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{{sideicon|FFIII|FFV|FFVI|FFVII|VIICC|FFVIII|FFIX|FFX|X2|FFXI|FFXII|FFXIII|XIII2|FFXV|KKWDD|FFT|FFTA|FFTA2|Type0|BravelyD|FFD|DFF2008|D012}}
'''Ability Points''', often shortened to '''AP''' or '''ABP''', but also called '''Magic AP''', '''Magic Points''', '''License Points''', shortened to '''LP''' and '''Job Points''' or '''JP''' for short, are a system created by [[Hiroyuki Ito]] and used to learn abilities. They are usually gained from [[Battle (term)|battles]]. Generally, the player will not get very many Ability Points from battle unless they are in the final dungeon or in a special area where Ability Points are plentiful.
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'''Ability Points''', often shortened to '''AP''' or '''ABP''', but also called '''Magic AP''', '''Magic Points''', '''License Points''', '''Crystogen Points''' and '''Job Points''', are a system created by [[Hiroyuki Ito]] and used to learn abilities. They are usually gained from [[Battle (term)|battles]]. Generally, the player will not get very many Ability Points from battle unless they are in the [[Final dungeon (term)|final dungeon]] or in a special area where Ability Points are plentiful.
   
 
==Appearances==
 
==Appearances==
 
===''[[Final Fantasy III]]''===
 
===''[[Final Fantasy III]]''===
 
Every character has a hidden stat (Job Points) that dictates their [[Final Fantasy III jobs|job's]] level growth. When JP is accumulated to 99, the current job level goes up by 1. Every action (turn) the character(s) take in a battle, except for [[Final Fantasy III abilities#Front|Front]], [[Final Fantasy III abilities#Rear|Rear]], [[Final Fantasy III abilities#Run|Run]], and [[Final Fantasy III abilities#Flee|Flee]], will contribute a fixed amount of job points to the character(s).
{{sideicon|FFIII}}
 
Every character has a hidden stat (Job Points) that dictates their [[List of Final Fantasy III jobs|job's]] level growth. When JP is accumulated to 99, the current job level goes up by 1. Every action (turn) the character(s) take in a battle, except for [[List of Final Fantasy III abilities#Front|Front]], [[List of Final Fantasy III abilities#Rear|Rear]], [[List of Final Fantasy III abilities#Run|Run]], and [[List of Final Fantasy III abilities#Flee|Flee]], will contribute a fixed amount of job points to the character(s).
 
   
The character(s) must perform an action during battle to be rewarded with JP; simply selecting an action and not performing it before the end of battle will not reward those character(s) with JP for those inputted actions. However, the action does not need to be successful for it to award JP (i.e. Using status inflicting spell on an enemy regardless of whether the status has been inflicted or not, stealing unsuccessfully or, doing 0 damage will still award JP). Also, only one level up can occur per battle even though the JP cap per battle is 199.
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The character(s) must perform an action during battle to be rewarded with JP; simply selecting an action and not performing it before the end of battle will not reward those character(s) with JP for those actions. However, the action does not need to be successful for it to award JP (i.e. using status inflicting spell on an enemy regardless of whether the status has been inflicted or not, stealing unsuccessfully or, doing 0 damage will still award JP). Only one level up can occur per battle even though the JP cap per battle is 199.
   
 
The amount of JP gain per job:
The left side being how much that job earns for character's current job is under level 14 when performing an action. The right side being how much they earn for jobs currently after level 15 when performing an action.
 
 
{|class="half-width FFIII article-table" style="text-align:center"
 
The amount of JP gain per job are as follow:
 
{|class="half-width FFIII table" style="text-align:center"
 
 
|-class="a"
 
|-class="a"
 
!width="10%"|Job
 
!width="10%"|Job
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===''[[Final Fantasy V]]''===
 
===''[[Final Fantasy V]]''===
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ABP is used to level up the current [[Final Fantasy V jobs|job]] class. The character learns either a [[Final Fantasy V command abilities|command]] or a [[Final Fantasy V support abilities|support ability]], which they can then use while using other jobs. Enemies in the [[Interdimensional Rift]] yield phenomenal ABP, making it easy to master jobs at the end of the game.
{{sideicon|FFV}}
 
ABP is used to level up the current [[job system|job]] class. The character learns either a Command or a Support ability, which they can then use while utilizing other jobs.
 
   
 
===''[[Final Fantasy VI]]''===
 
===''[[Final Fantasy VI]]''===
 
[[Final Fantasy VI stats#Magic AP|Magic AP]] (originally Magic Points) is used to learn [[Magic (Final Fantasy VI command)|spells]] from [[Esper (Final Fantasy VI)|espers]]. Each Magic AP gives a certain percentage of spell to character that has an esper equipped. After reaching 100%, they learn the spell permanently. Every spell has a different growth rate.
{{sideicon|FFVI}}
 
[[List of Final Fantasy VI stats#Magic AP|Magic AP]] (originally Magic Points) is used to learn spells from [[Esper (Final Fantasy VI)|espers]]. Each Magic AP gives a certain percentage of spell to character that has an esper equipped. After reaching 100%, they learn the spell permanently. Every spell has a different growth rate.
 
   
Magic AP is also used in [[Terra Branford|Terra's]] [[Trance (Final Fantasy VI)|Trance]]. The more Magic AP she has, the longer her Trance gauge lasts. [[Gogo (Final Fantasy VI)|Gogo]] cannot equip espers. Instead, s/he can [[Mimic (ability)|mimic]] all the magic on the current party s/he is on.
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Magic AP is also used in [[Terra Branford/Gameplay|Terra's]] [[Trance (Final Fantasy VI)|Trance]]: the more Magic AP she has, the longer her Trance gauge lasts. [[Gogo (Final Fantasy VI)/Gameplay|Gogo]] cannot equip espers, but can [[Mimic (ability)|mimic]] the magic on the current party.
   
Characters that can earn Magic AP in battle are the only ones who can dispel the curse on the [[Cursed Shield]]. Since [[Gogo (Final Fantasy VI)|Gogo]] cannot learn magic nor equip espers, s/he cannot earn Magic AP in battle. Theoretically, the same would happen to [[Umaro]] if he could equip shields. All [[guest]] characters cannot earn any Magic AP.
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Characters who can earn Magic AP in battle can dispel the curse on the [[Cursed Shield]]. Since Gogo cannot learn magic nor equip espers, s/he cannot earn Magic AP. Theoretically, the same would happen to [[Umaro/Gameplay|Umaro]] if he could equip shields. [[Guest]] characters cannot earn Magic AP.
   
AP earned from battles is coded into the [[List of Final Fantasy VI enemy formations|encounter]], not the enemy.
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AP earned from battles is coded into the [[Final Fantasy VI enemy formations|encounter]], not the enemy.
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[[Intangir (Final Fantasy VI)|Intangir]] is known for its high Magic AP yield, but is a tough enemy to defeat in the [[World of Balance]].
   
