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Stat Growth refers to the permanent improvement of Stats.

Appearances

Final Fantasy

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.

Dawn of Souls

  • 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.

Final Fantasy II

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:

  • HP: increased by losing HP during battle, and by participating in lengthy battles.
  • MP: increased by using up MP during battle.
  • Strength: increased by using the attack command during battle.
  • Stamina: increased by losing HP during battle.
  • Spirit: increased by using white magic in battle.
  • Agility: increased by being attacked.
  • Intelligence: increased by using black magic in battle.
  • Magic: increased by using MP during battle.
  • Accuracy: increased by attacking, and by equipping better weapons
  • Evasion: increased by being attacked, and by equipping a shield.
  • Magic Defense: increased when foes cast spells on a character.

Max HP also automatically increases in regular intervals in later versions, in order to discourage players from attacking themselves to increase HP.

Final Fantasy III

Each character's stats grow based, not on their actual level, but rather on their individual job level. For example, a character of the Knight job who previously leveled as a Thief, would be much faster than one who leveled as a Warrior, but would not be as strong. Some basic stat growths 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.

Final Fantasy IV

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.

Final Fantasy V

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.

Final Fantasy VI

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).

Final Fantasy VII

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.

Crisis Core -Final Fantasy VII-

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.

Final Fantasy VIII

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.

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.

Final Fantasy IX

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.

Final Fantasy X

Characters in Final Fantasy X are highly customizable using a Sphere Grid system. Each player is placed in a position on a series of points in a grid. 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" they have acquired through the game to activate a node and receive the node's attributes, such as HP or MP Boost, Strength, or Luck. 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 teach mostly increase her magic stat.

Final Fantasy X-2

Each dressphere has different stats on each level, but stat growth is not dependent on Dresspheres. 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.

Final Fantasy XI

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 with a job, any experience gained instead goes towards 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.

Final Fantasy XII

Like in other games, stat growth is character specific and can't be influenced. Each character gets stat boots 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.

Final Fantasy XII: Revenant Wings

The only way to boost stats permanently is by leveling up. Every character has their unique pre-programmed stat growth.

Final Fantasy XIII

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.

Final Fantasy XIV

In Final Fantasy XIV, players are able to freely distribute points into stats and elements at any time, gaining more points to spend upon gaining a physical level. However, each discipline has its own stat cap, and adding any extra point to a stat will wield no effect; also, the correlation between VIT and MND / HP and MP is different for each discipline. The player may reassign already spent points by choosing the "reassign" option, however it has a cooldown time and only gives a fraction of all points to reassign, therefore it's impossible to fully reassign all stats at once.

Final Fantasy Tactics

Each job in Final Fantasy Tactics has a specific stat growth. For example Thieves have higher speed stat growth, while Black Mages have the highest MA growth. Also calculators have the lowest stat growth. The best way to grow your stats is to level up in a job with good growth, then De-level your character through the degenerator trap or enemy abilities as a calculator, then re-level again as a good stat growth job.

Final Fantasy Tactics A2: Grimoire of the Rift

Final Fantasy Tactics A2: Grimoire of the Rift features a wide array of races and job classes, each with their own 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 they do affect the player's gameplay experience.

The main attributes of each character are hitpoints (HP), mist points (MP), attack (Atk), defense (Def), magick (Mgk), resistance (Res) and speed (Spd). 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 1.25 to 2.75 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 A2 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 by any means 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

Unique Exception: 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.

Final Fantasy Crystal Chronicles: Ring of Fates

Character's stats increase through levelling 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.

Dissidia Final Fantasy

The only way to permanently boost a character's stats is by leveling them up.

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