Final Fantasy IV PS1 Character Guide
Edge: Abilities and Level Progression
Edge is a Ninja, and he gives you several different ways to spend a turn. Fight is fine for routine work; Steal, Throw and Ninja give him other jobs when another ordinary attack isn’t the best answer.
He joins at Level 25 with 790 HP and 60 MP. He is Ambi, with a Equipment: Ninja swordsEquippable by Edge. Power 25; Acc 90%. in each hand, Equipment: HeadgearEquippable by Everyone except Cecil (Dark Knight). Def 3; Eva +2%; Mag Def 1; Mag Eva 1%; Strength +5, Vitality +5. headgear, Equipment: Body armorEquippable by Everyone except Cecil (Dark Knight). Def 10; Eva +20%; Mag Def 3; Mag Eva 2%; Strength +5, Vitality +5. body armor and Mythril arms. Check his health before pressing onward.
Commands Worth Knowing
| Command | Practical use |
|---|---|
| Fight | Routine physical attacks with the current weapons. |
| Ninja | Elemental attacks and other Ninja abilities; budget their MP separately from Rydia’s. |
| Throw | Spend a throwable for an important attack. Save expensive supplies for fights where they help. |
| Steal | Try for an enemy’s stealable item. Failure is not proof that it has nothing. |
| Item | Recovery support when the healer is busy or down. |
If you have plenty of Gil, buying Equipment: ThrowablesEquippable by Edge (Throw only). Power 40; Acc 99%. Attack element: Projectile. Consumed by Edge’s Throw; not an equippable hand weapon. or WeaponEquippable by Edge (Throw only). Power 80; Acc 99%. Attack element: Projectile. Consumed by Edge’s Throw; not an equippable hand weapon. for later bosses is a perfectly reasonable investment. It still doesn’t mean you need to spend one testing every ordinary monster.
Ninja Milestones
| Available | Ability | MP | What to expect |
|---|---|---|---|
| Joining menu | Flame | 15 | Present at 25. |
| By the post-Rubicant menu | Pin | 5 | Confirmed by 28; exact acquisition not established here. |
| Post-Rubicant menu | Flood | 20 | Confirmed by 28 after the story sequence. |
| Post-Rubicant menu | Blitz | 25 | Confirmed by 28 after the story sequence. |
| By Level 38 | Smoke | 10 | Present in the menu; exact learning level not established here. |
| Level 38 | Image | 6 | Learned at this level. |
The post-story menu is not proof that Flood and Blitz are ordinary Level 28 unlocks. Keep the story event separate from leveling. This is a verified subset, not a promise that unlisted Ninja abilities do not exist.
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 |
|---|---|---|---|---|---|---|---|
| 25 | 790 | 60 | 20 | 23 | 17 | 12 | 12 |
| 26 | 842 | 64 | 21 | 24 | 18 | 12 | 13 |
| 27 | 894 | 68 | 22 | 25 | 19 | 13 | 13 |
| 28 | 952 | 72 | 23 | 25 | 19 | 13 | 13 |
| 29 | 1013 | 76 | 24 | 26 | 20 | 14 | 13 |
| 99 | 7311 | 356 | 86 | 75 | 62 | 53 | 25 |
The Level99 row is an unequipped example from a run using optional save-state rerolls, not a promised final result. Post-70 growth varies.