 
===''[[Final Fantasy VII]]''===
 
===''[[Final Fantasy VII]]''===
 
[[Final Fantasy VII stats#AP|AP]] is used to level up [[Materia (Final Fantasy VII)|Materia]] to learn spells or abilities. When the Materia is mastered, a replica Materia at level 1 is born. [[Barret Wallace/Gameplay|Barret's]] [[Ultimate weapon (term)|ultimate weapon]], the [[Final Fantasy VII weapons#Missing Score|Missing Score's]] power is increased by the amount of AP on the Materia it is holding. [[Magic Pot (Final Fantasy VII)|Magic Pots]] and [[Mover (Final Fantasy VII)|Movers]] in the [[Northern Cave (Final Fantasy VII)|Northern Cave]] yield the most AP as random encounters.
{{sideicon|FFVII}}
 
[[List of Final Fantasy VII stats#AP|AP]] is used to increase the level of [[Materia (Final Fantasy VII)|Materia]]. This allows the Materia to have more spells, or abilities. When the Materia is Mastered, a replica Materia at level 1 will be created. [[Barret Wallace|Barret's]] ultimate weapon, the Missing Score's power is increased by the amount of AP on the Materia it is holding.
 
   
 
====''[[Crisis Core -Final Fantasy VII-]]''====
 
====''[[Crisis Core -Final Fantasy VII-]]''====
 
AP is a stat that allows [[Zack Fair/Gameplay|Zack]] to perform basic blocking and dodging, and is also consumed by using special physical attacks and abilities with the appropriate [[Command Materia (Crisis Core)|Command Materia]]. The item [[Soma Drop#Crisis Core -Final Fantasy VII-|Soma]] recovers lost AP, and is instantly recovered with an [[Elixir (item)#Crisis Core -Final Fantasy VII-|Elixir]].
{{sideicon|VIICC}}
 
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AP is instead an MP-like stat that allows Zack to perform basic blocking and dodging, and also consumed by using special physical attacks and abilities with the appropriate Command Materia. The item [[Soma Drop#Crisis Core -Final Fantasy VII-|Soma]] is used to recover lost AP, and is instantly recovered with an [[Elixir (item)#Crisis Core -Final Fantasy VII-|Elixir]].
 
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Zack's Materia level up in the [[Digital Mind Wave]].
   
 
===''[[Final Fantasy VIII]]''===
 
===''[[Final Fantasy VIII]]''===
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[[Guardian Force]]s gain AP from battle and learn abilities. The GF needs to be equipped to a party member to gain AP, and every equipped GF gets the same amount of AP. [[Cactuar (Final Fantasy VIII enemy)|Cactuars]] yield plentiful AP when encountered on the Kashkabald Desert in [[Centra]] continent.
{{sideicon|FFVIII}}
 
AP is used to make [[Guardian Force]]s learn abilities.
 
   
 
===''[[Final Fantasy IX]]''===
 
===''[[Final Fantasy IX]]''===
{{sideicon|FFIX}}
 
 
[[File:FFIX Unlearned Ability Icon.png|right|thumb|An unlearned ability that requires AP to master.]]
 
[[File:FFIX Unlearned Ability Icon.png|right|thumb|An unlearned ability that requires AP to master.]]
 
AP is used to learn abilities embedded in equipped equipment. If a character equips several items which teach the same ability, AP growth is increased for that particular ability.
 
AP is used to learn abilities embedded in equipped equipment. If a character equips several items which teach the same ability, AP growth is increased for that particular ability.
   
Equipping the [[List of Final Fantasy IX support abilities#Ability Up|Ability Up]] support ability doubles the AP earned.
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Equipping the [[Final Fantasy IX support abilities#Ability Up|Ability Up]] support ability doubles the AP earned.
   
 
At the end of the battle, characters that are KO'd or afflicted with the [[Virus (status)#Final Fantasy IX|Virus status]] will not receive AP.
 
At the end of the battle, characters that are KO'd or afflicted with the [[Virus (status)#Final Fantasy IX|Virus status]] will not receive AP.
{{-}}
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{{clear}}
   
 
===''[[Final Fantasy X]]''===
 
===''[[Final Fantasy X]]''===
{{sideicon|FFX}}
 
 
{{main|Sphere Grid}}
 
{{main|Sphere Grid}}
[[List of Final Fantasy X stats#AP|AP]] in this installment replaces the usual role of EXP. The Ability Points (AP) gained will allow the player to gain Sphere Levels, which are used to move around the [[Sphere Grid]]. Sphere levels equal the amount of steps each character can take on the Sphere Grid, similar to classic board games. The amount of AP needed to generate a S.LV progressively increases until the character has got 101 S.LV, and thereafter always will require 22,000 AP to generate a new S.LV.
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[[Final Fantasy X stats#AP|AP]] replaces the usual role of EXP. The Ability Points (AP) gained allow the player to gain Sphere Levels, which are used to move around the [[Sphere Grid]]. Sphere levels equal the amount of steps each character can take on the grid, similar to classic board games. The amount of AP needed to generate a S.LV progressively increases until the character has got 101 S.LV, and thereafter always will require 22,000 AP to generate a new S.LV.
   
When starting a file two Sphere Grid modes are available and only one can be selected: 'Standard' mode has strict, rarely-diverging routes for each character, but bears more clear nodes (which can be filled with attribute slots later through use of special spheres). 'Expert' mode has less clear spaces, but its layout is considerably less strict, allowing characters to diverge from their traditional routes from the beginning.
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When starting a file two Sphere Grid modes are available and only one can be selected: 'Standard' mode has strict, rarely-diverging routes for each character, but bears more clear nodes (which can be filled with attribute slots later through use of special spheres). 'Expert' mode has fewer clear spaces, but its layout is less strict, allowing characters to diverge from their traditional routes from the beginning.
   
Each step taken on the Sphere Grid to a new node deducts a single Sphere Level from their total levels, and one level can be expended to move backwards by up to four nodes which have already been crossed. 'Spheres' can be used to activate nodes on the characters' current position or adjacent nodes, most of which raise a certain attribute or teach an ability, but some of which are blank.
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Each step taken on the Sphere Grid to a new node deducts a single Sphere Level from their total levels, and one level can be expended to move backwards by up to four nodes which have already been crossed. Spheres can be used to activate nodes on the characters' current position or adjacent nodes, most of which raise a certain attribute or teach an ability, but some of which are blank.
   
Each character has a general path which they are expected to follow but these routes have many branching point, allowing the player to customize characters to their liking, for the most part. Development is limited by the presence of locked nodes, which require a rare 'Key Sphere' of a certain level to open: these range from levels 1 to 4 and generally, higher numbers equal rarer spheres which become available at a later point in the story.
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Each character has a general path which they are expected to follow but these routes have many branching point, allowing the player to customize characters to their liking. Development is limited by the presence of locked nodes, which require a rare 'Key Sphere' of a certain level to open: these range from levels 1 to 4 and generally, higher numbers equal rarer spheres which become available at a later point in the story.
   
