Final Fantasy 3 Pixel Remaster lets you freely switch between 23 jobs at any save point. Jobs unlock as you touch crystals throughout the game, starting with six at the Wind Crystal and ending with two endgame powerhouses in Eureka. Unlike FF1's permanent class choice, nothing here is locked in.
Job levels increase through battle actions, ranging from 1 to 99, and higher levels improve both stats and ability effectiveness. The Pixel Remaster removed Capacity Point restrictions from the original Famicom version, so all job abilities are available immediately at level 1. Switching jobs carries a brief stat penalty that clears after a few fights; don't let it scare you away from experimenting.
Wind Crystal jobs
These six jobs unlock at Altar Cave and form your foundation through the early game. The core four (Warrior, Monk, White Mage, Black Mage) handle everything from the opening dungeon to the Fire Crystal without trouble. Red Mage and Freelancer exist as options, but neither one earns a long-term party slot.
Your default job and the one you'll ditch fastest. Balanced stats sound nice on paper, but balanced means mediocre at everything. Switch to a real job the moment you touch the Wind Crystal; there's no reason to keep anyone as a Freelancer past the first save point.
Heavy armor, swords, and axes make the Warrior your sturdiest front-liner in the early game. Bows give it a back-row option when you're running low on healing items, which is a trick most new players miss. The Knight replaces it completely at the Fire Crystal, so don't invest too heavily in job levels here.
Fist damage scales with level, and by the mid-game a bare-handed Monk outdamages most weapon users. That means you can skip the weapon shop entirely and spend the Gil on spells or gear for your mages. Retaliate counters physical attacks automatically, which adds up in random encounters. The Black Belt at the Earth Crystal is a direct upgrade, so plan to swap when you get there.
Essential from the first dungeon to the last. Cure and Protect carry you through the early game, and the spell list only gets better from there. One trick worth knowing: staves used as items through the Item command cast free spells (the game never tells you this). The Healing Staff alone saves dozens of spell charges over a full run. Upgrade to Devout at the Earth Crystal for level 8 spells like Arise and Holy.
Your best source of group damage for most of the game. Limited spell slots mean you should save the big spells for bosses and use physical attacks or items against trash mobs. Keep the Black Mage in the back row permanently; it can't take hits and doesn't need to be up front. Upgrade to Magus at the Earth Crystal for Flare and Death.
Fewer spell slots than dedicated casters, weaker spells that cap at level 3, and a painful gear gap starting around the mid-game. The Red Mage does a little of everything but none of it well enough to justify a party slot once better options appear. Not recommended for most parties; your fourth slot is better spent on a second physical attacker or a dedicated mage.
Fire Crystal jobs
Unlocked at Molten Cave after defeating the Salamander. Knight and Scholar are the standouts here. Knight's Cover makes it a direct Warrior replacement that stays relevant through the endgame; Scholar's Study ability is essential for the Hein boss fight, where Barrier Shift changes his weakness every single turn.
Cover automatically protects allies who drop to critical HP, which makes the Knight the best tank in the game until Ninja arrives. It can dual-wield swords for solid damage output on top of that defensive utility. A small pool of White Magic (level 1) lets it self-heal in a pinch. The Knight stays relevant all the way to the endgame and only gets replaced if you pick up a Ninja in Eureka.
Steal sounds exciting but mostly yields consumables you could buy for cheap. The Thief's real value is unlocking doors that other jobs can't open, though that comes up rarely enough that you can swap one in for the specific dungeon and swap back out afterward. High speed does mean it acts first in combat. One niche use: Thief is helpful against magic-immune enemies in Goldor's Mansion where casters are dead weight.
Study works like a free Libra, revealing enemy HP and elemental weaknesses. That information is critical against Barrier Shift bosses like Hein and Amon, where the weakness changes every turn. Alchemy doubles the effect of items used in battle, but you'll need a steady supply of attack items to make it worthwhile. Bring a Scholar for the Hein fight specifically; it turns a guessing game into a solved problem.
Barrage fires four hits at random targets, and each one can crit. That makes the Ranger one of the best sustained damage dealers from the back row, safe from physical attacks entirely. The downside is that Eureka doesn't stock endgame bows (sorry, bows), so the Ranger falls off hard in the final stretch while melee jobs get their best weapons. Solid through most of the game but plan to retire it late.
