===========================================     FF1: TWELVE JOBS BALANCE     ===========================================

By Bleur CQ, a novice on ROM hacking and somewhat good at Pixel Art and Music. Open to commissions by the way.
Just in case, I'm from Mexico, so I hope my English is at least understandable for this Read Me.

First of all, you must apply my IPS Patch OVER a FF1 Patched with FF Restored.
In simple words, these are the instructions:

1 - Get a unmodified Final Fantasy 1 ROM, the English one called ¨Final Fantasy (USA).nes¨.
2 - Patch it with FF Restored IPS, just use this link here to get it ->  https://www.romhacking.net/hacks/1631/
3 - Apply my Patch OVER the recent patched Final Fantasy 1 ROM. If you do it wrong, the ROM will be corrupted.
4 - Rename it, to anything you can recognize. ¨FF1-TWELVE JOBS BALANCE.nes¨ should work. Don't forget the ¨.nes¨ at the end. 
5 - The rom is done and now you can start playing it with your prefered Emulator (I recommend Mesen or VirtuaNES)
 
All of the FF Restored main changes are conserved. (Respond Rate, New Boss Battle Theme, INT Patch, etc.) 
Here is the list of all the improvement/changes I made:

 - Starting Gil changed from 400 to 500.
 - Instead of choosing to start from 6 Jobs and upgrade them with Bahamut's event, now you have 12 Permanent Jobs to pick.
 - 15-Puzzle now rewards you with 250 Gil instead of 100 Gil.
 - Axe's and Staff's were removed to add Magic Orb's and Flail/Whip's.
 - New Magic Orbs and Magic Equip available in Lefein, along with other missing Stores (INN, CHURCH, ITEM STORE)
 - Class Sprites ripped from FF2-3 with fixes + original art for Sorcerer & Necromancer, including new color Palettes.
 - All Towns now have a representative color shown on the Message Box and over every roof's tiles.
 - All Bosses & Sub-Bosses have increased HP (Up to 250% against original values) and new spells for many of them.
 - Now the Battle System is a soft ATB (like FF4) based on AGILITY and a random start value. Less Ineffective Hits.
 - Antidote's price nerfed to 30 Gil, for the players that don't like to buy the Purify Spell (Which is now a L2 Spell)
 - Some Chest were added to different locations in-game (Sarda's Cave and Marsh Cave Deepest Room by example)
 - Now that Bahamut Event is useless, a good Armor replaces him and the Rat Tail chest now holds a useful Weapon.
 - Minor changes to some NPC Sprites (Garland, Fairy, Lefein people, King, etc.)
 - All Weapon / Magic Sprites were redesigned to look better, or in most cases, fitting the intended Spells. 
 - Useless spells removed to bring Dark Arts and Blue Magic. (Condemn and Aeroga by example)
 - Towns were slightly reworked to prevent a NPC from blocking your path, it's now easier to access every shop.
 - Some Chests have better rewards (Instead of a mere Knife, you may get a useful drink, better equipment or some Gil)
 - Overworld Sprites were also changed, like the Bridge, Canal, Mountains and Forest Tilesets. Added some Deserts too.
 - The Shopkeepers of every shop were changed to familiar FF3-4 characters.
 - All jobs have access to Magic, allowing you to play without Full-Magic Users. Check the Index below for details.

Now, the Main Index.
Select the parenthesis of your interest and Press F3 to open the ¨Search Next¨ window and jump straight to it.

INDEX AND TAGS: 

1 - CLASSES AND BASE STATS                      (CLASS)
2 - EXPERIENCE TABLE                            (EXPTB)
3 - AILMENT STATUS                              (ASTAT)
4 - MAGIC AND ITEMS ON DETAIL                   (MAGIC)
5 - MP VALUES PER CLASS                         (MPVAL)
6 - DESCRIPTION, SKILLS AND MAGIC COMPATIBILITY (DSAMC)
7 - MP GROWTH AND MAX MAGIC LEVELS              (MGAML)
8 - FINAL NOTES, BUGS AND CONTACT               (FNBCT)

I'm assuming that you have little to no experience on FF, so I'll explain everything carefully. Lets go.


=======================================  PICK YOUR CLASSES / CHARACTERS (CLASS)  =======================================

             Paladin  Ninja    Dwarf   BlueMage  Devout   Wizard  War Lord  Dancer  Wh.Monk  N-Mancer Red Mage   Sage 

HP (Health)    35       25       20       32       28       25       30       28       40       20       30       16

Strength       15	 8	 20	   4	    4	     2       20        6        6       12       10        5
Vitality       10	 4	  1	  12	   10	     4        8        6       20        4        5        1
Agility         6	12	 10	   8	    4	     8        4       12        6        6       10        8
Intelligence    4	 4	  3	  12	   18	    18        4        8        4       12       10       20
Luck            5	12	  6	   4	    4	     8        4        8        4        6        5        6

Attack %       10	15	 10*	   7	    5	     5       12       15       10*      10        7        5
Evade %        54	60	 58	  56	   53	    58       52       60       54       54       58       54
HIT % Growth    2+	 3+	  3+	   2+	    1+       1+       2+       3+       2+       3+       2+       1+
Attack          7	 4	 10*	   2	    2	     1       10        3        3*       6        5        2
M.Evade        12	17	 16	  13	   18	    23       12       22        3        28       13       33
M.Evade Growth  2+       2+       1+       3+       3+       3+       2+       2+       4+       3+       3+       3+
M.Evade MAX    110      105	 65	  160	   165	    170	     110      120      199	175	 160	  180
Defense         0        0        0*       0        0        0        0        0        0*       0        0        0

(*) This stat has a natural/fixed growth when the refered class is unarmed/unarmored 

In order of relevance, the explanation of stats is:

HP  = Your Characters life, represents how much damage they can resist and survive. Caps at 999.
STR = Strength. Increases Attack Power (Damage) by [STR/2] for hits dealt with FIGHT Command.
AGL = Agility. Increases Evasion by [AGI]. Also plays a important role for the turn-order in battle.
INT = Intelligence. Increases Magic Accuracy and the Minimal ammount of Damage/Recover by Spells, detailed info below.
VIT = Vitality. Increases the minimum HP gained upon level-up by [VIT/4]. The more VIT, the better HP gains you'll get.
LCK = Luck. Increases your chances to run from battles and also deal Critical hits with FIGHT Command.