 
Characters that do nothing in battle gain no AP. Similarly, if one swaps characters out during a battle, all characters that took action, even skipped their turn by the press of the {{button|ps|triangle symbol}}, will gain AP. AP is not split between party members, so no matter how many participants perform actions in any single battle, all will obtain the same value of AP upon victory.
 
Characters that do nothing in battle gain no AP. Similarly, if one swaps characters out during a battle, all characters that took action, even skipped their turn by the press of the {{button|ps|triangle symbol}}, will gain AP. AP is not split between party members, so no matter how many participants perform actions in any single battle, all will obtain the same value of AP upon victory.
   
Certain equipment modifications can change the behavior of AP gain, such as [[List of Final Fantasy X auto-abilities|Overdrive → AP]] which speeds up AP gain based on that character's [[Overdrive (Final Fantasy X)|Overdrive]] setting while reducing Overdrive gain to 0. This can be used in conjunction with the abilities [[List of Final Fantasy X auto-abilities#Double AP|Double AP]] / [[List of Final Fantasy X auto-abilities#Triple AP|Triple AP]] and [[List of Final Fantasy X auto-abilities#Double Overdrive|Double Overdrive]] / [[List of Final Fantasy X auto-abilities#Triple Overdrive|Triple Overdrive]] to [[Min-maxing#Final Fantasy X|farm massive amounts of AP]] from specific enemies such as [[Don Tonberry (Final Fantasy X)|Don Tonberry]] and the [[Cactuar King (Final Fantasy X)|Cactuar King]] in a short amount of time.
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Certain equipment modifications can change the behavior of AP gain, such as [[Final Fantasy X auto-abilities|Overdrive → AP]], which speeds up AP gain based on that character's [[Overdrive (Final Fantasy X)|Overdrive]] setting while reducing Overdrive gain to 0. This can be used in conjunction with the abilities [[Final Fantasy X auto-abilities#Double AP|Double AP]] / [[Final Fantasy X auto-abilities#Triple AP|Triple AP]] and [[Final Fantasy X auto-abilities#Double Overdrive|Double Overdrive]] / [[Final Fantasy X auto-abilities#Triple Overdrive|Triple Overdrive]] to [[Min-maxing#Final Fantasy X|farm massive amounts of AP]] from specific enemies such as [[Don Tonberry (Final Fantasy X)|Don Tonberry]] and the [[Cactuar King (Final Fantasy X)|Cactuar King]] in a short amount of time.
   
 
====''[[Final Fantasy X-2]]''====
 
====''[[Final Fantasy X-2]]''====
 
There are four ways to gain AP used to learn the abilities of the equipped [[dressphere]]: perform a special action unique to a dressphere, use an ability equipped on a [[Garment Grid]] or [[Final Fantasy X-2 accessories|accessory]], defeat an enemy, and use an item. For each of the mentioned actions taken, 1 AP is awarded. The action must have an effect (i.e. Cure must restore HP, Poison must poison the enemy, etc).
{{sideicon|X2}}
 
There are four ways to gain AP used to learn the abilities of the equipped [[dressphere]]; Perform a special action unique to a dressphere, use an ability equipped on a [[Garment Grid]] or an [[List of Final Fantasy X-2 accessories|accessory]], defeat an enemy, and use an item. For each of the mentioned actions taken, 1 AP is awarded. However, the action must have an effect (i.e. Cure must restore HP, Poison must poison the enemy, etc).
 
   
AP is capped at 99 per battle. Defeated enemies award 1 AP for all party members, not just the one who defeated it. Oversouled enemies award 2 AP each.
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AP is capped at 99 per battle. Defeated enemies award 1 AP for all party members, not just the one who defeated it. [[Oversoul (Final Fantasy X-2)|Oversouled]] enemies award 2 AP each.
   
 
===''[[Final Fantasy XI]]''===
 
===''[[Final Fantasy XI]]''===
 
Characters who have reached level 99 in their job may continue to advance by earning Job Points. Job Points are acquired by earning Capacity Points (a reference to the original version of ''Final Fantasy III''), which are acquired by defeating high level monsters while in that particular job (each job has its own Capacity Point and Job Point totals). 30000 Capacity Points earns one Job Point. Job Points are spent on permanent enhancements for the character's job. There is no cap on how many such enhancements may be purchased. In fact, at specific totals of Job Points spent, the job gains additional permanent enhancements known as Gifts. Once a total of 2100 Job Points have been spent, the character [[Job Mastered|masters the job]].
{{sideicon|FFXI}}
 
Characters who have reached level 99 in their job may continue to advance by earning Job Points. Job Points are acquired by earning Capacity Points (a deliberate reference to the original version of ''Final Fantasy III''), which are acquired by defeating high level monsters while in that particular job (each job has its own Capacity Point and Job Point totals). 30000 Capacity Points earns one Job Point. Like [[Merit Points]], Job Points are spent on permanent enhancements for the character's job. Unlike Merit Points, there is no cap on how many such enhancements may be purchased. In fact, at specific totals of Job Points spent, the job gains additional permanent enhancements known as [[Gifts]]. Once a total of 2100 Job Points have been spent, the character [[Job Mastered|masters the job]].
 
   
 
===''[[Final Fantasy XII]]''===
 
===''[[Final Fantasy XII]]''===
{{sideicon|FFXII}}
 
 
[[File:License Menu.JPG|thumb|220px|License menu.]]
 
[[File:License Menu.JPG|thumb|220px|License menu.]]
License Points, abbreviated [[List of Final Fantasy XII stats#LP|LP]], are points gained by defeating enemies and are used to buy licenses. To wield, wear or master anything, a license must first be bought. After buying the license, one will become able to wield the weapon, wear the armor/hat/helm or master the [[Magick (ability type)|Magick]] or [[Technicks|Technick]] that the license was for, granted that the specific item has been bought as well.
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License Points, abbreviated [[Final Fantasy XII stats#LP|LP]], are points gained by defeating enemies and are used to buy licenses on the [[License Board]]. To wield, wear or master anything, a license must first be bought. After buying the license, one will become able to wield the [[Final Fantasy XII weapons|weapon]], wear the [[Final Fantasy XII armor|armor piece]] or master the [[Magick (ability type)|magick]] or [[Technicks|technick]] that the license was for, granted that the specific item has been bought as well.
   
