This is the character sheet for Final Fantasy I.
Warriors of Light classes
Class Upgrade: Warrior → Knight
Warrior's a great tank who can learn some White Magic later. He can equip the best equipment in the game, and is a good addition if you want a team which is safely generic.
Warrior represents the original Final Fantasy in the Dissidia series and other Spin-Off titles, including Theatrhythm Final Fantasy and Final Fantasy Brigade. In the official novelization of the game, the leader of the team is a male Warrior. His Canon Name is Setro (Zest in the Japanese version), and he carries the Fire Crystal.
- Amnesiac Hero: The Warrior in Dissidia and FFI has no memories. He is described as a Paragon, but apart from that, he's just a nameless hero. That's who he was in the original, and it's in keeping with tradition. The ending of Dissidia 012 shows him with a Crystal in hand, walking toward Corneria, which is where the four Light Warriors find each other.
- The Artifact: As for nostalgia, the Dissidia design is mainly meant for Japanese players who were there from the very beginning. Warrior of Light was the first character they saw before they even bought the game, much less booted up the game, as he's on the cover of the box.
- Boring, but Practical: This game is definitely a lot harder than most RPGs nowadays, but the more Warriors in the party, the easier it gets. Thief and Monk are far more vulnerable at early levels, and it takes some time to make them really shine. The Warrior, on the other hand, is a formidable tank from start to finish, and getting White Magic after the class change is a real boon. The Ninja has a critical hit rate advantage, but the Knight gets a whole extra hit which is going to cause more damage. As soon as the Ninja gets a fourth hit to even things up, that's the same time the Knight gets a fifth hit, maintaining the gap. Warrior is also cheap to maintain, seeing as most of his equipment is found, not bought.
- Cutting Off the Branches: The "Warrior of Light" from Origins and Dissidia is loosely based on the Warrior. He's the guy who'll eventually become one of the original Light Warriors. Unlike most everyone else in Dissidia, he hasn't actually gone through his adventure yet.
- Dimensional Traveler: According to the lore, he is perhaps the last true inhabitant of World B. That world was created as a battleground for warriors across time and space. After Dissidia ended, he crossed over to World A and began his NES adventures.
- Draw Aggro: Warrior saves time and money by sheer virtue of not dying as often. Most physical blows headed his way are wasted enemy turns.
- Early Installment Weirdness: The Knight in this game can't really contribute to shielding others from harm. (Think Cecil and "Cover".) At the end of the day, he is very self-reliant.
- Everyone Calls Him "Barkeep": In Final Fantasy I proper, the names of any Warriors in the party are chosen by the player. "Warriors of Light" is only ever used in universe as a title. (Onion Knight is a stand-in for the original heroes in Final Fantasy III. He isn't given a name, either.)
- Excalibur: Excalibur is imbued with every element and is effective against all types of creatures.
- Fiery Red Head: Setro retains the Warrior's red hair. Bahamut calls him out on his stubborn nature at one point.
- Fling a Light into the Future: Since Garland's story is all about time loops and paradoxes, Cid of the Lufaine is long dead during the events of FF1. Warrior was created by Cid using his own memories.
- Graphics-Induced Super-Deformed: Warrior of Light looks nothing like the playable character from FF1. He is, however, based on the original concept art for Warrior, before they downgraded him to 8-bit pixels.
- Head Swap: Warrior's map sprite resembles a Cornelian soldier with the helmet off.
- Inconsistent Coloring: The Warrior's hair varies depending on where you look: In Amano's artwork, it's silver. In the 8-bit game and Memory of Heroes light novel, it's red. In the remakes, it's a dirty blond. In the artwork for the GBA release, it's light brown.
- Infinity +1 Sword: The Masamune can be used by anyone, even Magi, whereas Excalibur only can be used by a Knight.
- Knight in Shining Armor: The Knight doesn't look dissimilar to his old self on the NES, but in Origins and Dawn of Souls, he gains a crown and a resplendent cape; a reference to Cecil becoming a Paladin. The Warrior of Light wears full-body armor with horns on his helmet.
- Lightning Bruiser: Best HP in the game, best Defense in the game, best overall Magic Defense out of all the fighters, best Attack in the game until very high levels, second-best Agility growth in the game, well-above average stat growth in low to mid levels, and the only stats he is deficient in (Intelligence and Luck) were bugged on the NES, so they were useless, anyway. He gets access to shields the earliest out of any class, and derives most of his Evasion from them.
- Multi-Melee Master: Warriors and Knights can equip nearly every sword in the game. The Warrior is the only class who can wield axes without completing the class change sidequest. He can also wield hammers, although other weapons eclipse their efficacy. There's not much reason to, but he can even wield a staff.
- Mythology Gag: The Ragnarok in Dawn of Souls. Just a bit of trivia: he can win this by beating Shinryu. Well, the same thing happened in Final Fantasy V. The difference is that Shinryu was a Chest Monster, not a supporting character.
- The Paladin: Once he's promoted, he can cast low-level White Magic.
- Red Is Heroic: His sprite always has red armor, and in the NES version, he has flaming hair to match. The redhead of yore is available as a costume in Dissidia. They do something similar with Terra's green-haired alt. Even Tidus and Jecht got alts based on their original FFX models.
- Shonen Hair: The sprites in the remakes are derived from the Warrior's appearance in the NES version, so he always has long, unkempt hair.
- Unperson: In Dissidia, Prishe gave him a name when he was born, but nobody alive seems to remember it; the Lufenian state deleted all records of Cid's experiments, which includes Cosmos, Chaos, the Warrior of Light, and World B. (Dissidia takes place in an alternate FFI.) Cosmos and Garland seem to know who he is, though, and in Dissidia 012, we see Cosmos yell out his name (but Square Enix are too coy to let us hear it).
- Useless Useful Spell: Although the Knight can cast NulFire/Thunder, Blink, and Protect, those are quickly replaced by items by the time he can learn them.
- Weak to Magic: His Defense is nice...until you get past the Ice Cavern. Then the true threats are using magic, anyway.
- Weapon of X-Slaying: Most bosses in the endgame, including Chaos, are "Evil"-type creatures, so Excalibur will inflict bonus damage to them.
- You ALL Look Familiar: Firion's original FFII sprite is just a copy/pasted Warrior sprite.
Class Upgrade: Thief → Ninja
Thief has decent attack power and a higher chance of fleeing from battles. As a Ninja, they can learn some Black Magic spells, such as Temper to boost your fighters' damage. They may seem inferior to the Knight at first, but they bring some interesting tools to the table.
