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==Appearances==
 
==Appearances==
 
===''[[Final Fantasy]]''===
 
===''[[Final Fantasy]]''===
The level system in the original ''Final Fantasy'' is the system's prototype used in many future installments. Maximum level is 50. Character [[List of Final Fantasy Jobs|class]] dictates the stat growth gained from level ups. In the [[Final Fantasy 20th Anniversary|20th anniversary edition]] and the [[iOS]] version the level can go to 99. Characters' levels were originally meant to determine the success rate of [[Escape (Command)|fleeing]] from battles, but in the NES version [[Running Glitch|this is glitched]].
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{{sideicon|FFI}}
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The level system in the original ''Final Fantasy'' is the system's prototype used in many future installments. The maximum level is 50. Character [[List of Final Fantasy Jobs|class]] dictates the stat growth gained from level ups. In the [[Final Fantasy 20th Anniversary|20th anniversary edition]], [[Final Fantasy I & II: Dawn of Souls]] and the [[iOS]] version the level can go to 99. Characters' levels were originally meant to determine the success rate of [[Escape (Command)|fleeing]] from battles, but in the NES version [[Running Glitch|this is glitched]].
   
 
===''[[Final Fantasy II]]''===
 
===''[[Final Fantasy II]]''===
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{{sideicon|FFII}}
 
''Final Fantasy II'' is unique in the series for not utilizing experience-based levels; each character develops depending on what that character does during battle, e.g., characters who use a particular [[Weapon (Equipment)|weapon]] become adept at wielding a weapon of that type, as well as gaining in physical [[strength]]; characters who frequently cast a particular magic learn more potent versions of that spell, as well as gain [[Magic Power]]. [[HP]] and [[MP (Stat)|MP]], similarly, increase depending on need: a character who ends a battle with only a small amount of remaining health might earn an increase in maximum hit points.
 
''Final Fantasy II'' is unique in the series for not utilizing experience-based levels; each character develops depending on what that character does during battle, e.g., characters who use a particular [[Weapon (Equipment)|weapon]] become adept at wielding a weapon of that type, as well as gaining in physical [[strength]]; characters who frequently cast a particular magic learn more potent versions of that spell, as well as gain [[Magic Power]]. [[HP]] and [[MP (Stat)|MP]], similarly, increase depending on need: a character who ends a battle with only a small amount of remaining health might earn an increase in maximum hit points.
   
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===''[[Final Fantasy III]]''===
 
===''[[Final Fantasy III]]''===
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{{sideicon|FFIII}}
 
''Final Fantasy III'''s level up system is based on the first game's system, though being more refined. Characters can use different [[List of Final Fantasy III Jobs|jobs]] and gain levels and stat growth within those jobs. The max level is 99.
 
''Final Fantasy III'''s level up system is based on the first game's system, though being more refined. Characters can use different [[List of Final Fantasy III Jobs|jobs]] and gain levels and stat growth within those jobs. The max level is 99.
   
 
===''[[Final Fantasy IV]]''===
 
===''[[Final Fantasy IV]]''===
''Final Fantasy IV'' employs a traditional level up system where characters level up by gaining EXP from battles, which boosts their stats along a predetermined path; physical characters will earn more strength and HP when leveling, and magic-users will gain magic power and MP. The characters can also learn new skills as they gain higher levels.
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{{sideicon|FFIV}}
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''Final Fantasy IV'' employs a traditional level up system where characters level up by gaining EXP from battles, which boosts their stats along a predetermined path; physical characters will earn more strength and HP when leveling, and magic-users will gain magic power and MP. The characters can also learn new skills as they gain higher levels. However, after Level 70 the stat gains characters earn from leveling up become somewhat random, with eight different options that the game randomly chooses from, and characters can loose stats, though in general they will have higher stats at Level 99 than Level 70.
   
====''[[Final Fantasy IV: The Complete Collection|Final Fantasy IV -Interlude-]]''====
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====''[[Final Fantasy IV -Interlude-]]''====
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{{sideicon|IVCCI}}
 
Level returns in the sequel to ''Final Fantasy IV'', and works the same way as it did in that game.
 
Level returns in the sequel to ''Final Fantasy IV'', and works the same way as it did in that game.
   
 
====''[[Final Fantasy IV: The After Years]]''====
 
====''[[Final Fantasy IV: The After Years]]''====
''Final Fantasy IV: The After Years'' employs the same system as its predecessors, but level caps are in place depending on the chapter. The level caps (for at least the Wii version) are as follows:
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{{sideicon|IVTAY}}
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''Final Fantasy IV: The After Years'' employs the same system as its predecessors, though stat gains are no longer random after level 70, but level caps are in place depending on the chapter. The level caps (for at least the Wii version) are as follows:
   
{|class="table" width="220pdx"
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{|class="full-width IVTAY table"
|-class="IVTAYa"
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|-class="a"
|'''Chapter'''
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!Chapter
|'''Level'''
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!Level
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!Chapter
  +
!Level
 
|-
 
|-
!class="IVTAYb"|Ceodore/Kain
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!class="b"|Ceodore/Kain
 
|50
 
|50
|-
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!class="b"|Rydia
!class="IVTAYb"|Rydia
 
 
|40
 
|40
 
|-
 
|-
!class="IVTAYb"|Yang
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!class="b"|Yang
 
|40
 
|40
|-
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!class="b"|Palom
!class="IVTAYb"|Palom
 
 
|40
 
|40
 
|-
 
|-
!class="IVTAYb"|Edge
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!class="b"|Edge
 
|40
 
|40
|-
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!class="b"|Porom
!class="IVTAYb"|Porom
 
 
|40
 
|40
 
|-
 
|-
!class="IVTAYb"|Edward
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!class="b"|Edward
 
|40
 
|40
|-
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!class="b"|Lunarians
!class="IVTAYb"|Lunarians
 
 
|50
 
|50
 
|-
 
|-
!class="IVTAYb"|Gathering
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!class="b"|Gathering
 
|55
 
|55
|-
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!class="b"|Final
!class="IVTAYb"|Final
 
 
|99
 
|99
 
|}
 
|}
   
The only exceptions to the information above are for generic characters ([[Black Mage (The After Years)|Black Mage]], [[White Mage (The After Years)|White Mage]], [[Monk (The After Years)|Monk]], etc.); these characters cap at level 20.
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The only exceptions to the information above are for generic characters ([[Black Mage (The After Years)|Black Mage]], [[White Mage (The After Years)|White Mage]], [[Monk (The After Years)|Monk]], etc.); these characters cap at level 20. In the PSP version, Golbez's level in the Lunarians Tale is capped at 45, and Fusoya's is capped at 40.
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{{sec-stub|Final Fantasy IV}}<!--iOS/Android info?-->
   
 
===''[[Final Fantasy V]]''===
 
===''[[Final Fantasy V]]''===
The job system makes a return in ''Final Fantasy V'', but this time is separate from the character levels: characters and [[List of Final Fantasy V Jobs|jobs]] have separate levels, e.g. a character can be on level 38, but his job may be on level 5. Characters boost their base stats by leveling up, and gain new abilities as their job levels up.
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{{sideicon|FFV}}
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[[File:FFV-iOS-Ach-Dont_Mess_with_Me.png|right|80px|Achievement icon for leveling Bartz up to Level 99.]]
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The job system returns in ''Final Fantasy V'', but this time is separate from the character levels: characters and [[List of Final Fantasy V Jobs|jobs]] have separate levels, e.g. a character can be on level 38, but his job may be on level 5. Characters boost their base stats by leveling up, and gain new abilities as their job levels up.
   
There are now various ways to temporarily change level in battle, such as the [[Mix (Final Fantasy V)|Mix]] skill, Dragon Power, which raises a character's level by 20. Characters level up by gaining EXP from battles, and jobs level up when the characters gain AP while using said job.
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There are various ways to temporarily change level in battle, such as the [[Mix (Final Fantasy V)|Mix]] skill, Dragon Power, which raises a character's level by 20. Characters level up by gaining EXP from battles, and jobs level up when the characters gain ABP while using said job. The maximum level is 99. The EXP needed for max level is 9,696,668.
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In the [[iOS]] version the player earns [[List of Final Fantasy V Achievements|achievements]] by mastering jobs and leveling up characters.
   
 
===''[[Final Fantasy VI]]''===
 
===''[[Final Fantasy VI]]''===
''Final Fantasy VI'' has a traditional leveling up system, where characters gain EXP from battles. [[Terra Branford|Terra]] and [[Celes Chere|Celes]] gain new magic when reaching certain level thresholds. The characters can equip [[magicite]] to boost their stats while leveling up.
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{{sideicon|FFVI}}
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''Final Fantasy VI'' has a traditional leveling up system, where characters gain EXP from battles. [[Terra Branford|Terra]] and [[Celes Chere|Celes]] gain new [[List of Final Fantasy VI Spells|magic]] when reaching certain level thresholds, [[Sabin Rene Figaro|Sabin]] learns new [[Blitz (Final Fantasy VI)|Blitzes]], and [[Cyan Garamond|Cyan]] learns new [[Bushido (Final Fantasy VI)|Bushido]] skills. The characters can equip [[magicite]] to [[Stat Growth#Final Fantasy VI|boost their stats]] while leveling up.
   
