Status Effect
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Like most RPGs, Status Effects (状態異常, Joutai Ijou?, lit. "Abnormal State") appears in the Final Fantasy series. These conditions affects a character's attributes or actions, for better or for worse. Some minor status ailments such as Poison or Blind are actually inflicted during special attacks, while some of the more advanced ones are their own spell or skill. Just about every status enhancement affects one person, or has an area effect that includes surrounding units.
Generally, Black Mages are the inflictors of status ailments, while White Mages can cure status ailments and also bestow status enhancements and Green Mages and Time Mages can bestow both status enhancements and status ailments.
Add Status is a means of inflicting status ailments on enemies at the same time as normal attacks, throughout much of the series.
In Final Fantasy XIII and Final Fantasy XIII-2, status ailments are classified into three categories: Debuff which hinders target's stats (Debrave, Deprotect, Deshell, Imperil, Poison, and Dispel), Debilitation which hinders target's ability to act (Slow, Fog, Pain, Curse, Daze), and None which accuracy to hit can't be modified by passive abilities (instant death).
List of recurring Status Effects
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Positive Status Enhancements
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- Blink/Image - Avoid physical attacks for some turns.
- Bravery - Has a different effect based on the game. In Final Fantasy XII and Final Fantasy XIII it increases physical attack power, while in Final Fantasy Tactics it is a measure for some attacks' power rather than a status effect.
- Clear - Physical attack immunity, but 100% magic hit rate and loss of magical enhancements.
- Faith - Similar to Bravery, only it affects the potency of, and vulnerability to, magic in Final Fantasy Tactics, or magic power Final Fantasy XII and Final Fantasy XIII.
- Float - Target floats, becoming immune to earth damage and damage from damaging floors. In Final Fantasy XII it also prevents traps from triggering.
- Haste - Time taken to execute actions and time until next turn decreases.
- Invincible - Grants immunity to all physical and magical attacks but lasts for a very short period of time.
- Invisible - Attacks connect less frequently, or makes enemies less likely to detect a player by sight, wears off when attacked or attacks opponent.
- Null Magic - Makes afflicted unit immune to magical damage.
- Life 3/Auto-Life/Reraise - Automatic revival when Knocked Out.
- Protect - Increased physical Defense, or half physical damage.
- Reflect - Reflects most magic used against them at caster or to the opposing battle party.
- Runic - Allows the user to absorb some attacks and spells as MP equal to the ability's/spell's MP cost. The user must give up their turn, and if the user absorbs an attack/takes another turn, the status wears off.
- Regen - Restores HP over time.
- Shell - Increased Magic Resistance, or takes half magic damage. In Final Fantasy XII, It also decrease the chance of inflicting bad status.
Neutral Status Effects
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- Berserk - Increased Attack and sometimes Speed, but attacks enemies uncontrollably.
- Control - Target is under the control of the user and is unable to make any actions of their own. This status can only be applied to monsters and never to the party.
- Hide - Target cannot be targeted by anything and is off-screen. Target cannot perform any actions until they return to the battlefield.
Negative Status Ailments
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- Blind/Darkness - Reduces Accuracy, causing the sufferer's physical attacks to miss most of the time. This was ineffective in Final Fantasy VI due to a bug.
- Charm - Victim attacks for the opposing team.
- HP Critical - Activates when a units' HP falls below a certain level (usually 25%), this status can trigger some positive status effects depending on the character's equipment.
- Condemned/Doom - KO'd after certain amount of time, can be "cured" by ending battle before time runs out.
- Confuse - Attacks both enemies and allies indiscriminately and uncontrollably.
- Curse - Effects vary depending on the game, but usually causes a drop in many stats and/or disallows the victim from performing Limit Breaks.
- Disease - Impairs the recuperation of HP and MP, in various ways.
- Disable - Unit cannot attack, but can still move.
- Eject - Target is removed from battle and is flagged as dead in most cases.
- Freeze - Immobilizes the target similar to Stop, however fire element attacks heal it and physical attacks will often kill the target instantly.
- Gradual Petrify/Slow Numb - Similar to Doom, victim turns to Stone after a certain amount of time.
- Immobilize - Unit cannot move, but can still attack. Called "Bind" in Final Fantasy XIV.
- KO - HP is zero and is unable to take turn. Some skills inflict Instant Death, which KO's a unit regardless of remaining HP.
- Oil - Unit takes extra damage from fire-based spells.
- Petrify/Stone - Encases in stone, unable to take turn or damaged by attacks. Also, if not cured by end of battle in some games, the afflicted character does not receive EXP/AP.
- Poison - Takes damage every turn, or over time.
- Reverse - Switches the effects of healing into damage and vice versa.
- Seizure/Sap - Takes a small amount of damage constantly.
- Silence - Unable to cast magic or sing.
- Size/Mini - Shrinks, Defense and/or attack strength greatly decreased.
- Sleep - Unable to take turn until woken up by attack or on their own.
- Slow - Time taken to execute actions and time until next turn is increased.
- Stop - Unable to move or attack until they re-enter time.
- Toad - Becomes a frog, attack strength is decreased and can only input the Attack or Frog command.
- Venom - A stronger or weaker variant of Poison, depending on the game.
- Zombie - Victim becomes Undead, taking damage from healing spells/items. Revivification magic and items KO afflicted units.
List of game-specific status effects
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Positive Status Enhancements
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- Aquaveil - In Final Fantasy XI, it decreases the likelihood of a spell being interrupted if the caster is hit.
- Aura - In Final Fantasy VIII, the afflicted character is able to use Limit Breaks regardless of their current HP.
- Bubble - In Final Fantasy XII, it doubles Max HP.
- Charging/Focus - In Final Fantasy IV, dictates the amount of time before an attack used from Focus or Deadly is used. In the DS version, increases the next physical attack and is stackable up to 3 times.
- Comradery - In Final Fantasy XIV, maximum HP and MP are increased by 5%, and physical and magic accuracy are enhanced. Granted when in a light party (4 to 7 members).
- Costume - Changes the appearance of the player in Final Fantasy XI.
- Dance - In Final Fantasy VI and Final Fantasy X-2, a character automatically uses a random ability from the current dance set every turn, and cannot be controlled. The status will not wear off unless another character Dances, the status is exchanged with Rippler, or the character is KO'ed. In Final Fantasy X-2, the effect of the Dance will remain as long as the user is dancing.
- Decoy - In Final Fantasy XIV, this is a Archer ability that allows the target to avoid a single ranged or magic attack. A trait learned later makes it also avoid melee attacks.
- Dedication - In Final Fantasy XI, it increases experience gained for a set period of time.
- Deodorize - In Final Fantasy XI, this status prevents a single target within a party from being pursued by scent or detected by low HP status.
- Dirge - In Final Fantasy XI, this is a song that grants a reduction of enmity to on targeted party member.
- Interceptor Guard - In Final Fantasy VI, a status exclusive to Shadow. Interceptor randomly blocks physical attacks (even attacks from behind, which are normally unblockable) for the character, occasionally counterattacking for non-elemental damage with Takedown or Wild Fang.
- Double - In Final Fantasy VIII, it enables units to cast any two magic spells in a single turn. This status effect, under the name Doublecast, is also present a free Special ability allowing to cast two Black Magic spells in a row.
- Enspell - In Final Fantasy XI, grants additional damage of an elemental type determined by what type of spell it is (ie: Enfire grants additional fire damage).
- False Image - In Final Fantasy V, a status that is granted only to clones of Wendigo and Pantera, making the user immune to physical attacks.
- Flee - In Final Fantasy XI, flee is considered a status effect, increasing movement speed.
- Jump - In Final Fantasy IV, it is a hidden status given when the Jump command is issued. The higher the Agility of the user, the longer this status lasts. The user will be unable to be targeted until they land, and all timers on statuses will halt.
- Lucky Girl - In Final Fantasy VII, all hits are Critical Hits.
- Nul— - In Final Fantasy X, NulBlaze, NulFrost, NulShock, and NulTide grants immunity to one Fire, Ice, Lightning, and Water attack respectively.
- Pax - In Final Fantasy XI, it grants a reduction in enmity gained for a short period of time.
- Performing - In Final Fantasy Tactics, the status is given when a unit is using the Bardsong command or the Dance command. The unit will continuously sing/dance the chosen song/dance endlessly until the player picks another ability which will end the current song/dance.
- Phalanx - In Final Fantasy XI, grants a certain amount of damage resistance.
- Potency - In Final Fantasy XI, this status increases the rate of critical hits.
- Rage - In Final Fantasy VI, the status given through the Rage command of Gau. Character will act automatically each turn, with a 3/4 chance of using a physical and a 1/4 chance of using a special attack. Rage characters will also gain special properties of the chosen monster, which includes elemental defenses, resistances, and weaknesses, status resistances and immunities, and several other miscellaneous things. Can only be removed through Rippler spell or getting KO.
