This article is from the Final-Fantasy and
other Square Soft Games FAQ, by firstname.lastname@example.org (Nick
Zitzmann) with numerous contributions by others.
4.1.7 - Tables of Information
The "Job System"
FF I: Jobs are fixed, however, the characters are promoted to better
jobs roughly halfway through the game.
FF III: All of the characters start out as warriors, but can learn new
jobs depending on what crystals they've collected.
FF V: Characters are jobless at the beginning of the game, but each
time a crystal shatters in the first world, the fragments of the
crystal are collected by the party. Each crystal fragment has one
job associated with it. You get all of the jobs this way, except
for the hidden "mimic" job.
FF VII: The equivalent to the job system in this game is called
"materia". Your characters can gain different abilities by
collecting different materia. There are several kinds of
materia: One that gives your characters magic, one that summons
monsters, and one that gives your characters different skills.
There are other materia which increase your characters' HP,
stats, or allow them to do certain things at certain points of
FF Tactics: Same as FF V, except that jobs are a learned skill.
Crystals are not needed to learn jobs.
FF II, IV, VI, VIII, IX: No job system, each character has one fixed
SaGa trilogy: No job system, characters are free to do what they want.
Chocobos, the Final Fantasy equivalent of horses
FF I: No chocobos.
FF II: There is a single Chocobo Forest in the game with White Chocobos
the party could ride on.
FF III: There are some more Chocobo Forests in this game. White
Chocobos have mutated so that they can ford rivers. There is
also a Big (Lardass) Chocobo who can store the party's
FF IV: There are lots of Chocobo Forests, and the Chocobo Forest north
of Toroia needs to be visited in order to finish the game. The
Black Chocobo, which can fly & land in forests, make their first
appearance. The White Chocobos can no longer be used for rides,
but they have acquired magical powers, and can restore the
party's mages' MP. The Yellow Chocobo first appears in this game,
and is now the chocobo who can give the party rides.
FF V: The main character (Butz) rides a Yellow Chocobo, but there are
other chocobos scattered around the place. The White and Big
Chocobos are extinct; only the Black & Yellow Chocobos remain.
FF VI: The Black Chocobo is now extinct; only the Yellow Chocobo
remains. Chocobos are so rare that they only appear in stables,
as well as Figaro Castle. Also, Yellow Chocobos can no longer
FF VII: The Black & Big Chocobos have been revived; and there are also
new Blue (river fording/shallow swimming), Green (mountain
climbing), and Gold (all territory (including oceans!))
Chocobos. Black Chocobos no longer fly, but they can fall off
of cliffs or use waterfalls, as well as everything the Green
and Blue Chocobos can do. Yellow Chocobos now appear in the
wild, away from organized forest communities. The colored
chocobos (with one exception, see article 4.5.33) can only be
obtained through breeding Yellow Chocobos.
FF VIII: Once again, there's only Yellow Chocobos, and they only show
up in forests. A PocketStation minigame, "Chocobo World,"
allows players to use chocobos to acquire special items not
available in the regular game.
FF IX: Same as FF VIII, excep that the Chocobo World minigame has been
worked into the main game, so no PocketStation is required.
Also, chocobos no longer run away once dismounted.
FF Tactics: Yellow Chocobos are the most common chocobos, but every
once in a while, a Black or Red Chocobo is born. Chocobos
can be allied with the party, but wild chocobos are not
afraid to engage your characters. A mediator is needed to
tame wild chocobos.
SaGa trilogy: No chocobos.
The Final Fantasy "big bosses," and their deadly attacks
FF I (Chaos): NUKE
FF II (Parmeki): ?
FF III (Dark Cloud): Flare Wave
FF IV (Zeromus): Big Bang & Black Hole
FF V (Neo-Exdeath): Almagest (Ultra Gust)
FF VI (Kefka): Goner
FF VII (Sephiroth): Super Nova
FF VIII (Ultimecia): Apocalypse
FF IX (?): ?
FF Tactics (Altima): All-Ultima
SaGa I (Creator): FLARE
SaGa II (Arsenal): Smasher!
