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Stat Growth refers to the permanent improvement of stats.
- See also: Min-Maxing
Although some stats are increased through fixed formulas, the majority of stats for characters are class-dependent.
- A character gains a bonus to HP equal to Vitality/4. Some levels are designated to have a "Strong" HP increase of 20-25 as well to the HP bonus, and are not obtained at random.
- When a character gains a level, if a character gains a bonus to Strength, Agility, Intelligence, Vitality, or Luck, it is always increased by 1. For any stat that is not guaranteed upon leveling up, there is a 25% chance of gaining a point to that stat.
- Characters gain a small amount of HP and MP every level.
- Upon gaining specific levels, a character will always gain a specific stat. For example, a Warrior attaining level 2 will always gain a point in Strength; a Warrior attaining level 3 will always gain a point in Agility and a point in Stamina. There are also levels with no guaranteed stat increases.
- In addition to the above, there is a chance of increasing additional stats.
- Characters have a chance to gain a "strong" level in HP and MP.
- For example, a level 13 Red Mage will normally gain 2-4 HP upon leveling up. He has a chance to instead gain 23-27 HP upon leveling up.
- Likewise, the same Red Mage will normally gain 2-5 MP upon leveling up, and has a chance to instead gain 12-17 MP upon leveling up.
- Characters have a 1 in 7 chance in gaining a point each stat. This does not stack with the guaranteed stat bonuses from above.
- For example, a Warrior attaining level 2 is guaranteed to gain one point in Strength. He has a 1 in 7 chance of gaining a point in Agility as well. He also has a 1 in 7 chance of gaining a point in Intelligence, Stamina, etc.
- Characters have a chance to gain a "strong" level in HP and MP.
Final Fantasy II does not feature a level system. Instead, the player characters' stats increase based on their performance in battle. Attacking an enemy with a specific weapon (or shield) increases the character's skill with that weapon. Casting a certain spell will eventually increase the level of that spell, making it more powerful and less likely to miss.
Attributes are also individually increased based on player actions:
|Strength||Use the Attack command in battle.|
|Magic||Have MP reduced in battle.|
|Magic Points||Have MP reduced in battle.|
|Spirit||Cast White Magic spells in battle.|
|Intelligence||Cast Black Magic spells in battle.|
|Health Points||Have HP reduced in battle.|
|Stamina||Have HP reduced in battle.|
|Agility||Have a high Evasion-% (via light armor, equipment, Agility).|
|Evasion||Be targeted by attacks.|
|Magic Defense||Be targeted by offensive magic.|
Max HP also automatically increases in regular intervals in later versions.
Whenever a character gains a level, maximum HP increases by an random amount ranging from Level + 100% of Vitality to Level + 150% of Vitality, thus, changing to high-vitality jobs like Monk, Knight, Viking and Black Belt before levelling up makes it easier to max out maximum HP.
Strength, Agility, Vitality, Intellect, Mind and MP are determined by a character's current level and job. For example, a level 20 Knight who previously leveled as a Thief, would have the exact same Strength, Agility, Vitality, Intellect, Mind and MP / spell slots as a level 20 Knight who previously levelled as a Warrior or White Mage.
Other stats are generally calculated based on level, job, job level, various base stats (like Strength or Agility), or a combination of the above.
Some basic stat calculation formulas for the Famicom version is as follows:
- Every 16 job levels gained adds +1 to a character's Magic Multiplier.
- Every 4 job levels gained adds +1% to a character's Accuracy.
- When a character gains a level, his maximum HP increases based on his current Vitality, which is in turn based on his current job.
- A character gains a bonus to Attack Power equal to 1/4 of his Strength.
- A character gains a bonus to Accuracy equal to 1/4 of his Agility.
- A character gains a bonus to Attack Multiplier equal to 1/16 of his Agility.
- A character gains a bonus to Defense Multiplier equal to 1/16 of his Agility, or half that if he is not using a shield.
- A character gains a bonus to Evasion equal to 1/2 of his Agility.
- A character gains a bonus to Magic Defense Multiplier equal to 1/32 of his Agility.
- A character gains a bonus to Defense equal to 1/2 of his Vitality.
- A character gains a bonus to Black Magic Power equal to 1/2 of his Intelligence.
- A character gains a bonus to Black Magic Multiplier equal to 1/16 of his Intelligence.
