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Final Fantasy III

Story:In even at this megaseism of the time it passes mere sign unless. The earth it drags the crystal which is source of light of the world deeply and is packed and produces demon even the big tremble where if you compare to those which it visits from now on being wee ones, it is.

Is, but, desire still it is lost,
Four souls probably receive revelation to light being are
Everything starts from there.

4 boys regard and with in the senior To father of village " Ur " of the remote region raise.
Doing to the cave where the crystal sinks to the earth in the megaseism and can turn to there it starts 4 people do exploration feeling little courage useless and intention it is.

Final Fantasy 3 - Job Classes
ONION KID [ Sword/Knife ] [Armor Rank: 5/10]
Commands: Fight / Defend / Run / Item / Row
Strengths: None
Special: Can use Crystal Armor
Verdict: They are bearable for the beginning of the game, but should be changed as soon as you gain new classes.
FIGHTER [ Sword ] [Armor Rank: 9/10]
Commands: Fight / Defend / Run / Item / Row
Strengths: High HP increase rate, High Initial ATP
Special: None
Verdict: Great straight forward class for the first part of the game.With shields they have high defense, with two swords they have high hit multipliers.
KNIGHT [ Sword ] [Armor Rank: 10/10]
Commands: Fight / Defend / Run / Item / Row
Strengths: High HP increase rate, High Initial ATP
Special: Auto-Guard: Takes damage for allies with low HP
Verdict: No-brainer upgrade from the Fighter class. They lose their usefulness when Magic Knights are needed but can be useful again at the end of the game since they can equip Excalibur.
MAGIC KNIGHT [ Katana Blade / Boomerang ] [Armor Rank: 4/10]
Commands: Fight / Magic / Defend / Item / Row
Strengths: High HP increase rate, Very High ATP multiplier
Special: Lv. 1-3 White Magic
Verdict: You could use shields with these guys but with doubled weaponsthey hit *very* high multipliers, sometimes well into the 20-30x ranges. Their defensive score is a result of the lack of equipment they can use.
MASTER [ Fists / Nunchucks / Claws] [Armor Rank: 2/10]
Commands: Fight / Charge / Defend / Item / Row
Strengths: High ATP level, Very High HP increase rate
Special: Fist attack results in up to 50x multiplier with levelups. Claws attack results in up to 30x multiplier with level ups. Charge - Defense = 0 for one round but next round ATP doubles.Technique can be used twice in a row; subsequent attempts cause 1/2 HP loss.
Verdict: No brainier upgrade from Monk. The claws prove especially powerful after leveled up sufficiently.
THIEF [ Knives ] [ Armor Rank: 4/10 ]
Commands: Fight / Steal / Escape / Item / Row
Strengths: High Agility Level.
Special: Escape - 99% chance of escaping battle.
Steal - Obtain item from enemy during battle.
Thieves in front of party can pick door locks without keys.
Verdict: Nice for item salvaging, but he is best used for levels
where the party is in small or toad form because of the
escape command.
NINJA [ All Weapons] [ Armor Rank: Perfect ]
Commands: Fight / Defend / Run / Item / Row
Strengths: High Agility Level.
Special: Can equip all weapons and armor.
Verdict: With shuriken equipped this class hits for more than 5000 HP. Although they do not have some of the bonuses of other fighter classes, their lack of restrictions makes for high ATP/Defense.
SAGE [ Books ] [ Armor Rank: 5 ]
Commands: Fight / Magic / Run / Item / Row
Strengths: None
Special: Can use all magic types.
Verdict: Almost essential for the Sylx tower. They suffer from less magic power compared to specialized mages but make up for it by working all three roles.
RED MAGE [ Swords / Knives ] [Armor Rank: 7]
Commands: Fight / Magic / Run / Item / Row
Strengths: Medium HP increase rate.
Special: Can use Level 1-4 Black or White Magic
Verdict: Preferred over the Black Mage early in the game because it can use white or black magic equally as well. It loses steam after Tozas due to a slow magic gain speed.