One must likewise buy the license of [[Esper (Final Fantasy XII)|Esper]], to be able to summon it. However, when one character has bought the summon license, s/he will be the only one with the license to that summon, as it disappears completely from the [[License Board]] of the other characters. The same goes for [[Quickening (ability)|Quickenings]].
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One must likewise buy the license of [[Esper (Final Fantasy XII)|Esper]], to be able to summon it. When one character has bought the summon license, it disappears from the License Board(s) of the other characters. In the original version this also applies for [[Quickening (ability)|Quickenings]]. In the ''Zodiac'' versions, once three Quickenings have been acquired, the final quickening will be removed from that character's License Board(s).
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The [[Final Fantasy XII accessories#Cat-ear Hood|Cat-ear Hood]] will convert LP earned into gil.
   
 
===''[[Final Fantasy XIII]]''===
 
===''[[Final Fantasy XIII]]''===
 
EXP and AP are rolled into one as Crystogen Points (Crystal Points in Japanese). CP is gained by winning battles and used to increase character attributes and to learn new abilities in [[Crystarium system]]. The maximum amount of CP a character can hold is 999,999. Crystogen Points are gained from all battles, boss and regular battles alike, but the party will not gain any CP before the third [[chapter]]; battles won in chapters one and two just gain [[item drop]]s. Even after mastering the Crystarium system party members keep gaining CP from battles.
{{sideicon|FFXIII}}
 
EXP and AP points are not separate, but, rather, the two are rolled into one with the use of Crystogen Points (known as Crystal Points in the Japanese version). CP is gained by winning battles and used to increase character attributes and to learn new abilities in [[Crystarium system]]. The maximum amount of CP a character can hold is 999,999. Crystogen Points are gained from all battles, boss and regular battles alike, but the party will not gain any CP before they become [[l'Cie]] in the third [[chapter]]; battles won in chapters one and two just gain item drops. Even after mastering the Crystarium system party members keep gaining CP from battles.
 
   
Equipping the [[List of Final Fantasy XIII accessories#Growth Egg|Growth Egg]] obtained in [[Missions (Final Fantasy XIII)|Mission 55]] will double CP gained from enemies.
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Equipping the [[Final Fantasy XIII accessories#Growth Egg|Growth Egg]] obtained in [[Missions (Final Fantasy XIII)|Mission 55]] will double CP gained from enemies.
   
 
====''[[Final Fantasy XIII-2]]''====
 
====''[[Final Fantasy XIII-2]]''====
 
[[Serah Farron/Gameplay|Serah]] and [[Noel Kreiss/Gameplay|Noel]] gain CP from battles since the beginning and can use them to gain new abilities and stat boosts in the Crystarium system. [[Paradigm Pack]] monsters do not gain CP, but must be given items to advance them through their Crystaria. [[Lightning (Final Fantasy XIII)/Gameplay|Lightning]], who is playable in the prologue, will not gain CP from her battles, but if she is obtained as a Paradigm Pack monster, she can be advanced in the Crystarium system similar to other Paradigm Pack monsters.
{{sideicon|XIII2}}
 
[[Serah Farron|Serah]] and [[Noel Kreiss|Noel]] gain CP from battles since the beginning and can use them to gain new abilities and stat boosts in the Crystarium system. [[Paradigm Pack]] monsters do not gain CP from battles, but must be given items to advance them through their Crystaria. [[Lightning (Final Fantasy XIII)|Lightning]], who is playable in the prologue, will not gain CP from her battles, but if she is obtained as a Paradigm Pack monster, she can be advanced in the Crystarium system similar to other Paradigm Pack monsters.
 
   
 
===''[[Final Fantasy XV]]''===
 
===''[[Final Fantasy XV]]''===
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{{Quote|Ability Points (AP) are received when leveling up and completing quests, and are used to unlock new abilities. The points are shared among all four friends, so it is possible to give one character and instant and dramatic boost.|Loading screen description}}
{{sideicon|FFXV}}
 
The party can earn AP for the [[Ascension (Final Fantasy XV)|Ascension]] trees based on the cumulative number of battles fought, some enemies being worth more AP than others. As with experience points, AP are tallied with each night's rest. Certain [[Quest (Final Fantasy XV)|quests]] may also award additional AP based on their difficulty. Doing the strategy prompts the player's party members assign to [[Noctis Lucis Caelum|Noctis]] awards 20 AP after [[List of Final Fantasy XV patches|patch 1.21]] (as opposed to the 1 or 2 AP doing them used to yield before).
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The party earns AP for the [[Ascension (Final Fantasy XV)|Ascension]] trees. A common way to earn it is to kill enemies with [[warp-strike]]s as [[Noctis Lucis Caelum/Gameplay|Noctis]]. Certain [[Quest (Final Fantasy XV)|quests]] may also award additional AP based on their difficulty. Completing the strategy prompts the player's party members assign to Noctis at the beginning of a random enemy encounter awards 20 AP after [[Final Fantasy XV patches|patch 1.21]] (as opposed to the 1 or 2 AP doing them used to yield before).
   
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The free [[Final Fantasy XV downloadable content#Holiday Pass|Holiday Pass]] gives players access to the [[Final Fantasy XV accessories#Warrior's Fanfare|Warrior's Fanfare]] accessory, which yields 1 AP for finishing a battle with an A+ ranking in offense. Season pass holders have access to the [[Final Fantasy XV accessories#Tactician's Fanfare|Tactician's Fanfare]], which yields 4 AP for obtaining an A+ ranking in Finesse and the [[Final Fantasy XV accessories#Blitzer's Fanfare|Blitzer's Fanfare]], which yields 2 AP for an A+ ranking in timing. 1 AP is also yielded for finishing off an enemy with either a parry or a [[link-strike|linked attack]].
Though it takes over 18,000 AP to max out the Ascension grid, the player can also unlock various abilities that reward the player with AP for doing this other than battling monsters:
 
   
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Finishing an enemy with a warp-strike yields 1 AP. Season pass holders have access to [[Final Fantasy XV weapons#Ragnarok|Ragnarok]], a weapon that explosively increases damage dealt via warp-strikes, which almost guarantees an enemy will be killed. If the player has the [[attire#Royal Raiment|Royal Raiment]], it is recommended they use this outfit as it increases Noctis's max MP as well as MP regeneration.
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When playing as [[Gladiolus Amicitia/Gameplay|Gladiolus]] in the main game via character-swapping, killing enemies with [[Glaive Art]]s earns AP.
  +
 
Though it takes over 18,000 AP to max out the Ascension grid, the player can also unlock various abilities that reward AP for doing things other than battling monsters:
 
*[[Ascension (Final Fantasy XV)#Angler Action|Angler Action]] yields AP for [[Fishing (Final Fantasy XV)|catching fish]].
 
*[[Ascension (Final Fantasy XV)#Angler Action|Angler Action]] yields AP for [[Fishing (Final Fantasy XV)|catching fish]].
*[[Ascension (Final Fantasy XV)#Sportfishing|Sportfishing]] gains extra AP for catching big fish (each [[List of Final Fantasy XV fish|species]] has its own value).
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*[[Ascension (Final Fantasy XV)#Sportfishing|Sportfishing]] gains extra AP for catching big fish (each [[Final Fantasy XV fish|species]] has its own value).
 