Terrain casts a random spell based on your current environment at zero MP cost, which sounds great until you realize you can't control what it does. The spells ignore Silence status, so the Geomancer still functions when your other casters are shut down. But the randomness makes it unreliable for boss fights where you need consistent damage or healing. Fine for saving MP during long dungeon crawls; bad for anything that matters.
Water Crystal jobs
Unlocked at the Cave of Tides. Dragoon is the star of this set. Blood Lance dual-wielding creates a self-sustaining fighter who barely needs the healer's attention, and Jump trivializes the Garuda fight completely. Dark Knight fills a narrow but necessary niche against Divide enemies that normal attacks can't handle cleanly.
Jump makes the Dragoon untargetable for one turn and lands heavy damage when it comes back down. Dual-wielding Blood Lances drains 25-50% of the damage dealt as HP, creating a self-sustaining fighter that barely needs healing. Four Dragoons all using Jump on turn one can one-turn Garuda, which is the single most famous cheese in FF3. The Dragoon stays useful through the Water Crystal era but eventually gets outclassed by Ninja and Black Belt.
Provoke draws enemy attacks to the Viking, protecting your squishier party members. It's the tankiest job in the game by raw defensive stats, with heavy armor and shields stacking resistances high. But the Viking's damage output is mediocre compared to Knight, and Knight's Cover ability achieves a similar protective effect while also hitting harder. The Viking works if you need a dedicated damage sponge, though most players prefer Knight for the better offense.
Souleater sacrifices HP to deal damage, which sounds like a steep cost. The ability exists almost exclusively to handle Divide enemies that split when hit with normal attacks. You'll encounter these in the Ancient Ruins, Falgabard Cave, and Cave of Shadows. Bring one or two Dark Knights for those specific dungeons and switch back to your normal party afterward; the job has almost no use outside those encounters.
Each summon randomly picks either its white or black magic effect, and the player has zero control over which one fires. That means your Evoker might heal the party when you need damage, or nuke when you need healing. The Summoner does the same thing with full control and consistent effects. Skip the Evoker entirely.
Songs unlock at job levels 1, 10, 20, and 30: Paeon, Minuet, Elegy, and Requiem respectively. The effects are party-wide buffs that don't cost MP, which sounds useful in theory. In practice, the buff values are weak, the Bard's gear options are terrible, and the job levels required for the better songs take a long time to grind. Other support options contribute more to the party without the investment.
Earth Crystal jobs
Unlocked at the Ancient Ruins. These are direct upgrades across the board: Black Belt replaces Monk, Devout replaces White Mage, Magus replaces Black Mage. Level 8 magic changes everything. Arise means death is no longer a run-ender, Flare ignores elemental resistances, and Holy gives your healer a real damage option. Swap your old jobs the moment you touch this crystal.
The Monk's direct upgrade and the highest physical damage dealer in the game. Boost stacks up to two times, multiplying your next attack's damage. A third Boost triggers self-destruct at 50% of the Black Belt's current HP dealt as damage to the target, which is a desperation move at best. Ditch weapons entirely; bare-fist damage at high levels outdamages every claw in the game. The Black Belt competes with Ninja for the top physical DPS slot and arguably wins.
The White Mage upgrade you've been waiting for. Level 8 White Magic includes Arise (full-HP revival) and Holy (strongest single-target damage from a healer). More spell slots across the board means longer dungeon runs without resting. The Devout is the definitive healer for the rest of the game; there's no reason to run a White Mage once this job is available.
Black Mage upgraded with access to level 8 spells including Flare and Death. Flare is non-elemental, which means nothing resists it. More spell slots than the Black Mage means you can actually use your big spells on regular encounters without running dry before the boss. The Magus is the strongest offensive caster in the game, and it's not close.
Unlike the Evoker, the Summoner gives you full control over which summon effect fires. Consistent damage and healing from summons is genuinely useful, and the spells hit hard. But the Summoner arrives at the same time as the Magus, who hits harder with more spell slots and doesn't split focus between two effect types. A fine job that's overshadowed by its neighbor on the crystal.
Eureka jobs
Found in the optional Eureka dungeon alongside the five best weapons in the game (Masamune, Excalibur, Ragnarok, Murakumo, and Elder Staff). Ninja and Sage are the two strongest jobs, period. If you're pushing through the Crystal Tower, grab these before the final boss gauntlet.