 
The ''Advance'' version has a [[Level Reset Glitch|glitch]] that lets the player reset the characters' levels.
 
The ''Advance'' version has a [[Level Reset Glitch|glitch]] that lets the player reset the characters' levels.
   
 
===''[[Final Fantasy VII]]''===
 
===''[[Final Fantasy VII]]''===
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{{sideicon|FFVII}}
 
[[File:Down5Levels-ffvii-BSreel.png|thumb|Battle Square handicap reel.]]
 
[[File:Down5Levels-ffvii-BSreel.png|thumb|Battle Square handicap reel.]]
 
In ''Final Fantasy VII'', unlike in most games, characters will also gain EXP from boss battles. In the final battles [[Bizarro∙Sephiroth|Bizarro]] and [[Safer∙Sephiroth]] have more HP if more members of the player party are on level 99. During [[Battle Square]] battles certain handicaps can temporarily lower the player's level, and the effect stacks. Apart from the player characters, [[Materia (Final Fantasy VII)|Materia]] can also be leveled up by gaining AP from battles; this unlocks new abilities and gives birth to new Materia when a Materia reaches its maximum level.
 
In ''Final Fantasy VII'', unlike in most games, characters will also gain EXP from boss battles. In the final battles [[Bizarro∙Sephiroth|Bizarro]] and [[Safer∙Sephiroth]] have more HP if more members of the player party are on level 99. During [[Battle Square]] battles certain handicaps can temporarily lower the player's level, and the effect stacks. Apart from the player characters, [[Materia (Final Fantasy VII)|Materia]] can also be leveled up by gaining AP from battles; this unlocks new abilities and gives birth to new Materia when a Materia reaches its maximum level.
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Leveling a character to level 99 gains the player the [[List of Final Fantasy VII Achievements|Top Level achievement]] in the PC version re-release of ''Final Fantasy VII''.
 
Leveling a character to level 99 gains the player the [[List of Final Fantasy VII Achievements|Top Level achievement]] in the PC version re-release of ''Final Fantasy VII''.
 
{{-}}
 
{{-}}
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====''[[Dirge of Cerberus -Final Fantasy VII-]]''====
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{{sideicon|VIIDoC}}
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{{Sec-stub|Dirge of Cerberus -Final Fantasy VII-}}
   
 
====''[[Crisis Core -Final Fantasy VII-]]''====
 
====''[[Crisis Core -Final Fantasy VII-]]''====
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{{sideicon|VIICC}}
 
[[File:DMW Slots.jpg|thumb|Zack levels up when he spins three 7s during modulation phase.]]
 
[[File:DMW Slots.jpg|thumb|Zack levels up when he spins three 7s during modulation phase.]]
 
{{Main|Digital Mind Wave}}
 
{{Main|Digital Mind Wave}}
 
[[Zack Fair|Zack]] gains levels through the Digital Mind Wave reel: as the reel rolls to 777, Zack will gain a level. The maximum level is 99. It appears random, but in fact, isn't; the game has a hidden value in the game data that works the same way as gaining experience points in the rest of the series, and the reel will gain a chance to spin to 777 once Zack has killed enough enemies to enable it. Zack can also level up his Materia to a max level of 5, at which point the Materia become mastered.
 
[[Zack Fair|Zack]] gains levels through the Digital Mind Wave reel: as the reel rolls to 777, Zack will gain a level. The maximum level is 99. It appears random, but in fact, isn't; the game has a hidden value in the game data that works the same way as gaining experience points in the rest of the series, and the reel will gain a chance to spin to 777 once Zack has killed enough enemies to enable it. Zack can also level up his Materia to a max level of 5, at which point the Materia become mastered.
 
{{-}}
 
{{-}}
 
====''[[Dirge of Cerberus -Final Fantasy VII-]]''====
 
{{Sec-stub|Dirge of Cerberus -Final Fantasy VII-}}
 
   
 
===''[[Final Fantasy VIII]]''===
 
===''[[Final Fantasy VIII]]''===
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{{sideicon|FFVIII}}
 
[[File:FFVIII Max Level Icon.PNG|right|Icon for when a character is at maximum level.]]
 
[[File:FFVIII Max Level Icon.PNG|right|Icon for when a character is at maximum level.]]
 
''Final Fantasy VIII'' is the first game in the series where the maximum level for character and enemy growth is 100 instead of 99. The game is different in many other aspects as well: instead of the EXP required for a level up gradually growing, the requirement is set at the fixed value of 1000 EXP for a level up, but the amount of EXP enemies give after battle varies, depending on their level in comparison to the player party's.
 
''Final Fantasy VIII'' is the first game in the series where the maximum level for character and enemy growth is 100 instead of 99. The game is different in many other aspects as well: instead of the EXP required for a level up gradually growing, the requirement is set at the fixed value of 1000 EXP for a level up, but the amount of EXP enemies give after battle varies, depending on their level in comparison to the player party's.
   
The player's level affects how far they can progress in the [[SeeD]] rank tests that can be undertaken in the [[menu]]; the player cannot take a test that is of higher grade than [[Squall Leonhart|Squall's]] current level. Squall always starts at level 7 with his EXP bar half-way filled, similar to how Cloud always levels up in his first battle. Squall's first level up being from level 7 to level 8 may thus be an [[Final Fantasy VIII/Allusions|allusion to the number 8]], ''Final Fantasy VIII'' being the eighth installment in the series. All characters who join the party start with a set level.
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As the Junction System technically functions separate from the leveling system, a viable style of play can include keeping the party (and thus monsters) low level.
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====Character Levels====
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[[File:Contrived finish icon.png|right|Achievement icon for "Contrived Finish".]]
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The player's level affects how far they can progress in the [[SeeD]] rank tests that can be undertaken in the [[menu]]; the player cannot take a test that is of higher grade than [[Squall Leonhart|Squall's]] current level. Squall always starts at level 7 with his EXP bar half-way filled, similar to how Cloud always levels up in his first battle. Squall's first level up being from level 7 to level 8 may thus be an [[Final Fantasy VIII/Allusions|allusion to the number 8]], ''Final Fantasy VIII'' being the eighth installment in the series. Finishing the game with Squall on level 7 earns the player the achievement [[List of Final Fantasy VIII Achievements#Contrived Finish|Contrived Finish]]. Getting a character to level 100 earns the achievement [[List of Final Fantasy VIII Achievements#Top level|Top level]].
   
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All characters who join the party start with a set level. In the ''Final Fantasy VIII'' PlayStation [[Final Fantasy VIII Demo|demo]], the player characters cannot level up at all.
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====Enemy Levels====
 
The enemies' level is normally not fixed, and depends on the active party members' current levels, according to the following formula:
 
The enemies' level is normally not fixed, and depends on the active party members' current levels, according to the following formula:
 
:<math>Base\,level = floor[average\,level\,of\,active\,party]</math>
 
:<math>Base\,level = floor[average\,level\,of\,active\,party]</math>
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*In the [[PlayStation]] version of the game, [[Omega Weapon (Final Fantasy VIII)|Omega Weapon]] is always level 100.
 
*In the [[PlayStation]] version of the game, [[Omega Weapon (Final Fantasy VIII)|Omega Weapon]] is always level 100.
 
*In [[Ultimecia Castle]], enemy levels are completely random.
 
*In [[Ultimecia Castle]], enemy levels are completely random.
 
[[Guardian Force]]s also gain levels, and certain Guardian Force abilities cannot be used until the said Guardian Force has reached level 100. Guardian Forces share the EXP the player characters earn from battles, but it is distributed evenly between the GFs the character has [[Junction System|junctioned]]. Different GFs require a varying amount of EXP for a level up; e.g. [[Siren (Summon)|Siren]] requires only 200 EXP for a level up, whereas [[Eden (Summon)|Eden]] requires the full 1000.
 
   
 
The [[LV Down]] and LV Up abilities learned by [[Tonberry#Final Fantasy VIII|Tonberry]] let the player manipulate the enemies' levels and thus affect which spells can be [[draw]]n, what items they will [[Item Drop|drop]], and how much EXP they give. Bosses are immune to this ability.
 
The [[LV Down]] and LV Up abilities learned by [[Tonberry#Final Fantasy VIII|Tonberry]] let the player manipulate the enemies' levels and thus affect which spells can be [[draw]]n, what items they will [[Item Drop|drop]], and how much EXP they give. Bosses are immune to this ability.
   
As the Junction System technically functions separate from the leveling system, a viable style of play can include keeping the party (and thus monsters) low level.
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====Guardian Force Levels====
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[[Guardian Force]]s also gain levels, and certain Guardian Force abilities cannot be used until the said Guardian Force has reached level 100. Guardian Forces share the EXP the player characters earn from battles, but it is distributed evenly between the GFs the character has [[Junction System|junctioned]]. Different GFs require a varying amount of EXP for a level up; e.g. [[Siren (Summon)|Siren]] requires only 200 EXP for a level up, whereas [[Eden (Summon)|Eden]] requires the full 1000.
   
