Final Fantasy stats

thumb|250px|Stats for an enemy.
The following is a list of stats and their effects in the original Final Fantasy.
All information applies to Dawn of Souls and releases after that version, up to and including the Pixel Remaster, except where noted otherwise.
== Final Fantasy ==
Upon reaching specific levels, a character will gain a point in specific stats. For example, a Warrior attaining level 2 will always gain +1 STR; a Warrior attaining level 3 will always gain +1 AGL and +1 STA. There are also levels with no guaranteed stat increases.
Upon leveling up, for each of the five base stats, a character has a 1 in 8 chance of gaining one point in that stat. This does not stack with the above mentioned guaranteed stat growth, and no stat other than HP and MP can increase by more than one point per level. The maximum value for each of the five base stats is 99.
A character's base stats can be permanently increased up to its limit by the use of specific rare items, such as Power Plus. Evasion will only increase half as much as usual if Agility is increased this way, so it is not recommended to use Speed Plus. These permanent stat boosting items do not exist in the Pixel Remaster.
=== HP ===
Characters' maximum HP always grows upon leveling up, and the amount gained depends on the characters' STA. The maximum HP value is 999. Maximum HP can be temporarily increased by 200 in-battle with the Giant's Tonic item.
=== MP ===
Present only in the Dawn of Souls and 20th Anniversary releases, MP replaces the spell slot system of prior releases; the Pixel Remaster release subsequently removes MP to return to spell slots. MP is expended to cast magic, and its maximum value is 999. Maximum MP can be temporarily increased by 200 in-battle with the Faerie Tonic item.
Most characters' maximum MP always grows upon leveling up, except for Monk/Master, Warrior, and Thief characters. The amount of MP gained depends on the characters' INT. Enemies do not have an MP stat and can use their spells freely.
=== Strength ===
Strength, also named STR, is one of the five base stats. Strength affects the Attack stat as described in the Attack section below.
=== Agility ===
Agility, also named AGL, is one of the five base stats. Agility affects the Accuracy and Evasion stats as described in their sections below and factors in to the party's chance of successfully fleeing an encounter.
In the Dawn of Souls and later releases, turn order is determined at the start of each combat round by taking each combatant's Agility and adding a random number from 0 to 49, and then ordering the results from highest to lowest. Agility can be temporarily increased in-battle with the Speed Drink item. Enemies are not assigned an Agility stat in releases prior to the Dawn of Souls release.
=== Intellect ===
Intellect, also named INT or Intelligence, is one of the five base stats. Intellect increases magic damage and healing, and factors in to the party's chance of successfully fleeing an encounter. In releases with MP it also increases the amount gained upon leveling. Prior to the Dawn of Souls release Intelligence was bugged and had no effect. Enemies are not assigned an Intelligence stat in releases prior to the Dawn of Souls release.
 
=== Stamina ===
Stamina, also named STA, is one of the five base stats. Stamina affects the amount of HP gained upon leveling up.
Stamina also affects the amount of Defense the Monk and Master have without armor equipped. For a Monk, the head and gloves slots gain 1 DEF per 8 STA, and the body slot gains 1.5 DEF per 4 STA, rounded down. For a Master, the head and glove slots remain the same, but the body slot is upgraded to 1 DEF per 2 STA. Thus, a starting Monk wearing no armor with a STA of 10 gets 1 DEF for his head, 1 DEF for his hands, and 3 DEF for his body, resulting in 5 overall DEF.
Finally, Stamina also affects an unarmed Monk's Attack stat as described in the Attack section below.
=== Luck ===
Luck, also named LCK, is one of the five base stats. Luck factors in to the party's chance of successfully fleeing an encounter. Additionally, Luck increases spell damage as well as the upper bounds of the random variation for damage dealt by spells and healing received. Enemies are not assigned a Luck stat in releases prior to the Pixel Remaster.
=== Attack ===
Attack, also named ATK, affects the physical damage caused by the character. Attack is fully derived from the character's Strength, as well as the weapon they have equipped. The maximum ATK value is 255, though values this high cannot be reached outside of battle in a normal playthrough. Attack can be temporarily increased in-battle with the Temper and Saber spells, and with the Strength Tonic item.