These only grow leveling up, prepare to grind every once in a while, so you can gain money and EXP to be stronger. 
The Secondary stats, but still very important for combat:

Attack %     = Every 32% adds 1 attack to FIGHT command. Caps at 255 but the max effective amount is 226 (Or 8 Hits)
Evade %      = Tells you how much you can prevent any damage from physical hits. Starting value is 48+[AGI]
Atk % Growth = The gained Attack % per level. Every class has a fixed Growth for it that never changes.
Attack       = Your basic raw damage. FIGHT will deal Damage between ATTACK and ATTACK x2, minus target DEFENSE per hit.
Defense      = Physical Damage will be reduced by this value. Only increases from wearing any armor or being a Dwarf/Wh.Monk.
Magic Evade  = Your characters chance to successfully avoid magic, status and skills from enemies. Maximum is 199.
M. E. Growth = The gained Magic evasion per level. Self explanatory.

The Formula for spells accuracy is BASE SPELL ACCURACY + USER INT - TARGET MAGIC EVADE.
Usually, Damage spells have 168 Accuracy while status spells have 120 Accuracy. Healing and Buffs always hit.

At first sight Classes may seem to be unbalanced in favor of Physical fighters, but their growth is coherent to their nature and 
soon you'll see where Magic Users shine the most.
Also, the available magic, skills, equipment and stat growth varies, even for similar Classes.


Now, for the INT stat, this is how it works (from FF Rebalanced Patch):

*Add INT to chance-to-hit for status spells (Higher INT means accuracy on your Debuff-Status Spells)
*Add INT to chance-to-double for damage spells (Sometimes you can deal x2 Damage/Heal, a Magic Critical)

So, every 8 INT you'll get a buff on your Minimal power with Spells, like this:

            Heal       Healara      Healaga                                                           
            Cure        Cura         Curaga       
 0 INT:    16...32     32...64      64...128     
 8 INT:    18...32     36...64      72...128     
16 INT:    20...32     40...64      80...128     
24 INT:    22...32     44...64      88...128     
32 INT:    24...32     48...64      96...128     
40 INT:    26...32     52...64     104...128     
48 INT:    28...32     56...64     112...128     
56 INT:    30...32     60...64     120...128     
64 INT:    32          64          128           

This is from anomie's patch, thank him for his amazing job fixing the INT stat.
For the curious, INT doesn't work in the original FF, being a useless stat.

Sadly, I can't check if this patch actually works on new healing spells (Dark Haze & White Wind) 
but I'm sure it does, because it actually works on new damage spells (Aero, Exhume, etc.) 


========================================   EXPERIENCE NEEDED TO LEVEL UP (EXP)   ========================================
This table tells you how much Experience you have to earn to level up on each level.
If you somehow happen to earn enough Exp to gain 2 or more levels, your game may show a error value
on the ¨NEEDED EXP TO LEVEL UP¨ so I highly suggest you dont do that. Please.

LVL  1	   0
LVL  2     30
LVL  3     120
LVL  4     301
LVL  5     602
LVL  6     1053
LVL  7     1683
LVL  8     2522
LVL  9     3599
LVL 10     4941
LVL 11     6576
LVL 12     8351
LVL 13     10832
LVL 14     13506
LVL 15     16577
LVL 16     20070
LVL 17     24007
LVL 18     28411
LVL 19     33305
LVL 20     38708
LVL 21     44640
LVL 22     51121
LVL 23     58167
LVL 24     65796
LVL 25     74023
LVL 26     82864
LVL 27     92332
LVL 28     102439
LVL 29     113198
LVL 30     124619
LVL 31     136711
LVL 32     149484
LVL 33     162946
LVL 34     177102
LVL 35     191958
LVL 36     207520
LVL 37     223791
LVL 38     240774
LVL 39     258472
LVL 40     276885
LVL 41     296014
LVL 42     315859
LVL 43     336149
LVL 44     357692
LVL 45     379675
LVL 46     402365
LVL 47     425758
LVL 48     449851
LVL 49     474638
LVL 50     500000

You can earn EXP after LVL 50 but there's no more levels to achieve... It still Caps at 999,999 EXP.


==================================================  AILMENT STATUS (ASTAT)  ==================================================

Here I will explain all the Status and their Effects on detail.
There are 10 Statuses in this Game:

1 - Death
This Status is set when a character dies, either from having HP reduced to 0, or by having the status directly applied through
a status attack or a spell (which also sets HP to 0). A character cannot do anything, receive any damage, healing, or receive
any other statuses while in this state.

Cure: Using a Clinic or Life Spell (Revive at 1HP) or Raise Spell (Revive with Full HP)
NOTE: This status cannot be cured in-Battle. To compensate, Life Spells have another effects in-Battle.


2 - Petrifaction  (Stone/Petrify)
While petrified a character cannot do anything, receive damage, healing, or receive any other statuses (however, characters
will lose HP when walking over Lava or Ice Damage Tiles). Unlike the Death status, HP is not set to 0 when petrified. 
Enemies however are removed from battle when petrified, so it functions the same way as instant death against them.

Cure: Soft-Herb [Potion], Esuna (Spell)
NOTE: Like Death, this status cannot be cured in-Battle. So once again, Basuna has another effect in-Battle.