In the ''Final Fantasy VIII'' PlayStation [[Final Fantasy VIII Demo|demo]] the player characters cannot level up at all.
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====Boko's Level====
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[[File:Top level boko icon.png|right|Achievement icon for "Top Level Boko".]]
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Upon winning a battle in ''[[Chocobo World]]'', [[Boco#Final Fantasy VIII|Boko]] receives a magic stone which is randomly placed on a tic-tac-toe-style board. If three stones line up in a vertical, horizontal, or diagonal row, Boko gains a level of experience, which increases his hit point count in ''Chocobo World'' and his strength when summoned in ''Final Fantasy VIII''. If Boko is leveled up to level 100 in the [[Steam]] version, the player earns the trophy [[List of Final Fantasy VIII Achievements#Top Level Boko|Top Level Boko]].
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{{-}}
   
 
===''[[Final Fantasy IX]]''===
 
===''[[Final Fantasy IX]]''===
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{{sideicon|FFIX}}
 
''Final Fantasy IX'' uses a traditional level up system. Leveling up boosts the party's stats and the number of [[Magic Stone (Final Fantasy IX)|magic stones]]. As bosses do not give EXP, it is possible to attempt a no leveling up challenge and finish the game at level 1.
 
''Final Fantasy IX'' uses a traditional level up system. Leveling up boosts the party's stats and the number of [[Magic Stone (Final Fantasy IX)|magic stones]]. As bosses do not give EXP, it is possible to attempt a no leveling up challenge and finish the game at level 1.
   
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===''[[Final Fantasy X]]''===
 
===''[[Final Fantasy X]]''===
  +
{{sideicon|FFX}}
 
{{Main|Sphere Grid}}
 
{{Main|Sphere Grid}}
Characters and enemies aren't shown to be on a specific level in ''Final Fantasy X'', and their strength is measured in stats only, however, gaining EXP from battles advances the characters through the Sphere Grid by giving them sphere levels. The EXP required for gaining sphere levels increases the further a character has progressed through the grid, up to a maximum of 22,000.
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Characters and enemies don't have specific levels in the traditional sense, and their strength is measured in stats only, however, gaining AP from battles advances the characters through the Sphere Grid through Sphere Level, abbreviated as "S.Lv" in the game. The AP required for gaining sphere levels increases the further a character has progressed through the grid, up to a maximum of 22,000.
   
 
====''[[Final Fantasy X-2]]''====
 
====''[[Final Fantasy X-2]]''====
The traditional leveling up system makes a comeback in ''Final Fantasy X-2'', with characters gaining levels based on the EXP they earn in battles. Levels will not carry over when using the game's [[New Game Plus]] feature. The maximum level is 99. The character's level determines their stats in their currently equipped [[dressphere]], apart from the special dresspheres, whose stats are also affected by the number of nodes the character activated in order to change into the special dressphere.
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{{sideicon|X2}}
  +
The traditional leveling up system returns in ''Final Fantasy X-2'', with characters gaining levels based on the EXP they earn in battles. Levels will not carry over when using the game's [[New Game Plus]] feature. The maximum level is 99. The character's level determines their stats in their currently equipped [[dressphere]], apart from the special dresspheres, whose stats are also affected by the number of nodes the character activated in order to change into the special dressphere.
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Initial levels of recruitable allies in the ''International'' and ''HD Remaster'' versions of the game are dependent on the average level of the three leading girls.
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It seems that even if the girls all have the same [[Experience Points|EXP]] totals they progress at different rates. Paine is a little faster than Rikku and Yuna tends to lag behind.
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{{Sec-stub|Final Fantasy X-2}}<!--Hacker will be needed for better information.-->
   
 
===''[[Final Fantasy XI]]''===
 
===''[[Final Fantasy XI]]''===
  +
{{sideicon|FFXI}}
 
''Final Fantasy XI'' deviates from the traditional level-up system by having levels tied to each [[List of Final Fantasy XI Jobs|job class]], rather than the whole character. Each class receives their own experience tally, and can be individually leveled up to the maximum level of 99.
 
''Final Fantasy XI'' deviates from the traditional level-up system by having levels tied to each [[List of Final Fantasy XI Jobs|job class]], rather than the whole character. Each class receives their own experience tally, and can be individually leveled up to the maximum level of 99.
   
At the release of ''Final Fantasy XI'', the level cap was 50, and this cap was raised five times in intervals of 5 after the release of the first expansion ''[[Rise of the Zilart]]'' up till 75 where the level cap remained for nearly 7 years. When ''[[Vision of Abyssea]]'' was released in 2010, the level cap was progressively raised again at intervals of 5 to hit the final cap of 99 in December 2011.
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At the release of ''Final Fantasy XI'', the level cap was 50, and this cap was raised five times in intervals of 5 after the release of the first expansion ''[[Final Fantasy XI: Rise of the Zilart|Rise of the Zilart]]'' up till 75 where the level cap remained for nearly 7 years. When ''[[Final Fantasy XI: Vision of Abyssea|Vision of Abyssea]]'' was released in 2010, the level cap was progressively raised again at intervals of 5 to hit the final cap of 99 in December 2011.
   
 
''Final Fantasy XI'' also employs a level system for combat and crafting skills that is similar to the system used in ''Final Fantasy II''. Repeated attempts at crafting and uses of a combat skill have a chance at increasing the proficiency of that skill. However, to prevent exploitation, such attempts must be performed with crafting recipes and enemies of a certain range relative to ones current skill or job level.
 
''Final Fantasy XI'' also employs a level system for combat and crafting skills that is similar to the system used in ''Final Fantasy II''. Repeated attempts at crafting and uses of a combat skill have a chance at increasing the proficiency of that skill. However, to prevent exploitation, such attempts must be performed with crafting recipes and enemies of a certain range relative to ones current skill or job level.
   
 
===''[[Final Fantasy XII]]''===
 
===''[[Final Fantasy XII]]''===
''Final Fantasy XII'' employs a more or less traditional level up system, with characters progressing through levels by gaining EXP from defeated enemies. The [[License Board#International Zodiac Job System|Zodiac Job System]] version of the game has a couple of New Game Plus features that allows the player to attempt a new playthrough with either all characters starting on level 90, or all characters on level 1, while being unable to gain levels.
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{{sideicon|FFXII}}
  +
''Final Fantasy XII'' employs a more or less traditional level up system, with characters progressing through levels by gaining EXP from defeated enemies. The ''[[Final Fantasy XII#Final Fantasy XII International Zodiac Job System|Zodiac Job System]]'' version of the game has a couple of New Game Plus features that allows the player to attempt a new playthrough with either all characters starting on level 90, or all characters on level 1, while being unable to gain levels.
   
 
{|class="half-width table" style="text-align:center"
 
{|class="half-width table" style="text-align:center"
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====''[[Final Fantasy XII: Revenant Wings]]''====
 
====''[[Final Fantasy XII: Revenant Wings]]''====
The player characters level up by gaining EXP from battles. They learn new abilities by leveling up, and their stats are increased. If the player completes all missions the all enemies in the final boss battle will be on level 99. If the player wins, they get a [[List of Multiple Endings|secret ending]].
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{{sideicon|XIIRW}}
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Unlike ''Final Fantasy XII'', character's starting level is not based on Vaan's or the rest of the party, so their starting level when joining the party is fixed. Although, if the character leveled up more than the fixed level when rejoining the party, their level is retained. For example, when Penelo leaved the party, she was level 3, when she rejoins later, she'll be level 6 or 7. But if she leveled up more than level 6 or 7 (for say, level 12) she'll rejoins the party with level 12.
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The player characters level up by gaining EXP from battles. They learn new abilities by leveling up, and their stats are increased. If the player completes all missions the all enemies in the final boss battle will be on level 99.
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In conjunction with Monster Melee and Summoning Melees, all enemies' levels are tied up by the total average of the party's level, so the party can be level up by fighting any kind of enemies, with fair amount of EXP gained.
 
{{Sec-stub|Final Fantasy XII: Revenant Wings}}<!--what about Yarhi levels summoned to battle?-->
 
{{Sec-stub|Final Fantasy XII: Revenant Wings}}<!--what about Yarhi levels summoned to battle?-->
   
 
===''[[Final Fantasy XIII]]''===
 
===''[[Final Fantasy XIII]]''===
  +
{{sideicon|FFXIII}}
 
{{Main|Crystarium System}}
 
{{Main|Crystarium System}}
In ''Final Fantasy XIII'' the characters' [[Paradigm|roles]] gain levels by advancing through the tiers in the Crystarium, meaning that it is the character's "role" or "job" that gains level, not the character itself. The level gain is capped, and new tiers in the Crystarium are opened by progressing through the storyline. Role levels make the role more powerful when the character is using it and grant more powerful role bonuses.
+
In ''Final Fantasy XIII'', the characters' [[Paradigm|roles]] gain levels by advancing through the tiers in the Crystarium, meaning that it is the character's "role" or "job" that gains level, not the character itself. The level gain is capped, and new tiers in the Crystarium are opened by progressing through the storyline. Role levels make the role more powerful when the character is using it and grant more powerful role bonuses.
   
 
More traditional leveling system is seen in the characters' [[List of Final Fantasy XIII Weapons|weapons]] and [[List of Final Fantasy XIII Accessories|accessories]], whose stats the player can advance by [[List of Final Fantasy XIII Upgrades|giving them EXP]] through the various components gained from battles and bought from the [[Retail Network]]. Mechanical components give more EXP, but organic components add a multiplier to the equipment pieces' EXP intake, giving the chance to as much as triple the received EXP.
 