Gains between adjacent recorded levels
| Reaching level | HP gain | MP gain | Primary-stat change |
|---|---|---|---|
| 26 | +52 | +4 | Str +1, Agil +1, Vit +1, Will +1 |
| 27 | +52 | +4 | Str +1, Agil +1, Vit +1, Wis +1 |
| 28 | +58 | +4 | Str +1 |
| 29 | +61 | +4 | Str +1, Agil +1, Vit +1, Wis +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 |
|---|---|---|
| Equipment: HeadgearEquippable by Everyone except Cecil (Dark Knight). Def 3; Eva +2%; Mag Def 1; Mag Eva 1%; Strength +5, Vitality +5. | +5 Str, +5 Vit | Starting headgear. |
| Equipment: Body armorEquippable by Everyone except Cecil (Dark Knight). Def 10; Eva +20%; Mag Def 3; Mag Eva 2%; Strength +5, Vitality +5. | +5 Str, +5 Vit | Starting body armor; together the two pieces add 10 Str and 10 Vit. |
| Equipment: Ninja swordsEquippable by Edge. Power 25; Acc 90%. / Equipment: Ninja swordsEquippable by Edge. Power 32; Acc 90%.; Mythril arms | None to the five primary stats | Weapon Attack and armor protection are separate. |
| Equipment: Ninja swordsEquippable by Edge. Power 48; Acc 90%; Strength +5. | +5 Str | Later weapon bonus. |
The starting armor bonuses are listed in the PS1 Bandanna and BlkBelt references and agree with the recorded equipment swaps. At Level 25, base Str 20/Vit 17 becomes displayed Str 30/Vit 27 with both pieces.
Equipment: Check All the Tradeoffs
Replacing one Equipment: Ninja swordsEquippable by Edge. Power 25; Acc 90%. with Equipment: Ninja swordsEquippable by Edge. Power 32; Acc 90%. raised Attack 5 × 76→5 × 83 at Level 26. That is a weapon upgrade before the next level, not evidence that the level added 7 Attack power.
Later, Equipment: Ninja swordsEquippable by Edge. Power 48; Acc 90%; Strength +5. instead of Equipment: Ninja swordsEquippable by Edge. Power 32; Acc 90%. added 5 Str and raised Attack power 114→134 with WeaponEquippable by Edge. Power 40; Acc 85%. Attack element: Projectile. retained in the other hand. The Strength change came from the weapon.
Ninja headgear is a hat, not body armor. The tested Equipment: HeadgearEquippable by Everyone except Cecil (Dark Knight). Def 3; Eva +2%; Mag Def 1; Mag Eva 1%; Strength +5, Vitality +5.→Ninja change traded 2 Str and 2 Vit for 3 Agil and better defense/evasion, without lowering displayed Attack. Keep the slot clear when you’re comparing two items with abbreviated menu labels.
At a later Level 47 comparison, swapping Equipment: Hand armor and ringsEquippable by Edge, Rydia (both forms), Rosa, Yang, Palom, Porom, Edward, Tellah, FuSoYa. Def 6; Eva 0; Mag Def 8; Mag Eva 6%. Resists Lightning. for Genji arms added 2 Defense but cost ten percentage points of Evasion and 3 Mag Def. That’s not an automatic upgrade just because the new piece came from the Moon. The run restored Equipment: Hand armor and ringsEquippable by Edge, Rydia (both forms), Rosa, Yang, Palom, Porom, Edward, Tellah, FuSoYa. Def 6; Eva 0; Mag Def 8; Mag Eva 6%. Resists Lightning. after that test.
Joining combat profile
With the starting outfit: Str 30/Agil 23/Vit 27/Wis 12/Will 12, Attack 5 × 76, Accuracy 96%, Defense 2 × 32, Evasion 42%, Mag Def 0 × 6, Mag Eva 8%. EXP 64,777 and Next 9,384 put Level 26 at 74,161 total EXP. These primary values include his starting armor bonuses; they are not naked base stats.
Late-game outfit and levels (equipment spoilers)
The completed run used WeaponEquippable by Edge. Power 65; Acc 99%; Agility +3. Reusable Item spell: Haste. and WeaponEquippable by Edge. Power 55; Acc 90%; Strength +5, Agility −5, Vitality +5, Wisdom +5, Will −5. Reusable Item spell: Armor., Ninja head/body, and Protect arms. Compare new pieces to your own outfit before copying it; equipment can alter more than the summary Attack/Defense values.
Level 70 and Beyond
Later primary-stat rolls can gain or lose points. Reaching the same level does not guarantee the same final stats, especially if you retry unfavorable rolls. Compare the same equipment and ammunition before deciding what a level-up changed. See Leveling and Grinding. Level 99 is an optional project, not a requirement for finishing the game.