In the official novelization of the game, one of the Warriors of Light is a cynical Thief named Zauver (Sauber in the Japanese version) who carries the Wind Crystal.
- Ambiguous Gender: Traditionally considered male, but the Thief does get some female preset names in the remake, and that artwork could just be a Mini Dress Of Power.
- Balance Buff: In the original, the Thief is the worst choice available. Ninja is just a Red Wizard, only with marginally better stats and a fraction of the magic Red has. Square Enix have redeemed them on the PSP:
- The Thief is better overall, and they can equip Bucklers this time. They can't wear all of the armor Knights can. But they can use almost all of the armor in the bonus dungeons, including a shield which acts as a Ribbon, plus some exclusive armor for the Ninja.
- Ninja is the second-best tank, so the Thief is worth a look. Thief/Ninja also hits harder and faster, so they're a decent damage dealer this time around. Still not on par with Warrior, but a lot closer now.
- Blood Knight: In Memory of Heroes, Zauver tends to be the first to leap into battle, in spite of his usual snark. The fight with Tiamat in particular has him fight far more recklessly in (what he assumed to be) the final battle.
- Crutch Character: Well, don't be too hard on them. Thieves are almost the cheapest class to shop for: they can buy all their gear in Corneria with your starting gold, and they get a free Cap before heading to Pravoka. Their starting Luck allows them to get through the Marsh Cave at low levels. They can keep up with Warrior in terms of damage for a while, too. Just don't compare them to Knight or Red Mage; that's kinda ugly.
- Early Installment Weirdness:
- Nope, no Stealing here. This is a Thief with a conscience.
- The Ninja can use some Knight equipment and cast Black Magic. But they're definitely not the dual-wielding, dodge-everything, sword-throwing Ninjas they become in later games.
- Fragile Speedster: Their Defense is only slightly better than a Mage's. Even though they don't get hit as often, they tend to go splat almost as reliably as Mages get splat, and most bosses have godlike accuracy. (Thief is actually worse than White Mage in that regard, since Thief doesn't have Blink.) Their Attack power is low, they're limited to second-rate swords, and they have very few armor options. Even at max level, they wind up with low average HP. The only thing Ninja trumps anyone in is Evasion: Ninja has very high Agility and will likely attack before anyone else, and enemy attacks will often miss. About the only other benefit is that they can cast Haste.
- Inconsistent Coloring: Thieves have blue hair and a leather vest in the NES and MSX version. In all other versions, they tie their blond hair under a green bandanna.
- Infinity +1 Sword: The Murasame (not to be confused with Masamune) is dropped by Omega in Dawn of Souls. Its use is limited to the Ninja, but equipping it lowers their Agility.
- Magic Knight: Once Thief becomes Ninja, they gain access to every Black Magic spell through levels 1-4.
- Magikarp Power: Their class upgrade gets access to some pretty killer equipment. Ice Brand is a point in the game where the Ninja will be doing almost twice as much damage as the Master. Ninjas can carry a variety of shields; their selection is second only to the Knight. They can also learn some very useful Black Magic, most notably Haste and Temper.
- Master of None: Thief is the worst character available before the class change. No magic early on, so without a Black Mage, they won't be able to clear out weak mobs quickly. By the time you dodge an enemy, the Monk will have killed it and left the Thief in the dust, wondering what happened. Later in the game, they become a glorified Red Mage who buffs the real fighters. With the extra hits the Master gets, he will always overpower the Ninja. A Knight using Cat Claws, his worst end game weapon, will regularly out-damage a Ninja in the original.
- Multi-Melee Master: If you're a fan of being able to equip everything in sight, Ninja is the only class besides Monk who can wield nunchaku, along with longswords, axes, hammers, and staves.
- Non-Indicative Name: Of course the Thief "steals." They steal a valuable slot from a more powerful character! The name of the class in Japanese was Thief, so it's not a translation error.
- Quest for Identity: While the four Warriors of Light in Memory of Heroes have amnesia, Zauver is far and away the most concerned by it. Even when facing down Garland in full One-Winged Angel mode, Zauver is ''still'' more upset that he's the reason the Warriors of Light lost their memories to begin with.
- The Snark Knight: Zauver in Memory of Heroes is prone to making sardonic remarks, from implying the king of Cornelia hides a dark secret (although the knights' glare makes him regret it) to muttering that the title of Warriors of Light is made to hide the party's status as errand boys.
- Support Party Member: Ninjas can use low-level black magic. The elemental spells aren't very useful by the time the class change happens, but they can use Haste and Temper on themselves and any Knights or Masters in the party to boost everyone's damage.
- Technicolor Ninja: In the WonderSwan Color line of remakes, Thief keeps the same bright shade of green on their outfit after the class change. In the original and PSP release, the outfit changed to a garish red.
- Utility Party Member: The party's chances of running away are never terrific—except with the Thief.
Class Upgrade: Monk → Master
Monk is low-maintenance because he doesn't need to buy equipment. He does insane amounts of damage compared to anyone else on your team. He is one of the most reliable characters for killing bosses.
- Badass Normal: Monk is indeed one-dimensional, but he is the best at that dimension. With the right setup, in a couple of turns your Master is dishing out thousands of damage against the two hardest bosses in the game. They drop like flies.
- Badasses Wear Bandanas: Every incarnation of the Monk has worn one, but the Master usually goes without it.
- Balance Buff:
- In the NES version, the nunchaku are viable for a little while, but once the Monk reaches level 8, their fists will out-damage even the Iron Nunchaku. In the remakes, their fists out-power any other weapon options from the start.
- Magic Defense is only a concern for Monk on the NES due to an odd bug which causes him to gain less after class changing. In the remakes, stat gains per level appear to increase slightly after class changing, so chances are the same goes for the hidden Magic Defense stat. The non-Mage classes will still have poor Magic Defense overall.
- The PSP version also implemented Strength Tonics that are roughly on par with Temper. Your Master can now power himself up in a way similar to a Ninja.
- Bare-Fisted Monk: The problem with balanced parties is that they are expensive to maintain, but Monk alleviates that. The Monk gets no weapons after Corneria, and he doesn't need any. As if to highlight this, he can only use nunchaku and a staff or two. Nobody can come close to the damage of the Monk's fists, and his Defense is maxed out when he's not wearing any armor.
- Boring, but Practical: Monk is the most static class of all. At the start of the game, you equip him; later on, you unequip him. That's it. The rest of the time, he just punches enemies, except when using magic items that anyone can use. He can't beat the god of melee combat (Warrior), but not having to buy anything saves a lot of Gil, and cash doesn't flow too well early on.
