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What's New?

New Job Classes!

One of the original goals of this project was to update Final Fantasy to include additional job classes from later games in the series. So far, in addition to the six original job classes of Warrior (Fighter), Thief, Monk (Black Belt), Red Mage, White Mage, and Black Mage...Final Fantasy Renaissance also includes the following ten NEW job classes (with plans to add many more over time)!

New Job Abilities

All job classes currently available in Final Fantasy Renaissance have been given a little extra love, adding a slew of new abilities (for use inside and outside of combat), as well as passive traits, and (upon receiving job promotion in-game)...LIMIT BREAKS!

Archer

Combat Skills

  • AIM - Pull back bowstring and hold it for 1-3 turns. The longer it is held, the higher the damage multiplier on this character's next basic bow attack. (Ineffective if a bow is not 
  • equipped.)

Passive Traits

  • ​HUNTER - Automatically POACH eligible enemies to obtain monster materials upon delivering a 
  • killing blow with a normal attack. (Attack can be melee or ranged. Arrow Magic attacks don't count.)
  • ARROWCRAFT - Able to craft magical arrows (with acquired monster materials), used 
  • in special Arrow Magic attacks. (To craft an arrow, select it from the Magic menu outside of combat.)
  • BOW PROFICIENCY - Increases the raw damage dealt by bow attacks based on total Hit%.
  • DETECT TRAPS - Makes 'trapped' tiles visible when this character is the displayed character.

Bard

Combat Skills

  • HIDE - Remove this character from combat until entering a new command. Sustains current songs. Restores 1 song use. Cannot be used to escape the battle.

Passive Traits

  • BARDSONG - Play songs indefinitely in battle. Gains inspiration for new songs by
  • listening to the stories of people around the world.
  • HARPIST - Can equip musical harps as weapons. Melee attacks with a harp deal minor sonic damage to all enemy targets. Sonic damage ignores defense and never misses.
  • RESIST SILENCE - Resists the effects of Silence.
  • SPOONINESS - Is very spoony.

Black Mage

Combat Skills

  • BLUFF - Doubles all allies' Intelligence for the current turn.

Passive Traits

  • SORCERER - Magic accuracy boost when casting elemental magic on enemies.
  • ARCANE ADEPT - Able to learn and use most Black Magic spells.

Blue Mage

Combat Skills

  • SKILL LURE - Lures single-target monster skills to be directed at the Blue Mage.

Passive Traits

  • AZURE LORE - Can learn monster abilities as magic spells.

Dancer

Passive Traits

  • DANCE - Learns special Dance Magic from dancers around the world.
  • BRAVERY BOOST - Increases base success rate of dance moves with every successful melee attack against an enemy. Success rate in excess of 100% increases the accuracy and potency of dance effects.

Dark Knight

Combat Skills

  • BLOOD WEAPON - Regular melee attacks (with a weapon) gain Lifesteal for the next 2 turns.

Passive Traits

  • SHADOW ADEPT - Able to learn and use a specialized set of basic Black Magic spells.
  • RESIST BLIND - Resists the effects of Darkness/Blind.
  • SHADOWBLADE - Gains an increased accuracy bonus when attacking a blinded target.

Evoker

Passive Traits

  • EVOCATION - Able to forge pacts with powerful spirits from the astral plane and summon them in battle.
  • ASTRAL HARMONICS - Attuned to the astral plane. Able to locate and enter dimensional rifts when this character is the display character.

Geomancer

Combat Abilities

  • TERRAIN - Casts one spell at random from the list of spells available for the current terrain. Ignores magic spell usage limits. Chance to restore spell charges.

Passive Traits

  • GEOMANCY - Skilled in the art of Geomancy magic. A strange type of magic whose spells are dependent upon the type of terrain that the party is currently standing on.
  • LIGHT STEP - The party takes no damage from floors with harmful effects while this character is the display character.

Green Mage

Combat Abilities

  • EXUVIATION - Removes all elemental and status resistance buffs from a single ally, dealing non-elemental damage to all enemies based on the number of buffs removed.

Passive Traits

  • RESIST POISON - Resists Poison-elemental spells as well as the effects of Poison.
  • DRUID ADEPT - Able to learn and use most protective White Magic spells. First strike when casting Enhancing spells.
  • DRUIDIC BOUNTY - Applies a 50% chance to heal target by 1-5% of their Max HP when successfully applying any Enhancing effect from a spell or job ability.

Lancer

Combat Abilities

  • JUMP - Jump high in the air, leaving the battlefield for one round. Upon return, deals critical damage to a single foe, ignoring defense.

Machinist

World Abilities

  • DECONSTRUCT - 

Passive Traits

  • TINKERER -
  • SALVAGER -
  • FRIEND OF THE FORGE -
  • HAMMER PROFICIENCY -

Monk

Combat Skills

  • BOOST - Boosts available chi to its maximum level.
  • COMBO - Spend 1 chi to deliver a combo attack that can overflow to additional targets.
  • CHAKRA - Spend 2 chi to heal all allies by a small factor of this character's Max HP and Vitality, divided by the number of active allies. Also removes the effects of Poison and Darkness.