- Regain - In Final Fantasy XI, this status increases TP by 3TP per tick for 3 minutes.
- Reprisal - In Final Fantasy XI, this status increases the likelihood a Paladin will block with his shield and reflects 1/3rd of the damage taken from blocked hits back onto the attacker.
- Singing - In Final Fantasy V, the status is given when using the Sing command, and renders the user unable to act until finished singing. While in this status, the party's appropriate stat will increase during the duration. This status is only given when using Sinewy Etude, Mana's Paean, Swift Song, or Hero's Rime.
- Sirvente - In Final Fantasy XI, this status is granted by a bard song and decreases the rate of enmity loss functionally helping one party member maintain much greater hate.
- Stoneskin - In Final Fantasy XI and Final Fantasy XIV, it grants a certain amount of protection against physical damage.
- Sneak - In Final Fantasy XI, this status prevents a single target within a party from being detected by sound.
- Synthesis Image Support - In Final Fantasy XI, this grants a bonus towards people performing item synthesis.
- Strength in Numbers - In Final Fantasy XIV, maximum HP and MP are increased by 10%, and physical and magic accuracy are enhanced. Granted when in a full party (8 members).
- Trance - In Final Fantasy VI, given through the Trance ability by Terra Branford. Adds a 100% bonus to physical and magical damage except defense-ignoring attacks, and halves magic damage taken except defense-ignoring attacks. Expires when the ATB gauge for Trance runs out or at the end of battle.
- Triple - In Final Fantasy VIII, it enables units to cast any three magic spells in a single turn.
- Well Fed - In Final Fantasy XIV, this status is set when a player eats a food item, and indicates he's under the effect of stats benefits and exp bonuses provided by the food.
Neutral Status Effects
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- All Lucky 7s - In Final Fantasy VII, it gives 64 consecutive hits for 7777 and takes off 7777 for every hit at the same HP thereafter. However, after winning a battle, any character with 7777 HP will end up with only 1 HP remaining in the menu screen.
- Atheist - In Final Fantasy Tactics, also known as Innocence, decreases a character's Faith to 0, meaning that any spells they cast deal 0 damage or have a 0% hit rate, but they also will not receive any magic damage.
- Chant - In Final Fantasy VI, this is the state Relm (or Gogo) enters when Controlling an enemy.
- Fury - In Final Fantasy VII, the afflicted character's Limit Break gauge fills quicker but their physical attacks are more likely to miss.
- Magitek - In Final Fantasy VI, this status is set when the party is riding Imperial Magitek Armor. The first command slot (Attack and Gau's Rage) is replaced with the Magitek command. All other commands except Magic, Dualcast, Items, and Mimic are disabled.
- Sadness - Also in Final Fantasy VII, the afflicted character receives less physical damage, but their Limit gauge fills slower.
Negative Status Ailments
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- Addle - In Final Fantasy Tactics Advance, a character suffering from Addle cannot remember any ability mastered. A similar status effect in Final Fantasy XI and Final Fantasy XIV, Amnesia makes characters forget their job abilities.
- Brink of Death - In Final Fantasy XIV, a character suffering from Brink of Death has 50% reduction in max HP, MP, attack, magic potency, defense and magic evasion for 3 minutes. Inflicted only by being revived by a non Conjurer / White Mage raise spell after being KO'd under the Weakness stat.
- Chicken - In Final Fantasy Tactics, a character will turn into a chicken and only flee to a corner of the battlefield.
- Exposed - In Final Fantasy XIV, target takes increased damage when hit by a specific direction (ex: Exposed Rear grants bonus damage to back attacks).
- Gear Damage / Heavy Gear Damage - In Final Fantasy XIV, indicates one piece of equipment is damaged and is offering diminished stats.
- Heavy - In Final Fantasy XIV, a character inflicted with heavy has it's movement speed reduced.
- Heat - In Final Fantasy IX, a character inflicted with Heat will instantly KO if any action is taken. A similar effect is also given when Edgar uses his Air Anchor tool in Final Fantasy VI.
- Imp - In Final Fantasy VI, a character will turn into an imp and have their offensive and defensive power drastically reduced, as well as unable to use any magic abilities other than Imp.
- Imperil - Lowers elemental resistances in Final Fantasy XIII. In Final Fantasy XIV, Imperil reduces all character stats.
- Imprisoned - In Final Fantasy VII, the victim is flagged as dead and is unable to fight until released.
- Incapacitation - In Final Fantasy XIV, one or more of the target's body parts in broken. Changes monsters loot tables, stats and abilities.
- Itchy - In Final Fantasy X-2, a character inflicted with Itchy is only capable of changing Dresspheres, and is unable to take any other action in battle. However, the status can be easily removed by sphere-changing into another Dressphere.
- Lamed - In Final Fantasy XIV, lamed is a stat effect exclusive to mounts; mount movement speed is reduced.
- Lure - In Final Fantasy XII, lure is a status effect that causes all enemies to target the character inflicted with the status.
- Magnetize - In Final Fantasy IV, prevents the party from using metallic weapons by paralyzing them for the entire battle, and if all characters are in this status, the game is over.
- Old - In Final Fantasy V, a character's hair will turn white, and their stats will drop turn after turn during battle.
- Pacification - In Final Fantasy XIV, prevents the target from using weaponskills.
- Pain - Disables the use of physical attacks in Final Fantasy XIII.
- Pig - In Final Fantasy IV, a victim inflicted with Pig becomes a pig, and his or her offensive and defensive efficiency are greatly reduced. Additionally, characters normally able to use magic have their selection of spells greatly reduced.
- Plague - In Final Fantasy XI, gradually decreases both MP and TP over time.
- Terror - In Final Fantasy XI, temporarily prevents the target from acting and freezes their body.
- TP Bleed - In Final Fantasy XIV, character's TP is constantly decreased.
- Traitor - In Final Fantasy Tactics, also known as Invitation, makes character defect to the opponent's side.
- Trouble - In Final Fantasy IX, when a character or enemy in Trouble status takes physical damage, half of that damage is also dealt to their allies.
- Vampire - In Final Fantasy Tactics, also known as Blood Suck, makes character uncontrollable and only use Drain HP from other characters.
- Virus - In Final Fantasy IX, a character inflicted with Virus does not receive Experience Points and Ability Points at the end of battle. This was also featured in Final Fantasy X-2 as the Pointless status ailment.
- Vit 0 - In Final Fantasy VIII, a character inflicted with Vit 0 has no defense against physical attacks. It also appears to affect every enemy. The spell Meltdown, Quistis's Acid Limit Break and the GF Doomtrain are the only ways that inflict Vit 0. This status is also featured in Final Fantasy X, under the name Armor Break.
- Weakened - In Final Fantasy XI, a character receives Weakened status after being revived. Their health and magic is reduced by 75% for five minutes. In Final Fantasy XIV, a weakened character loses 25% of their max HP and MP for 3 minutes.
- Wound - In Final Fantasy XIII-2, it is hidden status effect which reduces character's maximum HP.
- X-Zone - In Final Fantasy XII, the Demon Wall may cast Telega, causing one or more characters to be "cast into the void". They are no longer visible or controllable, and the character gets the status X-Zone. This effect can't be removed by any item or spell, and can only be removed by leaving the area.
Dummied Status Effect
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- Dark/Evil Looking - This enigmatic status is left unused in Final Fantasy Tactics, it colors the unit in a dark shading and freezes the unit's animation as if it were afflicted by Stop.
Spirit (Stat)
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Spirit, also called Will, is a recurring stat in some of the Final Fantasy series and it has had various uses. In some games it acts as the game's Magic Defense, but in others it can affect the outcomes of spells and other skills.
Appearances
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Final Fantasy II
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Spirit is a measure of the character's White Magic spell potency. The Spirit stat is increased by using White Magic spells in combat.
This section of the article about Final Fantasy II is a stub. You can help Final Fantasy Wiki by expanding it. |
Final Fantasy IV
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Spirit, called "Will" in the SNES version, is a measure of White Magic ability. The higher the stat is, the more powerful White Magic spells are. Rosa Joanna Farrell has the highest Spirit stat in the game. The base spell multiplier is Spirit/4 + 1.
This section of the article about Final Fantasy IV is a stub. You can help Final Fantasy Wiki by expanding it. |
Final Fantasy IV -Interlude-
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Spirit 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
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Spirit is calculated the same way as has its predecessors.
Final Fantasy VII
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Spirit determines defense against magic attacks, and is meant to be a stat factored in when calculating a character's Magic Defense; the player's overall Magic Defense was intended to be a sum of the character's Spirit stat and the MDef value of their armor. However, due to a bug in the coding, the MDef value is not used and Spirit alone determines the character's Magic Defense, until the bug was finally fixed for the 2012 PC re-release.