SaGa III (Xagor): Dark Force & Flare
Magic & how it works
FF I: Only mages, wizards, knights, and ninjas can learn to use magic.
Spell points are given on a magic level basis - the more
experienced the character, the more spell points he will have in
a magic level. Characters may learn up to three spells in one
level, and all spells are bought from magic shops.
FF II: Everyone can use magic. Spells are bought as items, which can
be used to cast a high level version of the spell, or teach
a character a spell. If the spell is taught to the character,
it goes up in level after repeated use.
FF III: Only certain jobs can cast certain kinds of magic. All spells
are bought from magic shops.
FF IV: Only Rydia, Rosa, Tellah, Cecil (paladin), Palom & Porom, Edge,
and FuSoYa can use magic. Instead of spell points being
restricted to magic levels, each character has MP, and each
spell takes a certain amount of MP to cast. Characters learn
spells by experience; except for FuSoYa, who knows every spell
in the game; Rydia, who only learns Fire after an encounter
with an ice wall; and Edge, who gains some spells when he has
released a certain amount of anger. (Tellah knows
every spell in the game, except for Holy/White, and Nuke. He
also can't cast Meteo, because he never has enough MP.)
FF V: Everyone can use magic, but they must either be a mage or have
mage skills. Most spells are bought from magic shops, and some
can be found in treasure chests. Once a spell is learned, it is
added to the party's shared spellbook.
FF VI: Everyone can use magic, but only Terra and Celes have inborn
magic ability. Spells are learned from obtaining Espers, which
(almost always) must be found. The source of magic is the three
Goddess Statues, without which magic can not exist.
FF VII: Characters do not memorize magic, but gain it if they are
equipped with magic materia. Common spells can be purchased in
shops, but rare spells can only be learned from rare materia.
The source of magic is the Lifestream.
FF VIII: Magic is obtained by "drawing" each spell, use by use, out
of monsters. There is no MP; up to 100 uses of a spell can be
kept by each character. Sometimes, magic can be immediately
drawn out and used. The closest approximation to a source of
magic would be the sorceresses.
FF IX: Magic and special attacks are learned through equipping weapons,
armor, and accessories. Once an ability acquired through an item
has earned enough AP, it can be used by the character without
requiring the equipping of the prerequisite item.
FF Tactics: Same as FF V, except that magic spells are learned skills.
SaGa I: Only mutants and monsters can use magic. Mutants can learn up
to four spells each.
SaGa II & III: Same as SaGa I, except that humans & robots can learn to
use magic. However, they do not have the inborn magic
ability that mutants have.
FF I -
Pirate Ship: After the party defeats Bikke the Pirate, they acquire
this ship. It only docks in ports. With the canoe,
though, it can be docked in rivers.
Canoe: The sages give this to your party for defeating Lich. It can
float through rivers.
Airship: The Lefeinish made these back in their heyday. It provides
unrestricted travel. It can only land on grass.
FF II -
Canoe: Minyuu gives it to the party near the beginning of the game.
It operates like the canoe in FF I.
Ships: The party can buy one-way trips on pirate ships, which only
go between two targets.
Ice Sled: Josef's Ice Sled is like a canoe which travels over ice.
Airship: Cid flies the party on the Airship for a fee. After Cid
dies, he leaves the airship to the party. It provides
unrestricted travel. It can only land on grass.
Pirate Ship: After the party defeats the pirates, they acquire
Leila and this ship. It's similar to the ship
in FF I.
Hiryuu: This dragon used to belong to the dragoons. It can fly
the party into the Whirlwind.
FF III -
Hikuutei: The first airship, obtained at the beginning of the game.
It's destroyed early in the game.
Canoe: Obtained after the wreck of the Hikuutei. Like the canoe in
FF I, it only floats through rivers.
Enterprise: A Viking ship, which gets turned into an airship. It
allows access to the mainland, but it gets shot down
by two armies at the kingdom of Salonia.
