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Speed, also known as Dexterity, or Agility, is a recurring statistic from the series. It determines how often a character will attack. In games with Active Time Battle or Conditional Turn-Based Battle, it is used to determine the rate at which the ATB or Charge Time gauge rises. It can be augmented or reduced by Time Magic spells Haste or Slow.
Agility increases a characters' Accuracy and Evasion by 2 for each Agility point gained from Level-ups. Each point of Agility gained as a result of Equipment or the Speed Plus item will only increase Accuracy and Evasion by 1 though. The higher a characters Agility the more likely they are to make the first move in a turn.
Note that having a couple points of Agility more than a monster does not guarantee you will successfully make the first move each turn, it only increases the chance.
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Agility allows your characters to act before your opponents and is often raised while using a shield in one or both hands, the stat is raised along with Evasion as you perform actions and take damage/evade attacks.
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Speed determines how fast a character attacks and casts magic; the speed is also affected by the character's weapon.
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Speed returns in the sequel to Final Fantasy IV, and works the same way as it did in that game.
Speed is calculated the same way as has its predecessors, meaning that Speed determines how fast the character's turn will come up.
- See Also List of jobs and their stats.
Agility determines the characters' battle speed. The game's Battle Speed setting in the config determines how many turns opponents get, but doesn't affect the player party. A character's stats are determined by which job they are using. Thief is the fastest job, and Berserker the slowest. Thief can learn a skill called Agility, which makes any job as fast as a Thief.
To prevent speed ties for characters in the same job, every character has a different inherit boost to Agility. From slowest to fastest: Galuf (+0), Bartz (+1), Lenna (+2), Faris (+3), and Krile (+4).
Speed determines the characters' battle speed. The game's battle speed setting in the config determines how many turns opponents get, but doesn't affect the player party. Each character has a set of base stats that are static, unless boosted by Espers' level up abilities. Only two Espers give a boost to speed: Odin and Cactuar. Locke has the highest natural Speed, and Strago the lowest.
Dexterity determines the speed of which the units' ATB Gauge fills up (in conjunction with the battle speed setting in the config), as well as affecting the character's physical evasion in conjunction with the Defense % given in the character's armor.
Dexterity can be increased with the Speed Source item and with the Speed Plus Independent Materia. The maximum additional Dex that can be gained through the Speed Plus Materia is +100% when stacked with multiple materia. The accessory Choco Feather also gives +10 to Dexterity.
The exact amount of Dexterity gain via leveling up is randomized at each gained level, but the game is programmed in a manner the characters never stray too far from the intended average.
List of characters' possible minimum and maximum Dexterity on Level 99 from Final Fantasy VII FAQ/Walkthrough by Absolute Steve
|Character||Minimum Dex||Maximum Dex|
The Speed stat affects the rate the characters' ATB gauges fill up. The characters base stats are low, but of the main six playable characters Irvine is the fastest and Quistis the slowest. The stat can be boosted with Spd Up items (which are rare) and with the Speed Plus % abilities some Guardian Forces can learn. Characters can boost their speed by junctioning spells into their Spd-J - Triple is an especially useful spell for that.
Speed determines the speed the ATB gauge fills, but due to the way the attacks work, it has almost no impact on the actual gameplay. Speed increases as the characters level up, and can also be boosted by wearing certain pieces of equipment. Zidane Tribal is the only character who can max out his speed stat to 50 without the use of cheats. In Zidane's case Speed is an important factor for damage in his Thievery skill.
Formula for Speed:
The SpdBase values differ from character to character, but never change. The SpdBonus is the only way the player can affect the Speed growth and every level the bonus goes up by a rate that's worked out from the character's current stat increases. For example, if the character has equipment that gives 3 extra Speed, then SpdBonus will go up 3 every time they level up. (See Final Fantasy IX Max Stats FAQ by KADFC for more info).
Agility determines how often a character gets a turn. Agility can be increased by activating agility nodes on the Sphere Grid. Rikku has the best Agility on her path on the grid, Auron and Lulu are the worst, but eventually, any character can traverse any path. Agility Spheres can be farmed from the Fenrir on the Monster Arena to further boost Agility, but there is no benefit of raising agility higher than 170, because that's when the character's speed is maxed out.
Aeons also have their own stats separate from the characters'. They are mainly based on Yuna's stats, but also can be boosted manually and increase when the player fights more battles. Shiva is the fastest Aeon, and Ixion the slowest.
As opposed to its predecessor, this installment applies the traditional ATB system to determines the battle unit's refilling speed of the ATB gauge. The character's stats depend on which dressphere she is wearing; Berserker is the fastest job and Dark Knight the slowest.
The color for the Agility gauge in the menu is light blue.
Dexterity in Final Fantasy XI is a stat that is compared with an enemy's agility to determine the likelihood that a character's blow will be a Critical Hit, and also plays a significant role in determining the damage caused by Sneak Attack when used by a Thief. It's associated with the element of Lightning, and thus many lightning-based items add DEX to a character's stats.
Dexterity also has a direct impact on a character's accuracy stat. For every two points of DEX a character has, his/her accuracy is raised by one point. However, when using a Two-Handed Weapon, for every 4 points of DEX, the player's accuracy value is raised by 3 (.75 per one point of DEX).
Speed affects the Charge Time to perform actions in conjunction with the battle speed setting in the config and which weapon the character is using (some weapons are faster than others). Speed stat also boosts the power of bows, ninja swords and daggers and determines the character's Counterattack rate. Some equipment also boosts Speed, especially the accessory Cat-ear Hood.
However, the Speed stat is much less significant in Final Fantasy XII than in the other games in the series. The charge time difference is only noticeable if a character has very low speed and the difference becomes smaller and smaller as speed increases. Even for the extremes, the highest-possible Speed (99) only makes charging 21% faster compared to the lowest-possible Speed (23).
The damage daggers, ninja swords and bows deal depends on both Strength and Speed. During low levels this offers quite a distinctive edge in damage, but on higher levels, the edge is less and less obvious. The Haste and Berserk statuses increase a unit's Speed and also stack, and influence the character's battle speed much more than their Speed stat.
The characters gain more Speed as they level up. There are no significant differences between characters. The following formula determines a character's Speed:
- Base = Base value. Different character has different values.
- Level = The character's current level.
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Dexterity affects weapon accuracy.
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Determines how often a character gets a turn in the turn-based strategy game.
The higher the number, the better chances the character will attack first.
Agility is abbreviated to Agl in the game, it influences how often the character can hit the target. It also shows how well they will do with Long Range and martial art skill weapons. Some weapons use the Agl stat instead of the usual Str stat for its damage formula. This stat impacts damage dealt with light swords, the ability to run away from enemies, dodging enemy attacks, and most importantly determines the sequence of turns in battle.
Units with higher Agl will act before those with lower Agl. It can be raised by equipping light swords and various other items for battle. Agl caps at 99, but can be raised higher than that by equipping certain items and armor such as Hermes.
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