- Crippling Overspecialization:
- By the time the Monk surpasses Warrior, it's excessive, since most enemies will be one-shot by either class. Monk has an easier time wrecking bosses, but apart from the novelty, it doesn't mean much. The slightly higher damage from a Monk is sometimes overshadowed by the Ninja's Defense and ability to run and cast magic.
- His Defense only equals his Level when he has no armor equipped at all. If he has the Ribbon equipped, his Defense will plummet to 1. And that's not good. If he is going to equip the Ribbon, he needs to have as much armor dumped on him as possible.
- Critical Hit Class: Monk gets double the hits when barehanded because that represents both hands attacking, whereas all other weapons are one-handed, and you don't attack with the off hand. (Shields go there.)
- Gathering Steam: Monk is a slow burn, but once he gets going, he's a bulldozer. Monk actually has slightly less HP than Magi and Thieves at the start. His Defense is subpar, and he won't match the Warrior's damage until later. While unarmed, the Monk gets twice the hits (one for each hand). So even though each attack hurts less, the total damage is higher. After every few levels, he gains another two hits. By that point, any weapon he's still holding is holding him back. Pretty soon, he's getting over a dozen hits on his turn, with his Attack power rivaling some of the best weapons. An unarmed Master is comparable to a Knight with Excalibur at the same level.
- Glass Cannon: His lack of armor is pretty painful. Even the Thief is a better tank than the Monk. If you choose to equip the Monk with items to protect him from status effects and instant death, his Defense takes a hit; this makes him a less viable tank than the White Mage.
- Item Caddy: The original allowed him to carry items without it affecting his stats. Since your inventory was very limited in size, this was quite beneficial.
- Lightning Bruiser: Monk is the first character to reach high damage thresholds. The way his fist strength levels up means that he easily deal damage in the thousands while the rest of the party is wallowing in mere hundreds. Add to that his impressive speed, and the Monk slaughters everything.
- Magically Inept Fighter: Every other class gets magic, either from the beginning or through promotion. The Monk is locked into using his fists. Though you're welcome to put some magic-casting items in his inventory, drawing upon them is rarely the most effective use of a Monk's action.
- Martial Arts Uniform: With the exception of the PSP version, he typically wear a headband and a gi.
- Nerf: His Defense on the NES was pretty damn good. They've actually lowered his Defense in the newer ones.
- Player Nudge: Monk is a peculiar class in that he deals much more damage unarmed than he does with weapons. As if to highlight this, he can only use nunchaku and a staff or two.
- Walking Shirtless Scene: Monk is unambiguously male in the remakes, with an open vest exposing what appear to be well-toned pecs and abs. The Master dons a robe in Origins and the GBA version, but otherwise goes shirtless.
- Weak to Magic: His Magic Defense growth is the best in the game...as a Monk. Master has the worst Magic Defense growth of any class; he will take 50% more damage from magic than the rest of your party.
Class Upgrade: Red Mage → Red Wizard
Red Mage has access to both White Magic and Black Magic. They have decent equipment options for a spellcaster, and they learn enough of the Black Mage's spells to make the Black Mage themselves look redundant.
- Ambiguous Gender: Could be a slender man with long hair, could be a woman. The remakes offer both male and female preset names. Of course, most of V's cast is comprised of girls, and each of them can become a Red Mage. This job is exclusive to Viera in Tactics Advance, and there are no male Viera present in the games.
- Awesome, but Impractical: Light Warriors are in for rough time if they stack Red Mages. They might get away with building up one physically and the other magically; otherwise, things get really expensive, really fast. 20,000 gil per spell in Crescent Town, 3 spells each. Total: 60,000 gil per Red Mage. Now throw in the equipment. At a point when the party is earning 4,000 gil per battle at most, and more often they'll earn closer to 1,000-2,000.
- Balance Buff: Staves are the natural weapon for a spell-slinging wizard, but Red Mage can only use the most basic staff in the NES game. Later versions give them access to the considerably more powerful Healing Staff, Sage's Staff, and Judgment Staff (but only as an item). They can switch between attack magic with the Judgment Staff, healing magic with the Healing/Sage's Staff, or dealing physical damage. Plus they have access to the best equipment from the Labyrinth of Time: with the Barbarian Sword equipped, Red Wizard hits as hard as a high-level Master, if not harder. Maximilian Armor is almost a match for the Knight, even if their 'helmet' is still a Ribbon, and their shield pales in comparison to a Knight's choices.
- Bishōnen: Or possibly Bishoujo. For all the confusion surrounding the White Mage, the Red Mage is nearly as ambiguous.
- Combat Medic: They may not be as proficient as the White Mage, but they're more resilient, and spells like Protect aren't affected by Intelligence.
- Crutch Character: They can cast buffs such as Haste and Temper much earlier than the Thief, and multi-target spells like Thundara to kill mobs early in the game. Their lack of HP isn't really felt yet, since armor is more important. They can function as a secondary tank (thanks to Chain Mail) or a secondary healer, and they aren't completely worthless without MP. But they struggle to find good armor late in the game, and they eat up Gil when buying magic. Red Wizard has some serious issues in the endgame, despite Red Mage being exceptional early on. That's the opposite of Monk, but it says something about the importance of early game performance versus late game performance.
- Fedora of Asskicking: It's an iteration of the musketeer hat, with a bit of Robin hood thrown in. Also known as the Cavalier hat, which the XIV hat takes inspiration from. In Final Fantasy XI, their hats are referred to as Chapeaus, but that's just French for "hat."
- Gathering Steam: They'll have a bit of trouble early on, particularly in the Marsh Cave: the Piscodemons guarding the Crown are a real problem. Red Mage can't wear any useful armor up to that point, and their Thundara just isn't good enough. But long-term, Black Magic can't compete with swordplay. Once they get strong enough, they can forgo some of the spellcasting and be competent melee attackers, unlike Mages who are bound to their spells or hogging the Masamune.
- Glass Cannon: Red Mage is not without their weaknesses. The main problem lies in defense. You wouldn't expect it, but their armor selection is almost as poor as Black Mage's! Their ability to solo for a large chunk of the game is very useful: They're matched with the Warrior up until Lich. But their health is significantly lower than the other Magi. It's normal for the Red Mage to have low HP gains; it's an attempt to balance the character.
- Infinity -1 Sword: The Lightbringer in Dawn of Souls. If they're sufficiently leveled, the stat bonuses from this sword should be pretty negligible. FFI is simple enough of an engine that they should just go with the higher Attack value of the Masamune, but the Red Wizard can easily succeed with either. Leaving the Lightbringer in your inventory allows them to spam Holy at will.
