids are also quite handy at mass-effect spells: weather effects such as tornadoes and floods are theirs to command. If you want to harness the might of the sea or the sky or the planet, the Druid is for you. They are primarily mages, however, and their physical might leaves much to be desired.
Fencer
Fencers are agile, speedy warriors who specialize in getting their action in quickly and accurately. Very little can dodge or preempt a duelist's quick thrusts, and they can keep the pressure on their foes. If you want to be fast, agile, and fight intelligently instead of with pure muscle, the Fencer is for you. Be advised that they give up much of their protection for speed — caught off-guard, they are sitting ducks.
Freelancer
Freelancers are the "red mages," the jacks of all trades, who dabble in the ways of the warrior, the healer, and the mage. Flexibility and adaptability are their strong points — there is no threat that they can't handle with their array of powers, though others may be more specialized. If you like always being prepared, and never being too weak, the Freelancer is for you. Of course, being well-rounded also means that they lack true power in many areas, but that's the price you pay to do it all.
Gambler
The Gamblers of FFZ comprise the skilled and the lucky, the con-artists, the rogues, and the charismatic rascals. Their fortune has brought them a particular set of skills, revolving mostly around money and chance, that they have channeled into an unusual combat ability. If you enjoy luck, chance, and flashy fortune, the Gambler is for you. Of course, you need to risk to get a reward, and Gamblers have been known to wager their lives and loose; sooner or later, the luck runs out.
Geomancer
Geomancers are a middle-of-the-road job that blends elemental magick with a high defense. Geomancers use the elements around them, rather than their own pool of powers, so their abilities are constantly changing based on the weather and the battlefield — powerful geomancers can even alter the world around them to select their own effects. If you like to bring the wrath of nature, or enjoy an ever-shifting pallette of abilities, the Geomancer is for you. Of course, part of that ever-shifting pallette means that Geomancers may be without the ability they most need, and they rarely have the attack power to threaten foes without it.
Gunner
Quick-draw masters of ranged attacks, gunners are back-row warriors, best at range, hitting enemies with an array of ailments and piercing their defenses with high accuracy. Gunners blend a small amount of magick with their mekanika, resulting in a deadly efficient hybrid. If you like to dart accross the battlefield, shooting foes with arms akimbo, pulling off trick shots, the Gunner is for you. Gunners, however, don't do so well when backed into a corner — keep your distance!
Hunter
Wildrness survivalists, masters of the bow, the Hunters of FFZ belong to a job that is about dealing efficient death to their foes. Many hunters keep an array of stealth skills and traps to back up their potent bow ability. If you like to hide in the foliage, assassinate with arrows, and lay traps for the unwary, the Hunter is for you. However, they are very much a ranged job — get in close, and many of their powers are more difficult to bring to bear.
Machinist
Machinists invent new and destructive tools to wreak havoc upon their enemies, using metal, technology, and mekanika to create their tools and weapons. Master crafters and creators, engineers are rarely without the right piece for the job. If you'd like to be strapped with steampunk technology and like the idea of using gears and bolts to accomplish your goals, the Machinist is for you. However, due to the complex machinery involved, engineers often take a while to get up to speed.
Minstrel
Magick lies in the rhythm of a heartbeat or the vibration of a string, and the Minstrels of FFZ tap this harmony, this reciprocity, to vibrate the world according to their rules, to affect the minds and bodies of their allies. Minstrels improve the morale of their friends dramatically, enabling them to pull off manuevers above and beyond their normal power. If you like to tap the magick of music, or you enjoy helping your friends, the Minstrel is for you. Make sure you use the powers, however — minstrels are mages, and tend to be a bit of a sitting duck without their own songs backing them up.
Monk
Monks are a brutal physical job whose melee skills rely on not using weapons — they prefer fists and flesh to swords and shields. This is a fairly effective way to fight, and monks are amongst the more powerful physical classes. They also have an array of ki-based magick that they gain from their special training. If you like to beat things with your bare hands and enjoy the mystic martial arts, the Monk is for you. Don't expect them to be dishing out immense damage with their magickal attacks, however — they are very much a physical job.