3 - Poison
While poisoned a character receives 2HP of damage at the end of every round, and outside of battle takes 1HP of damage for
each step walked. Poison will not reduce a character's HP below 1 outside of battle, but can kill a character in-battle.
Enemies can be poisoned, but there no indicator of the Damage taken, you'll notice only by calculating their HP each round.

Cure: Pure [Potion], Purify, Angel Voice, Esuna, and Curaja (Spells)


4 - Blind
While blind a character's base chance to hit when attacking is reduced by 40, and an enemy attacking that blinded character's
base chance to hit is increased by 40. Note that this is different from decreasing Hit% or Evasion, which are not statuses and
instead act on a character's stats which plug into the formula, rather than altering the formula directly.
In short: A blinded target is easier to hit and avoid.

Cure: Angel Voice, Esuna, and Curaja (Spells), Automatically at the end of battle.


5 - Paralysis
While paralyzed a character cannot do anything, but can receive damage and healing. When attacking a paralyzed target the 
target's evade is not factored in to chance to hit, and the attacker's Attack rating will gain a further 25%. 
Paralyzed units are still scheduled for a turn each round, and will either continue to be "Paralyzed" or will be "Cured!"

Cure: Characters - 25% Chance each turn, Angel Voice, Esuna, and Curaja (Spells), Automatically at the end of battle
      Enemies    - 9.8% Chance each turn, Angel Voice, Esuna, and Curaja (Spells)

6 - Sleep
While asleep a character cannot do anything, but can receive damage and healing. When attacking a sleeping target, the target
evade is not factored in to chance to hit, and the attacker's Attack rating will gain a further 25%. 
Sleeping units are still scheduled for a turn each round, and will either continue to be "Asleep" or will be "Cured!"

Cure: Angel Voice, Esuna and Curaja (Spells), Automatically at the end of battle.
      Also it can be healed each turn if Random value between 0-80 is less than Max HP.


7 - Silence
While silenced a character can't cast Magic (Spells), use their Equip (Enchanted Items), or the Drink Command (Potions).
In any event, all three of these commands are treated as "Magic" in-battle, so that's probably why they're all prohibited. 
By the same token, enemies are prevented from using their special attacks, which are also effectively "Magic." 
In future rounds, you will be unable to select the prohibited commands. 
By contrast, enemies will still attempt to cast spells and waste turns on them after being silenced.

Cure: Angel Voice, Esuna and Curaja (Spells), Automatically at the end of battle


8 - Confusion
When confused an enemy will either attack another enemy or itself on its turn, or recover from confusion.
Fortunately, character's can't be Confused, so you can use this Status on your favor.

Cure: 25% Chance each turn.


9 - Regeneration
Enemies recovers 2HP per turn. Basically a reverse Poison stat.
Only enemies can have this status, which is active on those who are "Regenerative¨
You cannot deactivate this status in anyway, but later on you'll see how useless is this healing... 


10- Critical
Character kneels down. This is triggered when a character's current HP drops below 25%. 
Unlike subsequent games, this has no practical significance apart from being a visual cue.

============================================  MAGIC AND ITEMS ON DETAIL (MAGIC)  ============================================

These are all the spells available for your characters. Please notice that Blue Magic and Dark Arts have a increased price.
This is mostly for their stronger effectiveness, but their recovery Spells can't be used outside Battle.

For your convenience, I placed some symbols to the Magic and Items list:
The (*) symbol means you can cast this both in and out of battle.
The (#) symbol means it's only available out of battle.
The (@) symbol means it's only available on the Overworld Map.
The (^) symbol means you can stack this spell effect over and over and mix with similar ones.
An empty symbol means its only available in battle.


Level/Name  (S)  Price  Type   Effects

L1 Cure      *   40     WHITE  Recovers 16-32 HP to one ally.
L1 Light         40     WHITE  Deals 25-100 Holy Damage to all Undead foes.
L1 Protect   ^   40	WHITE  Increases one ally Defense in 20 points.
L1 Fire          40	BLACK  Deals 10-40 Fire Damage to all foes.
L1 Thunder       40	BLACK  Deals 10-40 Lightning Damage to all foes.
L1 Sleep         40	BLACK  Inflicts Sleep on all foes with Stun Element.
L1 Flash         50	BLUE   Inflicts Blind on all foes with No-Element.
L1 Toxic Gas     50	DARK   Inflicts Poison and Blind on all foes with Dark Element.

L2 Purify    *   250    WHITE  Removes Poison and Blind status on one ally.
L2 Mute          250	WHITE  Inflicts Silence on all foes with Stun Element.
L2 A-Thunder     250	WHITE  Protects Party from Lightning, halved Damage.
L2 Blizzard      250	BLACK  Deals 15-60 Blizzard Damage to all foes.
L2 Temper    ^   250	BLACK  Increases one ally Attack by 14 points.
L2 Slow      ^   250	BLACK  Halves enemies hits by half with Stun Element.
L2 Aero          325	BLUE   Deals 20-80 No-Elemental Damage to all foes.
L2 Dark          325	DARK   Deals 25-100 Dark Damage to all foes.

L3 Cura      *   1000	WHITE  Recovers 32-64 HP to one ally.
L3 Heal      *   1000	WHITE  Recovers 16-32 HP to all Party.
L3 A-Fire        1000	WHITE  Protects Party from Fire, halved Damage.
L3 Fira          1000	BLACK  Deals 30-120 Fire Damage to all foes.
L3 Thundara      1000	BLACK  Deals 30-120 Lightning Damage to all foes. 
L3 Shocker       1000	BLACK  Inflicts Paralysis on one foe with Stun Element.
L3 Angel Voice   1250	BLUE   Removes Poison, Blind and Silence status on all party. Only in battle. 
L3 Exhume        1250	DARK   Deals 50-200 Damage to all Undead foes.
        