- Jack-of-All-Stats: The class itself doesn't lean in either direction. Strength is set almost exactly between the melee jobs and physically-frail casting jobs. Agility is also very standard. In the NES version, Red Mage outclasses Black Mage because Red learns all of the important spells: Temper, Haste, and the Area of Effect attacks, only losing out on a bunch of useless Death and status spells. However, the Black Mage is better at nuking and crowd control; they can cast more often, they're generally stronger, and they can learn spells earlier. (Black Wizard can wipe a screen of enemies. Red Wizard can cast Flare via the Judgment Staff and still not kill their target.)
- Mystical White Hair: They're the only character to retain an abnormal hair color in the remakes.
- Nerf: In any version of the game which rebalanced the classes. They still have the second-lowest health gain, but they also have low Magic Defense (comparable with the other fighter classes), whereas White and Black Mages can tank the huge Non-Elemental damage thrown at you by the game's various bonus bosses.
- Red Is Heroic: In the Japanese version of the game, the Red Mage is indeed called Red Mage ("Aka Madoushi" is essentially Red Magic Person), but there is no "Red" Magic; it's actually listed as White/Black Magic on the command screen. ("Shiro Kuro Mahou", literally "White Black Magic"). They only got the Red moniker due to their spiffy design and pimp feather hat.
- The Red Mage: The Trope Namer. A Black and White Mage take up two slots on the roster, while the Red Mage is less effective than each in their own role. Their armor is also on par with Warrior at the start, they can equip swords, and they actually deal decent damage until later in the game.
Class Upgrade: White Mage → White Wizard
White Mage has access to all of the best healing spells. They may lack strength in the beginning, but they compensate for it by making the game much easier. Once you unlock Holy and the Sage's Staff, they become a competent attacker.
In the official novelization of the game she is a motherly youth named Flora (Floe in the Japanese version) who carries the Water Crystal.
- Ambiguous Gender: Marketing materials for the original NES release of the game heavily imply that all of the heroes are male, including White Mage. However, aside from Minwu, almost every major White Mage in the series has been a woman. (Go check out Mario Hoops or Mario Sports Mix.) Additionally, in the remakes, the pre-set names for the White Mage are mostly female. The White Wizard lowers their hood to reveal long hair, but that's not unusual for male characters in the series, either, so the remakes changed the White Mage's sprite to look more feminine.
- Balance Buff: Dawn of Souls, thanks to how strong Healaga is now. (High-level charges are too scarce to be useful on the NES.) Without it, the team needs to use a Rune Staff or an Elixir anytime they're injured. And single target healing has a hard time keeping up with damage. Combined with Intelligence working as it should, White Mage has the power to resist strong enemies that spam non-elemental attacks, such as Warmech and Chaos. White Mage and Black Mage also get access to items that cast their ultimate spells, and with a Sage's Staff equipped, Holy is the strongest spell in the game thanks to the 50% damage buff.
- Crippling Overspecialization:
- Too bad their offense is awful. They feel worthless in most battles because they can't hit the broad side of a barn and tend to use their magic outside of fights. They have nothing better to do than swing and miss with their hammer, or get relegated to Cure/Mage Staff duty.
- A Red Mage can cast Fire to Burn the Undead and living alike. Fira will do more damage than Diara, and Firaga will do almost as much damage as Diaja despite being two levels lower! And almost every undead pack worth worrying about can be run from instead of fought.
- Draw Aggro: They are actually capable of tanking via Blink.
- Early Installment Weirdness: Dia has been rendered obsolete by the ability to target zombies with Cure and Raise to damage them. It still shows up from time to time in the MMOs and Chocobo's Dungeon, where it inflicts Holy damage on all types, not just undead. V has Requiem, which has the same effect as Diaja, but can only be taught to a Bard.
- Glacier Waif: White Mage has high Magic Defense just like their D&D counterpart, Cleric, so they can take a surprising amount of punishment. They can carry several types of hammers, including one which shoots lightning bolts for free. They will still get dropped by a few hits.
- Heart Is an Awesome Power: Undead stunning is everywhere, and White Mage is the only character who won't run out of charges to handle crowds of them. The fact that the party can stock up on Potions makes it much less likely that White Mage will run out of Dia spells. Lich isn't weak to Fire the second time around, so Dia spells are stronger.
- Holy Hand Grenade: Holy. Add to that the Sage Staff's unique ability: equipping it doubles Holy damage, meaning it'll do more than Flare does.
- Infinity -1 Sword: Dawn of Souls. White Wizard can use the Masamune or Ultima Weapon to deal respectable damage. Nothing else matches those two; the War Hammer and Golden Staff are both distant second-best weapons.
- Light 'em Up: White Mage has the perfect answer to those irritating undeads. The Dia line of spells only works on the undead, but Red Mage doesn't get nearly as many charges of Fira and Firaga as the White Mage gets of the Dia line. And White Mage gets access to Dia right off the bat, as opposed to the other two Mages, who have to wait until Elfheim to get their crowd control spells. Very late in the game, White Wizard can learn Holy, which damages everything.
- Magikarp Power:
- White Mages don't offer enough healing to justify their lack of offense until much later, when they have many charges for Curaja and Full-Life. A few dozen points of healing from Potions isn't going to cut it when enemies can deal 100 points of damage in one turn. Heal/Nul makes fights against casters (particularly bosses) easier.
- White Mage has mid-range HP, but very low Attack power. White Wizard requires almost no stat plus items. You won't need a Red Mage with White Magic at that point.
- Slap-on-the-Wrist Nuke: Holy on the NES. Knight or Master will cause much more damage, and they can't run out of charges.
- Squishy Wizard: They are useless in a lot of battles, but those are unimportant ones where the team can afford to have dead weight.
- Useless Useful Spell: White Mage gets Blink, but they shouldn't be tanking in the first place, especially with a Warrior present.
- White Mage: The Trope Namer. White Mage is weak physically, but they have access to every spell from the White Magic library.
Class Upgrade: Black Mage → Black Wizard
Black Mage has the highest Magic ability, which makes them the best at casting spells or using magical items during combat. They're pretty fragile throughout the game, but they make a great AoE attacker.
In the official novelization of the game he is a quiet man named Teol (Daewoo in the Japanese version) who carries the Earth Crystal.
- Ambiguous Gender: The Black Wizard has a masculine haircut in the original, but in the remakes, you can't see their features at all. Female Black Mages will soon become commonplace.