Mystic
Mystics are "ying-yang magicians," or "fen shui users," spellcasters who alter their enemies bodies, imbalancing them, and causing a variety of ailments. Mystics are a fairly physically competent mage job as well, so they can take advantage of the creatures they weaken. If you like to see your enemies suffer, and you want to weaken the more powerful foes, the Mystic is for you. They are mages, though — their physical arts slightly lack.
Ninja
Ninjas in FFZ are assassins and illusionists who use two swords to deal immense targeted damage to their victims, and who employ deception and evasion to get in close in the first place. They are specialized killers, who go for the big target and bring them down. If you like to use two swords, and enjoy deception and illusion, the Ninja is for you. But be careful; despite being a physical job, ninjas lack good defenses, and must use their illusions to avoid painful payback.
Paladin
Masters of the holy sword techniques, Paladins crusade against the dark and gloomy of the world. The other side of the "dark knight" coin, Paladins specialize in healing, protection, and staying power, using helpful magick and defensive abilities to keep their friends alive. If you enjoy playing defensively, and would like to dish out holy damage to those that deeserve it, the Paladin is for you. However, Paladins are a very physical job — their magickal abilties leave much to be desired.
Psychic
Psychics are students of the mind, mentalists who charm, mislead, manipulate, and otherwise bend the wills of others to their whim. They warp time and space to their desires, manifesting telekinesis and telepathy to destroy their foes' minds. If you like manipulating others and using your enemies against themselves, the Psychic is for you. Psychics are mages, however, and their mind-based powers leave little left for dealing with less intelligent foes.
Samurai
Samurais are sword-artists, employing their deadly katanas in a ballet of semi-mystical destruction fed by their tremendous aggressive power. Samurai are well-defended as well, and they are capable of prolonged exposure to enemy attacks. If you like sword-fu, or enjoy flashy attacks, Samurai are for you. They are a rather sluggish job, however, so their attacks have to be well-placed.
Scholar
Scholars are the "blue mages" of FFZ, learning their spells from monsters and "equipping" them before setting out. Their exotic magick is born from experience, not research, and what they learn adapts them to the world they actually experience. If you like using your enemies' powers, or prefer to play a more martial spellcaster, the Scholar is for you. There is some risk inherent in the job, however — learning new things involves being exposed to them in some way.
Soldier
Soldiers are warriors who specialize in different forms of martial aggression, including semi-magickal effects. A sort of middle-of-the-road warrior job, soldiers are difficult to pigeonhole, and suffer no obvious weakness or strenth. If you like being a well-balanced aggressor with a wealth of options, or enjoy a more strategic kind of combat, the Soldier is for you.
Thief
Thieves are built for speed. Though they are a martial class, their power and defense are both low, and they lack much in the way of magick — what they have is the turns to make up for it. Thieves also can steal enemies' goods, and often enrich the party simply by being around. If you want to take a lot of turns, or take a lot of things from your foes, the Thief is for you. Just don't expect to be a damage powerhouse, and make sure to get out of the way before you provoke too much ire.
Trainer
Trainers use pets to accomplish their goal, either taming them for the long-term or leashing and unleashing them in a directed assault against their enemies. They can also manipulate and control monsters. If you want to ally with monster, or enjoy a more independent job, the Trainer is for you. Trainers can be slow and methodical, though, so be patient.
Wizard
Wizards are the damaging spellcasters of FFZ, and these "black mages" are powerhouses with fire, ice, and lightning magick. The most powerful damaging effects in the game belong to these war-casters. If you want to cast the spells that make the people fall down, the Wizard is for you. Wizards do almost entirely lack a physical dimension, though, so don't get caught without your magick.
Job Cycle:
Alchemist - Machinist - Gunner - Soldier - Dragoon - Samurai - Dark Knight - Wizard - Astrologer - Mystic - Dancer - Minstrel - Psychic - Devout - Monk - Paladin - Breaker - Berserker - Geomancer - Druid - Trainer - Hunter - Ninja - Thief - Gambler - Fencer - Freelancer - Scholar - Alchemist…





