Final Fantasy II stats

The following is a list of stats in Final Fantasy II. The actions in battle craft the characters' skills.
== List of statistics ==
=== HP ===
Characters' maximum HP has a chance of increasing based on the amount of HP that is lost in the battle. Increases to maximum HP are equal to the character's Stamina stat. HP caps at 9999.
This leads to an easy exploit by the player, who can hit their own characters to decrease HP quickly and in a desirable fashion.
In later versions, HP can be increased by completing battles without getting hurt, but it is very slow.
=== MP ===
MP makes its debut, where spells now require a specific number of MP to be cast that is equal to the spell level. It is unique due to the fact that the actions in battle craft the characters' skills.
The chance to gain an increase in maximum MP is based on how much MP is lowered from the start of the battle. How much MP is gained is equal to the character's Magic stat. The player can purposefully lower party members' MP by using Sap or Osmose, or by using Swap with another character with low MP. MP is capped at 999.
=== Attack ===
Attack varies based on the character's Strength statistic, as well as which hand a weapon is equipped in, and the weapon the character is using.
* Weapons (including bows) equipped in the character's main hand (with a shield/nothing in other hand) will give bonus Attack equal to \frac{\mbox{1}}{2} * \mbox{Str}, rounded down, while a weapon in the off-hand slot (with a shield/nothing in main hand) will use the same formula, except the value is halved.
* Dual-wielded weapons will each have the same bonus Attack as the above formula, although it will be halved for each weapon.
* Unarmed has its own formula: for a main-handed 'Hands' with a shield in the off-hand slot, Attack Power is equal to (\mbox{4} * {Lv}) + \mbox{Base}, where Base is the product of the first formula; if 'Hands' is in the off-hand slot and a shield in the main-hand, the same formula is used, although the end value is halved. 'Hands' in both slots results in a different formula: (\mbox{8} * {Lv}) + (\frac{\mbox{1}}{2} * \mbox{Str})
=== Accuracy ===
Accuracy is divided into a number and a percentage. The first number is how many hits the character can land and is based solely on a character's skill level with the equipped weapon, while the percentage is determined by the equipped weapon's Accuracy value plus the character's Strength stat. Each weapon factors Accuracy individually, although only the Accuracy of the weapon in the character's main hand is displayed.
=== Defense ===
A character's Defense is the sum of the Defense value for all their equipped armor. Player characters have no inherent Defense, and Defense cannot be levelled.
When a physical attack is dealt to a target, for every hit that successfully landed on the target, the damage is reduced by the target's Defense to a minimum of 0 damage per hit. If the attacker lands a critical hit, the bonus damage from the critical hit is unaffected by Defense, but the base damage is affected as per usual.
If a target is afflicted by Curse status, their Defense is halved in battle, rounded down.
Defense can be temporarily raised in battle by the Protect spell, which stacks. Defense has a maximum value of 255.
=== Evasion ===
Evasion is split into a number and a percentage value. The Evasion number determines how many attacks a character may be able to evade and the percentage indicates the chance to evade. In addition to determining chance to avoid physical attacks, the Evasion percentage affects which order characters and enemies act in battle. The Evasion number can be increased by being targeted by enemy attacks, while the Evasion percentage is dependent on Agility, evasion values of equipped weapons and/or shields, and the total evasion value of equipped armor (which is usually negative):
:Agility + WeaponEvasion + ShieldEvasion + ArmorEvasion
Weapon evasion is determined by:
:(0.5 * [1 + SkillLevel]) * ItemEvasion, ItemEvasion being the weapon's evasion percentage.
Shield evasion is determined by:
:(1 + SkillLevel) * ItemEvasion, ItemEvasion being the shield's evasion percentage.
=== Magic Defense ===
Magic Defense reduces the damage magic and enemy abilities inflict on the target. It is also responsible for avoiding status afflictions, or reducing or avoiding the effects of debilitating spells. It is analogous to the Evasion stat for magical attacks.
Magic Defense is split into a number and a percentage value. The Magic Defense number (the left value on the stat screen) determines how many hits of magic can be avoided and the percentage (the right value on the stat screen) indicates the chance that a magic hit is avoided. Magic Defense is capped at 16 - 99%.
Damaging spells have a base number of hits equal to their level, with an additional number of missable hits equal to their level. For example, Fire 8 can deal 8-16 hits. If cast against a target with maximum Magic Defense and all missable hits miss, Fire 8 will still deal 8 hits worth of damage at minimum.
Status afflicting spells roll a number of hits equal to their level, and if even one hit is successful, the status ailment is inflicted on the target. If Magic Defense is higher than the spell level and has a very high dodge chance, it's extremely unlikely that the ailment will be inflicted.
Debilitation spells (Dispel, Slow, Fear) also roll a number of hits equal to their level. However, the effectiveness of the spell is determined by the number of successful hits. For instance, Dispel will remove more elemental resistances the more successful hits it deals, Slow reduces the target's number of physical hits they can deal by the number of successes, and Fear will increase the target's fear value by the number of successes.
Magic Defense level can be increased by being targeted by enemy spells. Only the Magic Defense hit count can be levelled, while the percentage is determined by other stats and the currently equipped armor.
The formula for Magic Defense percentage is:
:(Stamina + Magic) / 2 + ArmorMagicDef + 15
Magic Defense hit count can be temporarily increased in battle via the Shell spell, which can stack up to 255. However, if the target's Magic Defense is at 16 or higher, or if the target's Magic Defense dodge chance is 0%, the Shell buff will have no meaningful effect in battle.
=== Strength ===
Strength increases a character's regular attack damage (the damage dealt by the "Attack" option) and accuracy with physical attacks. It is increased by using the Attack command in battle. In earlier versions, Strength may decrease from frequently using White Magic.
Each point of Strength directly boosts Accuracy by one percent. The Attack stat is based on Strength, however it varies depending on multiple factors; for example, a Right-Handed character with 15 Strength and two Blood Swords equipped will have 4 Attack, the same character with level 3 Unarmed and no shield will have 31 Attack, and the same character with a left-hand Ice Bow will have 59 Attack.
=== Spirit ===
Spirit is a measure of the character's White Magic spell potency. It is increased by using White Magic spells in battle.
=== Intelligence ===
Intelligence increases damage dealt and efficiency of Black Magic spells. It is increased by casting Black Magic spells in battle. In earlier versions, Intelligence may decrease from frequently attacking in battle.
=== Stamina ===
Stamina determines how much HP a character will gain when maximum HP increases after a battle. For example, if a character has 40 Stamina with 1,000 maximum HP, then his/her maximum HP will become 1,040 the moment it rises. Each point of Stamina also increases Magic Defense by 0.5%. Stamina is increased by losing HP in battle.
In earlier versions, Stamina may decrease from frequently using Black Magic.
=== Agility ===
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 boost Agility growth.
=== Magic ===
Magic determines how much MP a character will gain when maximum MP increases after a battle. For example, if a character has 25 Magic with 250 maximum MP, then his/her maximum MP will become 275 the moment it rises. Each point of Magic also increases Magic Defense by 0.5%. Magic is increased by losing MP in battle, whether by casting spells or having MP reduced by Sap or Osmose.
Category:Stats in Final Fantasy II
Category:Stat lists