When Spirit is maxed out at 255 the character takes roughly half damage from magical attacks, compared to if their Spirit was 0. Piercing magical attacks ignore the target's Magic Defense, but there are only a few in the whole game, such as Pandora's Box and Mega Flare.
Spirit can be upgraded with the Mind Source item and by equipping certain accessories. The stat will naturally grow as the characters level up. Differences between characters are small, but Barret has the lowest natural Spirit of all playable characters, and Aeris has the highest. The amount a character's natural Spirit stat goes up per level up is randomized, but the game is programmed in a way the characters can never stray too far from the intended average.[1]
Character | Minimum Spirit | Maximum Spirit |
---|---|---|
Cloud | 93 | 100 |
Tifa | 89 | 96 |
Aeris | 98 | 100 |
Barret | 82 | 89 |
Red XIII | 89 | 96 |
Cid | 83 | 90 |
Yuffie | 86 | 93 |
Vincent | 93 | 100 |
Cait Sith | 93 | 100 |
Crisis Core -Final Fantasy VII-
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The Spirit stat determines the amount of damage taken from magic attacks. It may be improved by equipping Materia that give stat boosts or accessories. The player can add to the Materia's Spirit stat with Materia Fusion and by using items during the Fusion that add to Spirit.
Zack's base Spirit stat is a fixed number and depends on his level, unlike in Final Fantasy VII where stat growth is random. After level 75 the Spirit growth halts and grows only a little bit.[2]
Level | Spirit | Level | Spirit | Level | Spirit | Level | Spirit |
---|---|---|---|---|---|---|---|
6 | 16 | 30 | 37 | 54 | 52 | 78 | 60 |
7 | 17 | 31 | 38 | 55 | 52 | 79 | 60 |
8 | 18 | 32 | 39 | 56 | 53 | 80 | 60 |
9 | 19 | 33 | 39 | 57 | 53 | 81 | 60 |
10 | 20 | 34 | 40 | 58 | 53 | 82 | 60 |
11 | 21 | 35 | 41 | 59 | 54 | 83 | 60 |
12 | 23 | 36 | 42 | 60 | 55 | 84 | 61 |
13 | 24 | 37 | 43 | 61 | 55 | 85 | 61 |
14 | 24 | 38 | 43 | 62 | 56 | 86 | 61 |
15 | 25 | 39 | 44 | 63 | 56 | 87 | 61 |
16 | 26 | 40 | 44 | 64 | 56 | 88 | 61 |
17 | 27 | 41 | 45 | 65 | 56 | 89 | 61 |
18 | 28 | 42 | 45 | 66 | 57 | 90 | 61 |
19 | 28 | 43 | 46 | 67 | 57 | 91 | 61 |
20 | 29 | 44 | 46 | 68 | 57 | 92 | 61 |
21 | 30 | 45 | 47 | 69 | 57 | 93 | 61 |
22 | 31 | 46 | 47 | 70 | 58 | 94 | 61 |
23 | 31 | 47 | 48 | 71 | 58 | 95 | 61 |
24 | 33 | 48 | 49 | 72 | 59 | 96 | 62 |
25 | 34 | 49 | 50 | 73 | 59 | 97 | 62 |
26 | 35 | 50 | 50 | 74 | 59 | 98 | 62 |
27 | 35 | 51 | 51 | 75 | 60 | 99 | 62 |
28 | 36 | 52 | 51 | 76 | 60 | ||
29 | 37 | 53 | 52 | 77 | 60 |
Final Fantasy VIII
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Spirit measures the ability to defend against magical attacks. The characters' base stats are low and increase only a little by leveling up. Of the main playable characters, Rinoa has the highest base Spirit, and Zell the lowest.
The main way to upgrade a character's Spirit is to junction magic to the stat via the Guardian Forces' Spr-J ability. A number of GFs learn the ability naturally, and the Spr-J Scroll can also be purchased from Pet Shops to teach the ability to any GF. The best spells to junction to Spirit are Ultima, Full-Life, or Reflect. The GFs also learn Spirit Plus % abilities, which boost the character's Spirit by a fixed percent when equipped.
Another way to boost Spirit is to use Leviathan's or Cactuar's Spr Bonus ability, which adds +1 to Spirit when the character levels up. The player can also Devour a high-level Malboro for permanent +1 Spirit boost. The Spr Up item also adds +1 to the character's base Spirit, but is a rare item, although it's possible to refine it with Doomtrain's Forbidden Med-RF ability.
The Vit 0 status effect reduces the target's Vitality and Spirit to 0, making them absolutely vulnerable to damage.
Final Fantasy IX
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Spirit in Final Fantasy IX affects many things in gameplay, many invisible to the player.
Spirit's Effects
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Spirit affects the amount of damage dealt with Thief Swords and Knight Swords.
Spirit affects the accuracy rate of Zidane's Steal command (although the effect is minor and bypassed when Bandit is equipped) and Vivi's Meteor spell, and affects the characters' Counterattack and critical hit chances.
Spirit also affects the outcomes of magic spells and other skills. Life, Full Life, Revive command and Phoenix revive the character with more HP the higher their Spirit. Spare Change deals more damage the higher the character's Spirit.
The character reaches Trance faster the higher their Spirit, especially with High Tide equipped. Trance also lasts longer the higher the character's Spirit.
Duration of Status Effects
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Spirit determines the duration of a status effect; positive status effects last longer the higher the character's Spirit, while negative status effects wear off faster the higher the character's Spirit. It also affects status effects that have a delayed effect, like Regen and Poison; the higher the character's Spirit, the more often does Regen heal the character, and the less frequently does Poison sap their HP.
The effect duration for status spells and attacks is decided by the target's Spirit, the status given, and the target's current status (Haste, Slow, or none). First, a time limit is established by multiplying the target's Spirit by the base limit of the status.
- Protect: Spirit * 360
- Shell: Spirit * 360
- Regen: Spirit * 360
- Reflect: Spirit * 320
- Haste: Spirit * 320
- Float: Spirit * 240
- Vanish: Spirit * 240
- Slow: (60 - Spirit) * 320
- Poison: (60 - Spirit) * 240
- Sleep: (60 - Spirit) * 200
- Doom: (60 - Spirit) * 200
- Gradual Petrify: (60 - Spirit) * 200
- Freeze: (60 - Spirit) * 160
- Heat: (60 - Spirit) * 160
Doom and Gradual Petrify are, in fact, worsened by high Spirit.
The time limit will decrease by a rate of deduction dictated by the target's current status. When the time limit reaches zero, the status is removed, or, in the case of Doom and Gradual Petrify, the inflicted are incapacitated. Rates of deduction are dictated by the Battle Speed setting chosen in the Config menu.
Max Battle Speed:
- 9 per 4/60th second in Slow status
- 14 per 4/60th second normally
- 21 per 4/60th second in Haste status
Medium Battle Speed:
- 6 per 4/60th second in Slow status
- 10 per 4/60th second normally
- 15 per 4/60th second in Haste status
Slow Battle Speed:
- 5 per 4/60th second in Slow status
- 8 per 4/60th second normally
- 12 per 4/60th second in Haste status
The duration in seconds of a status's effect can be determined by Time limit / Deduction per second.
For delayed effect statuses a secondary "hit" timer is established that acts as spacer between the addition or subtraction of Hit Points. The hit timer follows the same rate of deduction as the status's time limit. Venom is not a timed status and therefore is not removed until cured.
To derive a hits-to-Spirit formula from this information, it must be noted that each hit timer reset has the effect of an extra deduction from the duration timer. When less remains of the hit timer than can be wholly deducted from, that, too, must be accounted for. It's quite possible that neither will make a difference to how many hits the target will receive in most cases, but for the sake of technical accuracy, it means that two formulas are required.
If the hit timer is evenly divisible by the rate of deduction, this formula can be used to calculate how many hits will be given.:
- [Time limit / (Hit timer + Rate of deduction)]
If the hit timer is not evenly divisible by the rate of deduction, the formula requires some extra steps:
- [Time limit / (Hit timer + (R.o.d. * 2) - (Hit timer MOD R.o.d.))]
How a Character's Spirit Value is Determined
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Formula for Spirit:
The SprBase values differ from character to character, but never change. The SprBonus is the only way the player can affect the Spirit growth and every level the bonus goes up by a rate that's worked out from the character's current stat increases. For example, if the character has equipment that gives 3 extra Spirit, then SprBonus will go up 3 every time they level up. In addition the SprBonus will go up by 1 per level. Zidane has the highest base Spirit of all characters, and Quina the lowest, but it is possible to max out everyone's Spirit to the highest possible value of 50.
Final Fantasy Adventure
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Will increase the speed of the gauge allowing the Will Bar to fill up quicker. Will maxes out at 99 and even if Sumo is under the maximum level and still continues to increase Will, it will never increase beyond 99.
