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==Gameplay== {{See also|Gameplay of Final Fantasy}} [[Image:Final Fantasy V Active Time Battle screenshot.png|thumb|A battle with Gilgamesh taken from the PlayStation version, the rerelease port of the original Super Famicom version with the official English translation]] ''Final Fantasy V'' includes many standard role-playing elements as well as renovated features introduced in earlier ''Final Fantasy'' games. Players navigate from a top-down perspective; a traversable [[overworld]] connects the various towns, [[dungeon crawl|dungeons]], and other points of interest. The player can traverse the overworld by foot, [[Chocobo]], hydra-guided ship, wind drake, or [[Recurring elements in the Final Fantasy series#Gameplay|airship]], depending on the situation. Most towns contain scattered inns for resting, shops for purchasing equipment, and people from whom the player can gain information. The player may also embark on several [[Quest (gaming)#Overview|side quests]] that become available as the story progresses.<ref name="Sidequests"/> Characters grow in strength by gaining [[experience point]]s from [[random encounter]]s with monsters on the overworld or in a dungeon. Experience culminates in a "level up", in which character [[attribute (role-playing games)|attributes]] such as [[hit point]]s and [[Magic (gaming)|magic power]] increase. A menu-based management system allows the player to equip, heal, and change each character's selected job outside of battle as well as to save the game's progress.<ref name="gameplay"/> ''Final Fantasy V'' is the second ''Final Fantasy'' game to use the [[Active Time Battle]] (ATB) system, in which time flows continuously for both the player and enemies during combat.<ref name="gameplay"/> This system was first established in ''[[Final Fantasy IV]]'', but in that game, there was no way to visibly anticipate which character's turn would come up next.<ref name="ATB in FFIV-2"/> In ''Final Fantasy V'', the player can see which playable character's turn is next in battle, in the form of a time gauge—or "ATB Bar"—which fills according to a character's speed. When the selected character's turn arrives, the player can execute one of several commands, such as attacking the enemy with an equipped weapon, using a special ability or item, or changing the character's row position.<ref name=official/> The ATB mechanic with a gauge, as seen in ''V'', would be used in the four following main titles in the series and remains a staple mechanic of the franchise.<ref name="judgeito"/> ===Job System=== {{See also|Final Fantasy character classes}} <!-- Deleted image removed: [[Image:Final Fantasy V - Job System.png|thumb|left|The Job System is a defining feature of ''Final Fantasy V'' {{ffdc|1=Final Fantasy V - Job System.png|log=2016 June 11}}]] --> The main feature of the gameplay of ''Final Fantasy V'' is the Job System. Players can freely select jobs (also called "classes") for their characters to master, allowing each character to gain special abilities and potentially master all 22 jobs (26 in the Game Boy Advance version). Each character begins with only the "Freelancer" class; to gain access to new jobs, players must acquire crystal shards.<ref name="gameplay"/> This system is an improved version of the one in ''Final Fantasy III''; several older jobs were either reused or revamped for ''V'', such as the [[Final Fantasy character classes#Black Mage|Black Mage]] and [[Final Fantasy character classes#Thief|Thief]]. The game also introduces several classes to the series, including the [[Final Fantasy character classes#Blue Mage|Blue Mage]], [[Final Fantasy character classes#Time Mage|Time Mage]], and [[Final Fantasy character classes#Mime|Mime]].<ref name=advance3/> Each of these classes has been featured in numerous ''Final Fantasy'' installments since. Once the player gains access to the job system, characters begin to earn a separate form of experience—Ability Points—in conjunction with regular experience points.<ref name="gameplay"/> Characters gain job levels after accumulating AP; as with regular levels, the required amount of experience increases after each job level. AP and job levels do not transfer from class to class. As job levels increase, new skills become available for the character to use in a new form of customization; characters learn job-specific abilities that may be transferred to a new job. For example, a character with the [[Warrior (character class)|Knight]] job who has also earned job levels as a Black Mage may set Black Magic as a secondary command, enabling both Black Mage and Knight abilities in battle. The nature of these abilities varies; while some serve as special commands in battle, others may be innate to the class or activated automatically when conditions are met, such as the Thief's "Caution" skill, which prevents rear attacks from enemies.<ref name=guide/> This system allows for deeper customization of characters.<ref name="GameSpot Review"/>
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