Stats
From Final Fantasy Wiki
In most RPG games, not necessarily limited to Final Fantasy games, stats, or statistics are used to represent how strong a character is. Stats are represented by numbers and are used in engagements to determine how much damage a character takes by an opponent, or deals to an opponent. As a character levels up, they get increases in each stat. Different jobs and races gain stats differently. For example, Paladins speeds are slow, while Ninjas and Assassins are fast.
[edit] Types of Stats
Terra's stats at the beginning of Final Fantasy VI
- Level: A units level is the defining point of the character, it denotes how much it has in the other stats. For example, a unit with a low level is considerably weaker than a high level unit. Levels are usually measured one at a time, unless a considerable amount of experience/Ability Points are gained at one time. Level also affects how much damage the user deals along with the other stats in most Final Fantasy games. As the unit gains levels, the unit will gain more power in the below stats.
- HP (Hit Points): Hit Points are used to determine if a character is able to fight. When attacked, the total damage dealt is subtracted from the current HP. When the characters current HP is 0, the characters faints and is unable to fight. Some items like Potions and most White Mage skills can restore HP. Phoenix Downs can revive a fainted unit, usually with half their max HP.
- MP (Magic/Mana Points): Magic or Mana Points are used when a character uses magic, or special skills. Black, White, Blue, and Red Mages usually use these to utilise their skills. In some games, they are restored periodically. Sometimes items or rest stops are required to restore them.
- Exp. (Experience Points): Experience points are gained to raise the character's levels. To level a character by one, a certain amount of Exp. is needed. This amount is rarely constant, as it grows each time the character levels. Enemies grant Exp to the party when defeated, and generally, Bosses may either give a huge amount of it, or none. The Exp. received after a battle is usually shared by the whole party, reason why if a character fight a monster alone, he would receive the same experience as all of the characters together.
- AP (Ability Points): Ability Points are gained when a battle is complete and won. In most games, AP is used and gained to allow characters to master abilities. Generally, the stronger an opponent/group is, both in level and class (e.g.: Minions VS. Bosses), the more AP the character gains. In some games, AP is used as an alternative to Experience Points: when they reach a certain point, the character levels up by one. Also in some games, like Final Fantasy X, a character is required to attack or otherwise uses an Action to gain AP.
- Attack Power: Also known as Vigor, Attack Power is used to indicate how strong a characters Attack is. It is compared to the opponents Defense to determine how much damage is caused, if any.
- Defense Power: Defense Power is used to indicate how well defended you are against physical attacks. The higher Defense Power a character has, the less damage he/she takes.
- Magic Power: Magic Power is used to indicate how strong a characters magic skills are. It is compared to the opponent Magic Resistance to determine how much damage is dealt, if any. For White Mages, it determines how much HP is restored.
- Magic Defense: Also known as Spirit or Magic Resistance, Magic Defense is used to determine how well protected you are against magic-based attacks. The stronger it is, the less damage you will take. In some games, Defense and Resistance are combined as one stat.
- Speed: Speed determines how fast a characters turn will come up in battle, and how often. Time Mages can be used to alter Speed for one battle, with skills such as Stop, Slow, Haste, and Quick (sometimes 'Quicken').
- Hit Rate: This stat, also known as Accuracy, will determine how often a units attacks will connect with the target. Status ailments like Blind can reduce this stat.
- Evasion: This stat will indicate how often a unit can avoid an attack from an opponent. The higher an evade stat is, the less a unit will be hit.
- Magic Block: This stat will indicate how often a unit can avoid a magic attack. In some games, Magic Block and Evade are combined as one stat.
- Accuracy: Accuracy is a measurement of how often a unit will hit. It is generally compared versus a target's evasion.
- Magic Accuracy: Magic Accuracy, in the games where it is present, determines the likelihood that a unit will successfully inflict damage or effect an enemy with a negative status effect.
- Absorb: A stat, which affects how much damage a character will take when hit by an enemy.
- Agility (Agl.): A stat, which affects the stat Evade%. It is affected by the heaviness of the character’s armor. Additionally, Agility helps dodging enemy attacks.
- Luck: Can effect many things, such as when a critical attack will land.
- Vitality: Has been in some Final Fantasy games with different meanings like: resistance to attacks, (like the defense stat), how much HP is gained during a level up, or resistances to status effects.