L4 Protera   ^   2500	WHITE  Increases all party Defense in 15 points.
L4 Invis         2500	WHITE  Increases one ally Evasion by 30 points.
L4 A-Blizzard    2500	WHITE  Protects Party from Blizzard, halved Damage.
L4 Blizzara      2500	BLACK  Deals 40-160 Blizzard Damage to all foes.
L4 Confuse       2500	BLACK  Inflicts Confusion on all foes with Stun Element.
L4 Haste         2500	BLACK  Doubles the Hits per attack for one ally. (Double Attack)
L4 Aeroga        3125	BLUE   Deals 45-180 No-Elemental Damage to all foes.
L4 Mind Zapper   3125	DARK   Inflicts Silence and Confusion to all foes with Confuse Element.

L5 Curaga    *   5000	WHITE  Recovers 64-128 HP to one ally.
L5 Life      #   5000	WHITE  Revive with 1 HP. In battle, protects one ally from Fire/Blizzard/Lightning Damage.
L5 Healara   *   5000	WHITE  Recovers 32-64 HP to all Party.
L5 Firaga        5000	BLACK  Deals 50-200 Fire Damage to all foes.
L5 Scourge       5000	BLACK  Instantly kills all enemies with Poison Element.
L5 Warp      #   5000	BLACK  Teleports the Party to the previous floor. In Battle, reduces Evasion of one enemy by 20 points.
L5 White Wind    6250	BLUE   Recovers 50-100 HP to all Party. Only in battle.
L5 Darkaga       6250	DARK   Deals 50-200 Dark Damage to all foes.

L6 Esuna     #   12000	WHITE  Removes the Stone status. In battle, Neutralizes all status ailments on all Party, except Death and Stone.
L6 Exit      #   12000	WHITE  Teleports the Party out of the dungeons. In Battle, spares the enemies, tempting them to run away.
L6 Invisira  ^   12000	WHITE  Increases the Party Evasion by 20 points.
L6 Thundaga      12000	BLACK  Deals 60-240 Thunder Damage to all enemies.
L6 Kill          12000	BLACK  Instantly kills a foe with Confuse Element.
L6 EarthQuake    12000	BLACK  Instantly kills all foes with Earth Element.
L6 Bad Breath    15000	BLUE   Inflicts Blind, Paralysis and Silence to all foes with Stun Element.
L6 Dark Haze     15000	DARK   Recovers 100-200 HP to one ally. Only on battle.

L7 Curaja    *   30000	WHITE  Fully restores one ally HP and Status ailments, except Death and Stone.
L7 A-Kill        30000	WHITE  Protects the party against Death and Stone Status.
L7 Healaga   *   30000	WHITE  Recovers 64-128 HP to all party.
L7 Blizzaga      30000	BLACK  Deals 70-280 Blizzard Damage to all enemies.
L7 Breaker       30000	BLACK  This will kill ANYTHING below 300 HP, unless it has Dark Resistance.
L7 Power     ^   30000	BLACK  Increases Attack and Accuracy in 16 points to the caster.
L7 Typhoon       37500	BLUE   Deals 90-360 No-Elemental Damage to all foes.
L7 Dispell       37500	DARK   Removes all resistences on the enemies, exposing them to Status Ailments and Damage.

L8 Arise     #   50000	WHITE  Revive with Full HP. In battle, protects the Party from Fire/Blizzard/Lightning Damage.
L8 Holy          50000	WHITE  Deals 100-400 Non-Elemental Damage to all foes. Definitive White Spell.
L8 Magic Wall    50000	WHITE  Protects the party against all Status Ailments, except Mindflayer's insta-kill attack.
L8 Flare         50000	BLACK  Deals 100-400 Non-Elemental Damage to all foes. Definitive Black Spell.
L8 Stop!         50000	BLACK  This will Paralyze ANYTHING below 300 HP with Confuse Element.
L8 Death         50000	BLACK  This will kill ANYTHING below 300 HP, so it can be used against weakened bosses.
L8 X Zone        62500	BLUE   Instantly kills all enemies with Dark Element. Definitive Blue Spell.
L8 Reaper        62500  DARK   Deals 200-800 Dark Damage to one foe, even Bosses. Definitive Dark Art.

Most offensive and debuff spells have Elements attached to them.
If a Damage Spell lands on a unit with RESISTANCE to it, the damage is halved.
If a Damage Spell lands on a unit and is WEAK to it, the Maximum possible damage is doubled.
If a Status Spell lands on a unit with RESISTANCE to it, the spell Instantly Fails.
If a Status Spell lands on a unit and is WEAK to it, the Chance to Hit is increased by 50%.

Also, here's the quick but easy to memorize Item List:

   NAME   (S)  PRICE   EFFECTS
Potion     * 	  60   Restores 40 HP outside battle or 20-40 HP on Battle to one ally.
Antidote   * 	  30   Neutralizes Poison and Blind Status from one ally.
Soft-Herb  # 	 600   Removes the Stone Status from one ally.
Tent       @ 	 100   Recover some HP to your Party and let you SAVE.
Cabin      @  	 250   Recover a lot of HP to your Party and let you SAVE.
Cottage    @    3000   Recover a higher amount of HP to your Party, Restores MP and let you SAVE.
Fairy Jar  #   10000   Quest Item required to get Oxyale.

It's ok to not buy all the available Magic for your Characters, but try to get the Healing and Recovery spells ASAP. 
Also, be wise and buy items whenever you can in order to save your Magic for deeper Dungeons and Critical moments.