More traditional leveling system is seen in the characters' [[List of Final Fantasy XIII Weapons|weapons]] and [[List of Final Fantasy XIII Accessories|accessories]], whose stats the player can advance by [[List of Final Fantasy XIII Upgrades|giving them EXP]] through the various components gained from battles and bought from the [[Retail Network]]. Mechanical components give more EXP, but organic components add a multiplier to the equipment pieces' EXP intake, giving the chance to as much as triple the received EXP.
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====''[[Final Fantasy XIII-2]]''====
 
====''[[Final Fantasy XIII-2]]''====
  +
{{sideicon|XIII2}}
 
Paradigm roles gain levels, but now each role can level up all the way to level 99. At certain milestones the Crystarium expands and allows for further customization of a character or a [[Paradigm Pack]] monster. Levels are gained by expending CP, which [[Serah Farron|Serah]] and [[Noel Kreiss|Noel]] gain by winning battles.
 
Paradigm roles gain levels, but now each role can level up all the way to level 99. At certain milestones the Crystarium expands and allows for further customization of a character or a [[Paradigm Pack]] monster. Levels are gained by expending CP, which [[Serah Farron|Serah]] and [[Noel Kreiss|Noel]] gain by winning battles.
   
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In a [[List of Final Fantasy XIII-2 Downloadable Content#Scenarios|downloadable content scenario]], "Another Beginning - Lightning's Story: Requiem of the Goddess", Lightning returns as a playable character. Lightning's leveling system returns to its roots as when a certain amount of [[Experience Points]] was acquired that character would level up.
 
In a [[List of Final Fantasy XIII-2 Downloadable Content#Scenarios|downloadable content scenario]], "Another Beginning - Lightning's Story: Requiem of the Goddess", Lightning returns as a playable character. Lightning's leveling system returns to its roots as when a certain amount of [[Experience Points]] was acquired that character would level up.
   
{|class="table" style="text-align:center"
+
{|class="full-width XIII2 table" style="text-align:center"
|-class="XIII-2a"
+
|-class="a"
 
!Current Level
 
!Current Level
 
!CP Required
 
!CP Required
Line 261: Line 273:
 
!Bonus/Notes
 
!Bonus/Notes
 
|-
 
|-
!class="XIII-2b"|0
+
!class="b"|0
 
|—
 
|—
 
|15,000
 
|15,000
Line 268: Line 280:
 
|Defeat Chaos Bahamut to unlock.
 
|Defeat Chaos Bahamut to unlock.
 
|-
 
|-
!class="XIII-2b"|1
+
!class="b"|1
 
|40
 
|40
 
|20,000
 
|20,000
Line 275: Line 287:
 
|—
 
|—
 
|-
 
|-
!class="XIII-2b"|2
+
!class="b"|2
 
|150
 
|150
 
|25,000
 
|25,000
Line 282: Line 294:
 
|ATB: +1
 
|ATB: +1
 
|-
 
|-
!class="XIII-2b"|3
+
!class="b"|3
 
|250
 
|250
 
|31,000
 
|31,000
Line 289: Line 301:
 
|Conjurer role unlocked.
 
|Conjurer role unlocked.
 
|-
 
|-
!class="XIII-2b"|4
+
!class="b"|4
 
|330
 
|330
 
|37,000
 
|37,000
Line 296: Line 308:
 
|—
 
|—
 
|-
 
|-
!class="XIII-2b"|5
+
!class="b"|5
 
|570
 
|570
 
|43,000
 
|43,000
Line 303: Line 315:
 
|—
 
|—
 
|-
 
|-
!class="XIII-2b"|6
+
!class="b"|6
 
|730
 
|730
 
|49,000
 
|49,000
Line 310: Line 322:
 
|Sorcerer role unlocked.
 
|Sorcerer role unlocked.
 
|-
 
|-
!class="XIII-2b"|7
+
!class="b"|7
 
|970
 
|970
 
|55,000
 
|55,000
Line 317: Line 329:
 
|—
 
|—
 
|-
 
|-
!class="XIII-2b"|8
+
!class="b"|8
 
|1,290
 
|1,290
 
|75,000
 
|75,000
Line 324: Line 336:
 
|ATB: +1
 
|ATB: +1
 
|-
 
|-
!class="XIII-2b"|9
+
!class="b"|9
|
 
|
 
 
|
 
|
  +
|120,000
 
|
 
|
 
|
 
|
  +
|—
 
|-
 
|-
!class="XIII-2b"|10
+
!class="b"|10
 
|—
 
|—
 
|999,999
 
|999,999
Line 336: Line 350:
 
|—
 
|—
 
|}
 
|}
  +
  +
====''[[Lightning Returns: Final Fantasy XIII]]''====
  +
{{sideicon|LR}}
  +
As opposed to the prequels, Crystarium Points are not gained from battles, instead Lightning is required to complete [[List of Lightning Returns: Final Fantasy XIII Quests|quests]] which at most times raise her maximum HP, Strength, and Magic, but at times ATB, Item Limit, and [[Energy Points|EP]] are raised as well.
  +
  +
Abilities can gain levels by synthesizing the same ones at magic shops. Abilities locked on [[List of Lightning Returns: Final Fantasy XIII Garbs|garbs]] cannot gain levels.
  +
{{stub|Lightning Returns: Final Fantasy XIII}}
   
 
===''[[Final Fantasy XIV]]''===
 
===''[[Final Fantasy XIV]]''===
  +
{{sideicon|FFXIV}}
 
In ''Final Fantasy XIV'', a character's progress was originally measured in two ways: physical levels representing one's actual physical development, with class ranks measuring how adept one is with [[Disciplines|various arms and tools]]. This system was later changed to something similar to ''Final Fantasy XI's'', each class having its own level tied to it and no "global" character level.
 
In ''Final Fantasy XIV'', a character's progress was originally measured in two ways: physical levels representing one's actual physical development, with class ranks measuring how adept one is with [[Disciplines|various arms and tools]]. This system was later changed to something similar to ''Final Fantasy XI's'', each class having its own level tied to it and no "global" character level.
   
 
===''[[Final Fantasy Type-0]]''===
 
===''[[Final Fantasy Type-0]]''===
  +
{{sideicon|Type0}}
 
[[File:Type-0 Gameplay.jpg|thumb|Screenshot showing Rem at level 6 in ''Type-0''.]]
 
[[File:Type-0 Gameplay.jpg|thumb|Screenshot showing Rem at level 6 in ''Type-0''.]]
 
Characters have levels in ''Final Fantasy Type-0'' and level up by gaining EXP from battles.
 
Characters have levels in ''Final Fantasy Type-0'' and level up by gaining EXP from battles.
Line 346: Line 369:
   
 
===''[[Final Fantasy Tactics]]''===
 
===''[[Final Fantasy Tactics]]''===
  +
{{sideicon|FFT}}
 
{{main|Stat Growth (Tactics)}}
 
{{main|Stat Growth (Tactics)}}
 
As each human character takes actions in battle, they gain experience, which will increase their overall level. Characters also gain Job Points (JP), which allow them to level up within a job until they have mastered it.
 
As each human character takes actions in battle, they gain experience, which will increase their overall level. Characters also gain Job Points (JP), which allow them to level up within a job until they have mastered it.
Line 356: Line 380:
   
 
===''[[Final Fantasy Tactics Advance]]''===
 
===''[[Final Fantasy Tactics Advance]]''===
{{Sec-stub|Final Fantasy Tactics Advance}}
+
{{sideicon|FFTA}}
  +
Unlike ''Final Fantasy Tactics'', the level system in ''Final Fantasy Tactics Advance'' is rather much more simple as it doesn't have Job Level and leveling up only raises the character's own level and stats. Similar with ''Final Fantasy Tactics'', character's level is determined with an experience system where after exceeding 100 experience, the character will level up. Each successful action grants EXP based on the target's level. If the target is the same level as the user, 10 EXP is granted. For each level difference 2 EXP is added or removed. For example, if a level 50 character successfully attacked a level 60 character, they would gain 20 EXP. The minimum EXP gain after an Action is 1 while 99 in maximum. The stat increase when leveling up depend on what job the player is when they level up. The maximum level is 99.
  +
  +
Based on the ''Final Fantasy Tactics Advance Official Nintendo Power Guide'' book, stat growth/increase upon leveling up is rated to the maximum of three stars. The stars indicates how much and how quickly the specific stat will grow upon leveling up. The stars are representative percentage, not a hard number.
  +
  +
When a new clan member joins in, their level is based on the average of all the current clan members' level. Their maximum level when joining in the clan is 30, but certain characters that joins in the clan. Special characters: [[Ezel Berbier]], [[Babus Swain]], [[Shara]], [[Ritz Malheur]] and [[Cid Randell]]'s levels are fixed when they join.
   
 
====''[[Final Fantasy Tactics A2: Grimoire of the Rift]]''====
 
====''[[Final Fantasy Tactics A2: Grimoire of the Rift]]''====
{{Sec-stub|Final Fantasy Tactics A2: Grimoire of the Rift}}
+
{{sideicon|FFTA2}}
  +
Unlike in the prequel, ''Final Fantasy Tactics Advance'', leveling up is no longer possible during missions as participating party members only gains EXP when a mission has been declared 'Complete'. Still, with this feature, enemies also can no longer level up during battles. Also, unlike in ''Final Fantasy Tactics Advance'', it is possible to gain more than 100 EXP, so a character can level up more than one level. Although, if the character's level is higher than the mission's level, the character may only gains considerably less EXP, or no EXP at all. The maximum level for one character is 99.
  +
  +
Like in ''Final Fantasy Tactics Advance'', when a new clan member joins in the clan their level is based on the average of all the current clan members' level. Their maximum level when joining in the clan is 30, but certain characters that joins in the clan. Special characters, [[Adelle]], [[Cid (Tactics A2)|Cid]], [[Hurdy]] and [[Frimelda Lotice]]'s levels are fixed when they join.
   
