Bonuses can be Normal or Strong. Strong bonuses are rarer and you're only likely to get one (if that) on an applicable character.
Add X to the starting [Stat].
Class and promoted class can equip all equipment of the appropriate type(s), such as “Axes” or “Shirts”. “Legendary Swords” allows class and promoted class to equip Vorpal, Katana and Excalibur. For +[Class] gear, class and promoted class can also use all equipment that [Class] normally could (but not the promoted version of [Class]), e.g. “Fighter Armor” lets a class wear all armor a Fighter normally could, but not a Knight.
Equipping the Wooden Armor, Wooden Shield and Wooden Helmet grants you a +120 bonus to Evade in battle. Also gives permission to equip these items.
Start with 2 extra Lv1 spell charges.
Start with 1 charge in all levels.
Start game with bonus spell at lv8 and 2 MP to cast them.
Start game with 2 of the following, at random, spells of [Category] at lv8 and 2 MP to cast them.
MPs are recovered on MP gains (aka MP Gain on MAX MP Gain). BBs cannot gain this ability. Only turned on if the MP Gain on Max flag turned on
Equipping the CatClaw grants a base Crit Rate of 30 in battle (same as Vorpal); also give permission to equip it
Equipping the Thor Hammer doubles Attack Power in battle, including damage from your Strength; also give permission to equip it
Attacks do bonus damage to the enemy type specified, e.g. “Undead” or “Dragon”, regardless of weapon equipped (but not elemental weaknesses like “Ice” or “Fire”)
Having one knife equipped and one in the Thief's inventory adds another hit.
Promoted class can also use equipment that [Class] normally could, e.g. “Promo FI Armor” lets a class wear all Fighter armor once it promotes.
Promoted Sage class gains full White/Black Wizard spell lists
Improved Experience Point gain. Only available for Thief, Red Mage, White Mage, and Black Mage.
Reduce Thief's lockpicking required level by 10. Thief Lockpicking must be turned on for this bonus to appear.
Gain natural resistance to listed [Elements]: [P]oison/Stone, [E]arth, [D]eath, [T]ime, [Status], [I]ce, [L]ightning, [F]ire. Up to three potentially can roll onto a character.
Starting gold changes (these scale with the starting gold)
Add X to the starting [Stat].
Add X to [Stat] growth per level
Class and promoted class can equip all equipment of the appropriate type(s), such as “Axes” or “Shirts”. “Legendary Swords” allows class and promoted class to equip Vorpal, Katana and Excalibur. For +[Class] gear, class and promoted class can also use all equipment that [Class] normally could (but not the promoted version of [Class]), e.g. “Fighter Armor” lets a class wear all armor a Fighter normally could, but not a Knight.
Gain 1 spell charges for all spell levels every 2 levels
Base class gains full White/Black Mage spell lists.
Learning one of the A Spells will grant that Immunity as soon as the battle starts (Aice, Afir, etc)
Learning LAMP will grant resist all
Learning DARK will give an Evade Bonus (+80)
Learning SLEP or SLP2 will give a MDEF Bonus (+80)
Learning SLOW or SLO2 will give a bonus to Absorb (+40)
Attacks do bonus damage to ALL enemy types (but not elemental weaknesses like “Ice” or “Fire”).
Equipping the Steel Armor grants you FAST status automatically in battle.
Gain natural resistance to ALL Elements: [P]oison/Stone, [E]arth, [D]eath, [T]ime, [Status], [I]ce, [L]ightning, and [F]ire. The equivalent of having a natural Ribbon.
Gain natural resistance to: [P]oison/Stone, [E]arth, [D]eath, [T]ime, [Status]. These are the elements that are the hardest to defend against via gear without a Ribbon or a WALL cast.
Improved Experience Point gain for Fighter and Black Belt.
Greatly improved Experience Point gain. Only available for Thief, Red Mage, White Mage, and Black Mage.
Starting gold changes (these scale with the starting gold)
Subtract X to the starting [Stat].
Use the Black Mage's strong HP gains list on level up
Subtract X from [Stat] growth per level
Class and promoted class can't equip [Equipment]. Can either be a specific item (Ribbon) or an equipment class (Bracelets)
Class and promoted class can only equip Thief's weapons.
Equipping the Masamune will impart one of the following status once the battle starts, Poison, Stun, Sleep, Mute.
Equipping a Ribbon will impart one of the following status once the battle starts, Poison, Stun, Sleep, Mute.
Reduce max spell charges by 4 for all levels
Selected [Spell] is locked and cannot be learned by the character, even if it's at a learnable slot and level.