Nautilus: This super-fast airship, obtained from Allus in Salonia,
is the only airship which can fly through certain areas
of the game (with random encounters!). It also gets
upgraded to a submarine later in the game.
Invincible: It's an airship which is larger than the Nautilus, but
it's nowhere near as fast. It does, however, have a
number of shops on board and allows the party to
disembark over any non-mountainous territory. Finally,
it has an on-board cannon which damages enemies in
FF IV -
Hovercraft: Edward's Hovercraft can float over shallow water.
Enterprise: Cid's airship. It provides unrestricted travel, and
later on, it can carry the Hovercraft. It can only
land on grass.
Falcon: Stolen from the Red Wings. It's the same as the Enterprise,
except that it can be equipped with a drill.
Big Whale: The Lunarians invented this airship. It can fly to the
moon, and return safely.
FF V -
Ships: There are two ships in this game. Faris has one, and so
does Cid. They can be docked anywhere.
Dragons: Hiriyuus are an endangered race, but if you can find one,
use it to your advantage. It can fly over everything
except for mountains. Hiriyuus can only land on grass.
Airships: Fabled ships that can fly through the sky. They provide
unrestricted travel. Airships can only land on grass and
Submarines: Same as ships, except that they can dive. The Airship
gains submarine capabilities later on in the game.
FF VI -
Blackjack: It comes equipped with a refreshener and an item store.
It provides unrestricted travel. It can only land on
grass. It's destroyed after finishing the Floating
Falcon: It's faster than the Blackjack, but doesn't have the
commodities. Otherwise, it's the same.
FF VII -
Freighter: The Shinra Freighter moves between Junon and Costa
Del Sol. At the beginning of the game, it's the only
way to move between continents. It costs money to ride.
Buggy: The buggy, acquired from Shinra, can cross the desert and
go through shallows. It disappears during disc 2.
Tiny Bronco: Cid's airplane can be used as a makeshift boat. It
can only tread rivers and shallow water, and can only
be docked at beaches. It disappears during disc 2.
Highwind: Cid's airship, which was stolen by Shinra. It provides
unrestricted travel. It can only land on grass.
Submarine: Whereas the Tiny Bronco can only tread shallow water,
the Submarine can only tread deep water. It can also
dive into the water.
FF VIII -
Cars: Rental cars can travel over flat ground like a chocobo.
They take fuel to drive.
Balamb Garden: Yes, the Garden moves. It's slow, and can't cross
cliffs. It can only land on flat ground.
Ragnarok: This space ship also acts as an airship. It provides
unrestricted trave. It can land on just about any flat
FF IX - ?
FF Tactics - N/A
SaGa I -
Floating Island: Used in floor 5 to sail the seas. It can be
Glider: Used in floor 10 to speed over crevices. It can land
anywhere, but can not fly through trees. It disappears
after Byak-Ko is defeated, but can be re-acquired.
Bike: A speeder bike, similar to the ones used in the Star
Wars trilogy. It can only travel across flat ground.
Door: An item which teleports the party to any level.
SaGa II -
Dragons: In Dragon Town, the faster the dragon you purchase,
the faster it will go. They can only travel across
Aegis MAGI: An item which teleports the party to any world.
SaGa III -
Talon: A time machine/airship. It fights with the party during
Who the Airships belong to...
FF I: The Lefeinish
FF II: Cid
FF III: Cid & others
FF IV: Cid
FF V: The Lonkan people
FF VI: Setzer & Daryl
FF VII: Cid
FF VIII: Esthar
FF IX: Cid
FF Tactics: N/A
SaGa I: Byak-Ko
SaGa II: N/A
SaGa III: Sol
FF I: No one's sure. Cid may be a robot, but...
FF II: Cid is the Master of Airships.
FF III: Same as FF II
FF IV: Same as FF II
FF V: Cid is an engineer who invented the Crystal Amplifier. His
grandson, Mid, is an aspiring & resourceful engineer.
FF VI: Cid is the Empire's Magitek research lead. He created Celes and
Kefka in genetic cloning experiments.
FF VII: Same as FF II
FF VIII: Cid is the headmaster of the Garden military academy.