- A character gains a bonus to Black Magic Accuracy equal to 1/2 of his Intelligence.
- A character gains a bonus to Magic Defense Multiplier equal to 1/32 of his Intelligence.
- A character gains a bonus to Magic Resistance equal to 1/2 of his Intelligence.
- A character gains a bonus to White Magic Power for non-healing spells equal to 1/2 of his Mind.
- A character gains a bonus to White Magic Multiplier equal to 1/16 of his Mind.
- A character gains a bonus to White Magic Accuracy equal to 1/2 of his Mind.
- A character gains a bonus to Magic Defense Multiplier equal to 1/32 of his Mind.
- A character gains a bonus to Magic Resistance equal to 1/2 of his Mind.
- A character gains +1 to Attack Multiplier for each 16 levels gained.
- +1% Accuracy bonus for each 4 job levels gained.
- A character gains +1 to Magic Multiplier for each 16 levels gained.
- A character gains +1 to Magic Multiplier for each 32 job levels gained.
In all versions of Final Fantasy IV, stat growth is static and character-dependent. However, this is only true until characters reach level 70; after this, the stat growth of specific characters are determined by the Augments they have equipped (in the DS version), or is picked at random from one of the eight statistics in all non-DS versions. Certain Augments provide certain stat bonuses at level up; for example, the Kick augment provides a bonus to Strength.
Each job in Final Fantasy V has a static stat modifier. For example, the Black Mage has a bonus +31 to Magic, but -9 and -2 penalties to Strength and Stamina respectively. While these bonuses don't "grow" themselves, mastering a job would transfer all of the bonuses to the Freelancer and Mime jobs, but none of the penalties, allowing these Jobs to "grow" in a sense.
Each character in Final Fantasy VI has their own unique base stats that do not grow naturally, but the player can increase them once they gain access to Espers, as most Espers confer a stat bonus to the character if they level with that Esper equipped. For example, leveling with Ifrit equipped grants a permanent +1 to Strength, while leveling with Midgardsormr equipped increases the max HP gained at level up by 30% (that is, if the character were to gain 100 HP at level up, they would gain 130 instead; this applies to MP as well).
The rate at which health is gained per level increases slowly, but steadily, all the way up to level 70, which caps out at +162 Max HP. After level 70, the additions to the player's Max HP become lesser and lesser quite quickly. That said, if the player plans on using Bahamut's bonus or Diabolos's bonus, the increases from 68 to 69, 69 to 70, and 70 to 71 are the best choices.
The smartphone version game uses the post-battle quicksaves meaning that if one accidentally levels up with the wrong esper equipped the player can get a do-over.
Stats can be permanently boosted by either leveling up or by using stat boosting items. When a character gains a level, they earn increases to all primary stats as well as HP and MP, but the amount they increase is random, and depends on the stat, the character and their current level.
A character like Cloud is designed to be an all-around good character with high stat growth in all his stats, whereas Aeris gains big boost in her magic when leveling up, but has little strength, and Barret has high vitality but less speed. Although individual stat boosts gained by a level up are randomized, they are fixed in a way that the player can never stray too far from the intended average. Also, a character's primary stats are capped at 100; using Sources or wearing equipment and accessories does not increase a character's base stat from where the stat bonuses are calculated at a level up, and thus does not affect the rate the character gains stat increases through leveling.
In addition to stats increasing as a character levels up, there are several items which, when used, permanently increase a given stat by one point. These are: the Power Source, which increases Strength; Guard Source, which increases Vitality; Magic Source, which increases Magic; Mind Source, which increases Spirit; Speed Source, which increases Dexterity; and Luck Source, which increases Luck. Sunken Gelnika is notable as a location where every monster can be morphed into a source. It is possible to duplicate the Sources with the W-Item Duplication Bug for quick stat boosts.
The player can permanently boost the Materia's stats through Materia Fusion. The Materia can be fused with various items that grant stat boosts and the boosts carry over to different Materia during Fusion. The Materia can then be equipped to Zack. Zack also gains minor stat boosts himself by leveling up.
While character stats in Final Fantasy VIII are already highly customizable with the Junction System, these changes are not permanent. Instead, some Guardian Forces have high level abilities which grant a permanent bonus upon leveling. For example, Leviathan can learn the Spr Bonus ability, which when equipped grants a permanent +1 to Spirit upon level up. An easy way to attain permanently high stats is to stay on a low level until acquiring the GF Cactuar, as it has every stat boost ability.