*[[Ascension (Final Fantasy XV)#Appetize|Appetize]] gains 1 AP from [[Recipe (Final Fantasy XV)|cooking]] a party member's favorite food.
 
*[[Ascension (Final Fantasy XV)#Appetize|Appetize]] gains 1 AP from [[Recipe (Final Fantasy XV)|cooking]] a party member's favorite food.
 
*[[Ascension (Final Fantasy XV)#Chocobump|Chocobump]] gains 1 AP for every 0.875 miles traveled by [[chocobo (Final Fantasy XV)|chocobo]].
 
*[[Ascension (Final Fantasy XV)#Chocobump|Chocobump]] gains 1 AP for every 0.875 miles traveled by [[chocobo (Final Fantasy XV)|chocobo]].
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*[[Ascension (Final Fantasy XV)#Snapshot|Snapshot]] takes up to 5 [[photos]], generating 5 AP each.
 
*[[Ascension (Final Fantasy XV)#Snapshot|Snapshot]] takes up to 5 [[photos]], generating 5 AP each.
 
*[[Ascension (Final Fantasy XV)#Aperture|Aperture]] grants additional 1 AP if Noctis is in a Snapshot picture.
 
*[[Ascension (Final Fantasy XV)#Aperture|Aperture]] grants additional 1 AP if Noctis is in a Snapshot picture.
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====AP grinding tricks====
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After learning the ability to gain AP from driving, the player can gain passive AP by setting the [[Regalia]] to drive in circles by pinning down the controller and letting the game run. This method requires the player to have acquired and equipped the [[Auto Parts#Magitek Generator|Magitek Generator]], which is won from [[Totomostro]], or obtain the [[Type-F#Regalia_Type-F|Regalia Type-F]], both of which will allow the Regalia to drive endlessly without the need to refuel. It also helps to have the Turbocharger, which is also won from Totomostro and allows the Regalia to drive up to 70 mph, since an AP is gained for every 1.25 mile driven.
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In the ''Windows'' and ''Royal Editions'', the new [[Kings of Lucis|rulers of yore]] bosses yield 300 AP, and can be killed repeatedly by returning to the final boss gauntlet from a game cleared save. Fighting the kings is past the [[point of no return]] however, and the player will have to beat the game again. Skipping all the scenes, doing this can still be a viable way to gain AP for the postgame.
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The player can use the beast whistle to continually summon [[sabertusk]]s, but after a certain patch they tend to spawn slower. The [[Timed Quest]] can be used for AP-farming in a similar manner, by holding the [[Warp (Final Fantasy XV)|warp]] button and killing the beasts quickly with warp-strikes or [[Gladiolus Amicitia/Gameplay|Gladiolus's]] [[Glaive Art]]s. The player must kill 50 sabertusks to finish the Timed Quest for them, and it can be repeated. The player can also use the other Timed Quests for farming, and convert 700 QP earned from the quests into 300 AP. The player can manipulate the console's clock to get a desirable Timed Quest.
   
 
====''[[King's Knight -Wrath of the Dark Dragon-]]''====
 
====''[[King's Knight -Wrath of the Dark Dragon-]]''====
{{sideicon|KKWDD}}
 
 
AP may be awarded with certain enemies shot. AP are primarily used to master the various skills available to each unit when combined with the elemental orbs obtained in each [[Quest (King's Knight)|quest]]. Because the amounts are generally small, it may be wise to boost AP totals when needed with an Arcane or Divine Hourglass prior to starting a quest.
 
AP may be awarded with certain enemies shot. AP are primarily used to master the various skills available to each unit when combined with the elemental orbs obtained in each [[Quest (King's Knight)|quest]]. Because the amounts are generally small, it may be wise to boost AP totals when needed with an Arcane or Divine Hourglass prior to starting a quest.
{{stub|King's Knight -Wrath of the Dark Dragon-}}
 
   
 
===''[[Final Fantasy Tactics]]''===
 
===''[[Final Fantasy Tactics]]''===
 
A unit earns Job Points when performing actions. Other units with access to the same [[Final Fantasy Tactics jobs|job]] also earn Job Points (referred to as spillover JP). Earning JP can be enhanced with the Gained JP Up support ability and Move-Get JP movement ability, as well with further level ups and job level ups. JP are also gained from completing [[Errands|propositions]]. With JP, the player is able to access new skills and spells for the unit, as well unlocking new jobs when meeting the proper job level requirements.
{{sideicon|FFT}}
 
A unit earns Job Points when performing actions. Other units with access to the same [[List of Final Fantasy Tactics jobs|job]] also earn Job Points (referred to as spillover JP). Earning JP can be enhanced with the Gained JP Up support ability and Move-Get JP movement ability, as well with further level ups and job level ups. JP are also gained from completing [[Errands|propositions]]. With JP, the player is able to access new skills and spells for the unit, as well unlocking new jobs when meeting the proper job level requirements.
 
   
 
In the original PS version, there is a [[JP scroll glitch]] that lets the player get 9,999 JP without effort.
 
In the original PS version, there is a [[JP scroll glitch]] that lets the player get 9,999 JP without effort.
   
 
===''[[Final Fantasy Tactics Advance]]''===
 
===''[[Final Fantasy Tactics Advance]]''===
{{sideicon|FFTA}}
 
 
Ability Points are gained from successfully completing missions. Unlike Experience Points, Ability Points are credited towards any unmastered abilities a unit is trying to learn. The amount of Ability Points vary from mission to mission, and can be doubled with the use of an Insignia, or quadrupled with two.
 
Ability Points are gained from successfully completing missions. Unlike Experience Points, Ability Points are credited towards any unmastered abilities a unit is trying to learn. The amount of Ability Points vary from mission to mission, and can be doubled with the use of an Insignia, or quadrupled with two.
   
====Common Missions' AP Awards====
+
;Common missions' AP awards
*All Clan Engagements - '''50 AP'''
+
*All Clan Engagements - 50 AP
*All Turf Liberations (battle while under attack) - '''80 AP'''
+
*All Turf Liberations (battle while under attack) - 80 AP
*All Turf Liberations (dispatch after losing turf) - '''50 AP''' (more for Jagds)
+
*All Turf Liberations (dispatch after losing turf) - 50 AP (more for Jagds)
*<nowiki>#</nowiki>205 Materite - '''30 AP'''
+
*<nowiki>#</nowiki>205 Materite - 30 AP
*<nowiki>#</nowiki>207 Metal Hunt - '''30 AP'''
+
*<nowiki>#</nowiki>207 Metal Hunt - 30 AP
   
 
===''[[Final Fantasy Tactics A2: Grimoire of the Rift]]''===
 
===''[[Final Fantasy Tactics A2: Grimoire of the Rift]]''===
{{sideicon|FFTA2}}
 
 
Ability Points are gained from successfully completing quests. Unlike Experience Points, Ability Points are credited towards any (if any) unmastered abilities a unit is trying to learn.
 