============================================  MP PER CLASS VALUES (MPVAL)  ============================================

Now let's talk about your Magic Points (MP)
Every Class has a fixed MP Growth rate and a maximum available of spell charges throughout the game.
You will always start with 2 MP for Level 1 spells, no matter what classes you pick. Let's check the table:


     CLASSES                 MAGIC LEVELS           MAXIMUM  REACH MAX
                    L1  L2  L3  L4  L5  L6  L7  L8     MP      MP at 

  Dwarf & Wh.Monk  = 4   3   2   -   -   -   -   -      9    Level 15
Paladin & War Lord = 4   4   3   3   2   -   -   -     16    Level 20
  Ninja &  Dancer  = 5   5   4   4   3   3   2   -     26    Level 25
BlueMage& N-Mancer = 8   7   7   6   6   5   5   4     48    Level 30
 Devout & Red Mage = 9   9   9   9   9   9   9   9     72    Level 50
 Wizard &   Sage   = 9   9   9   9   9   9   9   9     72    Level 50


As you see, Devouts, Wizards, Red Mages and Sages have plenty of magic charges, reaching a maximum of 72 charges, 
reflecting their magic skill. This allow them to freely cast, since their MP is plentiful, but as you may expect, their 
HP growth and Physical Defenses are low, so keep them in the bottom spots to protect them.
Also, quick reminder that despite having a lot of MP, Red Mages cast a specific variety from White and Black Magic, but 
they lack spells at higher levels, in exchange for their enhanced Equipment choices.

For the Blue Mages and Necromancers, both have 48 usefull charges. The prior only casts Blue Magic, and the latter
can use the powerful Dark Arts, as well as deal better Damage with their HIT% Growth and equip some Shields and Gauntlets.
The compensation for both are better choices for equipment compared to full mages, even if they are just ¨Decent¨.
Necromancers also know a few Black and White spells, details below.

After them, the Ninjas and Dancers have a decent 26 total charges, being able to use efficient magic on mid-game.
That's 1/3rd of the charges available to full-magic jobs, but they can use light weapons and armors, without mention their
higher Health Points and the ludicrous number of Hits they achieve just for leveling up. The true versatile characters.

Then we have the Paladins and War Lords, the best tanks and weapon damage dealers for their advanced knowledge on both 
Armors and Weapons, able to wear a Diamond Armor or having access to the legendary Xcalber, also with 16 spell casts.
The downside is that they dont even have a good INT to maximize the power of their spells. They excel at Resistance 
instead.

Finally, we can talk about the Dwarves and White Monks. Their physical attributes seem low to start, but soon they will 
destroy anything with their bare fists. For Magic, both reach their MAX MP soon, but only for 3 very specific spells.
They barely cast any Spells so you can't rely on them for magic purposes. Use their fists instead.


================================  DESCRIPTION, SKILLS AND MAGIC COMPATIBILITY (DSAMC)  ================================

After that short description of their magical skills, we need to check the whole skill-set they have.
Please note that some come in pairs, that is not a coincidence... its for balancing and diversity! Let's go.


PALADINS & WAR LORDS: THE OFFENSIVE TANKS. 
Paladins and War Lords are pretty similar in the way you should play them: A solid Tank with some magic in hand.
They are the only ones able to wear heavy armor and weapons like the Xcalber, but their Magic selection is another story.
The bigger difference is that Paladins use White Magic and have better resistance and HP, while War Lords prefer Black 
Magic along with their better attack and accuracy stats. These are the spells compatible with each class:

                   - WHITE MAGIC -                                - BLACK MAGIC -  
PALADIN : L1 4 CURE     PROTECT                 WAR LORD :    L1 4 FIRE    THUNDER   
          L2 4 PURIFY   A-THUNDER     			      L2 4 TEMPER  BLIZZARD  
          L3 3 CURA     A-FIRE	        	              L3 3 FIRA    THUNDARA  
          L4 3 PROTERA  A-BLIZZARD       	              L4 3 HASTE   BLIZZARA  
	  L5 2 CURAGA   LIFE	                	      L5 2 WARP    SCOURGE   

Place them on the first row and always keep them leading since monsters tend to target the leader more often.
Also, keep in mind that they need expensive equipment to protect their party and deal a good amount of damage.
Other than that, just play it safe and heal your Tanks often.


NINJAS & DANCERS: THE TRUE VERSATILE WARRIORS.
As I said before, they start a little weak but they quickly scale to the best Damage per Hit with Weapons characters.
They need to rely on Bracelets to have good defense and evasion. The same goes for light swords to ensure a good
amount of total damage due to a real flurry of hits.
The bad news is that dual wielding doesn't exist in this game, which probably would make them the best overall.
The good news is the good amount of MP they get and the diversity of spells available, see for yourself.

                  - BLACK MAGIC -                               - WHITE MAGIC -
 NINJA  : L1 5 FIRE      THUNDER   SLEEP        DANCER : L1 5 CURE     PROTECT  LIGHT
          L2 5 TEMPER    BLIZZARD  SLOW                  L2 5 PURIFY   SILENCE  A-THUNDER
          L3 4 FIRA      THUNDARA  SHOCKER               L3 4 CURA     HEAL     A-FIRE	
          L4 4 HASTE     BLIZZARA  CONFUSE               L4 4 PROTERA  INVIS    A-BLIZZARD
          L5 3 FIRAGA    WARP      SCOURGE               L5 3 CURAGA   HEALARA  LIFE
          L6 3 THUNDAGA  E-QUAKE                         L6 3 EXIT     ESUNA      
          L7 2 BLIZZAGA                                  L7 2 HEALAGA      

Yep, they can cast almost all Black/White Magic up to level 7 spells. This will let you have a versatile character that can
deal a lot of damage at high levels and, depending of the class, a good amount of recovery and defensive spells like LIFE,
EXIT and ESUNA, or a good amount of offensive and status spells like the handy WARP with some Insta-Kill spells.
Another noticeable difference is that Ninjas have higher Attack and Critical Rates along with a good chance to safely run 
from battles while Dancers have better HP Growth, Inteligence and Magic Defense.


