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.

The Job Cycle:

Red Mage - Machinist - Gunner - Soldier - Dragoon - Samurai - Ninja -Dark Knight - Black Mage - Astrologer - Mystic - Dancer - Bard - White Mage - Paladin - Monk - Breaker - Berserker - Geomancer - Hunter - Thief - Red Mage

The Job Cycle shows the jobs available to you if you elect to change your job. You can select any job adjacent to your current job when changing your job or sub-job.


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.


Magick lies in the rhythm of a heartbeat or the vibration of a string, and the Bards of FFZ tap this harmony, this reciprocity, to vibrate the world according to their rules, to affect the minds and bodies of their allies. Bards 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 Bard is for you. Make sure you use the powers, however — bards are mages, and tend to be a bit of a sitting duck without their own songs backing them up


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.

Black Mage

Black Mages are the damaging spellcasters of FFZ, 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 Black Mage for you. Black Mages don't have much of a physical dimension, though, so don't get caught without your magick.


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.


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.


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.


Geomancers are attack mages who focus on earth, wind, and water magick, using the natural elements around them to damage their foes in all terrains. They also have the ability to use the elements of the terrain against their enemies. If you want to harness the might of the sea or the sky or the planet, the Geomancer is for you. However, they lack the absolute focus of a black mage, having lasting physical endurance as well.


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!


Wildrness survivalists, masters of the bow, the Hunters of FFZ belong to a job that is about dealing efficient death to their foes, and a skill with beasts. 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.


Machinists are characters who specialize in crafting machines and items to aid the party. Prominent users of tools and items, they are not slaves to their physical form, instead using steel, copper, iron, electricity, steam, magicite, and other artificial methods to deal damage and support their party. Crafter-warriors, they trump their foes with knowledge and ingenuity.


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.


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.


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.


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.

Red Mage

Red mages are 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 Red Mage 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.


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.


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.


Thieves are built for speed and luck. Skilled with the magic of chance and the power of speed, Thieves walk a dangerous tightrope. 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. If you're lucky, you'll even get to deal tremendous damage.

White Mage

White Mages empower their allies and themselves to achieve great deeds. They are the priests, 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.

Where's My Favorite Job X?

FFZ takes a rather broad view of the jobs from various FF games, with a focus toward playabiltiy at the table. Essentially, how things play in a game of FFZ trumps how they would play in any individual FF videogame. This isn't really unprecedented. After all, every FF game takes the icons of the FF tradition and uses it and twists it in its own way.

Because of that, several jobs have been rolled together, and some are mostly excluded. That said, a lot of effort has been made to place at least include the basics of most of the Final Fantasy jobs. A list of reasons that a given job might be excluded are below.

Does it have a different name?

FFZ eschews the FF tradition of "colored mages" and "x knights" in favor of a more evocative naming tradition. The major reasons for this are to avoid repetition, to have flexibility in abilities, and to ensure that characters aren't overly pigeonholed. For instance, FFZ has no "White Mage" job. The Devout functions like an archetypal white mage in various ways, but its abilities do not include all healing/defense magic in the game, or all historical FF white magic. Other jobs can use some of the Devout's abilities, and could conceivably be called "white mages." Meanwhile, there is no Summoner job because every character can summon Espers.

Is it too narrow?

Several jobs — such as the Beastmaster, the Archer, the Blue Mage, the Mimic, the Onion Knight, and the Gambler — are very archetypal, but have a very, very limited list of abilities. In a party-based videogame, this is fine: there is only one player, so that player can use all of those abilities from all of those characters at his discretion. But in a tabletop game, your character has all the abilities you will be able to use for quite a while. A character whose only ability is to mimic other characters, for instance, doesn't quite have lasting "fun play" power. That said, frequently the most iconic abilities of these classes are linked into FFZ jobs that are similar. For instance, Hunters can capture and subdue monsters like a beastmaster, and use bows like the Archer. Freelancers can mimic actions and learn blue magic. Thieves can learn slot and dice abilities. Even with that, the job system is flexible and expandable, so if you want to have such a job, make one!

Is it too broad?

Some jobs and characters from FF games simply have TOO MANY abilities to work well on the tabletop. This is mostly an issue of pacing: your character needs to learn abilities at about the same rate as every other character, and so needs to have about the same number of abilities. If a job existed that let you use every spell in the game, you wouldn't be able to explore 90% of it mechanically. Some jobs nod at that — the Freelancer distils several disparate abilities into one job, for instance. However, you are mostly better off utilizing the sub-job, job feats, and esper systems to broaden your abilities.