- Awesome, but Impractical: While they can rain death on a group of baddies, their magic is surprisingly weak when they're not targeting a weakness. And in the NES version, they can only do so a couple times before all of their charges are up, and all they're left with is a dagger, which is an exercise in hilarity more than anything else.
- Balance Buff: In later versions, Black Mage gains roughly twice as much MP as White Mage, along with access to magical swords, axes, and daggers found in the bonus dungeons. The Intelligence bug has been fixed, so all of their spells benefit.
- Black Mage: The Trope Namer. If you want complete access to all Black Magic spells, Black Mage is required.
- Crippling Overspecialization: The point of Black Magic is to fishkill multiple opponents in one turn or soften them up for your fighters. They're good for obliterating enemies you run across out and about. But when it comes to boss fights, they just cast Haste and Temper on your fighters. Black Mage has no defensive or healing magic at all, and enemies will be teeing off on their unprotected body the whole time. White Mage is very useful for support, has some damage-dealing spells and ironically better weaponry than the Black Mage.
- Crutch Character: Black Mages are more useful before enchanted items come into play, allowing anyone to hit all targets with equal proficiency.
- Early Installment Weirdness:
- Sporting pointy hats and hiding their faces in shadow, Black Mage is one of the most popular characters in the series dating back to the 80's. In the NES version, the Black Wizard removes their hat and exposes their face. All versions after the Wonderswan Color port keep the face-concealing hat on.
- Black Mage can learn Slow, Haste, and Stop. Beginning with III, time manipulation is the domain of White and Time Magic.
- Elite Tweak: With strategic use of the Light Axe, Healing Helm and White Robe, Black Mage can cast White Magic.
- Infinity +1 Sword: The Judgment Staff is dropped by Atomos in Dawn of Souls. But no player wants to use it as an actual weapon. With the Staff in your inventory, casting Flare is not a problem. Staves don't break like in later games, so you can spam it as much as you like.
- One-Hit Kill: Spells like this take up a disproportionate percentage of the Black Mage's grimoire. There's Death, Kill, Warp, Break, Quake, and Scourge.
- Power Up Letdown: High level Black Magic tends to suck on the NES. Limited charges and bugged Intelligence.
- Robe and Wizard Hat: Blue shapeless robes and a face-concealing hat. The look would define Black Mages in future games, with the addition of striped pants.
- Slap-on-the-Wrist Nuke: The only worthwhile Black Magic which Red Mages can't use: Flare. But they can't cast it very many times, and bugged Intelligence on the NES means their magic is no more effective than a Red's. Flare usually does about as much damage as a Knight at that level.
- Squishy Wizard: Black Mage is the weakest class in the game, without a doubt. They rank dead last out in terms of HP growth, Vitality, and Strength, and they're tied for last with the White Mage in terms of hit rate. The weapon selection for the Black Mage is beyond pathetic, and let's not even get into armor. When the stuff you're wearing has names like "Cloth", "Cap", and "Gloves", you know they aren't providing much protection.
- The Quiet One: Teol in Memory Of Heroes rarely speaks, and when he does, he makes every word count.
- This Looks Like a Job for Aquaman: Can potentially be the case for their Break spell: Tiamat resists all elements meaning that non-elemental attacks are encouraged... except Tiamat is also the only fiend to be weak to one of the Black Mage's Insta-Kill spells.
- Useless Useful Spell: Most of the Black Mage's One-Hit Kill spells are extremely unreliable. The Break spell does manage to avert it in one case though.
- I, Garland, will knock you all down!!
A fallen knight of Cornelia, Garland is holding the Princess ransom in exchange for the throne. He forges an unholy alliance with the Four Fiends, entering a Stable Time Loop which renders him practically immortal. He transforms into Chaos, the ultimate evil. (And he will knock you all down.)
Garland appears in Dissidia Final Fantasy as the villain representing the original Final Fantasy.
- Adaptational Heroism: While it is implied by the game's ending, Memory Of Heroes implies that Garland was corrupted by something in the Chaos Shrine that led to him down the path of villainy. The Warriors of Light are even approached by a group of knights who ask them to spare Garland because they know that his actions are irregular.
- Adaptational Villainy: In Memory of Heroes, Garland specifically states that he is the one who sent himself through time. It's also implied that he corrupted the four fiends into the monsters that terrorized the world throughout the years (as well as potentially corrupting himself and starting this whole mess) and, unlike in the game, it's ambiguous if defeating Chaos restored the original Garland back to his chivalrous personality.
- Art Evolution:
- Over the course of the game's remakes, Garland has become larger and more imposing while retaining the same basic design.
- Played With in regards to his Dissidia design as, while Garland uses the designs from that series in most guest appearances, they have yet to be backported to this game. A rare few, such as Final Fantasy Brave Exvius manage to have both designs.
- Badass Cape: At the beginning of the game.
- Big Bad: The main antagonist of the game.
- Black Knight: He fits the look of one. Later appearances in other Final Fantasy games make him more of one.
- Chekhov's Gunman: He's actually the Big Bad, revealed when you reach the final dungeon and he transforms into Chaos.
- Earn Your Happy Ending: The NES version stated that, upon finishing their quest, the Light Warriors discover that Garland is not only alive, but quite well.
- FaceHeel Turn: As part of his backstory. Garland once served for Cornelia, but eventually went rogue and kidnapped Princess Sarah.
- Fallen Hero: Garland was once a noble knight who served for Cornelia.
- Final Boss: He and the Final Boss Chaos are one and the same.
- Fog Of Ages: Garland himself notes that, by the present time, he will not remember his transformation into Chaos.
- HeelFace Turn: Post-credits it's mentioned he will be "waiting for the heroes return" along with everyone else. While it's vague, the line implies Garland managed to avoid Jumping Off the Slippery Slope thanks to the heroes.
- I Have You Now, My Pretty: Garland's motivation for kidnapping Sarah and turning his back on his knightly vows was because she didn't return his feelings for her.
- King Koopa Copy: Garland was this on a minor level (kidnapping Princess Sarah and such) but it really was expanded in the Dissidia series. It added a BFS, a menacing voice, and more spikes to his appearance.
- Love Makes You Evil: Unrequited love for Sarah caused him to kidnap her and plunge the kingdom into chaos.
- My Death Is Just the Beginning: His death kicks off the main plot of the game.
- Pre Ass Kicking One Liner: He gives one before fighting the heroes, although it differs between translations.Garland (English): "I, Garland, will knock you all down!"
Garland (Japanese): "I, Garland, will kick you all around!"
- Recurring Boss: Garland is actually fought twice; he's the first boss of the game, but then returns in the final dungeon and becomes Chaos, the Final Boss.