DWARVES & WHITE MONKS: THE WILDEST RAGE
We talked about they have low MP and that their only use is to hit their foes to death. They start as bulky weak characters
that can only wear light armors and Nunchucks/Hammers, turning them into the cheapest jobs to maintain on your whole trip,
saving your Gold for your other characters. With that said, we need to check their spell lists, but it's just so small...

 WHITE MONK : L1  CURE          DWARF : L1 SLEEP
              L2  PURIFY                L2 TEMPER
              L3  HEAL                  L3 SHOCKER

Just 3 damn spells each. You may now think these are the worst Classes, but that will change soon, you'll see why. 

-If they dont equip any weapon, their ATTACK will be the same as Level x 2. So, at MAX Level they have a huge natural 100. 
-If they dont equip any armor, their DEFENSE will be the same as Level. A good 50 Defense awaits them in Level 50.
-If fighting unnarmed, their number of hits will be naturally doubled (because 2 hands) and still be compatible with Haste.

You see the point now, right?
At level 8, leave your Dwarf unarmed, in order to start your scale to immense DAMAGE with their bare fists.
The same applies on Wh.Monk but at level 12.
At level 4, leave both classes unarmored, from there their DEFENSE will grow 1 point for every Level Up they earn. 
Only equip them with a Bracelet or Ribbon if you see a need for Higher Defense or protection against Status Ailments.  

Since they are almost the same so far, let me remind you of their base stats:
 Dwarf  : Lowest HP and Magic Evasion, Good Agility and Highest ATTACK % Growth.
Wh.Monk : Best HP and Magic Evasion of all, but average in their other stats.

If you want a balanced character and possible Leader on higher levels, pick the White Monk.
If you want a One-Punch Man that excels at power but has a poor resistance, pick the Dwarf.
If you want to save a lot of money, carry 2 on your party.
And if you just want to kill everything with your bare fists, carry 4 with you, it will be fun! (But risky, I warn you)


BLUE & RED MAGES: JACKS OF ALL TRADES.
Since those guys sounds to be similar with only a different color, lets go straight into the differences:
Blue Mages only cast their wind-spells, which are stronger than White and Black but less diverse, because we have
only 1 Blue spell available per level. In that way, N-Mancers are similar to them, with only 1 Dark Art per Level.
Red Mages can cast a pretty wide selection of White and Black spells, lacking only on the higher levels, but they
still can only learn 3 spells per level, so they need to choose wisely which ones to carry. Lets see their tables:

								         - CHOOSE ONLY 3 PER LEVEL -

              - BLUE MAGIC -                                     - WHITE MAGIC -             - BLACK MAGIC -
BLUE MAGE : L1  FLASH                      RED MAGE : L1  CURE     PROTECT             FIRE      THUNDER   SLEEP
            L2  AERO                                  L2  SILENCE  A-THUNDER  PURIFY   BLIZZARD  TEMPER    SLOW
            L3  ANGEL VOICE                           L3  CURA     A-FIRE              FIRA      THUNDARA  SHOCKER
            L4  AEROGA                                L4  INVIS    A-BLIZZARD PROTERA  BLIZZARA  HASTE     
            L5  WHITE WIND                            L5  CURAGA   LIFE                FIRAGA
            L6  TYPHON                                L6  EXIT     INVISIRA            THUNDAGA
            L7  BAD BREATH                            L7  A-KILL                       BLIZZAGA  POWER
            L8  X ZONE                                L8  MAGIC WALL 		       STOP!

Red Mages have High MP and good spells to use like CURE, PURIFY, LIFE, and EXIT. If you dont mind a guy that can 
be a ¨Bulky Healer¨, ¨Half-Nuker¨, ¨Utility Caster¨ and ¨Decent Fighter¨, go ahead and pick him/her.
Now, Blue Mages dont have those useful spells, but the ones they already have are stronger and cheaper in
comparison: The price of the chosen Blue spell VS 3 Mixed Spells in that Magic Level slot = 56.2% off!!!
For both, the available equipment is better than Ninjas & Dancers, with a few Heavy Bulky Armors and capable
of swinging Wide Swords, but are far from their Damage Capacity in the end. Jacks of all trades after all.


DEVOUT, WIZARD, SAGE & NECROMANCER: THE FULL MAGIC USERS.
Why I'm placing all four on this section? Simple, they have a higher amount of MP against other classes and their Magic
compatibility is way higher in comparison. They share lots of things but still have differences, let's spot them:

WHAT THEY SHARE:
 - Can Use Magic Orbs in battle to free cast in mid to late game.
 - Wear Robes and Bracelets as body armor.
 - Wear Capes and Ribbons as head armor.
 - Have a large pool of MP to cast on higher levels. 
 - Full Knowledge of their respective magic.
 - High Magic Defense, but not higher than White Monks in the end.

 DEVOUT :
 - Attacks with Hammers and has a good resistance to Status in the late game. 
 - Average HP and Vitality, even higher than some melee classes with enough luck.
 - Learns all WHITE MAGIC.
 - Access to HEAL, BASUNA and LIGHT, putting Paladins and Red Mages to shame.

 WIZARD :
 - Attacks with Knives, but is the weakest class in ATK and 2nd last on HP.
 - High Luck and Agility, allowing him to be good at running and land criticals often.
 - Learns all BLACK MAGIC.
 - Access to all Insta-Kill spells, which War Lords and Red Mages lack.

  SAGE  :
 - Attacks with Knives, but is the weakest class in melee terms. A real pushover.
 - Highest INT, along with knowledge to cast ALL spells in stores, every one.
 - Worst HP and Defense stats, but his better Magic Evasion makes up for it.
 - Just like the Red Mage, he needs to choose wisely which spells learn.
 - Basically a Full Mage that traded their Equipment choices for more Magic and INT. 
 - The most expensive class if they learn all Dark Arts & Blue Magic, and a W/B spell.

