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Beastmaster (Final Fantasy V)

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FF5-Beastmaster
Trainers whose open hearts and strong wills allow them to capture and control enemy monsters.
—Description

The Beastmaster (魔獣使い, Majū Tsukai?, lit. Monster User), also known as Trainer or Mediator, is a job in Final Fantasy V obtained after the Fire Crystal shatters. It is the only job aside from Freelancer that can equip whips allowing the Beastmaster to attack from the back row for full damage, as well as the added benefit of either paralyzing the enemy or casting a spell on them. Beastmaster is also one of the only jobs able to equip the rare Kornago Gourd.

Beastmasters focus on catching and releasing enemies from a gourd in battles for various abilities for a one-time use, as well as using the Control command to make monsters in battle fight for them.

Mastering Beastmaster for all four characters in the mobile and Steam versions earns the player the achievement "Catch and Release".

AppearanceEdit

FFV Bartz Beastmaster iOS FFV Lenna Beastmaster iOS FFV Galuf Beastmaster iOS FFV Faris Beastmaster iOS FFV Krile Beastmaster iOS

The Beastmaster dresses up in wool and some even take the ram's horns. Bartz, Galuf and Krile have the same costume, although Krile's is more covered. Faris wears earmuffs and has a tail and Lenna has a headdress and a puffy collar. Galuf's costume was also given a tail in the iOS release.

AbilitiesEdit

  • Job command - Catch
  • Innate abilities - None
  • Equipment - Knives, Whips, Light Helmets, Clothes, Armlets

The Catch command lets the player capture an enemy during battle, provided the target has less than 1/8 of their total HP remaining. The Kornago Gourd reduces this to 1/2 HP. If the player wants a particular monster, one can try Gravity or the Blue Magic spell Missile, as both reduce the health of the foe without killing it, allowing the character to catch it more easily.

Captured monsters can be released to have them attack once summon style. If the party catches a summoned creature, most will do a Strong Attack when released (which does thousands worth of damage, even in the First World).

The Equip Whips ability gives characters the Beastmaster's base Strength and Agility unless otherwise already at a higher value.

Calm is bugged; it is effective against enemies that are not Magic Beasts.

Upon mastery, Freelancers and Mimes gain the Beastmaster's base Strength, Agility and Stamina unless they already have a higher base from another mastered job.

The base stats for Beastmasters are:

  • Strength: 37
  • Agility: 25
  • Stamina: 32
  • Magic: 21

Level-up abilitiesEdit

Level 1 Ability
Mobile/PC Name Calm
Advance Name Calm
Anthology Name Tame
RPGe Name Tame
AP Required 10
Type Command
Description Calm magic beasts.
Information Inflicts Stop on a creature. Doesn't work against human/mechanic opponents.
Level 2 Ability
Mobile/PC Name Control
Advance Name Control
Anthology Name Control
RPGe Name Control
AP Required 50
Type Command
Description Take control of a monster.
Information Lets the player take control of one monster. Very useful if the player wants to learn Blue Magic. One cannot Control a monster under the effect of Berserk.
Level 3 Ability
Mobile/PC Name Equip Whips
Advance Name Equip Whips
Anthology Name EqWhip
RPGe Name Equip FFV SNES Whip Icon
AP Required 100
Type Passive
Description Gain the ability to wield whips.
Information Any character with this ability will be able to equip whips and gains the Beastmaster's base Strength and Agility unless they otherwise already have a higher base.
Level 4 Ability
Mobile/PC Name Catch
Advance Name Catch
RPGe Name Catch
AP Required 300
Type Command
Description Capture a weakened monster.
Information Lets any job use the Catch/Release command.

Other appearancesEdit

Final Fantasy Record KeeperEdit

Impresario-ffvi-iosThis article or section is a stub about Final Fantasy Record Keeper. You can help the Final Fantasy Wiki by expanding it.

GalleryEdit

TriviaEdit

FFV Restored Catch on Status Menu
  • When a character catches a monster in the Super Famicom version, the enemy name should be displayed on the Status menu under the Catch header, but the field is left blank for the version 1.1 of the RPGe translation. The reason is because the enemy names table was stored in another location within the data. Also, the length of the monster names was originally 8 bytes, but was expanded to 10 bytes.

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