- Red Eyes, Take Warning: Garland's sprite has red eyes, clearly visible under the visor of his helmet.
- Save the Villain: Defeating Chaos not only breaks the loop, but also resurrects Garland in the present and implies he never turned evil to start with; he is spared and, along with the rest of Cornelia, awaits the return of the Warriors of Light in the present. Thanks to the events of Dissidia, this means The Warrior of Light made good on his vow.
- Spikes of Villainy: Garland also has these with his iconic horned helmet.
- Starter Villain: The first villain that the Light Warriors face. And, in a subversion, the last.
- Tin Tyrant: The Ur-Example within the series.
- Warm-Up Boss: Garland only has 80 HP, so he is relatively easy to defeat.
- Walking Spoiler: Memetic Mutation aside, there's barely anything to talk about with Garland that doesn't the Plot Twist that he is actually Chaos. Later spinoffs such as mobile games in particular make this close to a Late-Arrival Spoiler, assuming it isn't one already.
- "But I will be reborn once more. So even as you die, again and again, I shall return. Born again in this endless cycle I have created!"
The lord of discord, Chaos is acting leader of the Four Fiends. He is not present for the majority of the game, only appearing in the final dungeon. Incidentally, one of Vincent's Limit Breaks in Final Fantasy VII allows him to turn into Chaos.
Chaos appears in the Dissidia Final Fantasy series as the Big Bad, and Chaos appears again in the Theatrhythm Final Fantasy Spin-Off as a boss character.
- All Your Powers Combined: Chaos has the combined powers of the Four Fiends. He has access to all sorts of "-ga" level spells.
- Art Evolution: As the series has progressed and the game remade for new systems, Chaos has become increasingly demonic looking.
- Balance Buff: Back in the NES days, a Monk could one-shot Chaos for severe overkill. Later versions have drastically increased Chaos's HP, so that no longer applies.
- Book-Ends: He's the first boss as Garland and the Final Boss as Chaos.
- Character Development: He gets a slew of it in Dissidia Final Fantasy, but how much of it is actually canon (or even him) is up for debate...
- Chaos Is Evil: Well, it is his name.
- Chekhov's Gunman: As Garland, he is initially presented as harmless and not plot-relevant at all, but all that changes when you reach the final dungeon.
- The Chessmaster: He's behind the Four Fiends, who were created in the past as manifestations of his eternal rage.
- Comic-Book Movies Don't Use Codenames: In Memory of Heroes, Garland retains his name after going One-Winged Angel. He does allude to his game counterpart's name by calling himself "Chaos incarnate" while talking about how all of creation is his to rule.
- Elemental Powers: See All Your Powers Combined.
- Evil Plan: He reveals his near the end of the game.
- Final Boss: Chaos is the final opponent fought in the original Final Fantasy, and the only one fought between the definitive Point of No Return for the game if one has Exit and the ending.
- Greater-Scope Villain: An odd case: The four fiends wreaking havoc across the world were created by Chaos, but Chaos himself is seemingly absent, with the only reference to him being the Chaos Shrine. This is because the Warriors of Light killed his original form Garland, who himself does not remember becoming Chaos. The Warriors of Light only confront Chaos by going back in time to when Garland became Chaos.
- One-Winged Angel: A decade before the Trope Namer existed, there was Chaos.
- The Reveal: The reveal of his identity provides the game's Twist Ending.
- Spikes of Villainy: He has spikes all over his body.
- Time-Limit Boss: Chaos can be a bit random in his race to Curaja and Flare, so bringing a pair of Knights/Masters is probably for the best.
- Walking Spoiler: The only hint to his existence is the presence of the Chaos Shrine. There's also his true identity.
- Wham Line:Chaos: Two thousand years from now, you killed me. I am Garland.
The Earth Fiend is responsible for the rotting blight spreading over the planet.
- Adaptational Heroism: Memory Of Heroes implies that he and the rest of the fiends were good guys before being corrupted by Garland.
- Contractual Boss Immunity: Like all undead, Lich is weak to Fire. The second Lich is stronger against Fire, but he can still be pelted with Dia spells.
- The Man Behind the Man: The remakes for the GBA, PSP and iOS confirm that the Vampire who terrorized Melmond was working for Lich. In the bonus dungeon, Whisperwind Cove, one of the floors requires you put the souls of your past enemies to rest, the final one being the Vampire. Once he's defeated, his final words are, "Forgive me, Lich."
- Our Liches Are Different: He has a sizable spellbook. Sometimes he sticks with punches, but when he starts casting, that is when he is at his strongest. He gains the ability to cast Flare in his rematch.
- The Voiceless: In the famicom version, Lich is the only fiend who doesn't say anything when you first encounter him. Not that the others have much more to say.
- Wake-Up Call Boss: Lich's stats are off the charts compared to previous bosses.
- Walking Wasteland: His siphoning of the Earth Crystal's power has caused the land around Melmond to rot and become lifeless.
The Fiend of Fire. She was the last of the Fiends to awaken, originally due to rise 200 years after the Lich. Note that she resembles Kali, the multi-armed Hindu deity; the first documented case of Engrish!
- Adaptational Heroism: Memory Of Heroes implies that she and the rest of the fiends were good guys before being corrupted by Garland.
- Avenging the Villain: She vows revenge for Lich's defeat.
- Contractual Boss Immunity: Subverted In the first match: Marilith resists Instant Kill spells but is vulnerable to status spells like Sleep or Paralyze. She loses these weaknesses in the Chaos Shrine rematch though.
- Damage-Sponge Boss: She has ridiculously high Magic Defense, along with decent Defense. In the Chaos Shrine, she is there to distract the Light Warriors from their main target (Chaos) and exhaust their MP. Marilith also uses the Firaga spell, which hits all members for around 100 damage. This is more of an annoyance, since it requires Healara or the Healing Staff to fix.
- Dub Name Change: When the game was first released, her name was spelled as Kary, a (possible) mistranslation of Kali, the multi-armed Hindu goddess of death, likely due to Nintendo's policy at the time of no direct references to religion in American releases. Her original name, Marilith, was not used as it was perceived at the time as being wholly under copyright by TSR. For later releases, it came to light that the name could be used without infringing copyright, so the English name reverted to Marilith.
- Multi-Armed and Dangerous: The Marilith fought in the Chaos Shrine has strong sword swings. Her attacks will do well over 150 to even a fully-equipped Knight.
- Sinister Scimitar: Marilith prefers her sword attacks to anything else, so she will just hack away at one one character most of the time.