 
===''[[Final Fantasy Crystal Chronicles]]''===
 
===''[[Final Fantasy Crystal Chronicles]]''===
  +
{{sideicon|FFCC}}
 
{{Sec-stub|Final Fantasy Crystal Chronicles}}
 
{{Sec-stub|Final Fantasy Crystal Chronicles}}
   
 
====''[[Final Fantasy Crystal Chronicles: Ring of Fates]]''====
 
====''[[Final Fantasy Crystal Chronicles: Ring of Fates]]''====
  +
{{sideicon|CCRoF}}
 
[[File:RoF Level Bar Icon.png|right]]
 
[[File:RoF Level Bar Icon.png|right]]
 
{{Sec-stub|Final Fantasy Crystal Chronicles: Ring of Fates}}
 
{{Sec-stub|Final Fantasy Crystal Chronicles: Ring of Fates}}
   
 
====''[[Final Fantasy Crystal Chronicles: Echoes of Time]]''====
 
====''[[Final Fantasy Crystal Chronicles: Echoes of Time]]''====
  +
{{sideicon|CCEoT}}
 
{{Sec-stub|Final Fantasy Crystal Chronicles: Echoes of Time}}
 
{{Sec-stub|Final Fantasy Crystal Chronicles: Echoes of Time}}
   
 
===''[[Final Fantasy Mystic Quest]]''===
 
===''[[Final Fantasy Mystic Quest]]''===
Only [[Benjamin]] can level up. [[Phoebe]], [[Kaeli]], [[Tristam]], and [[Reuben]] are at fixed levels and do not gain experience, although allies who leave and return later are at a higher level. Also, due to the fixed number of enemies in the game, Benjamin cannot exceed Level 41.
+
{{sideicon|FFMQ}}
  +
Only [[Benjamin]] can level up. [[Phoebe]], [[Kaeli]], [[Tristam]], and [[Reuben]] are at fixed levels and do not gain experience, although allies who leave and return later are at a higher level. Also, due to the fixed number of enemies in the game, Benjamin cannot exceed Level 41. Upon level up, Benjamin will gain 40 HP, 2.5 Attack, 2 Defense, 2 Speed, 1 Magic, and 0.5 Accuracy per level.
  +
  +
The next level formula seems to be:
  +
:<math>(13*(Current Level^3) + 61 * (Current Level^2))</math>
  +
  +
===''[[Final Fantasy Adventure]]''===
  +
{{sideicon|FFA}}
  +
Only Sumo can level up, and every time the player defeats an enemy, they will gain Experience and GP. The level maxes out at 99. After gaining a certain amount of Experience, they will gain a level. A message will appear on the screen telling the player that Sumo leveled up, and that their HP/MP has also been restored to full. Now a new screen will appear asking the player to choose what type of stat they want to boost.
   
 
===''[[Final Fantasy Legend III]]''===
 
===''[[Final Fantasy Legend III]]''===
Only [[Arthur (Legend III)|Arthur]], [[Curtis]], [[Gloria]], and [[Sharon]] can level up. The [[Guest]] characters are at fixed levels and do not gain any experience.
+
{{sideicon|FFL3}}
  +
Only [[Arthur (Legend III)|Arthur]], [[Curtis]], [[Gloria]], and [[Sharon]] can level up. The [[Guest|temporary party members]] are at fixed levels and do not gain any experience.
   
 
===''[[Final Fantasy: The 4 Heroes of Light]]''===
 
===''[[Final Fantasy: The 4 Heroes of Light]]''===
The player characters level up by gaining EXP from battles, and their level determines the characters' stats within the [[Job System#Final Fantasy: The 4 Heroes of Light|crowns]] they are wearing. The maximum level is 99. The [[Salve-Maker]]'s Level Serum increases the party's level by one for the duration of the battle. The [[Seamstress]]'s final ability, Sew Together, causes the user and an ally to combine their levels and double the user's stats.
+
The player characters level up by gaining EXP from battles, and their level determines the characters' stats within the [[Job System#Final Fantasy: The 4 Heroes of Light|crowns]] they are wearing. The maximum level is 99. The [[Salve-Maker (The 4 Heroes of Light)|Salve-Maker]]'s Level Serum increases the party's level by one for the duration of the battle. The [[Seamstress]]'s final ability, Sew Together, causes the user and an ally to combine their levels and double the user's stats.
  +
  +
===''[[Bravely Default]]''===
  +
{{sideicon|BD}}
  +
Characters level up when they get a certain amount of EXP. Job levels are separate from character levels and can be increased when the characters obtain enough JP (job points) from the enemies.
  +
{{Sec-stub|Bravely Default}}
   
 
===''[[Final Fantasy Dimensions]]''===
 
===''[[Final Fantasy Dimensions]]''===
{{Sec-stub|Final Fantasy Dimensions}}
+
{{sideicon|FFD}}
  +
Characters earn Experience Points to level up. Upon gaining a Level, their overall stats increase, thus making them stronger. Experience Points are earned to participating characters of the battle, but are not awarded to participants who have been [[Knocked Out]]. Characters can gain levels until they reach Level 99. Afterwards, any Experience Points obtained in battle are deemed useless to them, and their Experience Point count stays capped at 11,315,479.
  +
  +
Final Fantasy Dimensions also uses the commonly known Job system. Job levels are gained with [[Ability Points|AP]], with rewards earned similar to a characters base level. Throughout the game, characters are awarded 69 [[Job Points|JP]] overall from the main story line. Later on, JP can also be earned by [[Moogle Coin|Moogle Coins]]. JP is used to increase the character's maximum Job Level, up to a maximum of 20. Similarly to a characters base level being capped, AP is also deemed useless when a character is assigned a Job that has been mastered. Different jobs require a different amount of AP to level up. All jobs equivalently assigned to characters do not require a different growth rate.
  +
  +
In the beginning of the game, all jobs that are available to characters start out at level zero, with a maximum level of three, and done so respectively to jobs earned later on.
   
 
===''[[Dissidia Final Fantasy]]''===
 
===''[[Dissidia Final Fantasy]]''===
  +
{{sideicon|Dissidia}}
 
In ''Dissidia'', characters gain experience by dealing HP damage to the opponent in battle, the higher the opponent's level and the more damage dealt, the more experience the character gains. As the character levels up they learn new attacks and abilities. Equipment pieces have a level requirement that require a character to be at that level or higher to equip them. Characters max out at Level 100 with a total of 1,964,655 EXP gained.
 
In ''Dissidia'', characters gain experience by dealing HP damage to the opponent in battle, the higher the opponent's level and the more damage dealt, the more experience the character gains. As the character levels up they learn new attacks and abilities. Equipment pieces have a level requirement that require a character to be at that level or higher to equip them. Characters max out at Level 100 with a total of 1,964,655 EXP gained.
   
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====''[[Dissidia 012 Final Fantasy]]''====
 
====''[[Dissidia 012 Final Fantasy]]''====
Leveling works identically to how it functioned in ''Dissidia'', but the player has the option to adjust a character's level to a lower level. As a new mechanic, [[Gateway]]s may have a Bonus Line; if the character's level is higher than the Bonus Line level the player receives a penalty to the [[KP]] they earn for completing that gateway. Conversely, setting a character's level lower than the Bonus Line grants an automatic bonus to the KP that will be earned for completing the gateway.
+
{{sideicon|D012}}
  +
Leveling works identically to how it functioned in ''Dissidia'', but the player has the option to adjust a character's level to a lower level. As a new mechanic, [[Gateway]]s may have a Bonus Line; if the character's level is higher than the Bonus Line level the player receives a penalty to the [[KP]] they earn for completing that gateway, but do not actually subtract the player's current total KP. Conversely, setting a character's level lower than the Bonus Line grants an automatic bonus to the KP that will be earned for completing the gateway.
   
 
The Chocobo Cologne can still be traded for a single-level increase to a character. Several new Booster [[List of Dissidia 012 Final Fantasy Accessories|Accessories]] rely on the gap in level between the player's character and their opponent.
 