Final Fantasy: The 4 Heroes of Light
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Spirit determines the power of healing spells. Healing jobs, such as the White Mage, thus have the highest Spirit stat. When in animal form the characters' Spirit is reduced to 70% of their normal, unless they equip the Beastmaster job, which doubles their power in animal form.
Bravely Default: Where The Fairy Flies
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This section of the article about Bravely Default: Where The Fairy Flies is a stub. You can help Final Fantasy Wiki by expanding it. |
Mind, usually abbreviated as MND, is a recurring statistic in the Final Fantasy series. It represents the player's magical power for casting White Magic.
In earlier or simplified systems, sometimes Intelligence is the only statistic that determines magical aptitude for both Black Magic and White Magic. It is often also associated with the character's ability to reason and sometimes as a measure of their Faith.
Intelligence, usually abbreviated as INT, also called Intellect and Wisdom, is a recurring statistic in the Final Fantasy series. It largely has the same function as Magic Power.
Intelligence is used primarily to determine the strength of magical attacks. In games where Mind also exists, Intelligence only determines the strength of Black Magic spells.
Appearances
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Final Fantasy
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The Intelligence stat is glitched in both the NES and PS versions of Final Fantasy. Intelligence is supposed to be a factor in how much damage or healing a spell will do, but is never factored in, making the stat completely useless.
Final Fantasy II
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Intelligence increases damage dealt and efficiency of Black Magic spells. It is increased by casting Black Magic spells in combat. In earlier versions of Final Fantasy II, Intelligence may decrease from frequently attacking in combat.
Final Fantasy III
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In the DS remake of Final Fantasy III, Intellect stat is present. The stat determines the power of Black Magic spells. Choosing Black Mage and Magus jobs will boost the character's Intellect stat significantly. Some equipment like Staves and Rods can increase the stat.
Final Fantasy IV
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Intellect, called "Wisdom" in the SNES version, is tied in with how much damage a magic spell deals, spells in the following categories uses the Intellect stats to calculate its damage: Black Magic, Ninjutsu, Summon, Twincast, Monster's skills. The base spell multiplier is Intellect/4 + 1.
Final Fantasy IV -Interlude-
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Intellect 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
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Intellect is calculated the same way as has its predecessors, meaning that Intellect determines the damage dealt by Black Magic, Ninjutsu, Summon, and Twincast spells.
Final Fantasy XI
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Intelligence can also determine the likelihood that certain skills are successfully used, such as the Final Fantasy XI Thief ability Pick Locks. The Dark Knight ability Absorb-INT, allows the player to temporarily steal an enemy's Intelligence stat and boost their own.
This section of the article about Final Fantasy XI is a stub. You can help Final Fantasy Wiki by expanding it. |
Final Fantasy Adventure
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Wisdom increases Sumo's MP and raise the damage caused by magic attacks on the enemies. The higher the number, the more MP Sumo will have. Wisdom maxes out at 99 and even if Sumo is under the maximum level and still continues to increase Wisdom, it will never increase beyond 99.
Final Fantasy: The 4 Heroes of Light
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Intelligence determines the characters' offensive magic damage. Magic-oriented jobs, such as Black Mage and Sage, have the highest Intellect. When in animal form the characters' Intellect is reduced to 70% of their normal, unless they equip the Beastmaster job, which doubles their power in animal form.
Final Fantasy Dimensions
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- “Affects magic damage dealt and magic damage taken.”
- —In-game Description
The INT Stat affects offensive spells, mostly based around the usable elements of Black Magic. INT also affects the damage calculation of certain Ninjutsu spells.
Stamina is a recurring statistic in the Final Fantasy series.
Appearances
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Final Fantasy
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Stamina determines the growth rate of other stats.
Final Fantasy II
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Stamina increases the number of hit points your character will gain when HP increases after a battle. In earlier versions of Final Fantasy II, Stamina may decrease from frequently using Black Magic. It is the physical equivalent of Magic.
For example, if a character has 40 Stamina with 4,000 maximum HP, then his/her maximum HP will become 4,040 the moment it rises.
Final Fantasy IV
Edit
In Final Fantasy IV stamina affects defense in battle against physical attacks and can be boosted through the use of Augments.
Final Fantasy V
Edit
Stamina is used to calculate maximum HP and healing from Regen status.
The formula for calculating maximum HP is:
- Base HP is based on character Level, HP calculation ignores bonus Stamina from equipment.
The formula for calculating Regen healing is:
Monks have the highest Stamina of all Jobs.
Final Fantasy VI
Edit
Stamina determines the character's resistance to Instant Death attacks (see below) and how much health is healed from Regen, as well as how much damage the character takes from Poison and Sap, and how much the character is healed from the Tintinnabulum. Several Espers grant Stamina bonuses at level up. It is one of the hardest stats to max out in the game, and very few pieces of equipment boosts Stamina.
Monsters do not have a Stamina stat, and instead use the following formula in place of it:
If this number is greater than 40, then the monster's stamina is 40 instead.
Certain attacks can be blocked by Stamina: Break, Doom, Gravity, Graviga, Banish, Tornado, Catoblepas, Odin, Raiden, Antlion, Snare.
The attack's hit rate has an additional step where the game checks if the attack is blocked by Stamina (even if it was already calculated as hitting by the other hit calculation steps): if target's Stamina >= [0..127] the attack misses; otherwise, the attack hits as long as it is calculated has a hit in the rest of the hit determination steps.[2]
Final Fantasy VII
Edit
Stamina returns as a stat in this game, except it only benefits chocobos, determining how long they can sprint during the races at Gold Saucer.
Final Fantasy XII: Revenant Wings
Edit
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Final Fantasy Adventure
Edit
The Stamina stat will increase Sumo's maximum HP. The higher the number, the more HP Sumo will have. Stamina maxes out at 99 and even if Sumo is under the maximum level and still continues to increase Stamina, it will never increase beyond 99.
Types of Stats
Edit

- Level: A unit's level is the character's defining point; 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 stats outlined below. Final Fantasy II is an exception to this rule.
- 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 character's current HP is 0, the character faints and is unable to fight. Some items like Potions and most White Mage skills restore HP. Phoenix Downs can revive a fainted unit, usually with a very small portion of their max HP.
- MP (Magic/Mana/Mist Points): Magic or Mana Points are used when a character uses magic, or special skills. Black, White, Blue, Red, and Time Mages usually use MP to utilize their skills. In some games, MP is restored periodically, but sometimes items or rest stops are required.
- EXP (Experience Points): Experience points are gained to raise the character's level. 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, usually twice the previous amount. Final Fantasy VIII is an exception, with the required EXP staying constant throughout the game. Enemies grant EXP to the party when defeated, and generally, Bosses may either give a huge amount, or none. The EXP received after a battle is usually shared by the whole party, which is why if a character fights 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 ATK, Vigor, Attack, or Strength, Attack Power is used to indicate how strong a character's Attack is. It is compared to the opponent's Defense to determine how much damage is dealt, if any.
- Defense Power: also known as DEF or Defense, Defense Power is used to indicate how well defended the character is against physical attacks. The higher Defense Power a character has, the less damage he/she takes.
- Magic Power: Also known as MAG or Magic, Magic Power is used to indicate how strong a character's 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 a character is against magic-based attacks. The stronger it is, the less damage the character will take. In some games, Defense and Resistance are combined as one stat.
- Speed: Also known as SPD or Agility, Speed determines how fast a character's 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: Also known as ACC or Accuracy, this stat will determine how often a units attacks will connect with the target. Status ailments like Blind can reduce this stat.
- 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.
- 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. Final Fantasy XII actually has more than one type of evasion: shield evasion and weapon evasion, although the in-game menu combines them into one stat.
- Magic Evasion: Also known as MBlock, this stat will indicate how often a unit can avoid a magic attack. In some games, Magic Evasion and Evasion are combined as one stat.
- Stamina: Stamina stat's purpose varies between the different Final Fantasy games.
- 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.
- Luck: Can affect many things, such as when a Critical Hit will land, steal success rate, evasion and accuracy.
- Vitality: Vitality stat's purpose varies between different Final Fantasy games: resistance to attacks (like the defense stat), how much HP is gained during a level up, or resistance to status effects.
Statistics Per Game
Edit
Final Fantasy
Edit
- For Defense:
- Standard
- Defense = Sum of Equipped Armor
-
- Unequipped* BB/MA
- Defense = Level
- For Hit%:
- Hit% = Weapon Accuracy + Character's Hit%
- For Evasion:
- Evasion = 48 + AGL - Armor Weight
- For number of Hits:
- Standard
- Number of Hits = [1+(Hit%/32)]*Hit Multiplier
- Unarmed BB/MA
- Number of Hits = 2([1+(Hit%/32)]*Hit Multiplier)
- Hit Multiplier = 1 by default, and ranges from 0 to 2
- FAST increases Hit Multiplier by 1
- SLOW decreases Hit Multiplier by 1
- Minimum number of hits is 1
- For Criticals:
- Standard
- Critical Rate = Weapon Index Number*
-
- Unarmed BB/MA
- Critical Rate = Level*2
-
- Unarmed non-BB/MA
- Critical Rate = 0
Final Fantasy IV
Edit
- For Attack:
- Given by (where, if two weapons are equipped, the first term is doubled and "WpAtk" becomes the sum of both):
-
- Bows are an exception (where WpAtk is the sum of the bow and arrows, multiplied by 0.8 if the bow is held in the dominant hand instead of the arrows):
-
- Attack for Yang:
- For Attack Multiplier:
- The highest amount for Multiplier any character can have is 19.