NECROMANCER:
 - Attacks with Flails, which deal better Damage than any Full-Magic User. Unique.
 - Has access to some shields and helms as well as better HIT% growth per level. 
 - Learns DARK ARTS, powerful spells that cause many status effects and more.
 - Their Flails + HIT% Growth help them to deal impressive Damage on later levels.
 - This class has natural advantage against PSICODEMONS, MINDFLAYERS and DRAGONS.
 - Unlike others, they Max out their MP Pool at LV30. Less MP but is still a lot.
 - That said, the Spell List for him/her also includes Black and White Spells:


               - DARK ARTS - - BLACK MAGIC - - WHITE MAGIC -
NECROMANCER: L1  TOXIC GAS                     LIGHT
             L2  DARK          SLOW            
             L3  EXHUME                        HEAL
             L4  MIND ZAPPER   CONFUSE         
             L5  DARKAGA                       HEALARA
             L6  DARK HAZE     KILL
             L7  DISPELL                       HEALAGA
             L8  REAPER        DEATH
 - This allows for a balanced mage with decent physical power and healing resources.


Lets resume the Classes:

Paladins and War Lords are your front liners, with high HP, DEFENSE, and some spells.
Ninjas and Dancers come as versatile physical Classes, along with good MP to cast.
Dwarves and White Monks play unarmored, risky to get high fist power. Cheapest Classes.
Devouts and Wizards learn their Magic Speciality and share light equipment with high INT.
Red Mages are versatile magical characters, with high MP and good equipment choices.
Blue Mages are simple but effective casters, with nice equipment choices and good MP.
N-Mancers have Dark Arts and good HIT% growth that makes them good at DPS in general.
Sages can learn ALL Magic and have the highest INT, but are fragile and expensive.

The recommended party consist on 1 Tank, 1 Healer, 1 Nuker, and 1 Versatile character.
Of course you can try your own strategy with any party, but a balanced one is the best
way to start playing, even if its just another FF-Hack/Mod.

=======================================  MP GROWTH AND MAX MAGIC LEVELS (MGAML)  =======================================

Here I will show you the Magic Growth per class on detail.

PALADIN & WAR LORD:          NINJA & DANCER:
(Decent but Slow)            (Good and Constant)

        1/2/3/4/5		   1/2/3/4/5/6/7

  L 1 = 2/0/0/0/0            L 1 = 2/0/0/0/0/0/0
  L 2 = 2/1/0/0/0            L 2 = 2/1/0/0/0/0/0
  L 4 = 3/1/0/0/0            L 3 = 3/1/0/0/0/0/0
  L 6 = 3/1/1/0/0            L 4 = 3/2/0/0/0/0/0
  L 8 = 3/2/1/0/0            L 5 = 4/2/0/0/0/0/0
  L10 = 4/2/1/0/0            L 6 = 4/2/1/0/0/0/0
  L12 = 4/3/1/0/0            L 7 = 4/3/1/0/0/0/0
  L14 = 4/3/2/0/0            L 8 = 4/3/2/0/0/0/0
  L16 = 4/3/2/1/0            L 9 = 5/3/2/0/0/0/0
  L18 = 4/3/3/2/1            L10 = 5/3/2/1/0/0/0
  L20 = 4/4/3/3/2            L11 = 5/3/2/2/0/0/0
		             L12 = 5/4/2/2/0/0/0
DWARF & WHITE MONK:          L13 = 5/4/3/2/0/0/0
(Pathetic and Slower)        L14 = 5/4/3/3/0/0/0
          		     L15 = 5/4/3/3/1/0/0
        1/2/3		     L16 = 5/4/3/3/2/0/0
             		     L17 = 5/4/4/3/2/0/0
  L 1 = 2/0/0		     L18 = 5/4/4/3/2/1/0
  L 3 = 2/1/0		     L19 = 5/4/4/3/2/2/0
  L 5 = 2/2/0                L20 = 5/5/4/3/2/2/0
  L 7 = 2/2/1                L21 = 5/5/4/4/2/2/0
  L 9 = 3/2/1                L22 = 5/5/4/4/3/2/0
  L12 = 3/3/1                L23 = 5/5/4/4/3/3/0
  L15 = 4/3/2                L24 = 5/5/4/4/3/3/1
                             L25 = 5/5/4/4/3/3/2

DEVOUT, WIZARD, RED MAGE & SAGE: (The Best Casters)
(It's the original Growth for Black and White Mages)