Atk = \tfrac{Str}{2} + Weapon
Attack is calculated differently for Black Belts and Masters without a weapon equipped.
Black Belt Atk = \tfrac{Str}{2} + (Sta+1)*\tfrac{3}{4}
Master Atk = \tfrac{Str}{2} + Sta
=== Accuracy ===
Accuracy, also known as ACC, affects a character's chance to hit with physical attacks. Each attack has a base hit rate of 168. Base hit rate is reduced by 40 if the attacker is afflicted with Darkness, increased by 40 if the defender is afflicted with Darkness, and increased by another 40 if the defender is weak to the attack. Hit chance is then determined by the following formula:
:Hit Successful if Random ( 0 ... 200 ) <= [ (Base hit rate + Accuracy, max 255) - Target Evasion ]
A target's Evasion is not subtracted if they are afflicted with Sleep or Paralysis. Rolling a 0 is an automatic miss, while rolling a 200 is an automatic hit. Additionally, if the number rolled is equal to or less than the attacker's critical hit rate, the attack will be a critical hit.
In the Pixel Remaster, Accuracy is represented on the status screen by a percentage rather than a value from 0 to 255. The percentage is the ratio of the character's current ACC out of 255.
==== Number of hits ====
Additionally, accuracy affects the maximum number of hits player characters can land. Every 32 points in ACC grants an extra hit when using the Attack command, which each hit making its own accuracy check. The maximum ACC value is 255, granting a total of 8 hits under normal conditions. Accuracy increases by a specific amount every level based on character class, usually with more being gained after class change. For example, a Warrior gains 3 Accuracy per level, but the Knight gains 4. Every time any character gains a point in Agility, their Accuracy will also increase by one. Every character class, except the White Mage and the Black Mage, are guaranteed to reach the Accuracy cap. Accuracy can be temporarily increased in-battle with the Saber spell.
Monks deal twice as many hits at all levels accuracy. For enemies, accuracy does not affect their maximum number of hits. Instead each enemy has a fixed number of hits that operates independently of their accuracy. This allows some enemies like the Crawler to hit up to 8 times despite having a meager 21 accuracy.
All party members and enemies additionally have hit multiplier that can range from 0 to 2. The default hit multiplier for all entities is 1, and the minimum number of attacks any entity can make is 1. The Haste spell increases the target's hit multiplier by 1, while the Slow and Slowra spells attempt to decrease it by 1, with the two effects canceling each other out.
==== Critical hit rate ====
Critical hit rate is a hidden stat that determines the frequency with which they land a critical hit. Player character critical hit rate is determined by their equipped weapon, while enemies have a fixed critical hit rate.
Weapons are subjected to a critical hit bug in early releases, which causes their programmed critical hit rate to be ignored and in favor of the index number of the weapon, in effect making weapons acquired later more likely to land a critical hit and greatly increasing the overall rate of critical hits landed by armed characters. This bug was made an intended mechanic as of the Dawn of Souls release, where the intended critical hit rate of the original weapons is replaced by this index number, while new weapons have critical rates unrelated to their index number.
For unarmed Black Belt/Monks, their critical hit rate is equal to double their level. For unarmed player characters of any other class, their critical hit rate is 0.
Critical hits are determined by the same random 0 to 200 roll as accuracy calculations. If the number rolled is equal to or less than the attacker's critical hit rate, the attack will be a critical hit, though the attack must first pass the accuracy check before a critical can be applied. A roll of 0 is always a critical hit.
=== Defense ===
Defense, also named DEF, reduces the amount of physical damage caused to the character. The Defense is the sum of the character's equipment's DEF. The maximum DEF value is 255, though values this high cannot be reached outside of battle. Defense can be temporarily increased in-battle with the Protect and Protera spells, and with the Protect Drink item.
=== Evasion ===
Evasion, also named EVA, affects the success rate of dodging enemy attacks. Evasion increases by 2 points every time a character gains a point in Agility, and is reduced by 1 per Weight of the character's armor. The maximum EVA value is 255. No class can reach maximum EVA without wearing equipment, though most can get close; however, this would require carefully managing one's levels to ensure that the character gains a point in Agility every single level. Evasion can be temporarily increased in-battle with the Blink, Invis, and Invisira spells. Enemies additionally use their Evasion stat to counter the party's attempts to flee.