- For Accuracy:
- Accuracy is capped at 99%.
- For Defense:
- Maximum amount possible is 239.
- For Defense Multiplier:
- Maximum is 18.
- For Evasion:
- Maximum is 99%.
- For Magic Defense:
- Maximum is 9.
- For Magic Evasion:
Final Fantasy IX
Edit
- For Speed:
- For Strength:
- For Magic:
- For Spirit:
- For Magic Stones:
- For HP:
- For MP:
Final Fantasy X
Edit
- For Accuracy and Evasion:
Bravery (Stat)
this wiki
Bravery, also known as Brave, is a recurring statistic from the Final Fantasy series. It influences damage dealt.
Appearances
Edit
Final Fantasy Tactics
Edit


In Final Fantasy Tactics, Brave (original version) or Bravery (Final Fantasy Tactics: War of the Lions port) is the measure of the unit's courage and affects the physical attack power of bare hands and Knight Sword, as well as the probability of using most reaction abilities, which is measured by the quantity of the stat, in percentage.
Male units have higher Bravery than female units on average. A unit whose permanent Bravery score drops too low (5 or below) will leave Ramza Beoulve's party out of cowardice, and between 6 and 15 Bravery (both including) you will be given a desertion warning after battles from their Bravery being too low. Units whose Bravery is dropped to 9 or lower in battle gain Chicken status, become uncontrollable, will flee from enemies with their movement and will gain 1 Bravery every turn as their action; this status effect subsides as soon as the units' in-battle Bravery becomes higher than 9, and is incurable otherwise. Low Bravery will benefit the possibility of retrieving rare items from specific tiles in every map via the Chemist's movement ability, Treasure Hunter; for every such item found, there is a (Bravery)% chance that the item will instead be a common, less valuable one that can be bought from shops, such as a Phoenix Down.
Bravery can be increased five points by Ramza or Luso's exclusive ability Steel (Cheer Up in the original version) of their unique Squire (Ramza) or Game Hunter (Luso) job classes with 100% success rate of adding 5 Bravery to a unit, making it the most effective way to remove Chicken, and another skill, Shout, will give Ramza or Luso +1 Speed, Power, Magick Power and 10 Bravery. Orator's command ability, Praise, can raise Bravery by four with lower success rate. Dancer's reaction ability Bravery Boost can raise three points and requires the user being attacked physically to trigger it.
It is a lot quicker to reduce Bravery than raise it. Some dialogue choices in the early story will lead to the drop of Bravery of the whole roster later, though this usually exchanges a more forgiving battle objective.
Dissidia Final Fantasy and Dissidia 012 Final Fantasy
Edit


Bravery acts both as an offensive and defensive mechanic. Bravery attacks damage the opponent's Bravery and increase the attacker's Bravery by the same amount, the damage being done and taken calculated by the ATK and DEF stats. When a character lands an HP attack, they do damage equal to their Bravery. Their Bravery then drops to 0 and regenerates to its base value over time.
While in the process of recovering Bravery after landing an HP attack, any Bravery attack used by the character whose Bravery is recovering is an automatic critical hit. The higher the HP damage dealt, the longer it takes to regenerate Bravery. When a character has enough Bravery to defeat the opponent in a single HP attack, their Bravery display turns bold purple and the character glows faintly.
When a character's Bravery is reduced past 0 by an opponent's attack, they enter "Break" status. The opponent receives the Stage Bravery pool as a boost to their Bravery, and the player's Bravery attacks are unable to damage the opponent until their Bravery recovers to its base value again and Break status is removed. The player will still be able to boost their Bravery with Bravery attacks, and landing an HP attack while in Break status resets Bravery to 0 and removes Break status, Bravery then quickly recovering to its base value.
Bravery can be gained or depleted with summons, and can be depleted with banish traps. Various equipment and accessory effects augment the amount of Bravery damage a character inflicts or receives.
Final Fantasy Airborne Brigade
Edit
In Final Fantasy Airborne Brigade, Bravery (BRV) is a stat used by Espers and Legends. It, along with the user's ATK, determines how much damage the summon will do. It increases when the Esper or Legend levels up by using a Summon Scroll.
Charisma, usually abbreviated as CHR, is a stat from Final Fantasy XI. Generally speaking, it measures the persuasive or emotionally evocative abilities of the user. Charisma is used in three major ways; as a Beastmaster, Charisma is very important while using the Charm ability versus pets, as a Bard charisma is part of what factors into the magic accuracy of songs, and as a Dancer charisma determines the strength of healing dances. The Dark Knight job class, can absorb an enemy's Charisma using the spell Absorb-CHR.
Faith is a statistic from Final Fantasy Tactics. It is a measure (in percentage) of a character's belief in God, (or 'Gods' in the War of the Lions), and impacts the effectiveness of their Magicks. A High Faith stat (as well as the temporary status effect Faith) is double-edged: Units with higher Faith will deal higher magickal damage and healing, but will also receive increased damage and healing from Magicks, are more susceptible to Magickal status effect spells, and take increased damage from elemental guns later into the game. Generally the resultant effect of all spells will compute the Faith scores of both caster and target. Zero Faith (or being under the temporary status effect Atheist) will render all Magick unsuccessful.
The Faith stat can be adjusted by Orator's Speechcraft abilities, Preach (raise Faith by 4 for the battle and permanent Faith by 1) and Enlighten (lower Faith by 20 for the battle and permanent Faith by 5). Notably, the latter skill that weakens Faith is far more effective and has a higher success rate than the former that strengthens it. Bard's reaction ability Faith Boost can raise Faith by three when affected by any Magick.
Female units tend to have higher Faith scores than Male units, and units with high Faith scores are suitable to become mages. The protagonist Ramza has 70 Faith initially, which is relatively high as a mage as well. However, any character whose permanent Faith stat becomes too high (95 or more) will leave Ramza's party to go seek God on their own; as such, the highest possible score for your characters' permanent Faith is 94 if you wish to keep them, and between 85 and 94 Faith (both including), you will be given a desertion warning after battles from their Faith growing too high. Ramza himself is an exception to this, and can safely have his Faith raised as high as the player wishes.
Formula
Edit
- Faith determines the damage or recovering amount:
- These spells always has the basic hit-rate of 100% and the resultant hit-rate will be subtracted by the target's total magickal evasion. Few spells ignore the magickal evasion and always hit, e.g. Holy and Ultima.
- Faith determines the hit-rate:
- If the initial hit-rate exceeds 100%, the resultant hit-rate will be subtracted by the target's total magickal evasion at the hit-rate cap of 100%.
Luck is a recurring stat in the Final Fantasy series, although it is not as common as other stats. It usually affects things such as Critical Hits and finding rare items, but also can influence other stats like Evasion and Accuracy. In other games, where there is no luck stat, there are other stats which determine these instead.
Appearances
Edit
Final Fantasy
Edit
Luck makes its first appearance in the original Final Fantasy. In this game, it, along with character level, was meant to determine the success or failure of fleeing a battle. However, the calculation did not work exactly as intended in the NES version, resulting in the Running Glitch.
Final Fantasy II
Edit
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Final Fantasy III
Edit
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Final Fantasy V
Edit
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Final Fantasy VII
Edit
Luck appears as a battle element in Final Fantasy VII, not to be confused with "All Lucky 7s". High luck affects the character's critical hit rate, chance to avoid attacks and chance to hit.
Crisis Core -Final Fantasy VII-
Edit
The higher Zack's Luck, the more critical hits and better Item Drops he gets. The player increase the Luck stat by equipping accessories and Materia that give boost to Luck. The player can boost the Materia's Luck stats via Materia Fusion up to +100 per Materia.
Final Fantasy VIII
Edit
In Final Fantasy VIII, players are able to junction magic spells to the characters' luck stats. The way to do this is to have a GF learn Luck-J either on its own or with a Luck-J Scroll. Luck affects the character's hit accuracy (unless the character already has 255% hit rate), evasion, critical hits, and increases the chances of Odin and Gilgamesh appearing during battle.
Final Fantasy IX
Edit
In Final Fantasy IX, luck appears to affect the rate of being inflicted by status ailments.