Stats can also be permanently boosted by devouring high-level enemies. Upon devouring a suitable enemy the character's stat is permanently boosted by one.
- HP: Rinoa during Adel battle (ends in a Game Over) or Ruby Dragon.
- Strength: T-Rexaur
- Magic: Behemoth
- Vitality: Adamantoise
- Spirit: Malboro
- Speed: PuPu
Items that give permanent boosts can also be found, but are rare. They can be manufactured with certain GF abilities, though they require a lot of gil. The following method requires Doomtrain, Eden and Tonberry. The abilities needed are Doomtrain's Forbid Med-RF, Eden's GFAbl Med-RF, and Tonberry's Familiar and Call Shop. One must have visited all of Esthar's shops for them to be accessible through Call Shop.
One must buy either Giant's Rings, Power Wrists, Force Armlets, or Hypno Crowns from Esthar's pet shop and refine them with GFAbl Med-RF into their next form:
- 10 Giant's Rings to 1 Gaea's Ring
- 10 Power Wrists to 1 Hyper Wrist
- 10 Force Armlets to 1 Magic Armlet
- 10 Hypno Crowns to 1 Royal Crown
And use the Forbid Med-RF to turn them into status-ups:
- 1 Gaea's Ring to 1 HP Up
- 10 Hyper Wrists to 1 Str Up
- 10 Magic Armlets to 1 Spr Up
- 10 Royal Crowns to 1 Mag Up
It takes 150,000,000 gil just to get 100 of the status ups, each.
To get Vitality, one can refine Vit Ups by buying Vit-J Scrolls and using the GFAbl Med-RF to Refine 10 into 1 Orichalcum and refine 10 of those into an Adamantine, then use Forbid Med-RF to turn 5 of those into 1 Vit Up.
To get Speed one can Refine Spd Ups by fighting a lot of Cactuars on Cactuar Island, and getting 100 Cactus Thorns to refine them with GFAbl Med-RF to 1 Hundred Needles and refine that using Forbid Med-RF, into 1 Spd Up.
Stat growth in Final Fantasy IX is a bit tricky. Each character has a fixed growth for their stats. However, some equipment provide permanent stat growth when a character levels up while wearing them. The best stat-boosting equipment can be purchased on Disc 3 and 4 via Shops, the Treno Auction House, Chocographs, and some treasures on Disc 3 and 4. Some examples are the Black Belt, Dark Matter, Magic Racket, Pearl Rouge, Ribbon, Genji Armor, Venetia Shield, N-Kai Armlet, etc.
Therefore, for those interested in maximizing stats, it's recommended to keep the party's level as low as possible, and then start to level up with stat-boosting equipments on disc 4. It's possible to keep their levels low until Amarant joins the party so that the additional characters won't receive more stat penalties.
This is because the higher the initial levels for Freya, Quina, Eiko, and Amarant when they join the party, the more stat penalties they suffer. This explains why, for example, Freya's max HP on player A's save file can be lower than Freya's max HP on player B's save file, even if Freya is at the same level on both.
The only stats that can be manipulated via equipment are Speed, Strength, Magic and Spirit. Speed and Spirit max at 50, while Strength and Magic max at 99.
The stats that increase by leveling are as follows:
- HPMod and MPMod begin at 250 and 200, respectively and increase irregularly with level.
- Each character has a different Stat Base.
- Values in square brackets round down.
The StatBonus values start at 0. When a character gains a level, StrBonus and MagBonus increase by 3, SprBonus increases by 1 and MStBonus increases by 5. In addition to these automatic increases, the Bonus values also increases based on the stat bonuses given by equipment. There is no equipment that gives MStBonus.
For example, if a character has a Bone Wrist equipped, it gives +1 Strength while it is equipped. If that character levels while it is equipped, that character will gain 1 StrBonus when he levels up. Hence, if for example, one save file has Zidane equip nothing from 1 to 99 and another has just the Bone Wrist equipped, the Zidane with the Bone Wrist equipped will have 3 more Strength by level 99 (1 StrBonus x 98 level ups / 32 = 3.0625.)
Due to a bug, all of Marcus' StatBonus values transfer over to Eiko, while not effecting her level.
