Final Fantasy IV PS1 Character Guide
Cid: Abilities and Level Progression
Cid is an Engineer, not another spellcaster. Give him a sturdy outfit and let him fight, but remember Study. Knowing what you’re fighting is often worth more than one extra swing.
He joins at Level 20 with 788 HP and no MP. His weapon goes in his right hand. The starting outfit is Wooden in that hand and Prisoner on his body; the other slots are empty.
What Does He Learn Next?
Cid’s command list is Fight, Study, Item. His useful progression is in HP, physical stats and equipment rather than a series of new spells.
Study shows enemy HP and weaknesses when it works. For example, it displayed Cannibal at 440/440 HP with a Fire weakness, and an injured Treant at 119/335 with the same weakness. The numerator is CURRENT HP. Don’t read it as the enemy’s full starting health after you’ve already hit it.
Base Stats by Level
These are base primary stats, with equipment bonuses removed. HP and MP are the recorded maxima from this run, not guaranteed rolls. A dash means the base value is not established; missing levels are not interpolated. Attack, Defense and their multipliers are separate derived combat values.
| Level | Max HP | Max MP | Str | Agil | Vit | Wis | Will |
|---|---|---|---|---|---|---|---|
| 20 | 788 | 0 | 21 | 9 | 24 | 5 | 5 |
| 21 | 852 | 0 | 22 | 10 | 25 | 5 | 5 |
| 22 | 920 | 0 | 23 | 10 | 26 | 5 | 5 |
| 23 | 999 | 0 | 24 | 10 | 27 | 5 | 5 |
| 24 | 1080 | 0 | 25 | 11 | 28 | 5 | 5 |
| 25 | 1158 | 0 | — | — | — | — | — |
| 26 | 1239 | 0 | 28 | 12 | 30 | 5 | 5 |
| 27 | 1324 | 0 | 29 | 12 | 31 | 5 | 5 |
| 28 | 1407 | 0 | 30 | 12 | 32 | 5 | 5 |
| 29 | 1490 | 0 | 31 | 13 | 33 | 5 | 5 |
Gains between adjacent recorded levels
| Reaching level | HP gain | MP gain | Primary-stat change |
|---|---|---|---|
| 21 | +64 | 0 | Str +1, Agil +1, Vit +1 |
| 22 | +68 | 0 | Str +1, Vit +1 |
| 23 | +79 | 0 | Str +1, Vit +1 |
| 24 | +81 | 0 | Str +1, Agil +1, Vit +1 |
| 25 | +78 | 0 | Incomplete comparison |
| 26 | +81 | 0 | Incomplete comparison |
| 27 | +85 | 0 | Str +1, Vit +1 |
| 28 | +83 | 0 | Str +1, Vit +1 |
| 29 | +83 | 0 | Str +1, Agil +1, Vit +1 |
Equipment Modifiers
Equipment bonuses are fixed; they do not increase with your level. Add these primary-stat modifiers to the base values above. Defense and evasion belong to the equipment/combat calculation, not the five primary stats. This is the relevant equipment selection, not an exhaustive catalog.
| Equipment | Primary-stat modifier | Notes |
|---|---|---|
| Wooden / Equipment: HammersEquippable by Cid. Power 55; Acc 75%. Effective against Ghoul, Mech enemies. Uses both hands; no shield.; early Prisoner, Leather, Iron, Feather and EquipmentGloves. Def 0; Eva 0; Mag Def 3; Mag Eva 2%. Protects against Pig. Equippable by Everyone except Cecil (Dark Knight). | None to the five primary stats | Attack and protection still change. |
| Gaia hammer | +5 Str | Removed from the base table. |
Equipment: Affordable Does Not Mean Pointless
Filling his empty armor slots is useful even if he won’t stay for the whole game. The cheap Iron pieces in Agart offer physical protection; the arms slot is a choice rather than an automatic upgrade.
Agart Equipment Comparison at Level 20
Starting with Wooden, Leather head/body and EquipmentGloves. Def 0; Eva 0; Mag Def 3; Mag Eva 2%. Protects against Pig. Equippable by Everyone except Cecil (Dark Knight).:
| Change | Defense power | Mag Def power |
|---|---|---|
| Initial comparison outfit | 15 | 5 |
| Leather head → Iron head | 17 | 4 |
| Leather body → Iron body | 19 | 4 |
| EquipmentGloves. Def 0; Eva 0; Mag Def 3; Mag Eva 2%. Protects against Pig. Equippable by Everyone except Cecil (Dark Knight). → Equipment: Hand armor and ringsEquippable by Cecil (Paladin), Kain, Edge, Cid. Def 2; Eva −10%; Mag Def 0; Mag Eva 0. | 21 | 1 |
Keep EquipmentGloves. Def 0; Eva 0; Mag Def 3; Mag Eva 2%. Protects against Pig. Equippable by Everyone except Cecil (Dark Knight). if you want its magic protection. With the full Iron outfit and Equipment: HammersEquippable by Cid. Power 55; Acc 75%. Effective against Ghoul, Mech enemies. Uses both hands; no shield., Evasion was 0%, so “more Defense” doesn’t mean every defensive field improved.
The 8,000-Gil Equipment: HammersEquippable by Cid. Power 55; Acc 75%. Effective against Ghoul, Mech enemies. Uses both hands; no shield. raises Attack power 55→65 at Level 20 without changing Accuracy or primary stats. Keep Wooden and a nonmetal outfit for the Magnetic Cavern. You will have a use for old equipment before long.
Later Flame armor and Gaia comparisons (equipment spoilers)
At Level 27, replacing Iron body armor with Flame raised Defense 21→32 and Mag Def 7→10 with Mythril, Feather and EquipmentGloves. Def 0; Eva 0; Mag Def 3; Mag Eva 2%. Protects against Pig. Equippable by Everyone except Cecil (Dark Knight). otherwise fixed.
Gaia adds 5 Str. Its displayed Attack improvement includes both the weapon change and the effect of that Strength bonus; the base table above removes the bonus. Keep Wooden available for the Magnetic Cavern.
Full joining combat profile
With Wooden and Prisoner: Str 21/Agil 9/Vit 24/Wis 5/Will 5, Attack 3 × 55, Accuracy 80%, Defense 1 × 13, Evasion 30%, Mag Def 0 × 1, Mag Eva 1%. EXP 26,754 and Next 5,345 put Level 21 at 32,099 total EXP.
With everything removed, primary stats are unchanged, while Attack becomes 3 × 10, Accuracy 55%, Defense 1 × 12 and Mag Def 0 × 0. Restore the equipment before walking into the next encounter.