Final Fantasy X
Edit
Luck in Final Fantasy X affects the character's chances of critical hits, the chances of evading attacks, and accuracy. However, unlike its predecessors, it can only be upgraded via the use of a "Fortune Sphere" to activate a luck node on the Sphere Grid. A dedicated player can effectively render the accuracy and evasion stats useless through increasing luck excessively.
Final Fantasy X-2
Edit
Luck affects the girls' chance of critical hits, avoiding attacks, landing attacks, and finding rare items. Rabite's Foot and Key to Success accessories raise Luck.
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Final Fantasy XII
Edit
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Final Fantasy XII: Revenant Wings
Edit
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Final Fantasy Tactics A2: Grimoire of the Rift
Edit
Luck is a Clan Privilege in Final Fantasy Tactics A2: Grimoire of the Rift. It raises Evasion and chance of the Opportunity Command.
Dissidia Final Fantasy
Edit
Luck in Dissidia Final Fantasy affects many aspects in the game. Luck can be raised with a number of accessories, and some equipment sets, such as the Genji Set. Having higher luck increases the rate EX-Cores appear. Also, if a character has high luck, they experience a higher percentage of Battlegen accessories being dropped. Lastly, high luck increases the chance of enemies dropping their accessory or equipment during battle.
Vitality, usually abbreviated as VIT, is a defensive statistic. In games where it is present, a creature's vitality is compared versus Strength to help determine damage. Vitality is often modified by equipment.
Appearances
Edit
Final Fantasy
Edit
In the original Final Fantasy, vitality is one of the five base stats and determines how much HP a character gains when they level up.
Final Fantasy III
Edit
The stat determines how much HP gained during level up and is determined by your current Job.
On a normal level up, a character gains (VIT/4)+1 Max HP. On a strong level up, they gain 20+(VIT/4)+R Max HP, where R is random number from one to six, inclusive.
In the Famicom version, vitality also gives a boost to defence.
Final Fantasy VII
Edit
Vitality affects the amount of damage taken from physical attacks. It can be increased with the Guard Source item.
Crisis Core -Final Fantasy VII-
Edit
Vitality has the same effect in Crisis Core. It may also be increased by equipping the appropriate Materia.
Final Fantasy VIII
Edit
Like Final Fantasy VII, the VIT statistic determines how much damage is taken from physical attacks. This statistic can be increased through the Junction System. Both playable characters and enemy's VIT statistic can be nulled if the Vit 0 status is incurred.
Final Fantasy XI
Edit
Vitality is a stat that is compared with an attacker's Strength to determine the damage curve and reduces the maximum amount of damage that a character takes from a blow. Tanks, primarily Paladins, raise VIT in order to live longer and make a White Mage's job easier. For every two points of Vitality, a character's Defense stat is raised by one point. VIT further affects how much HP is restored from curative spells.
It is associated with the element of Earth, and thus many items that are Earth-based add VIT to a player's stats.
Final Fantasy XII
Edit
Vitality is the rate of resistance from negative status effects and the length of status effects (including positive ones). Essentially Vitality makes beneficial statuses last longer (up to 99% extra) and harmful statuses last shorter (up to 49.5% reduction). Vitality also helps determine damage of axes, hammers, and hand-bombs.
Many bosses have Ignore Vitality passive ability, which means their statuses will always hit unless the target is immune (although under Shell the chance is still halved). The player can replicate the effect by equipping the Indigo Pendant accessory.
Final Fantasy XIV
Edit
Vitality governs not only player's Defense, but also increases player's HP, axe melee damage and ease of mining. Additionally, each 4 points in vitality adds 1 point to Enhancing Magic Potency.
Bravely Default: Where The Fairy Flies
Edit
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Final Fantasy Dimensions
Edit
Strength (ちから, Chikara?), usually abbreviated as STR, also known as Attack, Vigor and Power, is a recurring stat that can generally be modified by equipment. It is of great importance to jobs that do physical damage, most important to those who do physical damage in melee combat. Strength is compared against the opponent's Defense to determine the amount of damage done.
In early games, Vigor cannot be modified by equipment. Instead, a separate statistic known as Attack Power provided by the equipment is used to determine how powerful the equipment is. A character's Vigor and his or her weapon's Attack Power are usually added together to determine how much the character's true attack power is. Many special physical abilities have set Battle Powers, and cannot be augmented by weapons, only by a character's Vigor stat.
Appearances
Edit
Final Fantasy
Edit
In the original Final Fantasy, strength is one of the five base stats and one of the two factors that affect the character's damage (the other being the weapon equipped).
A character's base damage is equal to STR/2, rounding down. However, it has a minimum of one, even when STR is one, which causes black mages and black wizards to have a base DMG of STR/2+1.
Final Fantasy II
Edit
Strength increases a character's regular attack damage (the damage dealt by the "Attack" option) and accuracy with physical attacks. In earlier versions of Final Fantasy II, Strength may decrease from frequently using White Magic.
Final Fantasy III
Edit
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Final Fantasy IV
Edit
Formula for Attack:
- Given by (where, if two weapons are equipped, the first term is doubled and "WpAtk" becomes the sum of both):
- Bows are an exception (where WpAtk is the sum of the bow and arrows, multiplied by 0.8 if the bow is held in the dominant hand instead of the arrows):
- Attack for Yang:
Formula for Attack Multiplier:
- The highest amount for Multiplier any character can have is 19.
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Final Fantasy IV -Interlude-
Edit
Strength 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
Edit
Strength is calculated the same way as has its predecessors, meaning that Strength determines how much damage a character will deal when physically attacking.
Final Fantasy V
Edit
The character's Strength is determined by the job he or she is currently in. Monks and Gladiators are the strongest jobs, while the Summoner is the weakest. The Monk's Barehanded ability gives another job same attack power as with a Monk when unarmed. The Knight's Two-Handed ability increases attack power, but lets the character equip no shield.
Final Fantasy VI
Edit
Also known as Vigor. The higher it is, the bigger the physical damage the character deals to the enemy is. This stat is independent and its value merges with the weapon's Attack Power value. Although the numerical maximum of the stat is 255 raising Strength above 128 is pointless, as 128 is the point the damage maxes out and damage can only be boosted further by equipping a stronger weapon.
Each character has a static Strength stat that can only be increased by leveling up with an Esper that gives a bonus to Strength on level up. Of the main playable characters, Sabin has the highest base strength, while Relm has the lowest.
Final Fantasy VII
Edit
The character's Strength stat added to the equipped weapon's attack power is used to determine damage caused by a physical attack.
The formula for base damage from a physical attack is as follows, where Att = Str + Weapon Power:
Strength can be upgraded with the Power Source item (morphed from Heavy Tank and Unknown). Equipment can also boost the user's Strength, especially the accessory Champion Belt.
The characters each have their unique stat growth when leveling up. Even though each stat growth via level up is randomized, the game is programmed in such manner the character can never stray too far from the intended average.
List of characters' possible minimum and maximum Strength on Level 99 from Final Fantasy VII FAQ/Walkthrough by Absolute Steve
Character | Minimum Strength | Maximum Strength |
---|---|---|
Cloud | 98 | 100 |
Tifa | 89 | 96 |
Aeris | 71 | 78 |
Barret | 94 | 100 |
Red XIII | 84 | 91 |
Cid | 85 | 92 |
Yuffie | 82 | 89 |
Vincent | 74 | 81 |
Cait Sith | 78 | 85 |
Crisis Core -Final Fantasy VII-
Edit
Strength determines the power of Zack's physical attacks. It can be boosted via accessories and leveling up, but the main form of stat boost in the game is through Materia. Materia's stats can be boosted via Materia Fusion. Using Hero Drinks in the fusion adds +1 to Strength in the resulting Materia.