Ability Points are gained from successfully completing quests. Unlike Experience Points, Ability Points are credited towards any (if any) unmastered abilities a unit is trying to learn.
   
====Common Quests' AP Awards====
+
;Common quests' AP awards:
*All Normal Quests (Non-Battle) - '''10 AP'''
+
*All Normal Quests (Non-Battle) - 10 AP
*All Normal Quests (Battle) - '''30 AP'''
+
*All Normal Quests (Battle) - 30 AP
*All Storyline Quests - '''80AP'''
+
*All Storyline Quests - 80AP
   
 
The amount of AP received per quest can be boosted by the Clan Privilege AP↑1/2/3, which boosts AP gained from a quest by 20/40/60 respectively. However, if the law is broken during the battle, the increase will be annulled. The AP from non-battle quests cannot be boosted as clan privileges are not granted.
 
The amount of AP received per quest can be boosted by the Clan Privilege AP↑1/2/3, which boosts AP gained from a quest by 20/40/60 respectively. However, if the law is broken during the battle, the increase will be annulled. The AP from non-battle quests cannot be boosted as clan privileges are not granted.
   
 
===''[[Final Fantasy Type-0]]''===
 
===''[[Final Fantasy Type-0]]''===
{{sideicon|Type0}}
 
 
Agito Points (AP) are earned by characters and [[Eidolon (Type-0)|Eidolons]] at level up to learn new abilities. The amount earned per level is fixed, but there is enough AP to ensure all abilities are learned before or at the max level of 99.
 
Agito Points (AP) are earned by characters and [[Eidolon (Type-0)|Eidolons]] at level up to learn new abilities. The amount earned per level is fixed, but there is enough AP to ensure all abilities are learned before or at the max level of 99.
   
 
===''[[Bravely Default]]''===
 
===''[[Bravely Default]]''===
 
Job Points (JP) are earned from enemies and are needed to level up the characters' job level.
{{sideicon|BravelyD}}
 
Job Points (JP) are earned from enemies and are needed to level up the characters' job level, similar to ''Final Fantasy V''.
 
   
 
By completing certain conditions in battle, players will receive bonuses:
 
By completing certain conditions in battle, players will receive bonuses:
Line 260: Line 257:
   
 
===''[[Final Fantasy Dimensions]]''===
 
===''[[Final Fantasy Dimensions]]''===
{{sideicon|FFD}}
 
 
AP is used to level up a character's job and can be obtained by defeating enemies. The scale of AP needed to level up is different for each job, but is the same for all characters respectively. Each level up will sometimes acquire the character an ability that can be equipped with any other job once it is learned.
 
AP is used to level up a character's job and can be obtained by defeating enemies. The scale of AP needed to level up is different for each job, but is the same for all characters respectively. Each level up will sometimes acquire the character an ability that can be equipped with any other job once it is learned.
   
 
===''[[Dissidia Final Fantasy (2008)|Dissidia Final Fantasy]]''===
 
===''[[Dissidia Final Fantasy (2008)|Dissidia Final Fantasy]]''===
{{sideicon|DFF2008}}
 
 
Ability Points are used to master abilities and are gained by winning a battle. Mastering abilities will lower their CP cost allowing the character to equip more abilities. The amount of Ability Points acquired after battle can be manipulated by AP Chances, which when triggered will add an additional 2 Ability Points to the total AP gained, as well as calendar bonuses. Certain equipment such as the [[Diamond equipment]] can increase bonuses even further.
 
Ability Points are used to master abilities and are gained by winning a battle. Mastering abilities will lower their CP cost allowing the character to equip more abilities. The amount of Ability Points acquired after battle can be manipulated by AP Chances, which when triggered will add an additional 2 Ability Points to the total AP gained, as well as calendar bonuses. Certain equipment such as the [[Diamond equipment]] can increase bonuses even further.
   
 
====''[[Dissidia 012 Final Fantasy]]''====
 
====''[[Dissidia 012 Final Fantasy]]''====
 
Ability Points are used to master abilities and are gained by winning battles. Mastering abilities lowers the CP cost allowing the character to equip more abilities. The amount gained can be altered through the AP Chance, which varies from battle to battle. The character can gain from one to three AP from the AP chance; the more AP that must be gained, the higher HP damage must be dealt. To meet the AP chance the player must not take any single hit (BRV/HP) from the opponent before executing the HP damage.
{{sideicon|D012}}
 
The AP system is virtually the same as ''Dissidia''. The only difference is the AP Chance, which varies from battle to battle. The character can gain from one to three AP from the AP chance; the more AP that must be gained, the higher HP damage must be dealt. To meet the AP chance the player must not take any single hit (BRV/HP) from the opponent before executing the HP damage.
 
   
{{Stats}}
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{{navbox stats}}
{{character growth}}
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{{navbox character growth}}
 
[[de:Fertigkeitspunkt]]
 
[[de:Fertigkeitspunkt]]
 
[[Category:Recurring stats]]
 
[[Category:Character growth systems]]
 
[[Category:Character growth systems]]
[[Category:Stats]]
 

Revision as of 20:41, 9 January 2020

Template:Sideicon Ability Points, often shortened to AP or ABP, but also called Magic AP, Magic Points, License Points, Crystogen Points and Job Points, are a system created by Hiroyuki Ito and used to learn abilities. They are usually gained from battles. Generally, the player will not get very many Ability Points from battle unless they are in the final dungeon or in a special area where Ability Points are plentiful.

Appearances

Final Fantasy III

Every character has a hidden stat (Job Points) that dictates their job's level growth. When JP is accumulated to 99, the current job level goes up by 1. Every action (turn) the character(s) take in a battle, except for Front, Rear, Run, and Flee, will contribute a fixed amount of job points to the character(s).

The character(s) must perform an action during battle to be rewarded with JP; simply selecting an action and not performing it before the end of battle will not reward those character(s) with JP for those actions. However, the action does not need to be successful for it to award JP (i.e. using status inflicting spell on an enemy regardless of whether the status has been inflicted or not, stealing unsuccessfully or, doing 0 damage will still award JP). Only one level up can occur per battle even though the JP cap per battle is 199.

The amount of JP gain per job:

Job Job Level 1-14 Job Level 14+
Freelancer 20 20
Warrior 20 14
Monk 20 14
White Mage 20 10
Black Mage 20 10
Red Mage 20 12
Thief 20 18
Ranger 20 14
Knight 20 12
Scholar 24 24
Geomancer 20 14
Viking 20 14
Dragoon 20 16
Dark Knight 20 14
Evoker 20 10
Bard 20 18
Black Belt 20 14
Magus 20 10
Devout 20 10
Sage 20 10
Summoner 20 12
Ninja 20 12
Onion Knight 20 8

Final Fantasy V

ABP is used to level up the current job class. The character learns either a command or a support ability, which they can then use while using other jobs. Enemies in the Interdimensional Rift yield phenomenal ABP, making it easy to master jobs at the end of the game.

