INITIAL CLASS
Freelancer (FRLNCR)
Strength = .5 +4
Agility = .5 +4
Vitality = .5 +4
Intellect = .5 +4
Mind = .5 +4
Weapons: Every weapon found before the first class crystal, select knives
(all of them until the Poison Dagger), and swords (all of them until the
King's Sword, the Excalibur and others).
Armor: Freelancers can put on any peice of defensive gear with only a
scant class-exclusive exception every here and there.
Magic: White and Black Level 1
Unique battle command: Magic - uses magic during battle
The Freelancer gets the class done for the time you have no other classes.
Much like the Onion Kid class from the original, this one goes out of style
when other classes with a greater range of weapons, skills and abilities
becomes avalible. Also much like the Onion Kid class from the days of old,
this class seems suspiciously weak. Stay tuned.
1ST CLASS CRYSTAL
Warrior (WRRR)
Strength: .666666 +6
Agility: .666666 +6
Vitality: .6 +4
Intellect: .44 +3
Mind: .44 +3
Weapons: Select knives (all of them until the Poison Dagger), swords (can
use all with scant exception, most notably the Excalibur), axes, some bows
and arrows
Armor: Can use most non-class specific heavy armor, shields, helms and
gloves.
Magic: None
Unique battle command: Advance - attack enemy with higher power at the
expense of some defense (effectiveness is based on skill level).
The Warrior is an offensive-minded class, and perhaps one you'll consider
using for much of the game. Their excellent weapon flexibility means you
will probably not tarry about for too long with dated weaponry. Although
I didn't find myself using Advance a whole helluva lot (the Warrior's
usual attack is usually sufficent), but it is one of the more useful
class-specific commands. I don't know exactly how much attack power is
gained and how much defensive power is lost upon selection of the
command, but it is sizable. Ultimately, I did end up ditching this class
by the time the subsequent Crystal was reached, but I can envision a
reasonable person sticking with this class for greater durations.
Monk (MNK)
Strength: .8 +5
Agility: .6 +4
Vitality: .666666 +5
Intellect: .375 +3
Spirit: .375 +3
Weapons: Fists, Claws, Fangs
Armor: Mostly the robes and gis for the body, specialized headgear, some
heavier gloves
Magic: None
Unique battle command: Retaliate (instead of taking a regular physical
attack, power is focused and released for a more powerful one when
physically attacked)
I've noticed class skill levels to be for most classes comparatively moot
next to the skill level of the Monk. The Monk's growth curve is definately
more exponential than that of most classes. It starts off small, but grows
at a fairly rapid pace. I wouldn't depend on a Monk with a skill level of 1,
though. A downside, besides starting off slow, is that equipment they can
is pretty limited. Although generally sufficent, I have noticed they tend
to get knocked around more often than heavy armor-wearing frontline fighters.
The fact their top standard weapon tops out at 121 doesn't really help
(although high base strength offsets this). Counter's effectiveness also
relies on getting attacked physically. I also personally found them boring,
but that's just me. The fact their unarmed attack power gains two points
per every skill level might offset the boring for some, and since a great deal
of their attack power comes from their base Strength, enough skill could have
them making Bruce Lee looking more like that crippled kid in Rumble in the
Bronx. Still not worth the boring IMO, though.
White Mage (WHTMG)
Strength: .5 +4
Agility: .6 +4
Vitality: .6 +4
Intellect: .44 +3
Spirit: .666666 +5
Weapons: Staves, elemental Rods
Armor: Certain robes (Magician's Clothes, White Robe namely), certain helms
(namely those helms that can be worn by everyone, Leather, Feather and
Ribbon), and rings.
Magic: White magic Level 1-7
Unique battle command: Magic
This class has offensive problems for most of the game. Let's not dance
around this fact. Although elemental Staves and Rods can help change this,
those fall from style before terribly long as well. Offsetting this lack
of offense is that this is one of four classes with a great amount of
usefulness outside of battle (another such class is very much like this one,
another one is completely different, and the other one is actually two
classes because their away from battle usefulness pales cmopared to the
other classes' usefulness they combine to make one useful out of battle
class) because they have curative magic. Also bringing this class down
is the lack of equipment. Trying bringing one of these guys down section
XXXIII with a skimpy Wizard Robe, and you have little choice at that point
if you want to use a White Wizard, and we'll see how many hits they can
take. I'm guessing the purpose of the White Wizard is to cast Cure every
time, because, yeech, they're given quite of bit of Level 1 casts. They
essentially render curative items obsolete... But curative items
significantly reduce their usefulness as well. I actually recommend
having one around even when it may not seem vital because some bosses
practically require substancial cross-party healing, and it's cumbersome
to slice your way through a dungeon with a purely offensive party only
to use an Elixir to have a White Wizard just for a boss fight. However,
no boss at the end of a place, no need to carry one of these guys all
the way through the place.
Oh, and not being able to use Level 8 White magic? Doesn't help the cause
for this class.