Zack's base Strength stat is a fixed number and depends on his level, unlike in Final Fantasy VII where stat growth is random. After level 75 the Strength growth halts and grows only a little bit. The below values are from Crisis Core -Final Fantasy VII- FAQ/Walkthrough by Absolute Steve
Level | Strength | Level | Strength |
---|---|---|---|
6 | 19 | 53 | 55 |
7 | 20 | 54 | 55 |
8 | 21 | 55 | 56 |
9 | 22 | 56 | 57 |
10 | 23 | 57 | 57 |
11 | 25 | 58 | 57 |
12 | 26 | 59 | 58 |
13 | 27 | 60 | 58 |
14 | 27 | 61 | 58 |
15 | 28 | 62 | 59 |
16 | 29 | 63 | 59 |
17 | 30 | 64 | 59 |
18 | 30 | 65 | 59 |
19 | 31 | 66 | 61 |
20 | 32 | 67 | 61 |
21 | 33 | 68 | 61 |
22 | 35 | 69 | 61 |
23 | 35 | 70 | 62 |
24 | 36 | 71 | 62 |
25 | 37 | 72 | 62 |
26 | 38 | 73 | 62 |
27 | 38 | 74 | 62 |
28 | 39 | 75 | 63 |
29 | 40 | 76 | 63 |
30 | 40 | 77 | 64 |
31 | 41 | 78 | 64 |
32 | 42 | 79 | 64 |
33 | 43 | 80 | 64 |
34 | 44 | 81 | 64 |
35 | 45 | 82 | 64 |
36 | 45 | 83 | 64 |
37 | 46 | 84 | 64 |
38 | 46 | 85 | 64 |
39 | 47 | 86 | 64 |
40 | 47 | 87 | 64 |
41 | 48 | 88 | 65 |
42 | 48 | 89 | 65 |
43 | 49 | 90 | 65 |
44 | 50 | 91 | 65 |
45 | 51 | 92 | 62 |
46 | 51 | 93 | 65 |
47 | 52 | 94 | 65 |
48 | 52 | 95 | 65 |
49 | 52 | 96 | 65 |
50 | 53 | 97 | 65 |
51 | 54 | 98 | 65 |
52 | 54 | 99 | 66 |
Final Fantasy VIII
Edit
Strength stat determines the power of physical attacks and physical Limit Breaks. The characters base stats are low, but Rinoa, surprisingly, has the highest natural Strength of the main six playable characters. Strength can be permanently boosted with Str Up items and leveling up (Ifrit and Cactuar also have a Str Bonus that works like the Espers' level up bonuses in Final Fantasy VI), but the main method is via junctioning.
Guardian Forces with Str-J ability allow its user to junction spells to the character's Strength stat, and GFs also learn Str+% abilities to boost it further. The best spells to junction to Strength are Ultima, Meteor, Aura and Triple.
Final Fantasy IX
Edit
Strength determines the power of physical attacks, such as Steiner's Sword Arts and Freya's Jump, as well as the characters' normal physical attacks.
Formula for Strength:
The StrBase values differ from character to character, but never change. The StrBonus is the only way the player can affect the Strength growth and every level the bonus goes up by a rate that's worked out from the character's current stat increases. For example, if the character has equipment that gives extra Strength, then StrBonus will go up by that amount every time they level up. In addition the StrBonus will go up by 3 per level. (See Final Fantasy IX Max Stats FAQ by KADFC).
Steiner's Power Break ability lowers a target's Strength and can be used repeatedly. Eiko's Might spell increases the target's Strength.
Final Fantasy X
Edit
- See also: Sphere Grid
Strength determines the power of regular physical attacks and physical Overdrives. The characters gain Strength by activating Strength nodes on the Sphere Grid. Auron gets the best Strength from his path on the grid, but eventually, every character is able to traverse any path. The player can also use Strength Spheres to attain higher stats; the spheres can be obtained by fighting Juggernaut on the Monster Arena. The Strength Plus % abilities on a character's weapon can boost the character's Strength even further.
Auron's Power Break ability reduces Strength by half, and some enemies can also use it against the player party. Tidus's Cheer ability raises the Strength stat by 1 point each cast to the maximum of 5 points.
The Aeons have their separate stats in Final Fantasy X. They increase in conjunction with Yuna's, but the player can also boost them manually, and the stats also gradually increase when the player fights battles (any battles count). Of all the Aeons, Sandy of the Magus Sisters has the highest Strength, whereas Shiva has the lowest.
Final Fantasy X-2
Edit
Strength determines the power of physical attacks. Each Dressphere has its own stats and the stats also grow naturally when the girls level up. Accessories can boost the stat even further. Dark Knight has the best Strength of all normal jobs, and Songstress the lowest.
All physical attacks follows the following formula:
The color for the Strength gauge in the menu is yellow.
Final Fantasy XI
Edit
Strength in Final Fantasy XI is stat that is compared with an enemy's vitality to determine the base damage of a character's attacks. It's associated with the element of Fire, and thus many fire-based items add STR to a character's stats.
This stat is very important to almost all physical damage dealing jobs, as it plays a crucial role in weapon skills and physical Blue Magic. Strength also has a direct impact on a character's Attack and Ranged Attack. For every 2 points STR increase a character has, his/her Attack and Ranged Attack value is raised by 1 point. However, when using a two-handed weapon, for every 4 points of STR, your attack value is raised by about 3 (.75 per one point of STR).
Final Fantasy XII
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Strength boosts the power of barehanded attacks and all weapons except maces (magical damage), measures and guns (uses the weapons attack stat only). Each character has their own Strength growth, with Vaan and Basch having the best natural Strength growth and Penelo the worst.
Formula for a character's Strength stat:
- Base + (Level x Modifier)/128[2]
- Base = Base value. Different character has different values.
- Level = The current level of the character
List of characters' base (BA) and modifier (MO) values:
Character | Base | Modifier |
---|---|---|
Vaan | 23 | 70 |
Balthier | 24 | 67 |
Fran | 22 | 64 |
Basch | 25 | 68 |
Ashe | 21 | 68 |
Penelo | 20 | 65 |
Reks | 23 | 66 |
Larsa | 20 | 65 |
Vossler | 70 | 20 |
Reddas | 24 | 67 |
The Espers also have their own Strength stats.
Esper | Base | Modifier |
---|---|---|
Belias | 45 | 75 |
Mateus | 50 | 75 |
Adrammelech | 48 | 75 |
Zalera | 50 | 75 |
Cúchulainn | 51 | 75 |
Shemhazai | 51 | 75 |
Hashmal | 52 | 75 |
Zeromus | 53 | 75 |
Exodus | 53 | 75 |
Famfrit | 54 | 76 |
Chaos | 54 | 76 |
Ultima | 60 | 77 |
Zodiark | 60 | 78 |
Strength is boosted via equipment, with the Heavy Armor having the best boosts. Strength is capped at 99 so any overflow is wasted.
Final Fantasy XII: Revenant Wings
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Strength determines the power of physical attacks. It can be boosted via appropriate equipment and by leveling up.
Final Fantasy XIII
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Strength is gained via the Crystarium System. Fang has the best natural Strength stat, but characters can also boost their Strength via weapons and accessories. Unlike in most other games, the Strength stat is no longer capped at 99 or 255, and instead rises to the thousands for characters with maxed out Crystarium and weapons. Physical attacks in Final Fantasy XIII are slightly superior to magic attacks when it comes to dealing damage: a Commando with equal Magic and Strength stats would still deal slightly more damage with physical hits than with casting Ruin.
The battle results screen displays the battle's target time. The characters' physical or magic attack stat, whichever is higher, is one of the factors that affects the target time; the stronger the party, the less allotted time they get.
Equipping Fang on maxed out Crystarium with four maxed out Kaiser Knuckles and maxed out Kain's Lance from upgraded Dragoon Lance gives her tremendous 4,167 points in Strength.
Final Fantasy XIII-2
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Strength is once again gained via the Crystarium system. Noel Kreiss has better Strength growth than Serah Farron and both can raise it by equipping various weapons and accessories. As for the recruitable monsters, they can raise their Strength not only via the Crystarium, but the infusion as well. Like in Final Fantasy XIII, Strength is not capped to either 99 or 255.
Strength is not considered in the star rating on the battle results screen as monsters have set "Enemy Points" which are taken into account when determining the target time.
Final Fantasy XIV
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Strength is used to determine how hard your character hits with melee attacks.
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Final Fantasy Crystal Chronicles: Echoes of Time
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Final Fantasy: The 4 Heroes of Light
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The character's Strength depends on the job they are equipping and grows the character levels up. Strength determines the strength of physical attacks. The Fighter class's attack power is equal to their Strength stat when fighting unarmed. The Dark Fencer has the highest strength growth of all the jobs.
When in animal form the characters' Strength is reduced to 70% of their normal, unless they equip the Beastmaster job, which doubles their power in animal form.
Final Fantasy Tactics
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In Final Fantasy Tactics, it is called Physical Attack. It is the number next to the sword icon on the middle panel of the status screen. A unit can have a PA no less than 1 and no greater than 99. However, the Bravery stat is also used to determine the power of physical attacks.
Final Fantasy Tactics Advance
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In Final Fantasy Tactics Advance it is called Weapon Attack.
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Final Fantasy Tactics A2: Grimoire of the Rift
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Final Fantasy Mystic Quest
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The higher the number, the more damage the equipped weapon will deal. The damage formula for physical attacks are.
Final Fantasy Adventure
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Power is the attack power of Sumo which makes it easier to defeat enemies. Power maxes out at 99 and even if Sumo is under the maximum level and still continues to increase Power, it will never increase beyond 99.
Final Fantasy Legend II
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Strength is abbreviated to Str in the game. The higher the value, the more damage will inflict on enemies. The majority of the weapons use the Str stat, but some uses the Mana or Agl stat for its damage formula. This stat impacts damage dealt with heavy swords, axes, whips, and other strength-based weaponry.
Humans and mutants can randomly gain Str after a battle in which they use certain strength-based weapons, although this growth is rare with mutants. Str growth caps at 99, however, it can go over 99 by equipping armor such as the Giant Equipment.