Blue Magic

Blue Magic

Blue magic is a highly archetypal FF system, but, much like the Espers, it is too dependent on an individual GM's whim to make it very effective at the tabletop. That said, like Espers can be applied to any character, so can Blue Magic, the legendary ability to distil an enemy's attacks and use them as your own.

Get Hit
The most archetypal way to learn blue magic is to be affected by it. Any character can learn blue magic this way, and all job-specific ways to learn blue magic must learn this method, first.

Feat: Learn From Experience
Any character can master enemy skills by getting walloped with them.

Learn from Experience
Prerequisite: Character level 1 Trait
If hit with a blue magic ability, you learn it, even if it KO's you.

See It Cast
Freelancers can simply witness a blue magic spell cast, and know how to use it.

Hunters have several abilities for using the power of monsters in their Beastmastery suite. They can catch monsters and release them, mirror them (similar to Relm's Sketch ability) and simply control them outright (similar to a Mediator's abilities, or Relm's abilities). Any character can gain these abilities with a job feat, just as they can learn any ability.

Learn From Beasts
Berserkers can master "beast rages" by training from beasts. They leap away at the end of combat, and then return later, having the ability to "become" the beast for a period of time, including using the beast's power.

Eat Your Enemies
Dark Knights can mimic Quina's cooking prowess with their Consume Soul power, which teaches them blue magic when they kill their enemies.

Use Items
Alchemists can use an enemy's loot to gain blue magic, like Quistis.

Draw & Cast
Soldiers can gain the ability of SeeDs to extract blue magic from their enemies, casting it a few times before losing it forever.

Alternate Job Systems

The FF games have long been known to toy with their advancement. Indeed, almost every game has a completely different way to increase your jobs and abilities, ranging from very locked-in (like the first FF, or FFIV, or FFIX) to very flexible (like the Materia system, or the Licence Board).

Below are some ideas on using the different job systems of different games in FFZ, if you'd like to take a different track with the advancement.


Class Upgrade
This is somewhat present in FFZ's system with the Subjob ability. You, as the DM, simply determine the sub-job for each of the original jobs, and then make those sub-jobs unavailable as starting jobs. Give the job-subjob combos an interesting name (for instance, the Soldier/Devout becomes a "Knight"). At about level 5, you should introduce a quest that will allow characters to gain a sub-job (rat-tails and Bahamut are encouraged).

This job system sacrifices flexibility for narrative control by the DM. A DM might solicit requests from players, or even have the players determine at level one what sub-job they will be taking, and a new name for that job combo.


Learn What You Use
In this system, there are no jobs. In towns, you can buy scrolls that will teach you suites of abilities (such as a scroll for the Devout's Cure suite). You only level-up your suite by using powers from that suite. Each session you use a power, the DM awards 1 Ability Point to that suite (and only that suite). Three Ability Points in a single suite translate into one Job Level for that suite.

This system is quite naturalistic, reflecting the fact that you only learn what you use and practice, while avoiding the problems with grind that could occur in FF2. It's not an exact reflection (your Character Level still determines HP, MP, damage, and the like, rather than determining those by being hit, casting spells, attacking, etc.), mostly for balance reasons, but it evokes the model of only improving what you actually use. On the down side, it could result in strangely "organic" character builds that are more suited to individual DM's games, and that can lack essential abilities. For instance, if the party mostly faces fire-proof enemies, even a high level Wizard won't have the ability to cast much fire magic, though FFZ assumes that it will be able to.

FF3, FF5, and FFX-2

Jobs Are Items
In this system, you do not have access to all jobs at the start of the game. Rather, you gain access to jobs through the narrative. You can disregard the Job Tree and freely change between any job that you currently have Jobs are represented by physical items in the world, and if you loose them, destroy them, or otherwise have something happen to them, the job abilities disappear with them. Sub-jobs are just you learning to use two jobs at once ("Dual-Wielding" jobs)

This system limits initial choice, but makes it very easy to introduce brand new jobs, or to control the pacing of your players' abilities. Certain jobs could be rewards, even. It may stretch credibility in some cases, but characters without these items essentially just have their Character Level with no jobs.

FF6 and FF8

Learn From Espers
There are elements of this system already in the FFZ game's version of Espers, who grant you special job abilities while "equipped." If you'd like to extend it out, you can assign actual full jobs (or just suites) to Espers, so that the only way to gain job abilities is via summons.