Black Mage (BLCKMG)
Strength: .5 +4
Agility: .6 +4
Vitality: .6 +4
Intellect: .666666 +5
Spirit: .44 +3
Weapons: Elemental Staves, Rods, beginner's bows and arrows
Armor: Certain robes (Magician's Clothes, Black Robe namely), certain helms
(namely those helms that can be worn by everyone, Leather, Feather and
Ribbon), and rings.
Magic: Black magic Level 1-7
Unique battle command: Magic
During those times in the game when you're forced through a Dungeon in a
small state, Black Wizards a pretty great to have. But other than that,
there isn't a whole helluva lot of usefulness in this class. While better
improved over their glitchingly underpowered state in the Famicom days,
their magic is still not as strong as I would like it. There's also the
fact their equipment is very limited (how many other classes must go a full
25 suggested sections between upgrades in bodily protection?). The way I
see it, black magic in the Final Fantasies had two main uses: to hit high
numbers of enemies and to nail enemies with a specific weakness - usually
an elemental weakness. After all, taking care of enemies one by one is why
we have sword and axe experts. While the Black Wizard does these well
enough here, we just wish they did better. To be fair, when you first have
a chance to use a new attack spell, it's generally the strongest attack you
can reliably have at that point in the game, even if you're only allowed to
use it once.
The inability to use Level 8 black is, once again, bogus.
Red Mage (RDMG)
Strength: .5 +4
Agility: .5 +4
Vitality: .6 +4
Intellect: .6 +4
Mind: .6 +4
Weapons: The same bows, arrows, knives and sword the Warrior can use (plus
the Exalibur, minus the Ragnarok), most Rods and Staves
Armor: Various early heavy body armors helms and the Black/White Robes, most
Shields, Rings, Crystal Anything
Magic: Black and White Level 1-5
Unique battle command: Magic
In theory, this is class should render just about all of them obsolete, in
theory, as they hit almost as well as Warriors (while utilizing many of their
same weapons) and use magic almost was well as the other colored mages.
However, as is often the case with this class, they do fall out of style.
Eventually, their magic just becomes too little too late, and although they
can use advanced swords (which themselves are quite few and far between),
I'm not entirely sure I want them kicking it on the front lines with the
big boys, because while early on, they can turn aside the harsh advances with
the best of them, it does not bode well later on if you're getting right up
to the faces of splitting wierdos wearing little else besides a White Robe.
Of course, they can use Crystal Armor and the Excalibur (the latter a sword
almost perfectly suited for them considering its five-perameter boost), so
if you're building their skills when you really should be changing them to
somebody tougher, you may be rewarded handily.
Thief (THF)
Strength: .6 +4
Agility: .9 +6
Vitality: .6 +4
Intellect: .444444 +3
Mind: .375 +3
Weapons: Knives, boomerangs
Armor: Early heavy armors and helmets, dark vests and hoods, select gloves
Magic: None
Unique battle commands: Steal (attempts to steal and item), Flee (uses turn
to attempt to flee from battle, defense increases instead of decreases if fails
of others attack before turn is taken)
The Thief is a really good class for a really long time. Stealing has numerous
possibilities. Even if you are just stealing HiPotion after HiPotion, you're
still saving considerable money. They're also statistically impressive with
surprisingly good strength and vitality ratings to accompany that neck-breaking
speed. Boomerangs are always an interesting addition, too. Another attribute
of the Thief is their ability to pick locks. Granted, keys required to open
those doors are cheap, but why bother with those? I didn't find Escape to be
particularly useful, though, since it doesn't seem to increase rate of success
over just plain fleeing, although if you plan on fleeing, you have little reason
not to use this command because, hey, higher defense. I also found myself
utilizing this class considerably less after the various locked door scenarios
had finished, but for pretty much the entire time between XXIII and XXXVI or
so, and a couple points before and after, I put one of these guys in the lead,
and I'd do it again.
2ND CLASS CRYSTAL
Ranger (RNGR)
Strength: .666666 +5
Agility: .8 +5
Vitality: .6 +4
Intellect: .444444 +3
Mind: .444444 +3
Weapons: Bows and arrows, a couple boomerangs
Armor: Early heavy armors and the thief garb, early helms and select gloves
Magic: None
Unique battle command: Barrage (Randomly shoots a random number of arrows for
a random number of attacks randomly across the enemes)
If you wish for a class summary right now, let it be this: I liked other classes
considerably more than I liked this one. Although they start off pretty good,
with very good defense (heavier stuff in the back row) and equally good attack,
the class doesn't age real well. Before long, You'll find ranged weapons that
equal the power of this class' bows and arrows without worrying about running
out or going through the trouble of buying and storing and reequipping them
every other battle. Barrage is cute, but not my favorite unique battle command
as it consumes multiple arrows and is generally unpredictable (even if at times
effective). This fact these the ultimate bodyguard for this class is found
at roughly the halfway point in the game doesn't help even if they can do their
work optimally from the back row. This is not to say this is a useless class,
either. I actually recommend using this class for when you first get the free
equipment for it. Once this equipment starts to become dated or it just runs
out, I'd say it's time to switch away from this class for good. This is not
to say the Ranger won't contribute well if trained well and equipment
maintained. It's more trouble than it's worth in the long run in my humblest
of opinions.