Bravely Default: Where The Fairy Flies
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Final Fantasy Dimensions
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Speed (すばやさ, Subayasa?), also known as Dexterity, or Agility, is a recurring statistic from the series. It determines how often a character will attack. In games with Active Time Battle or Conditional Turn-Based Battle, it is used to determine the rate at which the ATB or Charge Time gauge rises. It can be augmented or reduced by Time Magic spells Haste or Slow.
Appearances
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Final Fantasy
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Agility increases a characters' Accuracy and Evasion by 2 for each Agility point gained from Level-ups. Each point of Agility gained as a result of Equipment or the Speed Plus item will only increase Accuracy and Evasion by 1 though. The higher a characters Agility the more likely they are to make the first move in a turn.
Note that having a couple points of Agility more than a monster does not guarantee you will successfully make the first move each turn, it only increases the chance.
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Final Fantasy II
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Agility factors into evasion, and hence contributes to evading attacks more effectively and action order in battle. Agility has a random chance of increasing after each battle, based on the character's Evasion-% stat. Hence, avoiding heavy armor and equipping shields or weapons with high evasion values will increase Agility growth.
Final Fantasy III
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Final Fantasy IV
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Speed determines how fast a character attacks and casts magic; the speed is also affected by the character's weapon.
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Final Fantasy IV -Interlude-
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Speed 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
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Speed is calculated the same way as has its predecessors, meaning that Speed determines how fast the character's turn will come up.
Final Fantasy V
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- See Also List of jobs and their stats.
Agility determines the characters' battle speed. The game's Battle Speed setting in the config determines how many turns opponents get, but doesn't affect the player party. A character's stats are determined by which job they are using. Thief is the fastest job, and Berserker the slowest. Thief can learn a skill called Agility, which makes any job as fast as a Thief.
To prevent speed ties for characters in the same job, every character has a different inherit boost to Agility. From slowest to fastest: Galuf (+0), Bartz (+1), Lenna (+2), Faris (+3), and Krile (+4).
Final Fantasy VI
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Speed determines the characters' battle speed. The game's battle speed setting in the config determines how many turns opponents get, but doesn't affect the player party. Each character has a set of base stats that are static, unless boosted by Espers' level up abilities. Only two Espers give a boost to speed: Odin and Cactuar. Locke has the highest natural Speed, and Strago the lowest.
Final Fantasy VII
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Dexterity determines the speed of which the units' ATB Gauge fills up (in conjunction with the battle speed setting in the config), as well as affecting the character's physical evasion in conjunction with the Defense % given in the character's armor.
Dexterity can be increased with the Speed Source item and with the Speed Plus Independent Materia. The maximum additional Dex that can be gained through the Speed Plus Materia is +100% when stacked with multiple materia. The accessory Choco Feather also gives +10 to Dexterity.
The exact amount of Dexterity gain via leveling up is randomized at each gained level, but the game is programmed in a manner the characters never stray too far from the intended average.
List of characters' possible minimum and maximum Dexterity on Level 99 from Final Fantasy VII FAQ/Walkthrough by Absolute Steve
Character | Minimum Dex | Maximum Dex |
---|---|---|
Cloud | 55 | 62 |
Tifa | 64 | 71 |
Aeris | 51 | 58 |
Barret | 47 | 54 |
Red XIII | 71 | 78 |
Cid | 54 | 61 |
Yuffie | 70 | 77 |
Vincent | 51 | 58 |
Cait Sith | 51 | 58 |
Final Fantasy VIII
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The Speed stat affects the rate the characters' ATB gauges fill up. The characters base stats are low, but of the main six playable characters Irvine is the fastest and Quistis the slowest. The stat can be boosted with Spd Up items (which are rare) and with the Speed Plus % abilities some Guardian Forces can learn. Characters can boost their speed by junctioning spells into their Spd-J - Triple is an especially useful spell for that.
Final Fantasy IX
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Speed determines the speed the ATB gauge fills, but due to the way the attacks work, it has almost no impact on the actual gameplay. Speed increases as the characters level up, and can also be boosted by wearing certain pieces of equipment. Zidane Tribal is the only character who can max out his speed stat to 50 without the use of cheats. In Zidane's case Speed is an important factor for damage in his Thievery skill.
Formula for Speed:
The SpdBase values differ from character to character, but never change. The SpdBonus is the only way the player can affect the Speed growth and every level the bonus goes up by a rate that's worked out from the character's current stat increases. For example, if the character has equipment that gives 3 extra Speed, then SpdBonus will go up 3 every time they level up. (See Final Fantasy IX Max Stats FAQ by KADFC for more info).
Final Fantasy X
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Agility determines how often a character gets a turn. Agility can be increased by activating agility nodes on the Sphere Grid. Rikku has the best Agility on her path on the grid, Auron and Lulu are the worst, but eventually, any character can traverse any path. Agility Spheres can be farmed from the Fenrir on the Monster Arena to further boost Agility, but there is no benefit of raising agility higher than 170, because that's when the character's speed is maxed out.
Aeons also have their own stats separate from the characters'. They are mainly based on Yuna's stats, but also can be boosted manually and increase when the player fights more battles. Shiva is the fastest Aeon, and Ixion the slowest.
Final Fantasy X-2
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As opposed to its predecessor, this installment applies the traditional ATB system to determines the battle unit's refilling speed of the ATB gauge. The character's stats depend on which dressphere she is wearing; Berserker is the fastest job and Dark Knight the slowest.
The color for the Agility gauge in the menu is light blue.
Final Fantasy XI
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Dexterity in Final Fantasy XI is a stat that is compared with an enemy's agility to determine the likelihood that a character's blow will be a Critical Hit, and also plays a significant role in determining the damage caused by Sneak Attack when used by a Thief. It's associated with the element of Lightning, and thus many lightning-based items add DEX to a character's stats.
Dexterity also has a direct impact on a character's accuracy stat. For every two points of DEX a character has, his/her accuracy is raised by one point. However, when using a Two-Handed Weapon, for every 4 points of DEX, the player's accuracy value is raised by 3 (.75 per one point of DEX).
Final Fantasy XII
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Speed affects the Charge Time to perform actions in conjunction with the battle speed setting in the config and which weapon the character is using (some weapons are faster than others). Speed stat also boosts the power of bows, ninja swords and daggers and determines the character's Counterattack rate. Some equipment also boosts Speed, especially the accessory Cat-ear Hood.
However, the Speed stat is much less significant in Final Fantasy XII than in the other games in the series. The charge time difference is only noticeable if a character has very low speed and the difference becomes smaller and smaller as speed increases. Even for the extremes, the highest-possible Speed (99) only makes charging 21% faster compared to the lowest-possible Speed (23).
The damage daggers, ninja swords and bows deal depends on both Strength and Speed. During low levels this offers quite a distinctive edge in damage, but on higher levels, the edge is less and less obvious. The Haste and Berserk statuses increase a unit's Speed and also stack, and influence the character's battle speed much more than their Speed stat.
The characters gain more Speed as they level up. There are no significant differences between characters. The following formula determines a character's Speed:
[2]
- Base = Base value. Different character has different values.
- Level = The character's current level.
- Base = Base value. Different character has different values.
Character | Base | Modifier |
---|---|---|
Vaan | 24 | 18 |
Balthier | 24 | 19 |
Fran | 23 | 18 |
Basch | 23 | 16 |
Ashe | 23 | 17 |
Penelo | 24 | 16 |
Reks | 35 | 15 |
Larsa | 24 | 16 |
Vossler | 24 | 18 |
Reddas | 35 | 19 |
Espers | 26 | 30 |
Final Fantasy XII: Revenant Wings
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Final Fantasy XIV
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Dexterity affects weapon accuracy.
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Final Fantasy Tactics: The War of the Lions
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Determines how often a character gets a turn in the turn-based strategy game. Every tick, each character's CT increases by their Speed (for example, a character with 10 Speed has their CT increase by 10, a character with 3 increases their CT by 3, etc.). When the CT reaches 100, that character gets a turn. While Speed maxes out at 99, it is useless to have a Speed greater then 50, as the character will get a turn in two ticks anyway.
Final Fantasy Mystic Quest
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The higher the number, the better chances the character will attack first.
Final Fantasy Legend II
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Agility is abbreviated to Agl in the game, it influences how often the character can hit the target. It also shows how well they will do with Long Range and martial art skill weapons. Some weapons use the Agl stat instead of the usual Str stat for its damage formula. This stat impacts damage dealt with light swords, the ability to run away from enemies, dodging enemy attacks, and most importantly determines the sequence of turns in battle.
Units with higher Agl will act before those with lower Agl. It can be raised by equipping light swords and various other items for battle. Agl caps at 99, but can be raised higher than that by equipping certain items and armor such as Hermes.
Bravely Default: Where The Fairy Flies
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Final Fantasy Dimensions
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