The Chocobo Cologne can still be traded for a single-level increase to a character. Several new Booster [[List of Dissidia 012 Final Fantasy Accessories|Accessories]] rely on the gap in level between the player's character and their opponent.
  +
  +
===''[[Final Fantasy Artniks]]''===
  +
{{sideicon|Artniks}}
  +
{{Sec-stub|Final Fantasy Artniks}}
   
 
==Gallery==
 
==Gallery==
 
{{Gallery
 
{{Gallery
  +
|File:FFIVDS Level Up.png|''[[Final Fantasy IV]]'' (DS).
  +
|File:FFIV TAY iOS - Ursula's Level Up Pose.png|''[[Final Fantasy IV: The After Years]]'' (iOS).
  +
|File:FFV iOS Level Up.png|''[[Final Fantasy V]]'' (iOS/Android).
 
|File:FFVII Level Up Screen.png|''[[Final Fantasy VII]]''.
 
|File:FFVII Level Up Screen.png|''[[Final Fantasy VII]]''.
  +
|File:VIICC Level Up.jpg|''[[Crisis Core -Final Fantasy VII-]]''.
 
|File:DoC Level Up.jpg|''[[Dirge of Cerberus -Final Fantasy VII-]]''.
 
|File:DoC Level Up.jpg|''[[Dirge of Cerberus -Final Fantasy VII-]]''.
 
|File:FFVIII Level Up Screen.png|''[[Final Fantasy VIII]]''.
 
|File:FFVIII Level Up Screen.png|''[[Final Fantasy VIII]]''.
Line 403: Line 439:
 
|File:Level-up-ffxii.jpg|Player levels up in ''[[Final Fantasy XII]]''.
 
|File:Level-up-ffxii.jpg|Player levels up in ''[[Final Fantasy XII]]''.
 
|File:Revenant wings battle results.png|''[[Final Fantasy XII: Revenant Wings]]''.
 
|File:Revenant wings battle results.png|''[[Final Fantasy XII: Revenant Wings]]''.
  +
|File:FFT Level Up.png|''[[Final Fantasy Tactics]]''.
 
|File:RoF Level Up.png|''[[Final Fantasy Crystal Chronicles: Ring of Fates]]''.
 
|File:RoF Level Up.png|''[[Final Fantasy Crystal Chronicles: Ring of Fates]]''.
 
|File:EoT Level Up.png|''[[Final Fantasy Crystal Chronicles: Echoes of Time]]''.
 
|File:EoT Level Up.png|''[[Final Fantasy Crystal Chronicles: Echoes of Time]]''.
Line 409: Line 446:
 
|File:FFD Level Up.PNG|''[[Final Fantasy Dimensions]]''.
 
|File:FFD Level Up.PNG|''[[Final Fantasy Dimensions]]''.
 
|File:Level adjust.png|Setting the level in ''[[Dissidia 012 Final Fantasy]]''.
 
|File:Level adjust.png|Setting the level in ''[[Dissidia 012 Final Fantasy]]''.
  +
|File:Artniks - Level Up.png|''[[Final Fantasy Artniks]]''.
 
|File:CD2 Level Up.png|''[[Chocobo's Dungeon 2]]''.
 
|File:CD2 Level Up.png|''[[Chocobo's Dungeon 2]]''.
 
}}
 
}}
Line 416: Line 454:
   
 
{{Stats}}
 
{{Stats}}
 
 
[[de:Level]]
 
[[de:Level]]
 
[[Category:Stats]]
 
[[Category:Stats]]

Latest revision as of 03:25, April 18, 2014

Ff12 guest
Party's levels in Final Fantasy XII.
InpursuitAdded by Inpursuit

Level is the measure of how far a character has progressed in their personal growth potential. Gaining levels is the way for the player characters to advance throughout most of the Final Fantasy games. The characters advance in levels by gaining Experience Points. Both enemies and player characters have a level, but most times the opponents' level is fixed.

When the character gains a level, it is called a "Level Up". Gaining levels may heighten stats, unlock new magic and skills and enable the use of new items. The party's level may also influence the enemy's stats. The typical highest level is 99 for players, but 100+ for bosses and enemies. In Final Fantasy VIII the limit for player characters goes up to 100, but can be as low as 41 in Final Fantasy Mystic Quest.

It is considered a challenge to attempt a "No Leveling Up Game", whereupon the player tries to complete the game without the player characters having gained a single level.

Levels are also widely used to measure an enemy's strength in the series, and some games allow enemies to level up in the middle of battle as well.

See also: Level Grinding and Level Up (Ability)


AppearancesEdit

Final FantasyEdit

The level system in the original Final Fantasy is the system's prototype used in many future installments. The maximum level is 50. Character class dictates the stat growth gained from level ups. In the 20th anniversary edition, Final Fantasy I & II: Dawn of Souls and the iOS version the level can go to 99. Characters' levels were originally meant to determine the success rate of fleeing from battles, but in the NES version this is glitched.

Final Fantasy IIEdit

Final Fantasy II is unique in the series for not utilizing experience-based levels; each character develops depending on what that character does during battle, e.g., characters who use a particular weapon become adept at wielding a weapon of that type, as well as gaining in physical strength; characters who frequently cast a particular magic learn more potent versions of that spell, as well as gain Magic Power. HP and MP, similarly, increase depending on need: a character who ends a battle with only a small amount of remaining health might earn an increase in maximum hit points.

The system is associated with numerous issues, such as that it encourages the players to hit their own characters in order to finish battles in low health. There is also a glitch that lets the player level up weapons and spells by repeatedly cancelling actions.

Final Fantasy IIIEdit

Final Fantasy III's level up system is based on the first game's system, though being more refined. Characters can use different jobs and gain levels and stat growth within those jobs. The max level is 99.

Final Fantasy IVEdit

Final Fantasy IV employs a traditional level up system where characters level up by gaining EXP from battles, which boosts their stats along a predetermined path; physical characters will earn more strength and HP when leveling, and magic-users will gain magic power and MP. The characters can also learn new skills as they gain higher levels. However, after Level 70 the stat gains characters earn from leveling up become somewhat random, with eight different options that the game randomly chooses from, and characters can loose stats, though in general they will have higher stats at Level 99 than Level 70.

Final Fantasy IV -Interlude-Edit

Level returns in the sequel to Final Fantasy IV, and works the same way as it did in that game.

Final Fantasy IV: The After YearsEdit

Final Fantasy IV: The After Years employs the same system as its predecessors, though stat gains are no longer random after level 70, but level caps are in place depending on the chapter. The level caps (for at least the Wii version) are as follows:

Chapter Level Chapter Level
Ceodore/Kain 50 Rydia 40
Yang 40 Palom 40
Edge 40 Porom 40
Edward 40 Lunarians 50
Gathering 55 Final 99

The only exceptions to the information above are for generic characters (Black Mage, White Mage, Monk, etc.); these characters cap at level 20. In the PSP version, Golbez's level in the Lunarians Tale is capped at 45, and Fusoya's is capped at 40.

FF4PSP-RydiaSprite
This section of the article about Final Fantasy IV is a stub. You can help Final Fantasy Wiki by expanding it.

Final Fantasy VEdit

FFV-iOS-Ach-Dont Mess with Me

The job system returns in Final Fantasy V, but this time is separate from the character levels: characters and jobs have separate levels, e.g. a character can be on level 38, but his job may be on level 5. Characters boost their base stats by leveling up, and gain new abilities as their job levels up.

There are various ways to temporarily change level in battle, such as the Mix skill, Dragon Power, which raises a character's level by 20. Characters level up by gaining EXP from battles, and jobs level up when the characters gain ABP while using said job. The maximum level is 99. The EXP needed for max level is 9,696,668.

In the iOS version the player earns achievements by mastering jobs and leveling up characters.

Final Fantasy VIEdit

Final Fantasy VI has a traditional leveling up system, where characters gain EXP from battles. Terra and Celes gain new magic when reaching certain level thresholds, Sabin learns new Blitzes, and Cyan learns new Bushido skills. The characters can equip magicite to boost their stats while leveling up.

The Advance version has a glitch that lets the player reset the characters' levels.

Final Fantasy VIIEdit

Down5Levels-ffvii-BSreel
Battle Square handicap reel.

In Final Fantasy VII, unlike in most games, characters will also gain EXP from boss battles. In the final battles Bizarro and Safer∙Sephiroth have more HP if more members of the player party are on level 99. During Battle Square battles certain handicaps can temporarily lower the player's level, and the effect stacks. Apart from the player characters, Materia can also be leveled up by gaining AP from battles; this unlocks new abilities and gives birth to new Materia when a Materia reaches its maximum level.

Cloud will always level up from level 6 to level 7 in the first battle; this may be one of the many subtle allusions to the number 7 used throughout the game.

The playable characters require slightly different amount of EXP to reach level 99. Aeris requires the most EXP for level 99: 2,484,643.

Leveling a character to level 99 gains the player the Top Level achievement in the PC version re-release of Final Fantasy VII.

Dirge of Cerberus -Final Fantasy VII-Edit


FF4PSP-RydiaSprite
This section of the article about Dirge of Cerberus -Final Fantasy VII- is a stub. You can help Final Fantasy Wiki by expanding it.

Crisis Core -Final Fantasy VII-Edit

DMW Slots
Zack levels up when he spins three 7s during modulation phase.
BlueHighwindAdded by BlueHighwind
Main article: Digital Mind Wave

Zack gains levels through the Digital Mind Wave reel: as the reel rolls to 777, Zack will gain a level. The maximum level is 99. It appears random, but in fact, isn't; the game has a hidden value in the game data that works the same way as gaining experience points in the rest of the series, and the reel will gain a chance to spin to 777 once Zack has killed enough enemies to enable it. Zack can also level up his Materia to a max level of 5, at which point the Materia become mastered.

Final Fantasy VIIIEdit

FFVIII Max Level Icon

Final Fantasy VIII is the first game in the series where the maximum level for character and enemy growth is 100 instead of 99. The game is different in many other aspects as well: instead of the EXP required for a level up gradually growing, the requirement is set at the fixed value of 1000 EXP for a level up, but the amount of EXP enemies give after battle varies, depending on their level in comparison to the player party's.