Characters in Final Fantasy X are highly customizable using the Sphere Grid system. Each player is placed in a position on a series of points in a grid and as a player gains experience in battle, they acquire Sphere Levels allowing them to move within the grid. When a character lands at a given node in the grid, they can use spheres acquired through the game to activate a node and receive the node's attributes, such as HP or MP Boost, Strength, or Luck. Some spheres let the character learn another character's abilities, like the White and Black Magic Spheres, and other spheres let the character move into another node on the Sphere Grid, like a Return Sphere and Teleport Sphere.
Each character begins at a certain point in the Sphere Grid, giving them a "path" for the most part of the game. For instance, Yuna is a White Mage, so her progression in the Sphere Grid will mostly increase her magic stat and teaches her curative spells. Later in the game the player can go on other characters' paths and increase in the stat that they mostly specialize in. The player can also completely remake the Sphere Grid with Clear Spheres, which erase the current node and make it blank and fill it back up with a sphere of their choosing.
There are lock spheres on the grid that can be unlocked with key spheres, but the key sphere has to match the level of the lock sphere. Many of the special abilities are behind locked spheres, but since all the characters share the same Sphere Grid, any lock only needs to be unlocked once to make the path available for all characters.
Each dressphere has different stats on each level, but stat growth is not dependent on dresspheres themselves. That means that if Yuna levels wearing exclusively the Gunner dressphere, she will have the same stats as a level 25 Gun Mage as she would if she leveled with a different dressphere. Stat values can be changed temporarily by equipping certain accessories or Garment Grids.
Like Final Fantasy V, all of the jobs in Final Fantasy XI have stat modifiers and penalties, but are again tied to the job in question and disappear upon changing jobs. However, upon reaching level 75 and higher with a job, any experience gained can optionally go towards limit points. Limit points then can be cashed in for Merit Points, which can then be used to customize the character. Among the many options are permanent stat bonuses - up to 120 HP/MP, and +8 in other stats. Experience points are forced into limit points should the level of the job caps at the maximum experience point limit at level 99.
Like in other games, stat growth is character specific and can't be influenced. Each character gets stat boosts by leveling up. The only exceptions are the HP and MP stats; HP can be permanently boosted by unlocking augments on the License Board, and MP can be permanently doubled, and finally tripled, of the original value, by learning Quickenings. There are augments that boost battle and magic power, but do not themselves grant stat boosts.
The only way to boost stats permanently is by leveling up. Every character has their unique pre-programmed stat growth.
Final Fantasy XIII introduces the Crystarium System. Characters earn Crystogen Points (CP) to spend on the Crystarium to gain permanent stat boosts in HP, strength, and magic power. Everybody's Crystarium tree is unique and every character has six roles, each with its own section in the Crystarium. Defense cannot be permanently boosted but is only affected by equipping accessories. The player can instead permanently boost the accessories' attributes through equipment upgrades.
The maximum stats attainable only by fully advancing through Crystaria for each character are:
Final Fantasy XIII-2 reintroduces the Crystarium in a changed form: now each role can attain level 99 and the Crystaria for Serah and Noel have twenty-two stages at each a bonus is selected. Serah has better Magic growth than Noel, and Noel has better HP and Strength growth than Serah.
There are two types of node spheres in the Crystarium: small and large. Small spheres in the same positions tend to give similar stat bonuses on each playthrough, while the large are role-sensitive.
Leveling a role on a large Crystarium node increases certain stat by certain amount:
|Role||Leveling on level||Stat increased||Growth bonus|
Monster growth differs from those of the playable character as each monster have only one role available for development. To develop monsters, materials are used. Material are divided into Potent, which slightly raises HP, Strength, and Magic altogether, Vitality which raises HP better than Potent, Power which raises Strength better than Potent, and Mana which raises Magic better than Potent. Materials are further divided into Biological which are used by feral creatures and Mechanical which are used to develop mechanical monsters.
In Final Fantasy XIV, both "Legacy" and A Realm Reborn, players gain a flat amount of stats every level, as well as one stat point every level which they can freely distribute to a single stat. The player may reassign already spent points by using one copy of the "Keeper's Hymn" item.
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- Main article: Stat Growth (Tactics)
Each job in Final Fantasy Tactics has a specific stat growth. For example, Thieves have higher speed stat growth, while Mimes have the highest MA growth. Arithmeticians have the lowest stat growth. The best way to grow stats is to level up in a job with good growth, then de-level through the degenerator trap or enemy abilities as an Arithmetician, then re-level as a good stat growth job.