In the Pixel Remaster, Evasion is represented on the status screen by a percentage rather than a value from 0 to 255. The percentage is the ratio of the character's current EVA out of 255. Thus, a level 1 Thief has 73 EVA, and 73/255 will display as 28%.
=== Magic Defense ===
Magic Defense is a hidden stat that affects the damage taken from enemies' magic. Magic Defense is not shown in the characters' status screen and it has its own formula. The maximum Magic Defense value is 255. Magic Defense increases by a specific amount every level based on character class, usually with more being gained after class change. For example, a Warrior gains 2 Magic Defense per level, but the Knight gains 3. Due to this system, the Monk cannot reach the Magic Defense cap even if class-changed to Master at level 1; its base value is 10, and the Master can only gain 2 points per level 98 times, reaching a maximum value of 206. The Warrior and the Thief classes are required to class-change before levels 56 and 54 (respectively) to max this stat. The mage classes can reach the maximum value without class change.
=== Weight ===
Weight is a stat found exclusively on armor. Each point of Weight on a piece of armor reduces the Evasion of the character wearing it by an equal amount.
=== Morale ===
Morale is a hidden enemy-only statistic in versions prior to the Pixel Remaster. Morale determines the probability with which an enemy will attempt to flee the encounter, as well as countering the party's attempts to flee. Morale can be reduced by the Fear spell.
Morale is absent in the Pixel Remaster release, with each enemy instead having a static chance of fleeing according to their individual scripts.
=== Initial stats ===
The following table contains the initial stats for each class at the start of the game, with no gear equipped.
Stat 	Warrior	Thief	Monk	W. Mage	B. Mage	R. Mage
HP 	35 	30 	33 	33 	25 	30
MP 	0 	0 	0 	10 	10 	10
STR 	10 	5 	13 	5 	3 	5
AGL 	8 	15 	5 	5 	5 	10
INT 	1 	1 	1 	15 	20 	10
STA 	15 	5 	10 	8 	2 	5
LCK 	8 	15 	5 	5 	10 	5
ATK 	5 	2 	14 	2 	1 	2
ACC 	18 	30 	13 	10 	13 	22
DEF 	0 	0 	5 	0 	0 	0
EVA 	61 	73 	55 	58 	58 	63
M. DEF 	15 	13 	10 	23 	23 	20
ACC Growth 	3/4 	5/5 	3/3 	1/2 	2/2 	3/3
M. DEF Growth	2/3 	2/3 	1/2 	4/5 	4/5 	3/3
The Red Mage is the only class whose ACC and M. DEF growths do not change after class change (both remain at 3). Players seeking to maximize their stats might be recommended to level "solo" with a Red Mage (by allowing other companions to die at level 1) until class change to maximize the gains other classes receive. Doing this will ensure that Knights and Ninjas can gain MP every level. Black Mages also see marginal benefits after class change, since they can reach maximum M. DEF regardless, and so could be leveled alongside Red Mages.
=== Greater HP/MP boost ===
Some times known as "strong" HP/MP increases, a character will often gain a greater boost in maximum HP or MP by fulfilling the same conditions as other base stats do to gain a point. For example, a Lv6 Red Mage will always gain a greater boost in HP, as well as +1 STR and +1 STA. In contrast, a Lv5 Red Mage lacks those guaranteed boosts, and so has a 1 in 8 chance of gaining a greater boost in HP, as well as a 1 in 8 chance of gaining a greater boost in MP.
Greater boost bonuses are stacked on top of the usual HP and MP increases.
* Greater HP boosts include an additional 20 to 25 HP.
* Greater MP boosts include an additional 10 to 12 MP.
=== Guaranteed stat growth ===
The following table contains all the guaranteed stat boosts granted by leveling up. A cell containing HP/MP indicates a guaranteed greater boost in that stat. Warrior and Thief characters need to be class-changed to gain any MP increases. The Pixel Remaster does not feature MP and therefore these boosts do not apply in that version.