As the Junction System technically functions separate from the leveling system, a viable style of play can include keeping the party (and thus monsters) low level.

Character LevelsEdit

Contrived finish icon

The player's level affects how far they can progress in the SeeD rank tests that can be undertaken in the menu; the player cannot take a test that is of higher grade than Squall's current level. Squall always starts at level 7 with his EXP bar half-way filled, similar to how Cloud always levels up in his first battle. Squall's first level up being from level 7 to level 8 may thus be an allusion to the number 8, Final Fantasy VIII being the eighth installment in the series. Finishing the game with Squall on level 7 earns the player the achievement Contrived Finish. Getting a character to level 100 earns the achievement Top level.

All characters who join the party start with a set level. In the Final Fantasy VIII PlayStation demo, the player characters cannot level up at all.

Enemy LevelsEdit

The enemies' level is normally not fixed, and depends on the active party members' current levels, according to the following formula:

Base\,level = floor[average\,level\,of\,active\,party]
Level\,diff = floor[Base\,level / 5]
Enemy\,level = Base\,level \pm Level\,diff

Normal enemies will never have levels between the two values given by the formula; however, bosses have level caps, which are used to limit their levels if the value resulting from the formula is too high.

Furthermore, in certain locations in the game, enemies' levels are subject to specific conditions:

The LV Down and LV Up abilities learned by Tonberry let the player manipulate the enemies' levels and thus affect which spells can be drawn, what items they will drop, and how much EXP they give. Bosses are immune to this ability.

Guardian Force LevelsEdit

Guardian Forces also gain levels, and certain Guardian Force abilities cannot be used until the said Guardian Force has reached level 100. Guardian Forces share the EXP the player characters earn from battles, but it is distributed evenly between the GFs the character has junctioned. Different GFs require a varying amount of EXP for a level up; e.g. Siren requires only 200 EXP for a level up, whereas Eden requires the full 1000.

Boko's LevelEdit

Top level boko icon

Upon winning a battle in Chocobo World, Boko receives a magic stone which is randomly placed on a tic-tac-toe-style board. If three stones line up in a vertical, horizontal, or diagonal row, Boko gains a level of experience, which increases his hit point count in Chocobo World and his strength when summoned in Final Fantasy VIII. If Boko is leveled up to level 100 in the Steam version, the player earns the trophy Top Level Boko.

Final Fantasy IXEdit

Final Fantasy IX uses a traditional level up system. Leveling up boosts the party's stats and the number of magic stones. As bosses do not give EXP, it is possible to attempt a no leveling up challenge and finish the game at level 1.

The party members' levels who join the party are determined by the previous party members' levels. Zidane, Vivi, Dagger and Steiner are the characters the player starts the game with, but when another party member joins and the player party is at a higher level than LV1, the joining party members level up to match the rest of the party.

Joining party members will not gain any level up bonuses for the number of magic stones, and for that reason, if the player levels up a lot early, party members who join later will miss out on magic stones. If the player wants maximum magic stones for all party members, they must stay on level 1 till Amarant joins.

Final Fantasy XEdit

Main article: Sphere Grid

Characters and enemies don't have specific levels in the traditional sense, and their strength is measured in stats only, however, gaining AP from battles advances the characters through the Sphere Grid through Sphere Level, abbreviated as "S.Lv" in the game. The AP required for gaining sphere levels increases the further a character has progressed through the grid, up to a maximum of 22,000.

Final Fantasy X-2Edit

The traditional leveling up system returns in Final Fantasy X-2, with characters gaining levels based on the EXP they earn in battles. Levels will not carry over when using the game's New Game Plus feature. The maximum level is 99. The character's level determines their stats in their currently equipped dressphere, apart from the special dresspheres, whose stats are also affected by the number of nodes the character activated in order to change into the special dressphere.

Initial levels of recruitable allies in the International and HD Remaster versions of the game are dependent on the average level of the three leading girls.

It seems that even if the girls all have the same EXP totals they progress at different rates. Paine is a little faster than Rikku and Yuna tends to lag behind.

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Final Fantasy XIEdit

Final Fantasy XI deviates from the traditional level-up system by having levels tied to each job class, rather than the whole character. Each class receives their own experience tally, and can be individually leveled up to the maximum level of 99.

At the release of Final Fantasy XI, the level cap was 50, and this cap was raised five times in intervals of 5 after the release of the first expansion Rise of the Zilart up till 75 where the level cap remained for nearly 7 years. When Vision of Abyssea was released in 2010, the level cap was progressively raised again at intervals of 5 to hit the final cap of 99 in December 2011.

Final Fantasy XI also employs a level system for combat and crafting skills that is similar to the system used in Final Fantasy II. Repeated attempts at crafting and uses of a combat skill have a chance at increasing the proficiency of that skill. However, to prevent exploitation, such attempts must be performed with crafting recipes and enemies of a certain range relative to ones current skill or job level.

Final Fantasy XIIEdit

Final Fantasy XII employs a more or less traditional level up system, with characters progressing through levels by gaining EXP from defeated enemies. The Zodiac Job System version of the game has a couple of New Game Plus features that allows the player to attempt a new playthrough with either all characters starting on level 90, or all characters on level 1, while being unable to gain levels.

Level Experience Level Experience Level Experience
1034305,798673,305,782
25135337,647683,487,042
316936371,861693,675,577
438637408,550703,871,576
573538447,826714,075,232
61,25339489,805724,286,739
71,97840534,604734,506,293
82,95041582,344744,734,094
94,21342633,147754,970,343
105,81243687,137765,215,245
117,79644744,442775,469,006
1210,21545805,191785,731,834
1313,12146869,517796,003,941
1416,57047937,554806,285,540
1520,619481,009,438816,576,848
1625,329491,085,309826,878,083
1730,762501,165,308837,189,465
1836,982511,249,580847,511,218
1944,057521,338,271857,843,567
2052,056531,431,529868,186,741
2161,052541,529,506878,540,970
2271,119551,632,355888,906,486
2382,333561,740,233899,283,525
2494,774571,853,298909,672,324
25108,523581,971,7109110,073,124
26123,665592,095,6339210,486,167
27140,286602,225,2329310,911,697
28158,474612,360,6769411,349,962
29178,321622,502,1359511,801,211
30199,920632,649,7819612,265,697
31223,368642,803,7909712,743,674
32248,763652,964,3399813,235,398
33276,205663,131,6099913,741,129

The exact equation describing EXP and level is:

Exp = 0.1*Lv^4 + 4.2*Lv^3 + 6.1*Lv^2 + 1.4*Lv - 11.4[1]

The player starts the game as Vaan, but any party members who join him during the game have their starting level determined by the levels of the characters in the current party. Such as, when Balthier and Fran join Vaan in Royal Palace of Rabanastre, their level is Vaan's level +1.

The enemy ability, Growing Threat, doubles the subject's level.

Final Fantasy XII: Revenant WingsEdit

Unlike Final Fantasy XII, character's starting level is not based on Vaan's or the rest of the party, so their starting level when joining the party is fixed. Although, if the character leveled up more than the fixed level when rejoining the party, their level is retained. For example, when Penelo leaved the party, she was level 3, when she rejoins later, she'll be level 6 or 7. But if she leveled up more than level 6 or 7 (for say, level 12) she'll rejoins the party with level 12.

The player characters level up by gaining EXP from battles. They learn new abilities by leveling up, and their stats are increased. If the player completes all missions the all enemies in the final boss battle will be on level 99.

In conjunction with Monster Melee and Summoning Melees, all enemies' levels are tied up by the total average of the party's level, so the party can be level up by fighting any kind of enemies, with fair amount of EXP gained.

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Final Fantasy XIIIEdit

Main article: Crystarium System

In Final Fantasy XIII, the characters' roles gain levels by advancing through the tiers in the Crystarium, meaning that it is the character's "role" or "job" that gains level, not the character itself. The level gain is capped, and new tiers in the Crystarium are opened by progressing through the storyline. Role levels make the role more powerful when the character is using it and grant more powerful role bonuses.

More traditional leveling system is seen in the characters' weapons and accessories, whose stats the player can advance by giving them EXP through the various components gained from battles and bought from the Retail Network. Mechanical components give more EXP, but organic components add a multiplier to the equipment pieces' EXP intake, giving the chance to as much as triple the received EXP.

Every weapon and accessory has its own growth potential and maximum level. After a piece of equipment has reached its maximum level, it is often possible to use a catalyst component to transform it into a new item, usually a more powerful version of the original, at the cost of the new item starting back at its base with no EXP.

The enemies in Final Fantasy XIII have fixed levels, but unlike in other games in the series, it is not an indication of the enemy's strength, and the levels vary widely. The only things the enemy's level determine are whether the enemy is immune to Random: Instant Chain or not (enemies above level 49 are immune) and the rate of TP recovery after battle.

Final Fantasy XIII-2Edit

Paradigm roles gain levels, but now each role can level up all the way to level 99. At certain milestones the Crystarium expands and allows for further customization of a character or a Paradigm Pack monster. Levels are gained by expending CP, which Serah and Noel gain by winning battles.