Knight (KNGHT)
Strength: .8 +5
Agility: .444444 +3
Vitality: .8 +5
Intellect: .444444 +3
Mind: .5 +4
Weapons: Swords
Armor: All heavy armors, shields, helms, gloves except those of a dark and
class theme
Magic: Level 1 White
Unique battle commands: Magic, Defend (increases personal defensive power,
guards near-death characters when physically attacked)
First the bad news: a very good portion of the game leaves this class with
dated equipment during that point in time swords and non class-specific
heavy armor is found (not to spoil, but see the previous class entry for when
this will be). Even after new weapons and armor are found, you may find the
class a tad behind the others (at least I'm quite sure I did). Also, the
magic, while better than nothing, is so moot it's almost not worth mentioning.
Next, this is quite a slow class. While this isn't entirely a bad thing (a
moderately fleet of foot character can use attack enhancement so every round
the Knight will benefit from it), but often the battle will end with the
Knight not acting at all in the final round because they're so slow. Because
a character needs to perform that act in battle before they get Class points,
this could cause the Knight's class score to suffer. Also, Cover isn't one of
the better class unique commands. In order to be optimally useful, other
characters need to be at a near-death state and you need to face against
predominately melee attackers. Besides, they step in front of attacks targeted
to near-death characters without selecting this command anyway (although the
absorbtion of those attacks wouldn't be as good).
Now the plus side. Because Cover is one of those commands performed at the
start of battle before regular actions, it is a good way to nullify the Class
exp stunting mentioned earlier by performing it when you know you're about to
win the battle with one more swing of a pinky. It is very hard to argue with
that strength and vitality, also. Finally, officially giving this class the
nod over its more offensive counterpart, the Warrior (the Knight was initially
the replacement from the Warrior class in the Famicom days, but this time, the
Knight has more emphasis on defense and the Warrior offense), and pretty much
most other classes is the ability to use both the Rangarok and Excalibur.
While this might not be worth utilizing a class that is merely sufficent for
much of the game where other classes might excell, I found the final couple
areas to be much breezier thanks to it. If you must overutilize (use when
another class might be better) a class, I say make it this one.
Scholar (SCHLR)
Strength: .6 +4
Agility: .666666 +5
Vitality: .375 +3
Intellect: .9 +6
Mind: .44 +3
Weapons: Books
Armor: Robes (Cloth and Leather Vests, Wizard Robe, Scholar Robe, White Robe
to be exact), certain hats (Leather, Feathered, Scholar, and Ribbon), Rings.
Magic: White and Black Level 1-3
Unique battle commands: Magic, Study (same as Libra magic - examines enemies'
HP stats and weak points if successful).
The Scholar also has the ability to use items twice as well as those of other
classes. This includes potions and those oddball one-use spell items strewn
about the game. Scholars can do -major- damage to enemies if they hit one
with an item giving the user a free use of a spell that is their weakness.
The books are also quite effective when you first get them as they're
generally as strong as any other weapon and have elemental attributes to boot.
Unfortunately for the Scholar, time is less than kind to them as the weapons,
armor and magic they use is limited. They're also not very tough and need
to be in the front row if contributing optimally as the books aren't ranged.
When they do finally get new equipment, it's too little too late. They're
still very valuable for a few fleeting moments.
Geomancer (GMNCR)
Strength: .5 +4
Agility: .666666 +5
Vitality: .5 +4
Intellect: .666666 +5
Mind: .5 +4
Weapons: Bells
Armor: Leather/Cloth stuff, Wizard/Earth/Black Robes, the same helms
everybody can equip, rings
Magic: None
Unique battle command: Terrain (use landscape to perform magic attack)
Although the Geomancy class presents itself as more of a magic-oriented class
from top to bottom, let's get this out of the way: for a long while there,
this class is an attacking powerhouse. All three normally encountered bells
are generally the most powerful weapons at those points in the game - by a
fairly large margin. Their physical defense is also quite respectable as well
falling generally halfway between that of a physical fighter and that of a
magic user. However, both these weapons and armor eventually becomes dated
and you're better off sending them to the back row. All this being said, they
are a more magic oriented class at heart. Terrain is generally more powerful
than back magic at no cost, but unpredictable. The usefulness of such an
attack varies from environment to environment, but not that much: Terrain is
generally a more powerful, less limited attack than a typical black magic spell,
although less powerful and much less limited than the most powerful black
magic spells. In a couple of the areas, geomancy more or less regins supreme.
In most areas, it can be quite annoying to see the same insta-kill moves kill
or that disappointing attack they do sometimes.