Final Fantasy VI

Magic AP (originally Magic Points) is used to learn spells from espers. Each Magic AP gives a certain percentage of spell to character that has an esper equipped. After reaching 100%, they learn the spell permanently. Every spell has a different growth rate.

Magic AP is also used in Terra's Trance: the more Magic AP she has, the longer her Trance gauge lasts. Gogo cannot equip espers, but can mimic the magic on the current party.

Characters who can earn Magic AP in battle can dispel the curse on the Cursed Shield. Since Gogo cannot learn magic nor equip espers, s/he cannot earn Magic AP. Theoretically, the same would happen to Umaro if he could equip shields. Guest characters cannot earn Magic AP.

AP earned from battles is coded into the encounter, not the enemy.

Intangir is known for its high Magic AP yield, but is a tough enemy to defeat in the World of Balance.

Final Fantasy VII

AP is used to level up Materia to learn spells or abilities. When the Materia is mastered, a replica Materia at level 1 is born. Barret's ultimate weapon, the Missing Score's power is increased by the amount of AP on the Materia it is holding. Magic Pots and Movers in the Northern Cave yield the most AP as random encounters.

Crisis Core -Final Fantasy VII-

AP is a stat that allows Zack to perform basic blocking and dodging, and is also consumed by using special physical attacks and abilities with the appropriate Command Materia. The item Soma recovers lost AP, and is instantly recovered with an Elixir.

Zack's Materia level up in the Digital Mind Wave.

Final Fantasy VIII

Guardian Forces gain AP from battle and learn abilities. The GF needs to be equipped to a party member to gain AP, and every equipped GF gets the same amount of AP. Cactuars yield plentiful AP when encountered on the Kashkabald Desert in Centra continent.

Final Fantasy IX

FFIX Unlearned Ability Icon

An unlearned ability that requires AP to master.

AP is used to learn abilities embedded in equipped equipment. If a character equips several items which teach the same ability, AP growth is increased for that particular ability.

Equipping the Ability Up support ability doubles the AP earned.

At the end of the battle, characters that are KO'd or afflicted with the Virus status will not receive AP.

Final Fantasy X

AP replaces the usual role of EXP. The Ability Points (AP) gained allow the player to gain Sphere Levels, which are used to move around the Sphere Grid. Sphere levels equal the amount of steps each character can take on the grid, similar to classic board games. The amount of AP needed to generate a S.LV progressively increases until the character has got 101 S.LV, and thereafter always will require 22,000 AP to generate a new S.LV.

When starting a file two Sphere Grid modes are available and only one can be selected: 'Standard' mode has strict, rarely-diverging routes for each character, but bears more clear nodes (which can be filled with attribute slots later through use of special spheres). 'Expert' mode has fewer clear spaces, but its layout is less strict, allowing characters to diverge from their traditional routes from the beginning.

Each step taken on the Sphere Grid to a new node deducts a single Sphere Level from their total levels, and one level can be expended to move backwards by up to four nodes which have already been crossed. Spheres can be used to activate nodes on the characters' current position or adjacent nodes, most of which raise a certain attribute or teach an ability, but some of which are blank.

Each character has a general path which they are expected to follow but these routes have many branching point, allowing the player to customize characters to their liking. Development is limited by the presence of locked nodes, which require a rare 'Key Sphere' of a certain level to open: these range from levels 1 to 4 and generally, higher numbers equal rarer spheres which become available at a later point in the story.

Characters that do nothing in battle gain no AP. Similarly, if one swaps characters out during a battle, all characters that took action, even skipped their turn by the press of the Triangle, will gain AP. AP is not split between party members, so no matter how many participants perform actions in any single battle, all will obtain the same value of AP upon victory.

Certain equipment modifications can change the behavior of AP gain, such as Overdrive → AP, which speeds up AP gain based on that character's Overdrive setting while reducing Overdrive gain to 0. This can be used in conjunction with the abilities Double AP / Triple AP and Double Overdrive / Triple Overdrive to farm massive amounts of AP from specific enemies such as Don Tonberry and the Cactuar King in a short amount of time.

Final Fantasy X-2

There are four ways to gain AP used to learn the abilities of the equipped dressphere: perform a special action unique to a dressphere, use an ability equipped on a Garment Grid or accessory, defeat an enemy, and use an item. For each of the mentioned actions taken, 1 AP is awarded. The action must have an effect (i.e. Cure must restore HP, Poison must poison the enemy, etc).

AP is capped at 99 per battle. Defeated enemies award 1 AP for all party members, not just the one who defeated it. Oversouled enemies award 2 AP each.

Final Fantasy XI

Characters who have reached level 99 in their job may continue to advance by earning Job Points. Job Points are acquired by earning Capacity Points (a reference to the original version of Final Fantasy III), which are acquired by defeating high level monsters while in that particular job (each job has its own Capacity Point and Job Point totals). 30000 Capacity Points earns one Job Point. Job Points are spent on permanent enhancements for the character's job. There is no cap on how many such enhancements may be purchased. In fact, at specific totals of Job Points spent, the job gains additional permanent enhancements known as Gifts. Once a total of 2100 Job Points have been spent, the character masters the job.

Final Fantasy XII

License Menu

License menu.

License Points, abbreviated LP, are points gained by defeating enemies and are used to buy licenses on the License Board. To wield, wear or master anything, a license must first be bought. After buying the license, one will become able to wield the weapon, wear the armor piece or master the magick or technick that the license was for, granted that the specific item has been bought as well.

One must likewise buy the license of Esper, to be able to summon it. When one character has bought the summon license, it disappears from the License Board(s) of the other characters. In the original version this also applies for Quickenings. In the Zodiac versions, once three Quickenings have been acquired, the final quickening will be removed from that character's License Board(s).

The Cat-ear Hood will convert LP earned into gil.

Final Fantasy XIII

EXP and AP are rolled into one as Crystogen Points (Crystal Points in Japanese). CP is gained by winning battles and used to increase character attributes and to learn new abilities in Crystarium system. The maximum amount of CP a character can hold is 999,999. Crystogen Points are gained from all battles, boss and regular battles alike, but the party will not gain any CP before the third chapter; battles won in chapters one and two just gain item drops. Even after mastering the Crystarium system party members keep gaining CP from battles.

Equipping the Growth Egg obtained in Mission 55 will double CP gained from enemies.