Monster allies, however, do not gain CP, and must be given items to level them up, and the items' attributes define the quality of the stat boosts. While Serah and Noel can reach level 99 in all their roles, the monsters have only one role, and depending on the monster, their level may be capped at lower than 99.

"Requiem of the Goddess"Edit

In a downloadable content scenario, "Another Beginning - Lightning's Story: Requiem of the Goddess", Lightning returns as a playable character. Lightning's leveling system returns to its roots as when a certain amount of Experience Points was acquired that character would level up.

Current Level CP Required HP Strength Magic Bonus/Notes
0 15,000 1,150 1,150 Defeat Chaos Bahamut to unlock.
1 40 20,000 1,250 1,250
2 150 25,000 1,250 1,250 ATB: +1
3 250 31,000 1,250 1,250 Conjurer role unlocked.
4 330 37,000 1,350 1,350
5 570 43,000 1,350 1,350
6 730 49,000 1,350 1,350 Sorcerer role unlocked.
7 970 55,000 1,500 1,500
8 1,290 75,000 1,850 1,850 ATB: +1
9 120,000
10 999,999 9,999 9,999

Lightning Returns: Final Fantasy XIIIEdit

As opposed to the prequels, Crystarium Points are not gained from battles, instead Lightning is required to complete quests which at most times raise her maximum HP, Strength, and Magic, but at times ATB, Item Limit, and EP are raised as well.

Abilities can gain levels by synthesizing the same ones at magic shops. Abilities locked on garbs cannot gain levels.

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Final Fantasy XIVEdit

In Final Fantasy XIV, a character's progress was originally measured in two ways: physical levels representing one's actual physical development, with class ranks measuring how adept one is with various arms and tools. This system was later changed to something similar to Final Fantasy XI's, each class having its own level tied to it and no "global" character level.

Final Fantasy Type-0Edit

Type-0 Gameplay
Screenshot showing Rem at level 6 in Type-0.
BurstDragonAdded by BurstDragon

Characters have levels in Final Fantasy Type-0 and level up by gaining EXP from battles.

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Final Fantasy TacticsEdit

Main article: Stat Growth (Tactics)

As each human character takes actions in battle, they gain experience, which will increase their overall level. Characters also gain Job Points (JP), which allow them to level up within a job until they have mastered it.

The character's level is determined with an experience system where every 100 experience grants a level up. Each successful action grants EXP based on the target's level. If the target is the same level as the user, 10 EXP is granted. For each level difference 1 EXP is added or removed. For example, if a level 50 character successfully attacked a level 60 character, they would gain 20 EXP. The stat boosts for leveling up depend on what job the player is when they level up. The maximum level is 99. The abilities Accrue EXP and EXP Boost can be equipped to gain more EXP.

The job level is determined with a JP (Job Points) system. JP is gained the same way as experience, with successful actions. However, instead of trying to gain 100 JP to level a job up, it depends on the specific job, and leveling up takes a higher amount of JP at each level. The maximum for each job is 8. The abilities Accrue JP and JP Boost can be equipped to gain more JP.

As a character gains more experience in various jobs, they gain access to other, more advanced or specialized jobs. Some jobs, like Arithmetician and Mime, require invested time and experience in several jobs, and require mastery of others to be truly effective. Once learned, skills and job-specific commands can be used even after a character switches jobs, though a penalty may be applied.

Final Fantasy Tactics AdvanceEdit

Unlike Final Fantasy Tactics, the level system in Final Fantasy Tactics Advance is rather much more simple as it doesn't have Job Level and leveling up only raises the character's own level and stats. Similar with Final Fantasy Tactics, character's level is determined with an experience system where after exceeding 100 experience, the character will level up. Each successful action grants EXP based on the target's level. If the target is the same level as the user, 10 EXP is granted. For each level difference 2 EXP is added or removed. For example, if a level 50 character successfully attacked a level 60 character, they would gain 20 EXP. The minimum EXP gain after an Action is 1 while 99 in maximum. The stat increase when leveling up depend on what job the player is when they level up. The maximum level is 99.

Based on the Final Fantasy Tactics Advance Official Nintendo Power Guide book, stat growth/increase upon leveling up is rated to the maximum of three stars. The stars indicates how much and how quickly the specific stat will grow upon leveling up. The stars are representative percentage, not a hard number.

When a new clan member joins in, their level is based on the average of all the current clan members' level. Their maximum level when joining in the clan is 30, but certain characters that joins in the clan. Special characters: Ezel Berbier, Babus Swain, Shara, Ritz Malheur and Cid Randell's levels are fixed when they join.

Final Fantasy Tactics A2: Grimoire of the RiftEdit

Unlike in the prequel, Final Fantasy Tactics Advance, leveling up is no longer possible during missions as participating party members only gains EXP when a mission has been declared 'Complete'. Still, with this feature, enemies also can no longer level up during battles. Also, unlike in Final Fantasy Tactics Advance, it is possible to gain more than 100 EXP, so a character can level up more than one level. Although, if the character's level is higher than the mission's level, the character may only gains considerably less EXP, or no EXP at all. The maximum level for one character is 99.

Like in Final Fantasy Tactics Advance, when a new clan member joins in the clan their level is based on the average of all the current clan members' level. Their maximum level when joining in the clan is 30, but certain characters that joins in the clan. Special characters, Adelle, Cid, Hurdy and Frimelda Lotice's levels are fixed when they join.

Final Fantasy Crystal ChroniclesEdit


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Final Fantasy Crystal Chronicles: Ring of FatesEdit

RoF Level Bar Icon


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Final Fantasy Crystal Chronicles: Echoes of TimeEdit


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Final Fantasy Mystic QuestEdit

Only Benjamin can level up. Phoebe, Kaeli, Tristam, and Reuben are at fixed levels and do not gain experience, although allies who leave and return later are at a higher level. Also, due to the fixed number of enemies in the game, Benjamin cannot exceed Level 41. Upon level up, Benjamin will gain 40 HP, 2.5 Attack, 2 Defense, 2 Speed, 1 Magic, and 0.5 Accuracy per level.

The next level formula seems to be:

(13*(Current Level^3) + 61 * (Current Level^2))

Final Fantasy AdventureEdit

Only Sumo can level up, and every time the player defeats an enemy, they will gain Experience and GP. The level maxes out at 99. After gaining a certain amount of Experience, they will gain a level. A message will appear on the screen telling the player that Sumo leveled up, and that their HP/MP has also been restored to full. Now a new screen will appear asking the player to choose what type of stat they want to boost.

Final Fantasy Legend IIIEdit

Only Arthur, Curtis, Gloria, and Sharon can level up. The temporary party members are at fixed levels and do not gain any experience.

Final Fantasy: The 4 Heroes of LightEdit

The player characters level up by gaining EXP from battles, and their level determines the characters' stats within the crowns they are wearing. The maximum level is 99. The Salve-Maker's Level Serum increases the party's level by one for the duration of the battle. The Seamstress's final ability, Sew Together, causes the user and an ally to combine their levels and double the user's stats.

Bravely DefaultEdit

Characters level up when they get a certain amount of EXP. Job levels are separate from character levels and can be increased when the characters obtain enough JP (job points) from the enemies.

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Final Fantasy DimensionsEdit

Characters earn Experience Points to level up. Upon gaining a Level, their overall stats increase, thus making them stronger. Experience Points are earned to participating characters of the battle, but are not awarded to participants who have been Knocked Out. Characters can gain levels until they reach Level 99. Afterwards, any Experience Points obtained in battle are deemed useless to them, and their Experience Point count stays capped at 11,315,479.

Final Fantasy Dimensions also uses the commonly known Job system. Job levels are gained with AP, with rewards earned similar to a characters base level. Throughout the game, characters are awarded 69 JP overall from the main story line. Later on, JP can also be earned by Moogle Coins. JP is used to increase the character's maximum Job Level, up to a maximum of 20. Similarly to a characters base level being capped, AP is also deemed useless when a character is assigned a Job that has been mastered. Different jobs require a different amount of AP to level up. All jobs equivalently assigned to characters do not require a different growth rate.

In the beginning of the game, all jobs that are available to characters start out at level zero, with a maximum level of three, and done so respectively to jobs earned later on.

Dissidia Final FantasyEdit

In Dissidia, characters gain experience by dealing HP damage to the opponent in battle, the higher the opponent's level and the more damage dealt, the more experience the character gains. As the character levels up they learn new attacks and abilities. Equipment pieces have a level requirement that require a character to be at that level or higher to equip them. Characters max out at Level 100 with a total of 1,964,655 EXP gained.

The item Chocobo Cologne, which can be won from the Easy Arcade Mode, can be traded for in the shop to increase a character's level by 1.

Some Booster Accessories trigger depending on the character being a certain level.

Dissidia 012 Final FantasyEdit

Leveling works identically to how it functioned in Dissidia, but the player has the option to adjust a character's level to a lower level. As a new mechanic, Gateways may have a Bonus Line; if the character's level is higher than the Bonus Line level the player receives a penalty to the KP they earn for completing that gateway, but do not actually subtract the player's current total KP. Conversely, setting a character's level lower than the Bonus Line grants an automatic bonus to the KP that will be earned for completing the gateway.

The Chocobo Cologne can still be traded for a single-level increase to a character. Several new Booster Accessories rely on the gap in level between the player's character and their opponent.

Final Fantasy ArtniksEdit


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