Fighter does not gain Knight armor upon promotion
Thief gains only Red Wizard armor (not Ninja armor) upon promotion.
Promoted class doesn’t gain spellcasting; any spells learned and spell charges gained with base class are kept, but can’t learn new spells.
Increase Thief's lockpicking required level by 10. Thief Lockpicking must be turned on for this malus to appear.
Starting gold changes (these scale with the starting gold)
The Blackbelt will not have it's unarmed bonus until it is promoted to a Master
The combined value of starting stats and stats growth is rated from E to S for each stats, E being a Black Mage’s Vitality and S being a Fighter’s Strength.
For Hit% and MDef, no rating is given and only the stat’s growth is shown.
HP is rated taking into account Vitality, with A corresponding to a Fighter’s HP and E to a Black Mage’s HP.
White and Black spell lists are shown by their original class name.
Spell charges are rated as follow:
B : Knight & Ninja spell charges
A : Red Mage spell charges
S : White/Black Mages spell charges
Weapons permissions are divided by weapon types. For all weapon types except Swords, there’s either no rating (can’t equip that weapon type at all) or S rating (can equip all weapons of that type, including usually promotion locked weapons).
For Swords, ranking is as follow:
B: Thief’s swords
A: Fighter’s swords
S: Knight’s swords (excluding Xcalber)
Armors permissions are divided by armor types and usually follow the classes differences, E being usually mages armor and S being Knight’s armor. Ratings include previous ratings’ permissions
D: Cloth, Copper Bracelet, Silver Bracelet, Gold Bracelet, Opal Bracelet
C: Wooden Armor
B: Chain Armor, Silver Armor
A: Iron Armor, Flame Armor, Ice Armor, Steel Armor
S: Dragon Armor, Opal Armor
C: ProCape
B: Buckler
A: Wooden Shield, Iron Shield, Silver Shield, Ice Shield, Flame Shield
S: Opal Shield, Aegis Shield
C: Ribbon, Cap
B: Wooden Helmet, Iron Helmet, Silver Helmet
A: Heal Helmet
S: Opal Helmet
C: ProRing, Gloves
B: Copper Gauntlet, Iron Gauntlet, Silver Gauntlet
A: Power Gauntlet, Zeus Gauntlet
S: Opal Gauntlet
Show what new equipment permissions and spell permissions will be gained at class changes. No new stats are gained.
Class blursings can be confirmed (or identified) by uploading the appropriate file to the BlursesSpoilers page located here.
Text | Description |
---|---|
+/-X [stat] | Add or subtract X to the starting [stat] |
+/-[Equipment Name] | Class and promoted class can or cannot equip [equipment] |
+/-X [stat]/Lv | Add or subtract X to [stat] growth per level |
+2 Lv1 MP | Start with 2 extra Lv1 spell charges |
Lv1 White Sp | Can learn all Lv1 white spells, start with 2 lv1 charges, don’t gain new spell charges |
Knight Sp | Can learn Knight spells, start with 2 lv1 charges, gain 1 spell charge every 2 levels (starting lv3) up to a max of 4 |
White M. Sp | Can learn White Mage spells, start with 2 lv1 charges, Red Mage spell charges growth |
Lv1 Black Sp | Can learn all Lv1 black spells, start with 2 lv1 charges, don’t gain new spell charges |
Ninja Sp | Can learn Ninja spells, start with 2 lv1 charges, gain 1 spell charge every 2 levels (starting lv3) up to a max of 4 |
Black M. Sp | Can learn Black Mage spells, start with 2 lv1 charges, Red Mage spell charges growth |
+[Class] Weapons/Armors | Class and promoted class can equip [Class] weapons or armors |
Thief Weapons (Malus) | Class and promoted class can only equip Thief’s weapons |
Black Mage [Stat] | Replace [stat] growth with Black Mage’s for that stat |
Fighter Str. | Replace Strength growth with Fighter’s |
Thief Luck | Replace Luck growth with Thief’s |
B.Belt Vit. | Replace Vitality growth with Black Belt’s |
-4 Max MP | Reduce max spell charges by 4 for all level |
No Magic at Promo | Promoted class doesn’t gain spellcasting; any spells learned and spell charges gained with base class are kept, but can’t learn new spells |
Improved MP | Gain 1 spell charges for all spell levels every 2 levels |
White W. Sp | Gain White Wizard spell list |
Black W. Sp | Gain Black Wizard spell list |
Sage Class | Base class gains White/Black Mage spell lists, promoted class gains White/Black Wizard spell lists |