- Scissors Cuts Rock:
- Contrary to what you might assume, Marilith is not weak to Ice spells. Fire damages her more than Ice. Some Fiend of Fire! Elemental weaknesses as a video game mechanic hadn't caught on yet, plus she was based on a Dungeons & Dragons monster which explicitly had greater resistance to ice than fire. In reality, she resists fire, ice, and lightning equally, but the player is expected to have Firaga at that point while the stronger Blizzaga is supposed to be learned later.
- Referenced in Memory of Heroes where Marilith's fire overpowers Teol's Blizzara. The fact that this is said to be otherwise impossible given the nature of magic in the FFI setting is taken as a sign of how strong she is.
- Skippable Boss: Played With; It is possible to skip Mount Glug, defeat the other fiends and fight Marilith last. In the later versions, doing this will change her dialogue slightly to reflect it. In any case, Marilith must be defeated to open the final dungeon regardless.
- Snake People: A woman with six arms and a snake's trunk instead of legs. She wears a bra, and that's it.
- Volcano Lair: She's been napping at the bottom of the Mt. Gulg volcano for the last few hundred years... or at least she was, until you killed off Lich and woke her up.
The Fiend of Water. 1,000 years ago, Kraken and Tiamat joined forces and effectively destroyed civilization, establishing themselves at the nerve centers of the societies they brought down.
- Adaptational Heroism: Memory Of Heroes implies that he and the rest of the fiends were good guys before being corrupted by Garland.
- Combat Tentacles: Kraken tends to body your characters with his tentacles. Even with Protect, his combos will do serious damage. Luckily, Kraken's attacks are mostly single target.
- Contractual Boss Immunity: When you run into Kraken again, he is no longer weak to Thunder spells.
- Damage-Sponge Boss: The younger Kraken takes more damage to defeat than the other Fiends due to his high HP.
- Kraken and Leviathan: Kraken is just a mass of tentacles with a face.
- Noblewoman's Laugh: Only in the NES version, though.
- Underwater Base: Tiamat struck at the sky people while Kraken went after the coastal city of Onrac. Now the Water Fiend lurks in the depths of the Sunken Shrine.
- Zero-Effort Boss: Kraken falls far easier than the fiends before and after him in Memory of Heroes. The narration notes that he and Maralith are equal in power; It's just that Bahamut's blessing means that the heroes are more of a match for him than they were for Marilith and Lich.
The Fiend of Air, a hydra residing high above the earth. She was the first of the Fiends to awaken, and is the most powerful of the lot.
- Adaptational Heroism: In Memory Of Heroes she finds the notion that the fiends would lead the world to ruin to be foolish and accuses the Warriors of Light of the same due to their appearance in an age where light reigns. The implication is that Garland corrupted her and the rest of the fiends into being his minions after killing the Warriors of Light.
- Anti-Climax Boss: Her lack of Contractual Boss Immunity means how straight she plays this trope depends on how lucky the party's Black Mage is.
- Breath Weapon: Tiamat has access to the Poison Gas ability. This is another one of her AoE attacks which hits everybody.
- Climax Boss: She's the last of the Four Fiends (assuming Maralith isn't skipped), meaning she's the last trial the Warriors of Light must face before going into the past.
- Contractual Boss Immunity: Inverted in the first encounter, as Tiamat is vulnerable to petrifaction, and thus the Break spell. Played Straight in the rematch where she loses this weakness.
- Lightning Bruiser: Tiamat has high physical Defense and Magical defense. She is hard to damage no matter what. With all of the multi-target spells at her disposal, Tiamat prefers them over her melee attacks. It's just as well, since both are quite strong and hard to defend against. Tiamat is fought again in the Chaos Shrine, and she is even faster.
- Ominous Floating Castle: The mightiest of the Four is responsible for the fall of the Lufenians. Tiamat forced the sky-dwellers to Earth and has taken over their Fortress for her own nefarious use.
- Psycho Electro: She's one of the Fiends and a servant of Chaos who destroyed the Lufenians, and she has an affinity for casting spells like Thunderbolt.
A brigand who has taken over the port town of Pravoka.
- Adapted Out: The only hint of him in Memory of Heroes is the Warriors of Light being in possession of his ship after their adventures upon leaving Cornelia.
- Defeat Means Friendship: Bikke plays a minor yet crucial role in the game by handing over ownership of his vessel to the Warriors of Light after they defeat his crew in a fight.
- Dressed to Plunder: Bikke is the Badass Longcoat captain with bicorn and Badass Beard, while his crew have bandannas and eyepatches.
- The Pirates Who Don't Do Anything: Bikke and his men are accused by the people of Pravoka (and even brag themselves) that they've caused much havoc. But after his crew is defeated, Bikke folds like a deck of cards and not only surrenders his ship, but also vows to make a HeelFace Turn.
- Zerg Rush: He sends nine pirates to attack your party of four.
- Zero-Effort Boss: For most parties, beating the pirates and getting the ship is a simple task to do, one of the easiest in the game. Each pirate only has 6 Hit Points, and although there are nine of them, a party of four can take them down in short order.
Astos is the dark elf who placed a sleeping spell upon the elf prince of Elfland/Elfheim in a bid to rule over all elves.
He once more in Final Fantasy IV, then retires from the series.
- Adapted Out: Due to the Chain of Deals sequence being skipped, Astos does not appear in Memory of Heroes.
- Back for the Dead: In the Whisperwind Cove, a bonus dungeon in the Dawn of Souls remake, he returns as one of the restless souls, but is quickly vanquished once and for all by the Warriors of Light.
- Card-Carrying Villain: A very generic bad guy, coy disguises and all.
- Fake King: Hangs out in a ruined castle, where he requests that the Light Warriors retrieve his crown (presumably so he can Class Change).
- Fragile Speedster: Astos has surprisingly low HP compared to Garland, but he can cast Haste on himself to gain more attacks.
- One-Hit Kill: He's the first boss that can use RUB/Death, and can cast it up to 3 times in total.
- Take Over the World: His eventual plan is to conquer the world, but his sights are set on the two elven kingdoms first.
- Wounded Gazelle Gambit: The scheming Dark Elf put a curse on the Elf Prince in order to usurp the throne. He tricks you into slogging through the game's first nasty dungeon (the Marsh Cave), then tries to cast Death on you once you bring him what he wants.
The beautiful eldest Princess of the Kingdom of Cornelia, Garland takes her captive when he goes rogue as a ransom to the kingdom. She appears as a playable character in Theatrhythm Final Fantasy.