SCHOLAR [ Books ] [Armor Rank: 5]
Commands: Fight / Peep / Peer / Item / Row
Strengths: none
Special: Peer tells you the weakness of an enemy if they have one.Peep lets you know the enemy's Remaining/Total HP.
Verdict: Not very effective for fighting...he is best only for
keeping tabs on enemies. Peer is VERY important for the
battle with the Wizard Hyne, in order to combat his Wallchange
ability. Nothing wrong with blundering through like I
did though.
WHITE MAGE (White Wizard) [ Staffs ] [Armor Level: 4]
Commands: Fight / Magic / Run / Item / Row
Strengths: High Magic Power rate.
Special: Uses Level 1-7 of White Magic.
Verdict: Probably the most important class in the game. The whitemage is what keeps everybody healthy. Attack and defense lag behind but with spells like Cure4 and Aero, its moot.
WHITE WIZARD (Shaman) [ Staffs ] [Armor Level: 4]
?
Commands: Fight / Magic / Run / Item / Row
Strengths: High Magic Power rate.
Special: Uses Level 1-8 of White Magic.
Verdict: Easy one - upgrade your white mage(s) to this class as soon as possible. They have all the same abilities as White Mages, but with more magic use slots and level 8 support.
BLACK MAGE [Knives / Rods ] [Armor Level: 3]
Commands: Fight / Magic / Run / Item / Row
Strengths: High Magic Power rate.
Special: Uses Level 1-7 of Black Magic.
Verdict: These guys sure are handy! Loads of evil magic
to rain on your opponents...just keep their magic
up to date.
BLACK WIZARD (Shaman) [ Rods ] [Armor Level: 3]
?
Commands: Fight / Magic / Run / Item / Row
Strengths: High Magic Power rate.
Special: Uses Level 1-8 of Black Magic.
Verdict: 2 words. Flare and Meteo. They hit hard, and they hit fast. The power of nuclear energy is not to be ignored; so get it! They become fairly expendable when you get the Sage class though.
ARCHER [ Bow/Arrows ] [Armor Level: 5]
Commands: Fight / Magic / Defend / Item / Row
Strengths: Attack gains strength against back rows.
Special: Uses Level 1-3 of White Magic.
Verdict: This is a tough call. The armor level is often not up to
par, and lots of investment is needed for good arrows, but
in the end, this is quite an effective class. Make sure you keep his arrow stock up!
GEOMANCER [ Bells ] [Armor Level: 2]
Commands: Fight / Terrain / Defend / Item / Row
Strengths: none
Special: Terrain: Magic Attack based on fighting location.
Verdict: Incredibly useless. They look funny in their
North Pole outfit, but come up worthless in battle.
DRAGOON [ Spears ] [Armor Level: 5]
Commands: Fight / Jump / Defend / Item / Row
Strengths: none
Special: Jump - Dragoon leaves battlefield for one round, strikes enemy and returns in second round for up to 10x damage.
Verdict: Double up the spears and keep him flying. If bosses use some bad magic...jump may keep your fight alive.
VIKING [ Axe, Hammer ] [Armor Level: 6]
Commands: Fight / Defend / Run / Item / Row
Strengths: High Attack Power.
Special: None
Verdict: A good alternative to the fighter or knight for a short
time. Axes hit less but have a greater chance of critical hits.
CONJURER (Caller) [ Rods ] [Armor Level: 4]
Commands: Fight / Magic / Run / Item / Row
Strengths: High Magic power.
Special: Uses Levels 1-8 of Call Magic (effect type)
Verdict: Its your choice. Some of the later spells are better than black magic, but there is not as much variety to the magic.
BARD [Harps] [Armor Level: 3]
Commands: Sing / Scare / Cheer / Item / Row
Strengths: none
Special: Sing lets you sing the songs of troubadours. Cheer peps the party up. Scaring enemies is just silly.
Verdict: Well...if you feel adventurous....
SUMMONER [Rods] [Armor Level: 5]
Commands: Fight / Magic / Run / Item / Row
Strengths: High Magic power.
Special: Uses Levels 1-8 of Call Magic (attack type)
Verdict: This is basically the next level of Caller, with the only
additions being able to equip new armor and increase
magic effectiveness. Still very effective with Bahamut
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