Final Fantasy Mod of Balance — Character Classes
Knight / Paladin
Starting Stats and Equipment:
28 HP, 5 MP
18 Str, 4 Agi, 4 Int, 16 Sta, 3 Luck
4 Accuracy, 25 Evasion, 15 Magic Defense
Rapier, Leather Armor
Level up bonuses:
Knight — +2 Accuracy, +2 Magic Defense
Paladin — +3 Accuracy, +4 Magic Defense
Spell Level Progression:
Spell Level 1 — 5th level
Spell Level 2 — 10th level
Spell Level 3 — 16th level
Spell Level 4 — 22nd level
Spell Level 5 — 30th level
Jeff's comments:
The best defensive fighter. They can soak up physical and magical attacks, and still keep swinging. They can further protect the party with their White magic. Physically imposing, they strike less often than the Ninja and the Master, but generally hit harder. They can use the most damaging weapons, but don't hit as often as the Ninja.
Samurai / Ninja
Starting Stats:
25 HP, 8 MP
12 Str, 14 Agi, 2 Int, 9 Sta, 8 Luck
14 Accuracy, 75 Evasion, 10 Magic Defense
Knife, Robe
Level up bonuses:
Samurai — +3 Accuracy, +1 Magic Defense
Ninja — +4 Accuracy, +2 Magic Defense
Spell Level Progression:
Spell Level 1 — 5th level
Spell Level 2 — 8th level
Spell Level 3 — 13th level
Spell Level 4 — 18th level
Spell Level 5 — 24th level
Spell Level 6 — 33rd level
Jeff's comments:
The best offensive fighter. They are thoroughly capable of withstanding attacks due to their supreme speed, and get the better of evasive opponents. However, they are quite susceptible to magic. Samurai and Ninja excel in destroying the enemy quickly with quick, accurate strikes. They are also capable of felling enemies with magic. They are best used against lightly armored foes; they must rely on critical hits and magic to significantly damage heavily armored foes.
Monk / Master
Starting Stats:
32 HP, 0 MP
12 Str, 6 Agi, 9 Int, 6 Sta, 12 Luck
6 Accuracy, 60 Evasion, 12 Magic Defense
Staff, Robe
Level up bonuses:
Monk — +2 Accuracy, +2 Magic Defense
Master — +2 Accuracy, +3 Magic Defense
Spell Level Progression:
Spell Level 1 — 6th level
Spell Level 2 — 12th level
Spell Level 3 — 20th level
Spell Level 4 — 30th level
Jeff's comments:
A most intriguing fighter. As they increase in experience they fight best unarmed, as they strike twice as many times unarmed as with a weapon. Monks do however get more out of weapons than most other characters. Monks will often fight better without armor. They receive unique spells as they progress. As Masters, they gain a constant defensive bonus in addition to the armor they wear. This makes them very resilient to physical damage, and in time they gain enough Magic Defense to ward off evil spells.
Red Mage / Red Wizard
Starting Stats:
22 HP, 15 MP
10 Str, 11 Agi, 12 Int, 6 Sta, 6 Luck
11 Accuracy, 50 Evasion, 20 Magic Defense
Knife, Leather Armor
Level up bonuses:
Red Mage — +2 Accuracy, +3 Magic Defense
Red Wizard — +3 Accuracy, +4 Magic Defense
Spell Level Progression:
Spell Level 1 — 1st level
Spell Level 2 — 4th level
Spell Level 3 — 8th level
Spell Level 4 — 12th level
Spell Level 5 — 18th level
Spell Level 6 — 24th level
Spell Level 7 — 30th level
Jeff's comments:
The most well-rounded character, able to fight effectively, defend respectably, and cast some very useful (and powerful) spells. The greatest weakness of the Red Mage is their inability to do any one thing superbly.
White Mage / White Wizard
Starting Stats:
25 HP, 20 MP
10 Str, 5 Agi, 16 Int, 12 Sta, 2 Luck
5 Accuracy, 15 Evasion, 25 Magic Defense
Staff, Robe
Level up bonuses:
White Mage — +1 Accuracy, +4 Magic Defense
White Wizard — +2 Accuracy, +5 Magic Defense
Spell Level Progression:
Spell Level 1 — 1st level
Spell Level 2 — 3rd level
Spell Level 3 — 6th level
Spell Level 4 — 10th level
Spell Level 5 — 15th level
Spell Level 6 — 20th level
Spell Level 7 — 25th level
Spell Level 8 — 32nd level
Jeff's comments:
This wizard is a defense specialist. Their primary function is to keep the party alive, whether healing or increasing defensive abilities. They can take great punishment due to their selection of armor, and can strike respectably with blunt weapons. Unless they are fighting undead or evil creatures, however, they aren't known for their offensive prowess.
