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Final Fantasy 1 Jobs Guide

As you'd await, the offset Final Fantasy is the starting point for many serial traditions - including that of graphic symbol classes, with each playable party member fitting into a specific chore class that you'll likely exist very familiar with even if you've never played FF1 before.

The character classes in FF1 form a basis for much of the serial - not just in the sequels with explicit task systems, but also in specific characters throughout the other FF adventures. FF9'due south Vivi is a direct descendant of an FF1 Black Mage, for instance. Yang, Tifa, and Zell are relations of the Black Belt. The skills of FF7'due south Yuffie are those of a Thief and a Ninja - which aligns precisely to 1 of FF1'southward job classes.

In the commencement Final Fantasy, you lot have four slots in your grapheme party and six dissimilar task classes to choose from. That leaves yous with a conundrum: how do you pick the best squad for FF1 and its challenging risk? And obviously, before that, you have to learn near and decide which the best of FF1'due south character job classes are for you lot. On this page nosotros aim to detail all this - and more…

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FF1 Graphic symbol Classes: all jobs explained

The six FF1 job classes are all unique, each with their own strengths and weaknesses that you lot'll want to consider - including their base of operations stats and which of the many weapons in FF1 they can equip. Each course also gets a promotion/upgrade to an advanced task, which significantly changes its utility.

The question of which is best is a complicated one that we'll get into a little farther downward the page. For now, however, here's all the character job classes in FF1:

  • Fighter: the archetypal RPG warrior form, it'southward your primary physical impairment dealer, leading from the front. It has no magic at get-go, but can later larn low-end White Magic, adding pocket-sized support functions. For nearly people, the Fighter will exist the anchor of their squad.
    • Starting Stats: 35 HP / x Damage /  10% Hit / 0 Absorb / 53% Evade
    • Promotion - Knight: Can apply more weapons and armor, and is able to apply low-level White Magic.
  • Black Belt: in later FF titles, this class becomes the Monk. They miss quite often, and are challenging at lower levels, just the college level they get, the more devastating they become. While you tin can equip weapons to them, don't - they should fight with blank hands. Early on you might discover them a bit weak, but picking them pays off in the late game. Cardinal to this is the Absorb stat, which allows the Black Chugalug to nullify incoming damage an increasing amount as it levels upwards.
    • Starting Stats: 33 HP / 2 Impairment / 5% Hitting / ane Absorb / 53% Evade
    • Promotion - G Main: Obtains no new moves, but is drastically more powerful.
  • Thief: a defining class for the serial, the Thieves are held back past their choice of weapons - which kinda sucks. Nevertheless, the Thief has the highest chance at escaping from battles, which is really useful early on. In the belatedly game, Thief promotes to Ninja - and the Ninja gets much more access to weapons, armor, and fifty-fifty some magic - which immediately transforms it into a fast, hard-striking powerhouse.
    • Starting Stats: thirty HP / 2 Damage / 5% Hitting / 0 Absorb / 58% Evade
    • Promotion - Ninja: Can use many weapons and perform low-level Black Magic.
  • Black Mage: the archetypal mage, later in the game it's promoted to the Black Wizard. It can learn all of the black magic spells in the game. It'south multi-target attack spells can help you to quickly mop up big enemy mob groups in random encounters, while powerful spells can blast down bosses. Just be warned it's the squishiest class, with the lowest HP.
    • Starting Stats: 28 HP / 2 Damage / 5% Hit / 0 Absorb / 53% Evade
    • Promotion - Black Sorcerer: Unlocks the most powerful Blackness Magic spells.
  • White Mage: unless you're doing some sort of novelty run, a White Mage is a must-have for your class, as they'll be your primary healer, promoting into the White Magician subsequently in the game. Every bit well as healing and buffs, the White Mage tin utilize their spells to annihilate undead monsters.
    • Starting Stats: 28 HP / ii Impairment / 5% Hitting / 0 Blot / 53% Evade
    • Promotion - White Wizard: Unlocks the most powerful White Magic.
  • Red Mage: a jack of all trades simply primary of none, the Blood-red Mage can utilise both Black and White magic, plus some heavy armor and weapons. They're all-rounders, a combination of the two mages and fighter, simply non equally proficient in any single area as any of the 3. A truly physically-based party could swap their mages for a Blood-red Mage, however - you'd just have a more limited spell listing.
    • Starting Stats: xxx HP / five Impairment / 7% Striking / 0 Absorb / 58% Evade
    • Promotion - Crimson Sorcerer: Enables the apply of a wider range of equipment and spells.

One time y'all've chosen your grade, yous'll be thrown into the game proper with very little fanfare. If you're wondering about the promotions y'all can get for each job later on, check out our more in-depth page on the chore upgrades to Knight, Chief, Ninja, and Wizard.

