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Classes - Final Fantasy 1


Final Fantasy 1 Pixel Remaster has 6 starting classes that upgrade into stronger versions after a class change midgame. You pick four at the start and keep them for the entire playthrough. Every combination works, but some are significantly easier than others.

The Pixel Remaster’s stat scaling rewards dedicated casters. Black Mage hits 69 Intelligence at level 99 versus Red Mage’s 34, and White Mage isn’t far behind at 48. Both outperform Red Mage by midgame, making them much stronger picks than they were on the original NES where Intelligence didn’t work properly.

Starting Classes

Warrior
Warrior Tank

Heaviest armor in the game. Expensive to gear but the safest front line you can pick. Upgrades to Knight with White Magic 1-3.

Equip: Swords, axes, heavy armor, shields Magic: None
Monk
Monk DPS

Fights bare-handed and outdamages every other class by endgame. Cheap to gear since bare-fist damage scales with level. HP growth trails only Warrior.

Equip: Nunchaku, light armor Magic: None
Thief
Thief Utility

Weak early with limited gear options. Fastest class with the highest agility. After class change, Ninja becomes one of the strongest in the game.

Equip: Daggers, light armor Magic: None
Red Mage
Red Mage Hybrid

Can heal, cast offensive magic, and use swords. Best flexibility early but dedicated casters outscale by midgame.

Equip: Swords, medium armor Magic: White and Black 1-5
White Mage
White Mage Healer

Dia line shreds undead enemies which make up half the dungeon encounters. Healaga sustains through long dungeons without needing to rest.

Equip: Staves, hammers, robes Magic: White 1-7
Black Mage
Black Mage Nuker

Group damage spells wipe random encounters fast. Deadly against bosses with elemental weaknesses. Fragile, so stock up on Tents for spell charges.

Equip: Staves, daggers, robes Magic: Black 1-7

Party Position

Enemies don’t target your party evenly. Slot 1 takes roughly 50% of all physical attacks, slot 2 takes 25%, and slots 3-4 split the remaining 25%. Put your tankiest class in slot 1 and mages in slots 3-4. See the Tips and Mechanics page for full details.

Best Party Builds

For new players: Warrior, Red Mage, Thief, White Mage. Double healing, strong front line, and Thief becomes Ninja late.

Safe Start
WarriorRed MageThiefWhite Mage

Double healing, strong front line, Thief turns into Ninja late. Forgiving from start to finish.

Classic
WarriorMonkWhite MageBlack Mage

The most popular FF1 party. Covers every role with no dead weight at any point.

Ninja Build
WarriorThiefWhite MageBlack Mage

Rough until class change. Once Thief becomes Ninja, physical damage doubles and you get a second Haste caster.

Double Nuke
WarriorWhite MageBlack MageBlack Mage

Two Black Mages erase random encounters instantly. Warrior tanks while White Mage keeps everyone standing.

Boss Killer
Red MageThiefMonkBlack Mage

No White Mage. Red Mage handles healing while Monk and Black Mage carry boss damage. Requires careful charge management.

Sword Party
WarriorThiefMonkRed Mage

All physical damage. Red Mage covers light healing. Monk punches everything else to death.

Class Change

After defeating Lich, enter the Citadel of Trials and grab the Rat’s Tail. Bring it to Bahamut in the Dragon Caves. All four party members upgrade at once.

Knight
Knight from Warrior

Gains White Magic 1-3 including Cure, Protect, and Blink. Your tank can now patch himself up between fights.

Magic: White 1-3
Master
Master from Monk

Magic evasion roughly doubles after class change, and bare-fist damage keeps climbing with every level.

Magic: None
Ninja
Ninja from Thief

Complete transformation. Can equip almost everything and gains Black Magic 1-4 including Haste. One of the strongest physical attackers.

Magic: Black 1-4
Red Wizard
Red Wizard from Red Mage

Fills out the top tiers up to level 7 in both schools. New gains over Red Mage include Protera, Thundaga, Blizzaga, and Life. Locked out of level 8 spells (Holy, Flare).

Magic: White and Black 1-7
White Wizard
White Wizard from White Mage

Unlocks the endgame whites: Holy (power 80 against all enemies), Full-Life, NulAll, and Dispel.

Magic: White 1-8
Black Wizard
Black Wizard from Black Mage

Unlocks the endgame blacks: Flare (power 100, strongest damage spell in the game), Stop, Kill, and Warp.

Magic: Black 1-8

Endgame Buffs

Two spells define the late game: Haste doubles hit count and Temper adds flat damage to every hit (it stacks). Cast both on a Master and the damage output is massive. Ninja, Red Wizard, and Black Wizard can all cast both.

For defense, Protera reduces physical damage party-wide and Invisira boosts evasion. Against single-hit bosses use Protera. Against multi-hit bosses stack Invisira. Blink on your Knight works for either.

Best Endgame Gear

Masamune is the strongest weapon at 56 ATK and any class can equip it, found in Chaos Shrine B4. Excalibur is Knight-only at 45 ATK and deals bonus damage to 8 enemy species including Dragons, Undead, Giants, and Mages. It’s forged by Smyth in Mt. Duergar from Adamantite found in the Flying Fortress. Dragon Mail and Diamond Armor tie for the highest DEF at 42. Ribbon resists nearly every status and elemental attack (3 available across Waterfall Cavern, Sunken Shrine, and Flying Fortress). Full stats on the weapons and armor pages.

Base Stats Comparison

Starting stats for all 6 base classes at level 1.

ClassHPSTRVITAGIINTLCKACCM.EVA
Warrior3510158181015
Thief3055151151513
Monk331210515810
Red Mage3055101051220
White Mage33585155523
Black Mage253252010823

Stat Growth at Level 50 and 99

How each class scales. Upgraded classes share base stats with their original class but have different growth curves after class change.

ClassLevel 50Level 99
HPSTRAGIACCHPSTRAGIACC
Warrior543530157625943304
Thief422429260483847505
Monk432417155533630302
Red Mage392021159433027306
White Mage48141354482322103
Black Mage33912106371518204
Knight543530206625943402
Ninja422429260483847505
Master432417155533630302
Red Wizard392021159433027306
White Wizard481413103482322201
Black Wizard33912106371518204