FF IX: Same as FF II. Cid is also a king.
FF Tactics: Cid leads Ivalice's Nanten assault group, which fought for
Ivalice during the Fifty Years' War. He can join Ramza
at one point in the game.
SaGa trilogy: Cid doesn't appear in these games.
FF I: Bahamut is the King of Dragons, and can change the classes of
characters to something better than they are.
FF II: Bahamut doesn't appear in this game.
FF III: Bahamut is a summoned monster.
FF IV: Bahamut is the King of Monsters. Rydia can learn to summon him.
FF V: Same as FF III
FF VI: Bahamut is an Esper.
FF VII: Bahamut is a materia. He also has two relatives in this game,
Neo Bahamut and Bahamut ZERO.
FF VIII: Same as FF III
FF IX: Same as FF III
FF Tactics: Same as FF III
SaGa trilogy: Bahamut doesn't appear in these games.
The Crystals & the Sources of Elemental Power
FF I: There are four crystals (called "orbs" in the US version) which
contain the elemental power, and a black crystal which contains
evil power. The four light crystals are darkened, and need to
be relit in order for their power to be restored.
FF II: The crystals guard the Ultima spell. There doesn't seem to be any
specified source of elemental power in this game.
FF III: The four elemental crystals have the same function as FF I,
except that there's three more black crystals (for a total of
four black crystals).
FF IV: There is a grand total of 16 crystals in this game: Four in the
Overworld, four in the Underworld, and eight on the moon. The
four Overworld crystals contain the elemental power.
FF V: There is a grand total of eight crystals in this game: Four in
Butz's world, and four in Galuf's world. They contain the
elemental power. If the crystals are shattered, something
mysterious may happen...
FF VI: No crystals. The elemental power is contained in the three
FF VII: No crystals. The elemental power is in the Lifestream.
FF VIII: No crystals or obvious elemental power.
FF IX: ?
FF Tactics: No crystals, but there are 13 Zodiac Stones that are sort of
like crystals. The people of Ivalice practice a religion
very similar to Roman Catholicism, which means that God
contains the elemental power.
SaGa I: There are four spheres in this game; each one unlocks a certain
amount of the Tower. The elemental power is granted by Creator.
SaGa II: No crystals. The elemental power is contained in MAGI.
SaGa III: ?
What's in a name?/Renaming the characters
FF I: You can't.
FF II: You can't.
FF III: You can't.
FF IV: Namingway can rename your characters. He appears in every
town in the game, including some obscure places.
FF V: You can't.
FF VI: You can win a Rename Card by fighting monsters in the
Colosseum - see article 4.4.19.
FF VII: You can't.
FF VIII: You can't.
FF IX: A certain subquest later in the game allows you to rename
FF Tactics: The Soldier Office can change monsters' names.
SaGa I: Your original character can't be renamed. Other characters
can be "renamed" by dropping them from the party and getting
replacements from the Guild. (For obvious reasons, these
replaced characters have different stats than your originals.)
SaGa II: You can't.
SaGa III: You can't.
Relative data sizes of the Final Fantasy games
FF I: 2 megabits (256 kilobytes)
FF II: 2 megabits
FF III: 4 megabits (512 kilobytes)
FF IV (easytype, USA version): 8 megabits (1 megabyte)
FF V: 20 megabits (2.5 megabytes)
FF VI: 24 megabits (3 megabytes)
FF VII: approximately 1.8 gigabytes
FF VIII: approximately 2.4 gigabytes
FF IX: approximately 2.4 gigabytes
FF Tactics: approximately 650 megabytes
SaGa I: 1 megabit (128 kilobytes)
SaGa II & III: 2 megabits each
The Name of the Party
FF I: Light Warriors
FF II: Orphans
FF III: Onion Warriors
FF IV: N/A
FF V: Light Warriors
FF VI: Returners
FF VII: Avalanche
FF VIII: SeeD
FF IX: N/A
FF Tactics: Hokuten (chapter 1), N/A (all other chapters)
SaGa trilogy: N/A