- Adaptation Dye-Job: She has blonde hair in the NES and MSX versions, mint hair in the Wonderswan and later versions, pink hair in Theatrhythm and other spinoffs, and red hair in 8-Bit Theater (which, while not canon, is nonetheless notable).
- All-Loving Hero: It's said in some adaptations that even while she was being held as his prisoner, Sarah never stopped trying to reason with Garland.
- Chekhov's Gun: The Lute she gives you opens the final dungeon's entrance.
- Cool Big Sis: It is stated in her Theatrhythm profile that she acts as a gentle caring girl to her little sister, anyone who needs help, and later the heroes themselves.
- Damsel in Distress: By the time the story begins, she's been abducted by Garland.
- Magic Music: Her Lute. In the crossover games where she's Promoted to Playable, this gets extended to giving her songs a la various Bards when she levels.
- Meaningful Name: Sarah is a Hebrew name meaning "princess".
- Pimped-Out Dress: In her artwork painted by Yoshitaka Amano.
- Rose-Haired Sweetie: Has this in her Amano design.
- Requisite Royal Regalia: Wears a tiara, as expected of her station.
- Ship Tease: The ending mentions the Warriors will return to Cornelia where she is waiting for them.
- Smitten Teenage Girl: After you save her.
- Sound Stone: Her Lute.
- You Gotta Have Blue Hair: She has bright green hair, as seen with her sprites in the Game Boy Advance version. Has pink hair in her Amano design.
The Cardia Islands are home to a race of friendly dragons whose king is Bahamut.
- Captain Ersatz: He is for all intents and purposes Bahamut, the Lawful Good dragon god from Dungeons & Dragons.
- Early Installment Weirdness: Though he almost always functions as a summon spell in later games, here he is an NPC who dispatches the Light Warriors on a quest to prove their courage.
- Secret Test of Character: Bringing Bahamut the Rat's Tail from the Citadel of Trials convinces him to transform your characters into stronger versions of themselves.
- Adapted Out: Due to the Chain of Deals sequence being skipped, Matoya does not appear in Memory of Heroes.
- Blind Seer: She cannot see without the use of her Crystal Eye.
- Deadpan Snarker: This is how Matoya expresses her (gratitude) upon regaining her vision. "Hmph! You're not even as attractive as I thought you'd be..." You're welcome.
- Mineral MacGuffin: The Crystal Eye.
- Adapted Out: Due to the Chain of Deals sequence being skipped, the Prince of Elfheim does not appear in Memory of Heroes. The elves in general are mentioned in passing though
- Curse: Astos placed a "sleeping curse" upon him.
- Everyone Calls Him "Barkeep": He's only called the Prince of Elfheim and nothing else.
- Flat Character: Other than the Mystic Key which he gives you once you wake him up, he doesn't contribute to the plot much. Heck, they never even mention the guy's name.
- Heavy Sleeper: Astos's curse put him in a deep sleep.
Everyone's heard of Dr. Unne! He's a linguist who will offer to translate Lufenian... if only he had something to base his translation on.
- Adapted Out: He's absent in Memory of Heroes; The Light Warriors understand the Lufenians from the get-go.
- Instant Expert: To the most extreme degree. Once given the Rosetta Stone, he instantly completely figures out how to speak a foreign language that nobody outside of said culture could understand. He then is somehow able to confer the exact same level of mastery to the Light Warriors in just as much time.
- Insufferable Genius: He acts extremely arrogant - but considering how fast he can not only master a language, but teach others said language, he's really as good as he presents himself.
A minor character that first is mentioned as the one who predicted the arrival of the Light Warriors; he later waits for them at Crescent Lake.
- The Chooser of The One: He's the one who predicts who they will be - four youths, carrying an orb/crystal.
- The Prophecy: Inverted, actually - outside of predicting the coming of the Light Warriors before the game, he and the other sages don't sit there predicting the future - they use their oracular powers mostly to divine information from the past that nobody would otherwise know (such as where to find the Fiend of Fire or where one might get an airship).
- Seers: He's the head of a circle of twelve, and he's specifically the one who predicted the Light Warriors would appear.
- Vagueness Is Coming: He refers to a "cycle of wrath." What's the cause of this cycle? a Stable Time Loop; not some sort of back-and-forth between legacies of good and evil, but the exact same two parties clashing repeatedly due to Time Travel.
A minor character who did not appear in the original Final Fantasy. He is a key player in Dissidia, and is briefly referenced in the Dawn of Douls remake. He is an ancient Lufenian who created the airship used by the Warriors of Light.
- Ascend to a Higher Plane of Existence: The voice who speaks to Cosmos at the end of her game is Cid, a.k.a. the "Great Will" Garland spoke about.
- Ascended Extra: Even now, he stands out from other Cids by never appearing in FFI and being unimportant to the plot. In Dissidia, he's integral to the lore of the world. In Memory of Heroes, he's the one who bequeaths the airship to the Warriors of Light, along with a warp cube for some robots to guard. He's also shown evacuating the Lufenians from the Flying Fortress when Tiamat invades it.
- Canon Immigrant: FFI is very much its own game and lacks so much of what makes Final Fantasy... well... Final Fantasy. Cid was added to make the series more cohesive.
- Luke, I Am Your Father: Cid is Chaos. Chaos is his memories given form. He also adopted Garland in Lufenia. In Dissidia, he sold his soul to Shinryu, but not before creating the Warrior of Light; Cid successfully made a copy, or "Manikin" of himself after many failures while on World B.
- Posthumous Character: Cid is a deceased Lufaine citizen and is never encountered in-game. Memory Of Heroes shows him via videos that the robots of the Mirage Tower have, but Warriors of Light never interact with him directly; because he's long dead by that point.
- Remember the New Guy?: Dawn of Souls references an ancient Lufanian named Cid, but that's a retcon. Cid is also a major character in Dissidia.
- Truly Single Parent: It's suggested that Warrior is an unaged clone of Cid, if you want to get all Kingdom Hearts about it. Garland recognizes the Warrior of Light, possibly because he met Cid before the Lufenian offered up his own body to Shinryu. However, Garland's monologue in the prequel indicates that he remembers being defeated by the Light Warriors after he kidnapped Sara.
- Wizard Beard: Impressively, he manages to have one despite not appearing in person in the source material. Dissidia doesn't show his initial form, but implies that his original body resembled the Warrior of Light physically. Memory of Heroes describes him as "a bearded man in a white robe".
- A Wizard Did It: Through some shenanigans with Shinryu, he created a duplicate world (known only as World B) in which all sorts of fun crossover stuff happened. This would have occurred before the Four Fiends plot of World A began.