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Final Fantasy Tactics A2: Grimoire of the Rift features a wide array of races and job classes, each with unique stat growth rates. Many players use them to optimize their characters, while other choose to ignore them completely, but either way they are there and affect the player's gameplay experience.
Their growth is controlled by a series of formulas within the game. All stats except for Spd rise when the player levels up, by an amount predetermined by the following formula: ((growth*4)+9)/10. The "growth" is a number dependent on class that ranges from 1.50 to 3.00 in increments of 0.25 for the four passive stats (Atk, Def, Mgk and Res), from 5 to 9 in whole integers for HP, and from 1 to 8 for MP. Speed works differently; each unit has a percentage chance for their speed to rise by 0.25 points when they level up.
With these figures in mind, ratings can be assigned to each attribute. HP ranks from A-E, MP from A-H, and the other stats from A-G. These are the stats featured in each of the classes' pages.
For player perspective, B ratings are rare, and A more so. Just because a class doesn't have anything that high, it does not mean the class is weak. Typically, a good array is considered to, ignoring HP and MP, have two poor stats (G-F), one moderate (E-D), and one good (C+).
- A-Ranked HP: Warrior
- A-Ranked MP: Arcanist
- A-Ranked Atk: Berserker, Gladiator, Dragoon, Master Monk, Parivir, Ranger, Sniper
- A-Ranked Def: Defender, Geomancer, Moogle Knight
- A-Ranked Mgk: Black Mage (Nu Mou), Summoner
- A-Ranked Res: Alchemist, Geomancer, Seer, Tinker, Viking
The Trickster job has a Res growth of 1.86, making it the only example of a stat that doesn't have a growth rate divisible by 0.25. This is the only "E+" rating.
Every time the player defeat a monster, they will gain Experience and GP. After gaining a certain amount of Experience, they'll gain a level. A message will appear on the screen telling the player that Sumo leveled up, and that his HP/MP has also been restored. Now a new screen will appear. It'll ask the player to choose what type of stat they want to boost. This will allow them to custom make a character. They can create a very powerful character in terms of physical attacks, a very powerful magician with strong magic attacks, or anything in between.
The stat they choose will be the primary stat that will be boosted, some stats will also boost a different stat, but to a lesser degree.
Types of Stat Growth
- Power: This will increase the Power rating of Sumo by 2 points. This will raise the attack power of Sumo making it easier to defeat enemies. This will also increase the Stamina and Will stat by 1 point.
- Stamina: This will increase the Stamina rating of Sumo by 2 points. This raises the HP and also concentrates on the character's defense. He will now have less damage dealt to him by enemy attacks. This will also increase the Power and Will ratings by 1 point.
- Wisdom: This will increase the Wisdom rating of Sumo by 2 points. This will give him additional MP and raise the damage caused by magic attacks to the enemies. This will also increase the Stamina and Will ratings by 1 point.
- Will: This will increase the Will rating of Sumo by 2 points. This will increase the speed of the gauge allowing the Will Bar to fill up quicker. This will also increase the Stamina and Will ratings by 1 point.
The human and mutant classes produce the highest HP by far because of how the other classes have fix base stats. Unfortunately, the cap for all stats (str/spd/def/mag) is 99, but armor makes all stats exceed 99. So, the real cap is 99 + armor bonuses.
The robot class produce the second highest HP and the cap for all characters is 1195 HP. Robots takes a pretty bad stat penalty, so 99 for all stats and 999 HP and anything over 999 is just calculated as 999, which is the reason robots fall way behind humans and mutants. However, robots also have a pill bonus cap of 99 for all stats and 999 hp that adds directly on to these stats, so the cap for robots becomes 1195 HP, 147 str, 144 spd, 107 def with 0 MP. And just like humans, armor also adds directly on top of those caps, so the real cap for robots is penalized base stats + pill bonuses + armor bonuses.
The rest of the classes have fixed base stats depending on what form they take, which are lower than 999 HP and 99 for stats, so they're all lower than humans, mutants and robots. Monsters can't even wear armor for armor stat bonuses.
Character's stats increase through leveling up or by buying increases (eg: Hp Up, Atk Up) from moogles. Only a certain amount of each increase can be bought and they are very expensive.
The only way to permanently boost a character's stats is by leveling them up.
The system from the original Dissidia returns as the leveling up system; where EXP is gained and permanent stat boosts occur.