Guaranteed stat growth by class level	Guaranteed stat growth by class level	Guaranteed stat growth by class level	Guaranteed stat growth by class level	Guaranteed stat growth by class level	Guaranteed stat growth by class level	Guaranteed stat growth by class level
Lv 	Warrior 	Thief 	Monk 	W.Mage 	B.Mage 	R.Mage
02 	HP, Str 	HP, Str, Lck 	HP, Lck 	HP, MP, Int 	MP, Int 	Str
03 	Agl, Sta 	Agl 	Agl, Sta 	Sta 	- 	MP, Agl
04 	HP, Str, Lck 	HP, Str, Int, Lck 	Str, Int, Lck 	Str, Lck 	HP, MP, Int 	Str, Sta, Lck
05 	Agl, Sta 	Sta 	Sta 	Agl 	- 	Int
06 	HP, Str, Int, Lck 	HP, Str, Lck 	HP 	HP, MP 	MP, Agl, Int, Lck 	HP, Str, Sta
07 	Agl 	Agl 	Agl, Sta 	Str, Sta 	Sta 	MP, Int
08 	HP, Str 	HP, Str, Int, Lck 	Str, Int, Lck 	HP, Int, Lck 	HP, MP, Int 	Str, Lck
09 	Agl, Sta 	- 	Sta 	- 	- 	MP, Agl
10 	HP, Str, Lck 	Str, Lck 	Lck 	MP 	MP, Str, Int, Lck 	-
11 	Agl, Sta 	Agl, Sta 	Agl, Sta 	Agl, Int, Sta 	- 	Int, Sta
12 	HP, Str, Int, Lck 	HP, Str, Int, Lck 	HP, Str, Int 	HP, Lck 	MP, Agl, Int, Sta 	HP, MP, Str, 
Agl, Lck
13 	Agl 	- 	Sta 	MP, Str, Int 	- 	Sta
14 	HP, Str 	Str, Lck 	Lck 	HP 	HP, MP, Int 	MP, Str
15 	Agl, Sta 	Agl 	Agl, Sta 	MP, Sta 	- 	Int, Sta
16 	HP, Str, Lck 	HP, Str, Lck 	Str, Int, Lck 	Lck 	MP, Int, Sta 	HP, MP, Str, Lck
17 	Agl, Sta 	Sta 	Sta 	HP, MP, Agl 	- 	Sta
18 	HP, Str, Int, Lck 	Str, Int, Lck 	HP 	Int 	HP, MP, Agl,
Int, Lck 	MP, Agl
19 	Agl 	Agl 	Agl, Sta 	MP, Str, Sta 	Str 	Int
20 	HP, Str 	HP, Lck 	Str, Int, Lck 	HP, Lck 	MP, Int 	HP, MP, Str, Lck
21 	Agl, Sta 	- 	Sta 	MP 	- 	Agl, Sta
22 	Str, Lck 	Str, Lck 	Lck 	HP, Int 	MP, Int, Lck 	Str
23 	Agl, Sta 	Agl, Sta 	Agl, Sta 	MP, Agl, Lck 	- 	MP, Int, Sta
24 	HP, Str, Int, Lck 	HP, Str, Int, Lck 	HP, Str, Int 	HP, Int, Sta 	MP, Agl, Int, Sta 	HP, Lck
25 	Agl 	- 	Sta 	MP, Str 	Str 	-
26 	HP, Str 	Lck 	Lck 	HP, Lck 	HP, MP, Int 	MP, Sta, Lck
27 	Agl, Sta 	Agl 	Agl, Sta 	MP, Sta 	- 	Agl, Int
28 	Str, Lck 	HP, Str, Lck 	Str, Int, Lck 	HP, Int 	MP, Int 	MP, Str
29 	MP, Agl, Sta 	MP, Sta 	Sta 	MP, Agl 	- 	-
30 	HP, Str, Int, Lck 	Str, Int, Lck 	HP 	- 	MP, Agl, Int, Lck 	MP, Int, Lck
