The cast & their roles
| Character | Role | Notes |
|---|---|---|
| Cecil | Dark Knight → Paladin | The protagonist. Starts a self-damaging Dark Knight; becomes a sword-and-shield Paladin with Cover at Mount Ordeals. Your permanent anchor. |
| Kain | Dragoon | Jump for big damage / to dodge. His loyalties waver, so he comes and goes — but he's in the endgame five. |
| Rosa | White Mage / Archer | The party's irreplaceable healer (Cura, Protect, Haste, Pray) who also shoots bows from the back row. |
| Rydia | Summoner / Black Mage | Leaves as a child, returns grown with full summons (up to Bahamut) and black magic — your top magic damage. |
| Tellah | Sage | All magic but a small late-game MP pool. Famous for the self-sacrificing Meteor. Temporary. |
| Edward | Bard | Fragile; Bardsong utility. Usually benched once stronger options arrive. Temporary. |
| Yang | Monk | High HP and physical damage; Kick (all enemies) and Focus (charged hit). Leaves mid-story, then rejoins permanently after the Tower of Babil. |
| Palom & Porom | Black & White prodigies | Child mage twins; Twincast for a big joint nuke. Their petrification is one of the game's gut-punches. Temporary. |
| Cid | Engineer | Tanky airship builder; Analyze. Temporary. |
| Edge | Ninja | Dual-wield, Ninjutsu, and Throw — thrown weapons/shuriken are massive single-target burst. Late-game DPS staple. |
| FuSoYa | Lunar Sage | Powerful all-magic ally for the endgame stretch. Temporary. |
Cecil: Dark Knight → Paladin
Cecil's transformation is the story's spine and a real mechanical shift. As a Dark Knight he wields Darkness (damage at the cost of his own HP) and heavy dark gear. At Mount Ordeals he renounces that power and becomes a Paladin: he loses Darkness but gains Cover (intercept hits for weak allies), holy resistance, and access to the best knightly gear — turning him into the durable leader who carries the back half of the game.
Don't over-invest in Dark Knight gear right before Ordeals; the shift re-frames his whole kit toward tanking and protection.