MP (stat)

MP, which can stand for Magic Points, Magick Points, Mana Points, or Mist Points, is a stat in many games of the Final Fantasy series. MP is usually the measure of how many spells a unit can cast. Various items, such as Ether and resting with a Tent or at an Inn, will restore MP. Naturally, stronger spells tend to have higher MP costs. Some games have summon magic which uses MP, but not always.
Not every game has MP. Final Fantasy (the NES, WonderSwan and Origins releases only) and Final Fantasy III feature a "Charge" system, in which characters equip spells purchased at a shop. There are eight "levels" of spells, and each level can only be used a certain number of times. Each character can only equip a certain amount of spells per level. Final Fantasy VIII uses a draw system, in which spells must be stocked. Casting a spell uses up one stock of that spell. A few games, including Final Fantasy XIII and Dissidia Final Fantasy, have no MP system, and as such magic spells can be cast at no cost. In Final Fantasy XV MP is used for moves other than traditional magic spells: warping and phasing.
Various abilities and equipment can alter how MP is consumed. The Gold Hairpin, for example, often halves the MP cost of spells. In Final Fantasy VII, the MP Turbo Support Materia boosts a spell or summon by increasing its MP cost in return. Abilities can be used to increase maximum MP by certain percentages as well. The One MP Cost ability cuts MP cost down to one, and the No MP Cost ability eradicates the need of MP altogether.
The traditional cap for MP is 999, but in some games it can be boosted to 9,999 with the Break MP Limit ability. MP is traditionally replenished with Ethers, of which stronger variants may exist depending on each game.
Magic costs also apply to magically-inclined enemies. When an enemy's magic reserves are depleted, they can no longer cast spells or use enemy abilities that require MP. Some enemies will automatically be defeated when they run out of MP or when the party depleted the enemy's MP by using magic-damaging skills. Magic Hammer, Rasp, and Osmose are spells that traditionally reduce only the unit's MP rather than HP.
== Appearances ==
=== Final Fantasy ===
In the Dawn of Souls and 20th Anniversary versions, the original "spell level"-based magic system was dropped in favor of the Magic Point-based system used in more recent Final Fantasy games. Although spells are still classified at certain levels for some purposes (characters can still only be equipped with three of the four available spells of any given level, for instance), as a new feature, every spell is assigned a point value. When cast, that value is subtracted from a total number of MP that applies to all spells known by a character.
How much MP a character has depends on their level and job. The mage-type jobs have the most MP.
The Pixel Remaster returns to the original "spell level"-based system, but, as in Final Fantasy III, the number of "charges" a character has for each level's spells is now called MP. Ethers did not appear in the original version, but were added in the Dawn of Souls and 20th Anniversary versions, and in the Pixel Remaster they are described as restoring 1 MP to each spell level. Other items such as Sleeping Bags, Tents, Cottages and Elixirs are also described as restoring MP.
=== Final Fantasy II ===
MP makes its debut in the series, where spells now require a specific number of MP to be cast that is equal to the spell level. Characters' actions in battle craft their skills.
The chance to boost 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.
=== Final Fantasy III ===
Final Fantasy III returns to using the Charge system of the original Final Fantasy: this time, however, it is called MP.
=== Final Fantasy IV ===
Every character has a predetermined job and a unique stat growth. Mage type characters have more MP than physical attackers. Tellah's MP never exceeds 90 to prevent him from casting Meteor, which costs 99 MP, for storyline purposes (although it is possible to overcome this in the recent remakes by using a Soma Drop on him).
==== Final Fantasy IV -Interlude- ====
Every character has a predetermined job and a unique stat growth.
==== Final Fantasy IV: The After Years ====
Every character has a predetermined job and a unique stat growth. Bands attacks combine two or more characters' powers into one powerful attack using up a specific amount of MP on participants.
=== Final Fantasy V ===
The party member's MP depends on the job they are using and the character's level. Because the character's Magic Power affects their overall MP, mage type jobs have much more MP than melee type jobs. Upon mastering a job its MP boost is added to the Freelancer job. The White Mage and Black Mage can learn MP Plus % abilities to further boost the unit's max MP. Oracle (GBA and later versions only) has the best MP (the Summoner has the best MP of all the original jobs). Monk and Berserker have the least MP.
:MP = (Base MP * (Magic Power+32)) / 32Final Fantasy V Algorithms/Stats FAQ by instroctrtrepe
Bonuses to Magic Power due to equipment are not added to the MP formula.
Level	Exp 	Base MP
1 	0 	2
2 	10 	5
3 	33 	8
4 	74 	11
5 	140 	14
6 	241 	17
7 	389 	20
8 	599 	23
9 	888 	26
10 	1276 	29
11 	1786 	32
12 	2441 	35
13 	3269 	38
14 	4299 	41
15 	5564 	44
16 	7097 	47
17 	8936 	50
18 	11120 	53
19 	13691 	56
20 	16693 	59
21 	20173 	62
22 	24180 	65
23 	28765 	68
24 	33983 	71
25 	39890 	74
26 	46546 	77
27 	54012 	80
28 	62352 	83
29 	71632 	86
30 	81921 	89
31 	93291 	92
32 	105815 	95
33 	119569 	98
34 	134633 	101
35 	151087 	104
36 	169015 	107
37 	188503 	110
38 	209640 	113
39 	232517 	116
40 	257227 	119
41 	283867 	122
42 	312534 	125
43 	343330 	128
44 	376357 	131
45 	411722 	134
46 	449533 	137
47 	489900 	140
48 	532937 	143
49 	578759 	146
50 	627485 	149
51 	679235 	152
52 	734131 	155
53 	792300 	158
54 	853869 	161
55 	918969 	164
56 	987732 	167
57 	1060294	170
58 	1136793	173
59 	1217368	176
60 	1302163	179
61 	1391323	182
62 	1484995	185
63 	1583329	188
64 	1686478	191
65 	1794597	194
66 	1907843	197
67 	2026376	200
68 	2150358	203
69 	2279955	206
70 	2415333	209
71 	2556663	212
72 	2704116	215
73 	2857867	218
74 	3018093	221
75 	3184974	224
76 	3358692	227
77 	3539432	230
78 	3727380	233
79 	3922726	236
80 	4125661	239
81 	4336381	242
82 	4555081	245
83 	4781961	248
84 	5017223	251
85 	5261071	254
86 	5513712	257
87 	5775354	260
88 	6046210	263
89 	6326493	266
90 	6616420	269
91 	6916210	272
92 	7226084	275
93 	7546266	278
94 	7876982	281
95 	8218461	284
96 	8570934	287
97 	8934635	290
98 	9309800	293
99 	9696668	296
=== Final Fantasy VI ===
Characters' HP and MP stats are the only ones to increase by leveling up; to grow the other stats, the player must equip an esper that gives a bonus. Phantom (MP + 10%), Fenrir (MP +30%) and Crusader (MP +50%) boost MP on level up.
There are no significant differences between characters, although Relm has statistically the highest base MP and Sabin has the lowest base MP. Umaro has no MP as he cannot cast magic. The base MP growth increases until it peaks at around level 50, characters earning +17 MP per level up, and from there the base MP growth declines earning only +6 MP per level up on level 90, from where it picks up again for the last 9 levels, gaining +13 MP when leveling up from 98 to 99. However, it is easy to max MP out quickly with the esper abilities, which are especially potent on higher levels.
The Celestriad relic makes all magic spells, lores, and summons cost 1 MP.
Some monsters die when their MP hits 0. If Gau is using these monsters' Rages, he too can be KO'd through his MP.
=== Final Fantasy VII ===
Characters gain more MP upon leveling up. The amount gained per level up depends on the character. Aeris has the highest MP gain, and Barret has the lowest. MP is one of the few stats Vincent excels in, being surpassed only by Aeris. The exact amount of MP 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 MP on Level 99 from Final Fantasy VII FAQ/Walkthrough by Absolute Steve.
Character	Minimum MP	Maximum MP
Cloud 	851 	905
Tifa 	800 	850
Aeris 	942 	994
Barret 	748 	796
Red XIII 	814 	866
Cid 	776 	822
Yuffie 	790 	841
Vincent 	859 	915
Cait Sith	822 	869
The game is programmed in such a manner it is impossible to attain both, the absolutely highest natural HP and absolutely highest natural MP on the same character simultaneously. (Guide on how to max out the characters' MP.)
MP cannot be boosted by Sources like most other stats. Max MP can be boosted by equipping Magic and Summon Materia; depending on the Materia the boost is either MP +2%, +5%, +10%, +15% and the Knights of Round boosts max MP by +25%. The MP Plus Independent Materia can increase max MP to to +100% when stacked. There is also the HP↔MP Materia that switches the user's HP and MP, setting the max HP to 999 and MP to 9999. The most MP a spell can use is 255, a cap reached by pairing certain Materia with MP Turbo.
MP is recovered by MP recovery items like Ether, Turbo Ether, Elixir, and Megalixir, and Red XIII can accumulate MP by some of his Limit Breaks. The player can also absorb MP from enemies with Magic Hammer or by the Ghost Hand item.
==== Dirge of Cerberus -Final Fantasy VII- ====
Vincent has 100 MP.
MP consumption/gain:
Action 	MP JORG 	MP Post-JORG
Limit Breaker 	-51 	±0
Fire Lv1 	-8 	-14
Fire Lv2 	-11 	-17
Fire Lv3 	-14 	-20
Thunder Lv1 	-12 	-17
Thunder Lv2 	-15 	-25
Thunder Lv3 	-18 	-33
Blizzard Lv1 	-12 	-16
Blizzard Lv2 	-16 	-20
Blizzard Lv3 	-20 	-23
Mako point 	+34 	+34
Spirit Rations	+20 	+20
Ether 	+50 	+50
Red Ether 	+5, +25, +50,+70, or +100	+5, +25, +50,+70, or +100
Elixir 	+100 	+100
Elixor 	+100 	+100
==== Crisis Core -Final Fantasy VII- ====
Zack has a base MP he can increase by leveling up. His base stats are fixed by his level.
The below values are from Crisis Core -Final Fantasy VII- FAQ/Walkthrough by Absolute Steve.
Level	Max MP	Level	Max MP
6 	87 	53 	255
7 	93 	54 	258
8 	99 	55 	261
9 	104 	56 	264
10 	109 	57 	267
11 	114 	58 	270
12 	119 	59 	273
13 	123 	60 	276
14 	127 	61 	279
15 	131 	62 	282
16 	135 	63 	285
17 	139 	64 	288
18 	143 	65 	291
19 	147 	66 	294
20 	151 	67 	297
21 	155 	68 	300
22 	159 	69 	303
23 	163 	70 	306
24 	167 	71 	309
25 	171 	72 	312
26 	174 	73 	315
27 	177 	74 	318
28 	180 	75 	321
29 	183 	76 	324
30 	186 	77 	327
31 	189 	78 	330
32 	192 	79 	333
33 	195 	80 	336
34 	198 	81 	339
35 	201 	82 	342
36 	204 	83 	345
37 	207 	84 	348
38 	210 	85 	351
39 	213 	86 	354
40 	216 	87 	357
41 	219 	88 	360
42 	222 	89 	363
43 	225 	90 	366
44 	228 	91 	369
45 	231 	92 	372
46 	234 	93 	375
47 	237 	94 	378
48 	240 	95 	381
49 	243 	96 	384
50 	246 	97 	387
51 	249 	98 	390
52 	252 	99 	393
Zack can break his MP limit even without equipping the Break MP Limit ability to twice his maximum MP if he gets a power surge from the Digital Mind Wave during Modulating Phase. With a Feathered Cap he can set the natural break limit to triple his maximum MP. The break is nullified and Zack's MP set back to the base maximum if he drinks the promotional Potion at the Shinra Building lobby.
Zack can increase his base MP by equipping accessories that grant MP boosts. Materia is the game's primary means of stat enhancement, especially through the Materia Fusion system. By adding certain items into the Fusion process, the player can boost the Materia's statsalthough it takes a lot of SP for the highest stat boosts. MP+999% is the highest MP stat boost a Materia can have.
Zack can set his MP limit to 9,999 with certain equipment. 9,999 is the absolute maximum, and the DMW power surges cannot bring it above that point either.
MP is rendered obsolete by the game's end as Zack gains the ability to permanently equip the No MP Cost effect.
===Final Fantasy VII Remake===
MP is a unit's magic reserve stat, determining how many spells they can cast. MP is depleted by using spells, and is recovered passively during battle at a rate of 1 per 20 seconds. It can also be restored by using MP-restoring items, finding mako shards from breaking boxes, using Aerith's Soul Drain ability, and resting on benches.
MP is boosted by certain accessories and . Pairing a with a allows the wearer to gain MP for a percentage of damage the paired ability dealt to an enemy. Some weapons also have passive abilities that aid in MP restoration.
In hard mode, benches only restore HP and items are unavailable, though MP is still recovered during chapter changes.
=== Final Fantasy IX ===
The characters' max MP is calculated by the following formula:
:[Mag * MPMod(Level) / 100]
The MPMod used in the formula depends on the character's level. Characters with high Magic Power like Vivi have the best MP.
Level	MPMod	Level	MPMod
1 	200 	51 	584
2 	206 	52 	586
3 	212 	53 	587
4 	219 	54 	588
5 	226 	55 	589
6 	234 	56 	590
7 	242 	57 	591
8 	250 	58 	592
9 	259 	59 	593
10 	268 	60 	594
11 	277 	61 	595
12 	285 	62 	596
13 	293 	63 	597
14 	301 	64 	598
15 	308 	65 	599
16 	315 	66 	600
17 	321 	67 	601
18 	327 	68 	602
19 	333 	69 	603
20 	340 	70 	604
21 	347 	71 	605
22 	355 	72 	606
23 	363 	73 	607
24 	371 	74 	608
25 	380 	75 	609
26 	389 	76 	610
27 	399 	77 	611
28 	409 	78 	612
29 	419 	79 	613
30 	430 	80 	614
31 	441 	81 	615
32 	453 	82 	616
33 	465 	83 	617
34 	477 	84 	618
35 	489 	85 	619
36 	500 	86 	620
37 	510 	87 	621
38 	519 	88 	622
39 	527 	89 	623
40 	535 	90 	624
41 	542 	91 	625
42 	548 	92 	626
43 	554 	93 	627
44 	559 	94 	628
45 	564 	95 	629
46 	568 	96 	630
47 	572 	97 	631
48 	576 	98 	632
49 	579 	99 	642
50 	582 	 	
The only way for a character to improve their MP is to level up, or equip the MP+10% and MP+20% support abilities, which are not available for every character. Every character has abilities that use MP, and melee fighters can equip the MP Attack support ability to expend MP on physical attacks to deal increased damage. The Half MP ability halves MP cost. In the beginning of the game Garnet/Dagger is unable to summon her eidolons due to not having enough MP unless one level-grinds excessively.
MP is restored via Ethers. Vivi can drain MP from opponents with Osmose. Quina can attack an opponent's MP with Magic Hammer and absorb MP with Absorb MP when they are targeted by opponents' spells.
Enemies mostly use abilities for "free" and only the White/Black/Blue magics (as well as Aero and Aera) use MP. Enemies' MP costs are not the same as when a party member uses the same ability (enemies use less MP). Enemies also tend to have a lot of MP, making MP-removing strategies cumbersome of not inefficient.
=== Final Fantasy X ===
MP is gained by activating MP nodes on the Sphere Grid. Characters like Yuna and Lulu have the fastest MP growth on their grid paths, although eventually every character can traverse any path. MP can be boosted further with MP Spheres, notably from Vidatu in the Monster Arena, and the MP limit can be boosted up to 9,999 with the Break MP Limit ability.
By the game's end, MP becomes more obsolete, as weapons with One MP Cost become available and characters can use items to get the No MP Cost effect. The player can restore MP by touching a Save Sphere or via MP recovery items, the Osmose spell and via Rikku's mixes. The No MP Cost effect can also be achieved with Rikku's mixes. Although enemies have MP, they do not require it for abilities.
==== Final Fantasy X-2 ====
Every dressphere has its own stats, and the stats are fixed on the girl's level. Mascot has the best MP, followed by Black Mage. The Alchemist has the lowest MP.
The player can boost the girls' MP by equipping accessories. The best accessories boost MP as much as +100%. The Gold Hairpin accessory and Font of Power Garment Grid grant the wearer Half MP Cost. One MP Cost is only available on the Font of Power Garment Grid after going through all the gates. No MP Cost is achieved via the Three Stars item or Ragnarok accessory.
MP is recovered via items and dresspheres have some abilities that can replenish MP. The MP Stroll ability recovers MP as the party walks around the field.
It is possible to disable an enemy's magic-casting abilities without the use of Silence by draining the enemy from MP: this method is particularly useful against Trema in the Via Infinito in the original version.
The color for the MP gauge in the menu is green.
==== Final Fantasy X-2: Last Mission ====
=== Final Fantasy XII ===
In the original version, the MP base value goes up as the character levels up. The characters' MP growth on leveling up is randomized. The Max MP is determined by the following formula:
:MAX MP = (Base MP + Sum of MP Bonus up to this level) x MP Modifier
* Base = Base value. Different characters have different Base values.
* Bonus = Each level comes with its own Min and Max Bonus. The game randomly picks a Bonus within the Min and Max range when the character levels up. All characters share the same bonus table.
* Modifier = Different characters have different modifiers. The modifier represents the "growth rate".
Character	Base	Modifier
Vaan 	45 	0.54
Balthier 	37 	0.48
Fran 	40 	0.55
Basch 	35 	0.44
Ashe 	46 	0.57
Penelo 	63 	0.55
Reks 	43 	0.62
Larsa 	63 	0.55
Vossler 	25 	0.66
Reddas 	43 	0.62
The sum of each characters' MP bonus on leveling up is randomized. On levels 1-10 the characters receive between 3-5 MP when they advance a level. Between levels 11-29 the MP gain is between 4-7, between levels 30-43 the MP gain is between 5-9, which is the peak. After level 43 the MP gain begins to dwindle, gaining 4-7 MP on level up between levels 44-60, 3-5 between levels 61-80, 2-3 MP between levels 81-90, and only 1 MP on level up above level 90. The MP bonuses have equal chances to be picked at random within its pool when the character levels up.
The MP bonus growth can be described with the following equation:
:MP Bonus Growth = Min MP Bonus + Random[0 ~ (Min MP Bonus-1)]
In the original version, MP is not capped at 999, despite 999 being the highest number displayed on screen. Upon acquiring two Quickenings or a tier two Esper on the License Board, the MP pool is doubled and split into two fragments. It is then tripled and split into three fragments after having learned all three of their Quickenings or a tier three Esper. Using Quickenings and Espers expends entire MP fragments rather than individual points. In the Zodiac versions, they no longer drain the user's MP and instead have their own separate fragmented bar that fills up with MP-recovering abilities. Characters gain significantly more MP from leveling up to compensate the lack of MP being doubled or tripled, but a hard cap is set at 999.
Enemies also use MP, while some have Half MP and 0 MP augments to cut down on their MP use. All summoned Espers share the same base and modifier values, but they do not naturally consume MP, except in the Zodiac versions.
All spells have a base MP cost, which can be reduced by purchasing augments on the License Board. The characters continually recover MP as they walk on the field, and in places thick in Mist, the MP recovery rate is boosted. MP can also be replenished with items, the Charge technick, the Syphon spell, or by touching a Save Crystal. The Martyr, Inquisitor and Warmage augments also restore MP when the user deals or receives damage, and the Headman restores MP when the user kills an enemy.
During a Quickening chain the player can activate a Mist Charge that restores MP to full, but only for the duration of the chain—MP is reduced to 0 at the end of the Quickening.
Equipping the Dawn Shard as an accessory drops the character's MP to zero, and in the Zodiac versions, prevents the player's Mist Gauge from rising. The Turtleshell Choker accessory makes the wearer expend gil instead of MP for spell-casting.
=== Final Fantasy XIV ===
MP is expended to cast spells. The player's MP is initially set at 10,000 points and cannot be increased by any means. The Piety stat determines the rate at which MP regenerates during battle while in the Healer role.
=== Final Fantasy XV Episode Duscae ===
MP is expended when performing several actions, such as defending, warping, casting magics and using abilities from weapons and Armiger. When Noctis runs out of MP, he enters Stasis and will not be able to move until he gets his MP up.
MP refills automatically or through the use of items. If Noctis warps to a safe location, the rate his HP and MP restores is augmented.
Noctis can use Armiger Arsenal when at full MP. The state continuously drains MP but greatly enhances Noctis's battle capabilities.
=== Final Fantasy XV ===
MP is a stat only used by the lead character—characters under control of AI do not use it.
MP is expended when defending or warping (Noctis or Comrades only). In Comrades, MP is also expended when using magic. Using a special attack of a machinery weapon as Noctis also uses MP.
MP refills automatically over time. The MP recovery rate can be boosted with certain accessories, or by being in cover. It can also be restored by using items or by point-warping (full MP for Noctis, half MP for the Comrades player character).
When the lead character runs out of MP, they enter a state called Stasis, becoming incapable of doing anything that uses MP, and being staggered if they attempt. Stasis heals naturally after several seconds, or by recovering MP in any way.
Inspired is a status exclusive to the party that negates all MP costs.
Prompto is the only character who does not use MP when directly controlled (except in Comrades quest Departure, and even then he only uses it to cast curative magic).
=== Final Fantasy Type-0 ===
MP is used to cast magic.
=== Final Fantasy Tactics ===
MP stands for Magick Points. A character's MP depends on which job they are currently using and which jobs they have used in the past, as the stat growth depends on the jobs in use at the time of the level up. As usual, mage type jobs have a much greater MP gain than melee jobs.
=== Final Fantasy Tactics Advance ===
==== Final Fantasy Tactics A2: Grimoire of the Rift ====
At the start of battle, the MP of every unit is zero. Each turn, a unit gains 10 MP, which can be boosted to 20 by using "MP Channeling". Viera units (as well as some enemies) can use their HP instead of MP with the passive ability "Blood Price", gained from the Spellblade job.
=== Final Fantasy Crystal Chronicles ===
==== Final Fantasy Crystal Chronicles: Ring of Fates ====
==== Final Fantasy Crystal Chronicles: Echoes of Time ====
=== Final Fantasy Adventure ===
MP 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. MP increases solely based on Wisdom, and will remain at its base value of 6 regardless of Sumo's level if Wisdom is never increased.
=== Final Fantasy Legend III ===
M is required if the player wishes to cast spells. Upon hitting 999 in M, a character will still gain more M upon level up. Exceeding the limit of 999 M, making the Mutant and Human class the more powerful classes in the game at higher levels. The only drawback is that the player will need to be at a higher level to take advantage of this, which means that it will take lots of grinding.
=== Final Fantasy Dimensions ===
===World of Final Fantasy===
Action Points (AP) is used for physical and magical abilities. All individual playable characters have a maximum of 4 AP regardless of their level. In battle, the player's stacks can have up to three characters, and since the stats for all characters combine, a stack can have a maximum of up to 12 AP.
In battle, AP is automatically replenished by 1 when a character or stack's turn comes up. Hitting an enemy with elements they are weak to automatically replenishes 2 AP for the character or stack that attacked them. Summoning Mega Mirages requires AP from both the player's stacks, and the Mega Mirages themselves do not gain AP on their turns.
The player uses MP healing-items to replenish AP, but they can also touch Save Crystals, examine regular Gates (as of Version 1.03), or sleep in The Twins' Room in Nine Wood Hills to fully replenish AP for all characters. A variety of abilities can be used to restore AP.
== Etymology ==
==Citations==
de:Magiepunkt
Category:Recurring stats