31 	Agl 	Agl 	Agl, Sta 	MP, Str 	Str 	HP
32 	HP, Str 	Lck 	HP, Str, Int, Lck 	HP, Int, Lck 	MP, Int, Sta 	MP, Str, Sta, Lck
33 	MP, Agl, Sta 	MP, Agl 	Sta 	MP, Sta 	- 	Agl, Int
34 	Str, Lck 	HP, Str, Lck 	Lck 	Int 	MP, Int, Lck 	-
35 	Agl, Sta 	MP, Sta 	Agl, Sta 	MP, Agl 	HP 	MP, Sta, Lck
36 	HP, Str, Int, Lck 	Str, Int, Lck 	HP, Str, Int 	Sta 	MP, Agl, Int, Sta 	Str, Agl
37 	MP, Agl 	Agl 	Sta 	HP, MP, Str 	Str 	HP, Int
38 	HP, Str 	Lck 	Lck 	Int, Lck 	MP, Int 	Str, Sta, Lck
39 	Agl, Sta 	MP, Agl 	Agl, Sta 	MP 	- 	Int
40 	Str, Lck 	HP, Str, Lck 	Str, Int, Lck 	Int 	MP, Int 	MP
41 	MP, Sta 	MP, Sta 	Sta 	MP, Agl 	HP 	Sta, Lck
42 	HP, Str, Int, Lck 	Str, Int, Lck 	HP 	HP, Int, Sta 	MP, Int, Lck 	HP, Str, Agl
43 	Agl 	Agl 	Agl, Sta 	MP, Str, Int 	- 	Int
44 	HP, Str 	Lck 	Str, Int, Lck 	Lck 	MP, Int, Sta 	MP, Lck
45 	MP, Agl, Sta 	MP, Agl 	Sta 	MP, Int 	Agl 	Agl
46 	Str, Lck 	HP, Str, Lck 	Lck 	- 	MP, Int 	-
47 	Sta 	MP, Sta 	Agl, Sta 	HP, MP, Agl, Int 	Str 	HP, Int, Sta
48 	Str, Int, Lck 	Str, Int, Lck 	HP, Str, Int 	Sta 	HP, MP, Int 	Str, Agl, Lck
49 	MP, Agl 	Agl 	Sta 	MP, Str, Int 	- 	MP
50 	HP, Str 	Lck 	Lck 	Lck 	MP, Int, Lck 	Sta, Lck
51 	Agl, Sta 	MP, Agl 	Agl, Sta 	MP 	Sta 	Str
52 	Str, Lck 	HP, Str, Lck 	Str, Int, Lck 	Int 	MP, Int 	HP, MP
53 	MP, Sta 	MP, Sta 	Sta 	MP, Agl, Sta 	- 	Agl, Int
54 	Str, Int, Lck 	Str, Int, Lck 	HP 	- 	HP, MP, Str, Int 	Str, Sta
55 	Agl 	Agl 	Agl, Sta 	MP, Str, Lck 	Agl 	-
56 	HP, Str 	Lck 	Str, Int, Lck 	Int 	MP, Int, Lck 	MP, Lck
57 	MP, Agl, Sta 	MP, Agl 	Sta 	MP, Agl 	- 	-
58 	Str, Lck 	HP, Lck 	Lck 	- 	MP, Int, Sta 	Str, Agl, Int, Sta
59 	Sta 	MP, Sta 	Agl, Sta 	MP, Str, Sta 	- 	HP
60 	Str, Int, Lck 	Str, Int, Lck 	HP, Str, Int 	Lck 	MP, Int 	MP
61 	MP, Agl 	Agl 	Sta 	MP, Agl, Int 	- 	Lck
62 	HP, Str 	Lck 	HP, Lck 	- 	HP, MP, Str, Int 	Int
63 	Sta 	MP, Agl 	Agl, Sta 	Str, Sta 	- 	Sta
64 	Str, Lck 	HP, Str, Lck 	Str, Int, Lck 	MP 	MP, Agl, Int, Lck 	HP, MP, Str, Agl
65 	MP, Agl 	MP, Agl, Sta 	Sta 	Agl, Int, Lck 	- 	-
66 	Str, Int 	Str, Int, Lck 	HP 	MP 	MP, Int 	Int
67 	Sta 	Agl 	Agl, Sta 	Str, Int 	- 	Str, Lck