FF1 Best Team options: the all-time job loadouts for your political party

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Naturally, the first Final Fantasy is an open up-concluded RPG, and that means one core thing - there isn't really one absolute best team or party setup in FF1, as the game is designed to be open-ended. In fact, some party setups might exist preferred by some players because they lean into a specific play-manner, or offer a particular sort of claiming. Additionally, the truth is that this first entry in the series is rather easy, even when you get into the deeper late-game bosses in FF1.

With that said, in that location's a lot of depth in this game despite its creaking age - and thanks to that, we've been putting our heads together to come upwardly with some suggestions of some of our favorite ways to play FF1. Hither's our picks for the best squad options and political party class loadouts:

The Archetype Political party - Fighter / Blackness Belt / Black Mage / White Mage

This is arguably the most basic, iconic grade setup in FF1. Information technology'due south sort of the 'iconic' setup, and though we wouldn't argue it'due south the all-time party, we'd be remiss not to mention information technology.

Out of the gate, the Fighter is your merely potent physical aggressor - just the Black Mage quickly catches up. What you're really waiting for, however, is the Black Belt. FF1'southward Monk basically needs to bide fourth dimension to become a Principal through the promotion, at which indicate it becomes a total beast that'll equal and in some cases surpass the Knight.

One advantage to having the Black Chugalug in your party is that they don't demand nearly as much gear - which frees up coin for the Fighter/Knight gear and the spells for the Mages. Subsequently in the game, the Level 4 Black Magic Spell Fast/Haste will be vital - as you tin cast it on the Knight and Primary, using information technology to drastically heighten their impairment output.

The Classic Party II - Fighter / Thief / Black Mage / White Mage

A twist on the archetype party to a higher place, you'll have access to a stiff suite of both Blackness and White magic right from the start of the game, while the Fighter volition exist your concrete assail anchor. However, yous'll need to consider this class carefully - it'due south an expensive setup as you'll demand to keep the squishy Thief well-equipped and keep the spell upgrades flowing.

Ultimately, this grade setup comes into its own in the later half of the game. Once the classes are promoted, the Thief finally becomes actually somewhat useful equally the Ninja - and alongside the Knight, it means all four political party members will accept access to at least some bones spells.

Consider this course setup a wearisome burn - a little less exhilarating early on, but one that gradually grows into a satisfying powerhouse.

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Depression Healing Powerhouse - Fighter / Thief / Black Mage / Red Mage

This is like to the to a higher place, just of course you lot're switching out the White Mage for the Cherry Mage. This means you're locking yourself out of the very all-time healing spells - but you'll still have plenty of healing afterward in the game as both the Knight (evolved from Fighter) and Red Mage will have a suite of White spells.

The Fighter will remain your ballast for much of the game, especially every bit you look for the Thief to get their hands on gear adept enough to bolster their lacklustre attack. Virtually of your cash will have to be dedicated towards buying spells for the Mages - which means scavenging gear from dungeons. However, this grade setup is all about biding time for the late game, where in that location'southward a impairment explosion every bit Thief hits Ninja and the Knight reaches its full potential.

All out Attack - Fighter / Fighter / Fighter / Crimson Mage

If you just want to admittedly go for it and throw everything yous've got at every encounter like a total meathead, consider this form setup. It'due south pretty uncomplicated, really - you'll take top attack ability and defence force all game. Because you're focused on physical attacks, you lot won't be spending money on much magic until the late game.

The Red Mage is in that location to balance things just a touch; you'll take admission to some spells to help out, in particular healing. Yous'll need to balance this advisedly, nonetheless, as the gear to brand all the fighters survivable in the early on and mid-game is expensive.

Past the endgame yous'll take a powerhouse that can steamroll everything in front of yous - and of grade, the class-evolved Knights will all have admission to White Magic. An utterly beastly party setup, and one of the best - though perhaps a touch on deadening to play.

The Magicians - Ruddy Mage / Red Mage / Blackness Mage / White Mage

In many ways, this party setup is quite similar to 'The Classic' setups above, except you're swapping out the three physically-minded classes for two Carmine Mage slots - and keeping your White Mages.

The magic is powerful in the early game, but y'all'll be facing off confronting the limitations of the Red Mage class and also how expensive it is to go along everybody fully equipped. The Cherry Mage is closer to the Knight and Black Belt earlier on, merely the deeper you get the wider that physical assault gulf becomes.

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This tin be challenging, but really satisfying if you get it right - niggling is more satisfying in FF1 than orchestrating a magical firestorm that takes down bosses in minutes. Just be aware that this isn't for anybody.

Final Fantasy 1 Jobs Guide,

Source: https://www.rpgsite.net/feature/11509-final-fantasy-1-job-classes-ff1-character-class-list-and-best-team-party-options

Posted by: robinsonwhourn.blogspot.com

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