This system is similar to the above "jobs are items" system, but embodies those items in reoccuring, mystical creatures. The fact that you can talk and negotiate with your "job" in this case might make them especially important. However, Espers are not key to every FF game, and this system implies that they are vital to the characters' very abilities.


Sharing some similarities with the above two systems, but making it more free-form, this system puts suites of abilities into Materia. The abilities you can equip are dependent on "slots" in your weapon and armor. As you gain job levels, the Materia levels up, and you gain access to new abilities from your equipped suites (but other suites must gain their own levels). You can also include the idea of "linked" materia, and customizable weapons and armor, to apply feats and equipment upgrades.

This system benefits from many of the same problems and advantages of the "jobs are items" system above. Players might not find the ability they want, but they are very customizable. However, this level of complexity might be a turn-off for more casual, or newer, players.

FF9 and FFTA

Learn from Equipment
Similar to the above systems, this merely turns equipment (weapons and armor mostly) into those items that you learn job abilities from. Unlike the above systems, it goes by individual abilities, so that you will only learn Cure with the right item, and you might not learn it if you don't find or buy the item. This may further be limited by job or character: you can only learn Cure from the staff if you also are a Devout.

This system blends the "pure jobs" system and the "jobs are items" systems so that specific jobs only learn abilities from specific items. This translates less well into a tabletop game, because you can't "grind" on learning abilities — the abilities flow naturally as the game progresses. So if you're DMing this system, you must introduce much more in the way of weapons and armor than normal, and each piece of equipment, aside from teaching an ability, should fit into the format of other pieces of equipment found in FFZ.

FF10 and FF12

Game Board
This actually isn't that much different, practically speaking, from FFZ's current system. Changing jobs is essentially moving to a different part of the game board. FF12's system is broader, and more customizable, while FF10's system is more locked-in. If you'd like to go a little more customizable, you might want to consider replacing the Job Cycle with an "Ability Tree," where the abilities you can learn next are based on the abilities you have already learned. This can match up to jobs, but it can also be more free-form, with abilities crossing job boundaries to match up with similar abilities.


Jobs Are Quests
Similar in many ways to FF1's system, this presents a few base jobs that the player can select from, and turns the rest into rewards for completing specific missions. Acquiring sub-jobs is a reward, too, but, like with a "Jobs Are Items" system, you can freely change your equipped job and sub-job regardless of the jobs you already know.

FF11 also layers on top of it an FF2-Style "Learn What You Use" system. To mirror this, you could treat each job as its individual "scroll," a package of all the abilities in the job, and then have a character gain Job Levels only when using certain jobs.


Job Tree
This is somewhat reflected by FFZ's current "Job Cycle." The difference is mostly that FFT's system presents a barrier to entry for some jobs: levels in previous jobs. You could adopt this wholesale, but keep in mind that you cannot grind in FFZ, and gaining access to more jobs is not something that is inherently going to interest a player. They might be totally fine with being a Devout forever, without ever crossing into, say, a Paladin after gaining 2 Devout levels and 2 Breaker levels. You can jack up the power of the Paladin a bit, or reduce the power of the "starter jobs," or simply limit the levels at which they receive abilities, but doing such things might harm the pacing of the game.

Astrologer = Black Mage/Machinist/Mystic
Bard = Dancer/Thief/White Mage
Berserker = Breaker/Dark Knight/Geomancer/Hunter
Black Mage = Astrologer/Dark Knight/Mystic/Red Mage/Dancer
Breaker = Berserker/Dark Knight/Paladin/Soldier
Dancer = Bard/Black Mage/Thief
Dark Knight = Black Mage/Berserker/Breaker/Dragoon/Nijna
Dragoon = Dark Knight/Paladin/Soldier
Geomancer = Berserker/Hunter/Monk/Soldier
Hunter = Berserker/Geomancer/Thief
Machinist = Astrologer/Red Mage/Mystic
Monk = Geomancer/Paladin/Samurai/White Mage
Mystic = Astrologer/Black Mage/White Mage/Machinist/Red Mage
Ninja = Dark Knight/Samurai/Thief/Soldier
Paladin = Breaker/Dragoon/Monk/Samurai
Red Mage = Black Mage/Machinist/Mystic/Soldier/White Mage
Samurai = Monk/Paladin/Soldier/Ninja
Soldier = Breaker/Dragoon/Red Mage/Samurai/Thief
Thief = Bard/Dancer/Hunter/Ninja/Soldier
White Mage = Bard/Monk/Mystic/Red Mage

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License