Final Fantasy IV PS1 Character Guide
Yang: Abilities and Level Progression
Yang joins on Mt. Hobs as a Level 10 Monk. Put him in the front row and check his HP before the next battle. Joining the party doesn’t necessarily mean he has recovered from the fight you just watched.
He is ambidextrous, so claws can go in either hand. He has no magic to budget, but there is more to him than holding down Fight.
Commands Worth Knowing
| Command | What to expect | When I’d use it |
|---|---|---|
| Fight | A physical attack using his current claws. | Routine enemies or a single important target. |
| Power | Applies the displayed “Attack Power x2” effect to Yang. | When you can afford a setup turn before attacking. |
| Kick | Hits the enemy group. | Several weaker enemies, rather than wasting separate turns on each. |
| Bear | Applies “Defense up” to Yang. | A defensive turn when you want him to weather incoming hits. |
| Item | Uses your supplies. | A timely Potion or ItemRevives a KO'd ally. Can appear as loot from a FloatEye and Eagle formation southwest of Baron. can matter more than another punch. |
Power isn’t an immediate attack. Don’t count the damage from his following Fight as if Power itself struck the target. Don’t build a survival plan around an assumed permanent Power or Bear buff.
Claws: The Attack Number Is Not the Whole Story
Removing EquipmentEquippable by Edge, Yang. Power 0; Acc 80%. Attack element: Fire. at joining did NOT lower displayed Attack power. That does not make the claw useless. A later controlled comparison gave the same 52 Attack power bare-handed and with two claws, but Accuracy rose from 55% to 85%.
Choose claws for the enemies you’re fighting, not just the equipment screen’s Attack number. Keep different elements available, and don’t use an elemental claw against something that absorbs it. For the Baron Waterway, EquipmentEquippable by Edge, Yang. Power 0; Acc 80%. Attack element: Ice. and EquipmentEquippable by Edge, Yang. Power 0; Acc 80%. Attack element: Lightning. Effective against Mech enemies. are a useful starting pair.
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 |
|---|---|---|---|---|---|---|---|
| 10 | 300 | 0 | 12 | 8 | 15 | 2 | 3 |
| 11 | 343 | 0 | 13 | 9 | 16 | 2 | 3 |
| 12 | 386 | 0 | 14 | 9 | 17 | 2 | 3 |
| 13 | 437 | 0 | 15 | 10 | 18 | 2 | 3 |
| 14 | 488 | 0 | 16 | 10 | 19 | 2 | 3 |
| 15 | 548 | 0 | 17 | 11 | 20 | 2 | 3 |
| 22 | 1047 | 0 | 25 | 14 | 27 | 2 | 3 |
| 23 | 1134 | 0 | 26 | 15 | 28 | 2 | 3 |
| 24 | 1220 | 0 | 28 | 15 | 30 | 2 | 3 |
| 25 | 1310 | 0 | 29 | 16 | 30 | 2 | 3 |
| 26 | 1398 | 0 | 30 | 16 | 31 | 2 | 3 |
Gains between adjacent recorded levels
| Reaching level | HP gain | MP gain | Primary-stat change |
|---|---|---|---|
| 11 | +43 | 0 | Str +1, Agil +1, Vit +1 |
| 12 | +43 | 0 | Str +1, Vit +1 |
| 13 | +51 | 0 | Str +1, Agil +1, Vit +1 |
| 14 | +51 | 0 | Str +1, Vit +1 |
| 15 | +60 | 0 | Str +1, Agil +1, Vit +1 |
| 23 | +87 | 0 | Str +1, Agil +1, Vit +1 |
| 24 | +86 | 0 | Str +2, Vit +2 |
| 25 | +90 | 0 | Str +1, Agil +1 |
| 26 | +88 | 0 | Str +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 |
|---|---|---|
| EquipmentEquippable by Edge, Yang. Power 0; Acc 80%. Attack element: Fire. / EquipmentEquippable by Edge, Yang. Power 0; Acc 80%. Attack element: Ice. / EquipmentEquippable by Edge, Yang. Power 0; Acc 80%. Attack element: Lightning. Effective against Mech enemies.; Leather and Silver | None to the five primary stats | Claw properties and protection are separate. |
| Headband | +5 Str | Stacks with the body-armor bonus. |
| EquipmentEquippable by Everyone except Cecil (Dark Knight). Def 5; Eva +10%; Mag Def 2; Mag Eva 1%; Strength +3. | +3 Str | Headband + EquipmentEquippable by Everyone except Cecil (Dark Knight). Def 5; Eva +10%; Mag Def 2; Mag Eva 1%; Strength +3. gives +8 Str. |
| 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 | Replacing EquipmentEquippable by Everyone except Cecil (Dark Knight). Def 5; Eva +10%; Mag Def 2; Mag Eva 1%; Strength +3. adds 2 more Str, not 5. |
| Strength arms | +5 Str | Protection tradeoff compared with Silver. |
Joining equipment and full combat profile
Right hand EquipmentEquippable by Edge, Yang. Power 0; Acc 80%. Attack element: Fire., left hand empty, head empty, body Leather, arms empty. Handedness is Ambi. Starting maximum HP is 300, MP 0; EXP 2,544 and Next 323 put Level 11 at 2,867 total EXP. The checked joining Vit is 15.
With this outfit: Attack 2 × 25, Accuracy 82%, Defense 1 × 9, Evasion 30%, Mag Def 0 × 1, Mag Eva 1%. His joining capture had only 123/300 HP, which is why checking health matters.
Baron return, later levels and armor upgrades (story spoilers)
Re-equipping Yang
Yang returns wearing only Leather body armor. Check both hands, head and arms before taking him into the Waterway. Use claws already in inventory rather than automatically buying duplicates.
Baron’s useful armor is Headband (450 Gil), EquipmentEquippable by Everyone except Cecil (Dark Knight). Def 5; Eva +10%; Mag Def 2; Mag Eva 1%; Strength +3. (4,000), and Silver arms (650). Keep the Silver already equipped if you have it.
Headband and EquipmentEquippable by Everyone except Cecil (Dark Knight). Def 5; Eva +10%; Mag Def 2; Mag Eva 1%; Strength +3. add 8 Str in total. At Level 24, Yang’s base Str 28 becomes 36 with those two pieces. The single level table above already removes those bonuses, so later levels can be compared directly.
Dwarven Castle Upgrades
Equipment: Body armorEquippable by Everyone except Cecil (Dark Knight). Def 10; Eva +20%; Mag Def 3; Mag Eva 2%; Strength +5, Vitality +5. is worth equipping even if Attack appears unchanged. Replacing EquipmentEquippable by Everyone except Cecil (Dark Knight). Def 5; Eva +10%; Mag Def 2; Mag Eva 1%; Strength +3. in the checked Level 32 outfit increased Str by 2, Vit by 5, Defense by 8 and Evasion by ten percentage points. Strength arms then added another 5 Str and raised Attack, but gave up 2 Defense and 2 Mag Def compared with Silver. Pick the tradeoff you want rather than treating every new piece as an unconditional upgrade.