Final Fantasy XIII-2

Serah and Noel gain CP from battles since the beginning and can use them to gain new abilities and stat boosts in the Crystarium system. Paradigm Pack monsters do not gain CP, but must be given items to advance them through their Crystaria. Lightning, who is playable in the prologue, will not gain CP from her battles, but if she is obtained as a Paradigm Pack monster, she can be advanced in the Crystarium system similar to other Paradigm Pack monsters.

Final Fantasy XV

Ability Points (AP) are received when leveling up and completing quests, and are used to unlock new abilities. The points are shared among all four friends, so it is possible to give one character and instant and dramatic boost.

Loading screen description

The party earns AP for the Ascension trees. A common way to earn it is to kill enemies with warp-strikes as Noctis. Certain quests may also award additional AP based on their difficulty. Completing the strategy prompts the player's party members assign to Noctis at the beginning of a random enemy encounter awards 20 AP after patch 1.21 (as opposed to the 1 or 2 AP doing them used to yield before).

The free Holiday Pass gives players access to the Warrior's Fanfare accessory, which yields 1 AP for finishing a battle with an A+ ranking in offense. Season pass holders have access to the Tactician's Fanfare, which yields 4 AP for obtaining an A+ ranking in Finesse and the Blitzer's Fanfare, which yields 2 AP for an A+ ranking in timing. 1 AP is also yielded for finishing off an enemy with either a parry or a linked attack.

Finishing an enemy with a warp-strike yields 1 AP. Season pass holders have access to Ragnarok, a weapon that explosively increases damage dealt via warp-strikes, which almost guarantees an enemy will be killed. If the player has the Royal Raiment, it is recommended they use this outfit as it increases Noctis's max MP as well as MP regeneration.

When playing as Gladiolus in the main game via character-swapping, killing enemies with Glaive Arts earns AP.

Though it takes over 18,000 AP to max out the Ascension grid, the player can also unlock various abilities that reward AP for doing things other than battling monsters:

AP grinding tricks

After learning the ability to gain AP from driving, the player can gain passive AP by setting the Regalia to drive in circles by pinning down the controller and letting the game run. This method requires the player to have acquired and equipped the Magitek Generator, which is won from Totomostro, or obtain the Regalia Type-F, both of which will allow the Regalia to drive endlessly without the need to refuel. It also helps to have the Turbocharger, which is also won from Totomostro and allows the Regalia to drive up to 70 mph, since an AP is gained for every 1.25 mile driven.

In the Windows and Royal Editions, the new rulers of yore bosses yield 300 AP, and can be killed repeatedly by returning to the final boss gauntlet from a game cleared save. Fighting the kings is past the point of no return however, and the player will have to beat the game again. Skipping all the scenes, doing this can still be a viable way to gain AP for the postgame.

The player can use the beast whistle to continually summon sabertusks, but after a certain patch they tend to spawn slower. The Timed Quest can be used for AP-farming in a similar manner, by holding the warp button and killing the beasts quickly with warp-strikes or Gladiolus's Glaive Arts. The player must kill 50 sabertusks to finish the Timed Quest for them, and it can be repeated. The player can also use the other Timed Quests for farming, and convert 700 QP earned from the quests into 300 AP. The player can manipulate the console's clock to get a desirable Timed Quest.

King's Knight -Wrath of the Dark Dragon-

AP may be awarded with certain enemies shot. AP are primarily used to master the various skills available to each unit when combined with the elemental orbs obtained in each quest. Because the amounts are generally small, it may be wise to boost AP totals when needed with an Arcane or Divine Hourglass prior to starting a quest.

Final Fantasy Tactics

A unit earns Job Points when performing actions. Other units with access to the same job also earn Job Points (referred to as spillover JP). Earning JP can be enhanced with the Gained JP Up support ability and Move-Get JP movement ability, as well with further level ups and job level ups. JP are also gained from completing propositions. With JP, the player is able to access new skills and spells for the unit, as well unlocking new jobs when meeting the proper job level requirements.

In the original PS version, there is a JP scroll glitch that lets the player get 9,999 JP without effort.

Final Fantasy Tactics Advance

Ability Points are gained from successfully completing missions. Unlike Experience Points, Ability Points are credited towards any unmastered abilities a unit is trying to learn. The amount of Ability Points vary from mission to mission, and can be doubled with the use of an Insignia, or quadrupled with two.

Common missions' AP awards
  • All Clan Engagements - 50 AP
  • All Turf Liberations (battle while under attack) - 80 AP
  • All Turf Liberations (dispatch after losing turf) - 50 AP (more for Jagds)
  • #205 Materite - 30 AP
  • #207 Metal Hunt - 30 AP

Final Fantasy Tactics A2: Grimoire of the Rift

Ability Points are gained from successfully completing quests. Unlike Experience Points, Ability Points are credited towards any (if any) unmastered abilities a unit is trying to learn.

Common quests' AP awards
  • All Normal Quests (Non-Battle) - 10 AP
  • All Normal Quests (Battle) - 30 AP
  • All Storyline Quests - 80AP

The amount of AP received per quest can be boosted by the Clan Privilege AP↑1/2/3, which boosts AP gained from a quest by 20/40/60 respectively. However, if the law is broken during the battle, the increase will be annulled. The AP from non-battle quests cannot be boosted as clan privileges are not granted.

Final Fantasy Type-0

Agito Points (AP) are earned by characters and Eidolons at level up to learn new abilities. The amount earned per level is fixed, but there is enough AP to ensure all abilities are learned before or at the max level of 99.

Bravely Default

Job Points (JP) are earned from enemies and are needed to level up the characters' job level.

By completing certain conditions in battle, players will receive bonuses:

Unscathed
  • Win a battle without taking any damage.
    • Players will earn a few more job points.
Unscathed Ace
  • Satisfy the condition for Unscathed five times in a row.
    • Players will earn more job points.
Unscathed Hero
  • Satisfy the condition for Unscathed ten times in a row.
    • Players will earn many more job points.

Final Fantasy Dimensions

AP is used to level up a character's job and can be obtained by defeating enemies. The scale of AP needed to level up is different for each job, but is the same for all characters respectively. Each level up will sometimes acquire the character an ability that can be equipped with any other job once it is learned.

Dissidia Final Fantasy

Ability Points are used to master abilities and are gained by winning a battle. Mastering abilities will lower their CP cost allowing the character to equip more abilities. The amount of Ability Points acquired after battle can be manipulated by AP Chances, which when triggered will add an additional 2 Ability Points to the total AP gained, as well as calendar bonuses. Certain equipment such as the Diamond equipment can increase bonuses even further.

Dissidia 012 Final Fantasy

Ability Points are used to master abilities and are gained by winning battles. Mastering abilities lowers the CP cost allowing the character to equip more abilities. The amount gained can be altered through the AP Chance, which varies from battle to battle. The character can gain from one to three AP from the AP chance; the more AP that must be gained, the higher HP damage must be dealt. To meet the AP chance the player must not take any single hit (BRV/HP) from the opponent before executing the HP damage.