​Passive Traits

  • CENTERING - Able to manipulate internal chi levels to unlock hidden talents.
  • PUGILIST - Effective in combat without the need for weapons or armor.

Red Mage

Passive Traits

  • SABOTEUR - Magic accuracy boost when casting enfeebling magic on enemies.
  • MAGUS ADEPT - Able to learn and use a limited selection of White Magic and Black Magic spells.

Ronin

Combat Abilities

  • RE-EQUIP - Change currently equipped weapon during combat, as an instant action [does not require a turn].
  • WEAPON SKILLS - Spend TP (Tactical Points) to draw out a weapon's latent powers during combat. Weapon skills can be chained together if enough TP are available.

World Abilities

  • PAY TRIBUTE - Offer a prayer (at specific locations) to summon the spirit of a Wayward Ronin to learn secret techniques.

Passive Traits

  • BUJUTSU ADEPT - Gains TP (Tactical Points) for physical hits dealt or received. Earns 2x TP when using bows.

Spellblade

Combat Abilities

  • IMPART - Grants the effects of the BLADECRAFT job trait to all allies for this round of combat. (This ability activates at the start of this combat round.)

Passive Traits

  • ​MYSTIC ADEPT - Able to learn and use all 1st tier White Magic Weapon Enhancement spells (purchased from White Magic shops).
  • BLADECRAFT - This character gains a +50% increase to base damage if their currently-equipped weapon is imbued with any elemental affinity (or +100% if target is weak to the
  • weapon's element or is of a monster family that is weak to the current weapon).

Thief

Combat Skills

  • MUG - A basic attack that also steals Gold from the target.

World Abilities

  • SEARCH - Search your nearby surroundings for hidden valuables.

Passive Traits

  • FAST WALK - The party moves 50% faster when traveling on foot while this character is the display character.

Time Mage

Combat Abilities

  • EGRESS - Rewinds time to the start of the current battle.

Passive Traits

  • RESIST TIME - Resists Time-elemental spells as well as the effects of Slow, Sleep, and Paralysis.
  • TEMPUS ADEPT - Able to learn and use most Time-based Black Magic spells.

Trainer

Combat Abilities

  • CONTROL - Control a single enemy monster for two rounds of combat.

Passive Traits

  • AXE PROFICIENCY - +10 Hit% bonus when using axes.
  • LURE - Increases the chances of encountering rare enemies in the wild when this character is the display character.

Warrior

Combat Skills

  • WARCRY - Increases attack power of all party members by 50% for the next two rounds of combat.

World Abilities

  • SHOUT - Intimidates townspeople into moving immediately out of the way.

White Mage

Combat Skills

  • PRAY - Heals each ally's HP by 1-10%. Maximum range increases by 5% for 
  • each successive use during the same battle (capping at 30%).

Passive Traits

  • ​CLERIC - Magic accuracy boost when casting healing magic on allies.
  • DIVINE ADEPT - Able to learn and use most White Magic spells.

Achievements System

An in-game Achievements system has been added, for those players who want an extra challenge, or for those who simply enjoy a little bit of recognition for their accomplishments. With well over 150 achievements to unlock, you're sure to find plenty of things to do in FFR. There are even a handful of hidden achievements that won't appear in the list until you have met their requirements. See if you can find them all!

Configuration Options and Quality-of-Life Features

An in-game Achievements system has been added, for those players who want an extra challenge, or for those who simply enjoy a little bit of recognition for their accomplishments. With well over 150 achievements to unlock, you're sure to find plenty of things to do in FFR. There are even a handful of hidden achievements that won't appear in the list until you have met their requirements. See if you can find them all!

Bug Fixes

The original version of Final Fantasy on the NES was notorious for many bugs such as spells that don't actually do anything, and weapons that should be more effective against specific monster families not behaving any differently.


In Final Fantasy Renaissance, painstaking efforts have been made to ensure that all known bugs from the original game are "fixed" in this version. In particular, this has presented an opportunity to resolve the famous "critical hit" bug that caused most of the weapons in the original game to have incorrectly high critical hit rates, and which was never fixed in any official ports or remakes of the game over the years.


​For a full list of all known bugs that have been fixed in Final Fantasy Renaissance, see the attached file:

Minor Changes

A number of minor changes and a variety of "quality-of-life" improvements have been made in Final Fantasy Renaissance in order to make the game more enjoyable. The goal here was to try not to make any changes so significant that they detract from the authentic look and feel of the original game, but to simply enhance the experience in subtle ways that would only be noticeable by the most die-hard of fans.


These changes include things such as:

  • Party character name length increased from 4 text characters to 6 text characters
  • Added descriptive info displays for weapons/armor/spells/items in shops and main menu
  • Character sprites now animate to indicate if they can equip selected weapons/armor/spells in shops and main menu
  • Added descriptive info displays for spells, abilities, and usable items in battle
  • Recoloring of some job class world sprites to match battle sprites
  • Split Items and Key Items into separate sub-pages in main menu
  • Consumable Items are listed in a fixed order in the main menu, with HEAL items always first
  • more...


For a full list of all minor changes incorporated into Final Fantasy Renaissance, see the attached file: