Final Fantasy VI stats

The following is a list of stats in Final Fantasy VI. Stats apply to both party members and enemies.
The characters' stats—with the exception of HP and MP—do not rise on leveling up, but are instead boosted by equipping weapons, relics and magicite. Magicite permanently increase a stat on level up, while the others increase them when equipped. The Cursed Shield reduces all stats by 7, with the exception of the Defense, Evasion, Magic Defense, and Magic Evasion, which it increases by 0.
A list of party member stats can be found below.
==Points==
===LV===
Once a party member gains enough experience, they will level up. The level stat is used in damage calculations for magic and physical damage sources, but does not increase stats. Levels play an important role in a few spells: namely Lv.5 Death, Lv.4 Flare, Lv.3 Confuse, and Lv.? Holy, while Dischord can halve the target's level.
When a character joins the party, their level is calculated based on the average level of the current party members. The new character's level equals the average of all current members' levels rounded down. If a character rejoins in the World of Ruin, the new level will never be lower than their old level. If a character is joining for the first time, a value is added to the average party level to determine their new level.
===HP===
The HP stat shows how much health a character has left. Once it reaches zero, a character reaches KO status. Party members are capped at 9999 HP while enemies are not, but cannot have more than 65,535 HP. The 0 HP character bug allows players to keep a character alive with 0 HP, thus becoming invincible unless healed.
Magicite 	Increase
Siren 	+10%
Catoblepas 	+10%
Midgardsormr	+30%
Bahamut 	+50%
Diabolos 	+100%
Relic 	Increase
Muscle Belt	+50%
Bone Wrist 	+50%
===MP===
The MP is a measure of how many spells that require MP can be cast. Some enemies, and Gau when in some Rages, die when it reaches 0. Characters are capped at 999 MP while enemies are not, but the cap is 65,535 MP. The stat is subject to couple of bugs.
Though few relics increase MP, several reduce the MP cost of spells. Gold Hairpin can halve it, while Celestriad can reduce it to 1 MP cost to all spells.
Magicite	Increase
Phantom 	+10%
Fenrir 	+30%
Crusader	+50%
Relic 	Increase
Crystal Orb	+50%
===EXP===
Also known as Exp. Awarded after battle from defeated enemies, EXP will increase a characters' level. Equipping the Growth Egg will double the amount of EXP earned from battles. Boss battles do not reward the player with EXP.
===Magic AP===
Awarded after battle, the Magic AP allow the character to learn spells of their equipped magicite or equipment. Unlike EXP, it is not tied to defeated enemies, but to defeated formations of enemies.
==Stats==
===Strength===
Also known as Vigor, the Strength stat increases damage done by physical attacks. The stat's boost caps at 128; although it can be raised to up to 255 Strength, any stat above 128 will have the same effect as a 128 Strength stat. The Strength stat is doubled (multiplied by 2) and added to the Attack stat when calculating a physical attack's damage, which also takes the attackers' level and other factors into account.
Enemies do not have set Strength stats, rather, their Strength is determined randomly at the beginning of battle, and is between 56 and 63.
Strength can be boosted by equipping certain weapons and relics and mastering certain magicite. A few pieces of armor also boost the strength stat. All characters' strongest weapons from Dragons' Den grant a moderate strength boost.
Magicite 	Increase
Ifrit 	+1
Bismarck 	+2
Raiden 	+2
Gilgamesh	+2
Relic 	Increase
Hyper Wrist 	+50%
Bone Wrist 	+5
Berserker Ring	+5
===Agility===
Also known as Speed, Agility increases the rate at which the ATB gauge fills. It can be increased only by Odin as well as the Cactuar and Quetzalli magicite only in certain game versions. The Speed stat +20, in addition to any Haste or Slow status, will add to the equation determining that rate at which it is filled; these statuses are calculated independently of the Speed stat.
Very few pieces of equipment boost the Speed stat.
Magicite 	Increase
Odin 	+1 or +2 (Pixel Remaster)
Cactuar 	+2
Quetzalli	+1 (Pixel Remaster)
Relic 	Increase
Bone Wrist 	+5
Thief's Bracer	+5
===Stamina===
Stamina increases the chance to survive against Death attacks, the amount they are healed by Regen, the amount of damage dealt by Poison, Sap, and HP Leak, and the amount of healing per step done by Tintinnabulum.
Like Strength, enemies do not have a Stamina stat, but it is not randomly selected. In its place, it is calculated as follows:
:\mbox{Stamina} = \frac{\mbox{Max HP}}{512} + 16
If the above calculation exceeds 40, the number becomes 40 instead.
Magicite 	Increase
Ramuh 	+1
Golem 	+2
Lakshmi 	+2
Leviathan	+2
Relic 	Increase
Bone Wrist	+5
===Magic===
Also known as Mag.Pwr, Magic increases damage done by magical attacks. Unlike Strength, it can exceed 128. It is multiplied with the magic spell's power and the users' level into account when calculating damage. Sabin's Blitzes use his Magic stat for damage calculation.
It calculates as follows:
:{Spell Power} * 4 + (Level * Magic * {Spell Power} / 32).
Magicite 	Increase
Cait Sith 	+1
Maduin 	+1
Zona Seeker 	+2
Valigarmanda	+2
Relic 	Increase
Bone Wrist 	+5
Barrier Ring	+2
===Attack===
Also known as Bat.Pwr, Attack is based on weapons equipped, along with the in-built battle stats of enemies and characters. It increases damage dealt by physical attacks, adding to the damage calculation equation with Strength and the level.
Magicite, armor and relics do not increase this stat.
===Defense===
Defense reduces the damage dealt by physical attacks, factoring negatively into a damage modification of the damage calculation at the end. The modification is ignored if the attack is Defense-ignoring.
:(Damage * (255 - Defense) / 256) + 1
The +1 at the end ensures that an attack never deals 0 damage, and can always deal at least 1 damage.
No magicite or weapons increase Defense.
Relic 	Increase
Mythril Glove	+6
White Cape 	+5
Bone Wrist 	+10
Gauntlet 	+5
Genji Glove 	+5
===Evasion===
Also known as Evade %, Evasion can increase the chances to block an attack.
It calculates the block value as follows:
:{Block Value} = (255 - Evasion * 2) + 1
If this is greater than 255, it will instead be 255; if this is less than 1, it will instead be 1.
In the original SNES release, Evasion was bugged and did not work, with Magic Evasion working in place of it; this was rectified in the Advance release and Evasion now works for physical attacks.
No magicite increase Evasion, but several weapons do.
Relic 	Increase
Prayer Beads	+20
Zephyr Cloak	+10
Bone Wrist 	+10
===Magic Defense===
Also known as Mag.Def, Magic Defense functions identically to Defense in the calculations, but for a different type of damage.
No magicite or weapons increase Magic Defense.
Relic 	Increase
White Cape	+5
Bone Wrist	+10
===Magic Evasion===
Magic Evasion, or MBlock%, increases the chance of a magic attack being blocked and failing to connect. It functions identically to Evasion in the calculations, but for a different type of damage.
In the original SNES release, Magic Evasion was calculated in every single equation determining hit and miss chances and Evasion was redundant, but this is rectified in later releases.
Relic 	Increase
White Cape 	+10
Zephyr Cloak	+10
Bone Wrist 	+10
===Hit Rate===
Hit Rate is used to reduce the chance of an attack missing. This stat only applies to enemies. If the Hit Rate multiplied by the block value (determined by either Evasion or Magic Evasion) and divided by 256 is greater than a randomly generated number between 0 and 99, then an attack connects; if the Hit Rate is 255, it always connects.
To illustrate:
:((Hit Rate * BlockValue) / 256) > [0..99] = Hit
===Escape Success===
Escape Success is a hidden stat that determines the ability for the character to escape. It determines how quickly each character escapes individually (as each character needs to escape on their own, unlike many other games in the series, until no one on the screen is left), with the exception of side attacks where the value is 0 and is ignored.
Once every 2 seconds during battle, the game checks if the the party is trying to run. If they are, each character's "run success" value increases, depending on the character, and a random number between 1 to their Escape Success stat. If a character's "run success" value is greater than or equal to the "Escape Success" value and if the character's ATB gauge is full, the character will escape. If not, they will keep trying to escape and their "run success" value will increase 2 seconds later.
==Stats by characters==
===Level evolution===
Each character has a different evolution in HP and MP on levels, determined by their HP and MP growth stat. This only adds to the base HP and MP evolution that every character has additively, meaning their HP is base character HP + characters' HP growth, and MP similarly is base character MP + characters' MP growth.
The evolution by levels is as follows:
Level	HP 	MP 	EXP 	+
2 	11 	4 	32 	
3 	23 	8 	96 	
4 	37 	13 	208 	
5 	54 	18 	400 	
6 	74 	24 	672 	
7 	96 	30 	1056 	
8 	120 	37 	1552 	
9 	146 	45 	2184 	
10 	173 	53 	2976 	
11 	201 	62 	3936 	
12 	231 	71 	5080 	
13 	266 	81 	6432 	
14 	305 	91 	7992 	
15 	349 	101	9784 	
16 	399 	111	11840 	
17 	453 	121	14152 	
18 	510 	132	16736 	
19 	571 	143	19616 	
20 	636 	154	22832 	
21 	703 	165	26360 	
22 	772 	176	30232 	
23 	844 	188	34456 	
24 	920 	200	39056 	
25 	999 	212	44072 	
26 	1081	224	49464 	
27 	1167	236	55288 	
28 	1257	249	61568 	
29 	1352	262	68304 	
30 	1451	275	75496 	
31 	1551	288	83184 	
32 	1652	301	91384 	
33 	1754	315	100088 	
34 	1856	329	109344 	
35 	1959	343	119136 	
36 	2063	357	129504 	
37 	2169	371	140464 	
38 	2276	386	152008 	
39 	2384	401	164184 	
40 	2494	416	176976 	
41 	2605	431	190416 	
42 	2718	446	204520 	
43 	2832	462	219320 	
44 	2948	478	234808 	
45 	3065	494	251000 	
46 	3184	510	267936 	
47 	3304	526	285600 	
48 	3426	543	304040 	
49 	3551	560	323248 	
50 	3679	577	343248 	
51 	3809	593	364064 	
52 	3940	608	385696 	
53 	4073	622	408160 	
54 	4207	635	431488 	
55 	4343	647	455680 	
56 	4480	658	480776 	
57 	4619	668	506760 	
58 	4761	677	533680 	
59 	4905	685	561528 	
60 	5050	692	590320 	
61 	5197	698	620096 	
62 	5345	703	650840 	
63 	5495	708	682600 	
64 	5647	714	715368 	
65 	5800	720	749160 	
66 	5955	727	784016 	
67 	6111	734	819920 	
68 	6269	741	856920 	
69 	6429	749	895016 	
70 	6591	757	934208 	
71 	6751	765	974536 	
72 	6906	773	1016000	
73 	7057	781	1058640	
74 	7202	788	1102456	
75 	7342	795	1147456	
76 	7478	802	1193648	
77 	7610	808	1241080	
78 	7736	814	1289744	
79 	7856	820	1339672	
80 	7973	826	1390872	
81 	8086	831	1443368	
82 	8196	836	1497160	
83 	8304	841	1552264	
84 	8409	846	1608712	
85 	8511	851	1666512	
86 	8611	856	1725688	
87 	8709	861	1786240	
88 	8804	867	1848184	
89 	8896	873	1911552	
90 	8986	879	1976352	
91 	9074	885	2042608	
92 	9161	891	2110320	
93 	9246	898	2179504	
94 	9329	906	2250192	
95 	9411	915	2322392	
96 	9491	925	2396128	
97 	9574	936	2471400	
98 	9660	948	2548224	
99 	9748	961	2637112	
===Raw stats===
The following lists the raw stats that characters start with:
Stat 	HP 	MP	Strength	Speed	Stamina	Magic	Attack	Defense	Evasion	 	 	
Terra 	40 	16	31 	33 	28 	39 	12 	42 	5% 	33 	7% 	4
Locke 	48 	7 	37 	40 	31 	28 	14 	46 	15% 	23 	2% 	5
Cyan 	53 	5 	40 	28 	33 	25 	25 	48 	6% 	20 	1% 	3
Shadow 	51 	6 	39 	38 	30 	33 	23 	47 	28% 	25 	9% 	5
Edgar 	49 	6 	39 	30 	34 	29 	20 	50 	4% 	22 	1% 	4
Sabin 	58 	3 	47 	37 	39 	28 	26 	53 	12% 	21 	4% 	4
Celes 	44 	15	34 	34 	31 	36 	16 	44 	7% 	31 	9% 	4
Strago 	35 	13	28 	25 	19 	34 	10 	33 	6% 	27 	7% 	3
Relm 	37 	18	26 	34 	22 	44 	11 	35 	13% 	30 	9% 	5
Setzer 	46 	9 	36 	32 	32 	29 	18 	48 	9% 	26 	1% 	4
Mog 	39 	16	29 	36 	26 	35 	16 	52 	10% 	36 	12%	5
Gau 	45 	10	44 	38 	36 	34 	99 	44 	21% 	34 	18%	5
Gogo 	36 	12	25 	30 	20 	26 	13 	39 	10% 	25 	6% 	4
Umaro 	60 	0 	57 	33 	46 	37 	47 	89 	8% 	68 	5% 	3
Banon 	46 	16	10 	24 	11 	32 	6 	56 	36% 	51 	32%	2
Leo 	50 	10	52 	38 	41 	36 	60 	63 	22% 	41 	21%	3
Ghost 1 	26 	1 	14 	15 	10 	30 	22 	66 	0% 	52 	0% 	5
Ghost 2 	20 	1 	4 	8 	2 	15 	10 	17 	0% 	11 	0% 	3
Moglin 	50 	9 	18 	11 	12 	33 	35 	47 	7% 	27 	5% 	2
Mogret 	54 	9 	18 	14 	12 	33 	1 	38 	7% 	26 	5% 	2
Moggie 	48 	9 	18 	14 	12 	33 	1 	42 	7% 	33 	5% 	2
Molulu 	64 	9 	17 	14 	12 	33 	11 	40 	7% 	32 	5% 	2
Moghan 	55 	9 	16 	14 	12 	33 	11 	44 	7% 	29 	5% 	2
Moguel 	51 	9 	20 	14 	12 	33 	21 	45 	7% 	30 	5% 	2
Mogsy 	52 	9 	24 	14 	12 	33 	27 	41 	7% 	31 	5% 	2
Mogwin 	53 	9 	19 	14 	12 	33 	20 	41 	7% 	31 	5% 	2
Mugmug 	50 	9 	17 	14 	12 	33 	44 	27 	7% 	19 	5% 	2
Cosmog 	53 	9 	20 	14 	12 	33 	11 	40 	7% 	33 	5% 	2
Mog 	12 	34	12 	12 	12 	12 	12 	12 	12% 	12 	12%	2
?????? 	0 	0 	0 	0 	0 	0 	0 	0 	0% 	0 	0% 	5
Maduin 	10 	10	30 	30 	30 	30 	30 	30 	30% 	30 	30%	5
?????? 	51 	6 	40 	40 	30 	35 	25 	49 	30% 	27 	12%	5
Wedge 	68 	0 	40 	35 	46 	29 	24 	77 	15% 	50 	0% 	4
Biggs 	70 	0 	41 	36 	45 	28 	27 	79 	12% 	50 	0% 	4
(Unnamed)	0 	0 	0 	0 	0 	0 	0 	0 	0% 	0 	0% 	5
Kefka 1 	14 	17	14 	26 	18 	22 	7 	42 	50% 	36 	40%	5
Kefka 2 	255	17	15 	15 	15 	15 	15 	50 	10% 	50 	10%	5
Kefka 3 	50 	50	80 	80 	80 	80 	80 	180 	60% 	180	60%	5
Kefka 4 	22 	17	15 	15 	15 	15 	15 	50 	10% 	50 	10%	5
Kefka 5 	34 	17	15 	15 	15 	15 	15 	50 	10% 	50 	10%	5
Kefka 6 	14 	17	15 	15 	15 	15 	15 	50 	10% 	50 	10%	5
Kefka 7 	14 	17	15 	15 	15 	15 	15 	50 	10% 	50 	10%	5
(Dummy) 	0 	0 	0 	0 	0 	0 	0 	0 	0% 	0 	0% 	5
==Gallery==
FFVI SNES Status Menu.png|Status menu (SNES).
FFVI GBA Status Menu 1.png|First page of the Status menu (GBA).
FFVI GBA Status Menu 2.png|Second page of the Status menu (GBA).
==Notes==
===Annotations===
===Citations===
Category:Stats in Final Fantasy VI
Category:Stat lists