Black Mage / Black Wizard
Starting Stats:
20 HP, 20 MP
2 Str, 12 Agi, 16 Int, 3 Sta, 12 Luck
12 Accuracy, 35 Evasion, 25 Magic Defense
Staff, Robe
Level up bonuses:
Black Mage — +1 Accuracy, +4 Magic Defense
Black Wizard — +1 Accuracy, +5 Magic Defense
Spell Level Progression:
Spell Level 1 — 1st level
Spell Level 2 — 3rd level
Spell Level 3 — 6th level
Spell Level 4 — 10th level
Spell Level 5 — 15th level
Spell Level 6 — 20th level
Spell Level 7 — 25th level
Spell Level 8 — 32nd level
Jeff's comments:
This wizard can destroy armies with their magical strength. They simply have to launch their spell before they get hit! Simply put, a Black Mage can dish out the damage, but they can't take much in return. Also, a Black Mage that runs out of magic power isn't much more than a sitting duck in a pitched battle.
Comparative tables
Statistics
Starting Class | HP | MP | Str | Agi | Int | Sta | Luck | Eva. | Acc. | Acc. + | Mag. Def | Mag. Def. + |
Knight | 28 | 5 | 18 | 4 | 4 | 16 | 3 | 25 | 4 | +2, +3 | 15 | +3, +4 |
Samurai | 25 | 8 | 12 | 14 | 2 | 9 | 8 | 75 | 14 | +3, +4 | 10 | +1, +2 |
Monk | 32 | 0 | 12 | 6 | 9 | 6 | 12 | 60 | 6 | +2, +2 | 12 | +2, +3 |
Red Mage | 22 | 15 | 10 | 11 | 12 | 6 | 6 | 50 | 11 | +2, +3 | 20 | +3, +4 |
White Mage | 25 | 20 | 10 | 5 | 16 | 12 | 2 | 15 | 5 | +1, +2 | 25 | +4, +5 |
Black Mage | 20 | 20 | 2 | 12 | 16 | 3 | 12 | 35 | 12 | +1, +1 | 25 | +4, +5 |
Spell Levels
Class | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th |
Knight | 5 | 10 | 16 | 22 | ||||
Paladin | 5 | 10 | 16 | 22 | 30 | |||
Samurai | 5 | 8 | 13 | 18 | ||||
Ninja | 5 | 8 | 13 | 18 | 24 | 33 | ||
Monk | 6 | 12 | 20 | |||||
Master | 6 | 12 | 20 | 30 | ||||
Red Mage | 1 | 4 | 8 | 12 | 18 | |||
Red Wizard | 1 | 4 | 8 | 12 | 18 | 24 | 30 | |
White Mage | 1 | 3 | 6 | 10 | 15 | 20 | 25 | |
White Wizard | 1 | 3 | 6 | 10 | 15 | 20 | 25 | 32 |
Black Mage | 1 | 3 | 6 | 10 | 15 | 20 | 25 | |
Black Wizard | 1 | 3 | 6 | 10 | 15 | 20 | 25 | 32 |
Attacking ability
Talent | Best Class | #2 Class | #3 Class | #4 Class | #5 Class | Worst Class |
Attack power | Knight | Samurai, Monk (tie) | Red Mage, White Mage (tie) | Black Mage | ||
Attack accuracy | Samurai | Knight, Red Mage (tie) | Monk | White Mage | Black Mage | |
# of hits | Monk | Samurai | Knight, Red Mage (tie) | White Mage | Black Mage | |
Physical attack | Knight, Samurai, Monk (tie) | Red Mage | White Mage | Black Mage |
Defensive ability
Talent | Best Class | #2 Class | #3 Class | #4 Class | #5 Class | Worst Class |
Armor Selection | Knight | White Mage, Monk* (tie) | Red Mage | Samurai | Black Mage | |
Evasion | Samurai | Monk | Red Mage | Black Mage | Knight | White Mage |
Magic Defense | White Mage, Black Mage (tie) | Knight, Red Mage (tie) | Monk | Samurai | ||
Defense | Knight | White Mage | Monk | Red Mage | Samurai | Black Mage |
Magic Ability
Talent | Best Class | #2 Class | #3 Class | #4 Class | #5 Class | Worst Class |
Magic Power | Black Mage | White Mage | Red Mage | Samurai | Knight | Monk |
* — The Master's constant defense bonus bolsters its "Armor" rating significantly.