Can equip nearly every weapon and armor type in the game, which makes gearing trivial. Throw lets you hurl shurikens for 8,000+ damage per turn, trivializing most late-game bosses. The Ninja is second to the Black Belt in raw physical offense but makes up the difference with vastly better defensive stats and equipment flexibility. Between Throw damage and near-universal equipment access, Ninja is one of the two strongest jobs in the game.
Access to all White Magic, all Black Magic, and all Summoner spells (not Evoker) in a single job. The Sage has more Intellect than the Magus and more Spirit than the Devout, so its spells actually hit harder than the specialists. The trade-off is fewer spell slots per level than either dedicated caster, which means careful resource management during long dungeons. Paired with a Devout, the Sage covers every magical need your party could have.
Recommended party setups
FF3 rewards adapting your party as new jobs unlock. The situational setups below are designed for specific encounters; swap in and swap out as needed. Your core party should evolve from the early game balance through Earth Crystal power to the endgame optimal lineup.
Two front-liners with both healing and damage magic. The Monk saves you Gil on weapons, and the Black Mage handles group encounters. Safe and effective through the entire early game.
Knight tanks with Cover while Ranger deals safe damage from the back row via Barrage. This setup handles every encounter type without glaring weaknesses.
Scholar's Study reveals Hein's shifting weakness each turn, turning a guessing game into a solved problem. Have your Black Mage match the element Scholar calls out and the fight is straightforward.
Dual Blood Lances on the Dragoon create a self-healing damage machine. Jump provides burst damage and boss safety while Knight holds the front line with Cover.
All four Dragoons use Jump on turn one. Garuda dies before it gets a second action. This is the single most reliable cheese strategy in FF3.
Divide enemies in the Cave of Shadows split when hit with normal attacks. Two Dark Knights handle them with Souleater while your casters provide healing and magic damage.
Full upgrades across the board. Black Belt's boosted fists outdamage everything, Magus brings Flare and Death, and Devout covers Arise and Holy. Knight tanks until you find a Ninja.
The strongest party in the game. Ninja throws shurikens for 8,000+ damage, Black Belt punches for comparable numbers, and Sage covers every spell school. Swap Black Belt for a second Ninja if you prefer equipment flexibility over raw fist damage.
Job system tips
- Job levels run from 1 to 99. They increase through actions in battle, not just victories. Higher job levels improve stats and ability effectiveness; a level 50 Black Belt hits noticeably harder than a level 10 one with the same character level.
- Transition penalty is temporary. When you switch jobs, your stats drop for a few battles while the character adjusts. Fight through it and the penalty clears completely. Don't let it discourage mid-dungeon swaps when the situation calls for a different job.
- Capacity Points are gone in the Pixel Remaster. The original Famicom version locked abilities behind job level thresholds. That restriction was removed entirely, so every job ability is available from level 1 the moment you switch.
- Scholar for Hein. Hein's Barrier Shift changes his elemental weakness every turn. Scholar's Study reveals the current weakness, so your Black Mage always hits the right element.
- Dragoons for Garuda. Four Dragoons using Jump on turn one can one-turn Garuda. Even one or two Dragoons make the fight dramatically easier since Jump deals heavy damage and keeps the user untargetable.
- Dark Knight for Divide enemies. Normal attacks cause Divide enemies to split into copies. Souleater bypasses this mechanic, making Dark Knight the correct tool for the Cave of Shadows and parts of the Ancient Ruins.
- Eureka is optional but holds the best gear. The five strongest weapons in the game (Masamune, Excalibur, Ragnarok, Murakumo, Elder Staff) are all inside Eureka, along with the Ninja and Sage jobs. It's technically skippable, but you're leaving the best equipment and two of the best jobs on the table.
- Onion Knight is a trap until level 92+. Separate from Freelancer in the Pixel Remaster, the Onion Knight has terrible stats until extremely high levels. It needs exclusive Onion equipment from Eureka to function. Treat it as a completionist challenge, not a real party option. Check the trophy guide if you're going for the related achievement.
For detailed boss strategies, enemy locations, and chest maps, see the full Final Fantasy 3 walkthrough. The bestiary page covers every enemy encounter.