68 	HP, Str, Lck 	Lck 	Str, Int, Lck 	MP, Agl, Sta 	MP, Int 	-
69 	MP, Agl 	MP, Agl 	Sta 	Int 	Agl 	Int
70 	Str 	Str, Lck 	Lck 	MP, Str 	MP, Int, Sta 	-
71 	Sta 	MP, Agl, Sta 	Agl, Sta 	Int, Lck 	Str 	MP, Str
72 	Str, Int, Lck 	HP, Str, Int, Lck 	HP, Str, Int 	MP, Agl 	MP, Int, Lck 	Sta
73 	MP, Agl 	Agl 	Sta 	Int, Sta 	- 	HP, Agl, Lck
74 	HP, Str 	Lck 	Lck 	MP, Str 	HP, MP, Int 	-
75 	Sta 	MP, Agl 	Agl, Sta 	Lck 	Agl 	Int
76 	Str, lck 	Str, Lck 	Str, Int, Lck 	MP, Int 	MP, Int, Sta, Lck 	-
77 	MP, Agl 	MP, Agl, Sta 	Sta 	Agl, Sta 	- 	MP, Str
78 	Str, Int 	Str, Int, Lck 	HP 	MP, Str 	MP, Str, Int 	Lck
79 	Sta 	Agl 	Agl, Sta 	Int 	- 	Int
80 	HP, Str 	HP, Lck 	Str, Int, Lck 	MP, Lck 	MP, Int 	-
81 	MP, Agl 	MP, Agl 	Sta 	- 	Lck 	Agl
82 	Str 	Str, Lck 	Lck 	MP, Str, Agl, Int 	MP, Int, Sta 	-
83 	- 	MP, Sta 	Agl, Sta 	- 	- 	MP, Str, Int, Lck
84 	Str, Int 	Int, Lck 	HP, Str, Int 	MP 	MP, Int 	-
85 	MP, Agl 	Agl 	Sta 	Int, Lck 	- 	-
86 	HP, Str 	Str, Lck 	- 	MP, Str 	MP, Int 	Lck
87 	- 	MP 	Agl, Sta 	Sta 	Str, Agl 	MP, Int
88 	Str 	Lck 	Str, Int, Lck 	MP, Int 	MP, Int 	Str
89 	MP, Agl 	MP, Agl, Sta 	Sta 	Agl 	HP 	-
90 	Str 	HP, Str, Int, Lck 	HP 	MP 	MP, Lck 	MP, Lck
91 	- 	- 	Agl, Sta 	Int, Lck 	- 	-
92 	HP, Str 	Lck 	HP, Str, Int 	MP 	MP, Int, Sta 	Int
93 	MP, Agl 	MP, Agl 	Sta 	- 	- 	Agl
94 	Str 	Str, Lck 	Lck 	MP, Int, Sta 	MP, Int 	Sta
95 	- 	MP, Sta 	Agl, Sta 	- 	- 	Str, Lck
96 	Str 	Int, Lck 	HP, Str, Int 	MP, Lck 	MP, Agl, Int, Lck 	MP
97 	MP, Agl 	Agl 	Sta 	- 	Str 	Int
98 	HP, Str 	Str, Lck 	- 	Int 	MP, Int 	Lck
99 	- 	MP 	Agl, Sta 	- 	Sta 	Sta
Guaranteed Stats received by leveling up, at Lv99
Stat	Warrior	Thief	Monk	W.Mage	B.Mage	R.Mage
HP 	27 	18 	20 	15 	12 	13
MP 	18 	24 	0 	45 	49 	27
Str 	49 	33 	24 	18 	12 	25
Agl 	35 	32 	25 	17 	13 	17
Int 	14 	17 	24 	33 	48 	24
Sta 	25 	16 	49 	19 	14 	21
Lck 	24 	49 	30 	20 	15 	25
HP/MP here represent the number of greater boosts. This table does not account for the initial stats.
==See also==
* Stat growth in Final Fantasy
==External links==
*Final Fantasy GBA Hacking Notes
Category:Stat lists
Category:Stats in Final Fantasy