       1/2/3/4/5/6/7/8           1/2/3/4/5/6/7/8           1/2/3/4/5/6/7/8

  L 1: 2/0/0/0/0/0/0/0      L18: 7/6/5/5/4/2/0/0      L35: 9/8/8/8/7/6/6/5
  L 2: 3/1/0/0/0/0/0/0      L19: 8/6/5/5/4/3/0/0      L36: 9/8/8/8/7/7/6/5
  L 3: 3/2/0/0/0/0/0/0      L20: 8/6/6/5/4/3/1/0      L37: 9/8/8/8/7/7/6/6
  L 4: 4/2/0/0/0/0/0/0      L21: 8/6/6/5/4/3/2/0      L38: 9/9/8/8/7/7/6/6
  L 5: 4/3/1/0/0/0/0/0      L22: 8/6/6/5/5/4/2/0      L39: 9/9/8/8/7/7/7/6
  L 6: 4/3/2/0/0/0/0/0      L23: 8/6/6/6/5/4/3/0      L40: 9/9/8/8/8/7/7/6
  L 7: 5/3/2/0/0/0/0/0      L24: 9/7/6/6/5/4/3/0      L41: 9/9/8/8/8/7/7/7
  L 8: 5/3/3/1/0/0/0/0      L25: 9/7/6/6/5/5/3/1      L42: 9/9/8/8/8/8/7/7
  L 9: 5/4/3/2/0/0/0/0      L26: 9/7/6/6/5/5/4/2      L43: 9/9/9/8/8/8/7/7
  L10: 6/4/3/2/0/0/0/0      L27: 9/7/7/6/6/5/4/2      L44: 9/9/9/8/8/8/8/7
  L11: 6/4/4/3/0/0/0/0      L28: 9/8/7/6/6/5/4/3      L45: 9/9/9/8/8/8/8/8
  L12: 6/4/4/3/1/0/0/0      L29: 9/8/7/7/6/5/5/3      L46: 9/9/9/9/8/8/8/8
  L13: 6/5/4/3/2/0/0/0      L30: 9/8/7/7/6/6/5/4      L47: 9/9/9/9/9/8/8/8
  L14: 7/5/4/4/2/0/0/0      L31: 9/8/8/7/6/6/5/4      L48: 9/9/9/9/9/9/8/8
  L15: 7/5/5/4/3/0/0/0      L32: 9/8/8/7/7/6/5/4      L49: 9/9/9/9/9/9/9/8
  L16: 7/5/5/4/3/1/0/0      L33: 9/8/8/7/7/6/5/5      L50: 9/9/9/9/9/9/9/9
  L17: 7/6/5/4/3/2/0/0      L34: 9/8/8/7/7/6/6/5

BLUE MAGE & NECROMANCER:    (Really Nice and Constant Casts)
(It's a nerfed version of the original Growth for Red Mages)

       1 2 3 4 5 6 7 8           1 2 3 4 5 6 7 8

  L 1: 2/0/0/0/0/0/0/0      L16: 7/5/5/4/2/0/0/0
  L 2: 3/1/0/0/0/0/0/0      L17: 7/6/5/4/2/0/0/0
  L 3: 3/2/0/0/0/0/0/0      L18: 7/6/5/4/3/1/0/0
  L 4: 4/2/0/0/0/0/0/0      L19: 7/6/5/5/3/1/0/0
  L 5: 4/3/0/0/0/0/0/0      L20: 7/6/6/5/4/2/0/0
  L 6: 4/3/1/0/0/0/0/0      L21: 7/6/6/5/3/2/0/0
  L 7: 5/3/2/0/0/0/0/0      L22: 7/7/6/5/4/2/0/0
  L 8: 5/4/2/0/0/0/0/0      L23: 7/7/6/5/4/3/0/0
  L 9: 5/4/3/0/0/0/0/0      L24: 7/7/6/5/4/3/1/0
  L10: 6/4/3/1/0/0/0/0      L25: 7/7/6/5/4/3/2/0
  L11: 6/4/3/2/0/0/0/0      L26: 7/7/6/6/5/3/2/0
  L12: 6/4/4/2/0/0/0/0      L27: 7/7/6/6/5/4/2/1
  L13: 6/5/4/3/0/0/0/0      L28: 7/7/6/6/5/4/3/2
  L14: 7/5/4/3/0/0/0/0      L29: 7/7/6/6/5/5/4/3
  L15: 7/5/4/3/1/0/0/0      L30: 8/7/7/6/6/5/5/4


5th Place and Crappy Medal:   Dwarf & High Monk
4th Place and Wooden Medal: Paladin & War Lord 
3rd Place and Bronze Medal:   Ninja &  Dancer
2nd Place and Silver Medal:   Blue  & Red Mages
1st Place and Golden Medal:  Devout/Wizard/Necromancer/Sage 
=========================================  FINAL NOTES, BUGS AND CONTACT (FNBCT)  =========================================

First of all, I want to thank you for checking my FF Hack. I worked hard on rebalancing all the New/Old jobs and fixing
the EXP and Gil currency to give a relief of all Grinding and adding some replay value to the old FF1.

With that said, I feel the need to tell you this: Don't try a Solo Challenge in this Hack, certainly you can try but...
The modified Battle System force the battle messages to show AFTER all the other windows are open. So if your character is
Paralized or Sleeping, it will open all the user windows before show the ¨Asleep/Paralized/Cured¨ message.
This also aplies for Dead or Stoned, just opening windows and right after jumping their turn. This ends with a waste of time
that no one will want to endure all the whole Game. This is not posible to fix, so you're warned. Don't do Solo Runs.

Of course, there are more bugs that I can't fix but these don't ruin your Gameplay:

- Right at the start, you'll see the new jobs all glitchy with wrong sprites, but dont worry. They'll be perfectly fine and
  playable after you choose Jobs and press START. You can immediatly check them in the Status Screen, just in case. 
- The Spell/Equip screens gaps may be annoying on battle, due to the DTE Table was not enough to fill all spell names,
  sorry about that. At least it is just a Visual Bug and only appears near end game, since it happens to LV7-8 Spells.
- The new Green-Yellow-Blue palette it's replacing the Cursor Palette. This will cause a few but noticeable things:
  - The Cursor itself will show a weird palette.
  - All the Stoned characters will take that palette, visually odd but not a game destroyer.
  - Finally, when resting at the INNs you will see that palette not doing the usual fade in-out.


I think that's all. If you have any question or want to talk with me, here is my E-Mail, my Telegram and a Discord Server:

  E-Mail:  bleurdreemurr19@gmail.com
Telegram:  https://t.me/BleurCQ
 Discord:  https://discord.com/channels/724411537179148710/724412057621102612

There's no direct changes on dungeons, these remain almost the same (some of them got a rework on their battle background).
The only significant change maybe is adjusting the Chest loot and Enemy Skills (FOG replaced with Protect by example).

If you've made it this far, let me tell you that I appreciate you very much and that I seriously hope you enjoy this hack.
I will look forward to your messages and suggestions.  I hope you like my pixel art work too :')

With nothing elso to say, I retire. Enjoy the new jobs and give me some feedback if you can! Good luck!