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The following is a list of stats in Final Fantasy IX. Stats applies to both party members and enemies. Party members' stats include their own base stat and the added stats of their weapon, armor and their add-on.

List of stats

Level

Once a party member gains enough experience, they will level up. Increasing their level improves the damage the character does, and boosts most stats. It also plays an important role in many Blu Mag spells.

The level stat is included in most damage formulas, meaning it along with Strength and Attack directly affect the physical damage dealt, while it and Magic directly affect magic damage dealt.

Gaining levels earns Magic Stones, allowing the character to equip more support abilities at once. Quina's level also boosts the damage s/he can do with Frog Drop.

HP

The HP stat shows how much health a character has left. Once it reaches zero, a character is KO'd. Party member HP is capped at 9999 while enemies are not.

A party member's HP (with no support abilities equipped) is determined as follows:

$ HP = [Strength * HPMod(Level) / 50] $[1]

in which HPMod(Level) is a table lookup that depends on level (for instance, HPMod(1) finds 250, HPMod (99) finds 4524). The full table is listed here.

MP

The MP stat shows how many abilities a character can use. Most characters' skillset abilities, such as Skill, Blk Mag, Wht Mag and Swd Art require MP to cast. Party member MP is capped at 999 while enemies are not.

The MP of Dagger and Eiko also determines whether or not an eidolon will do its full animation when summoned based on the following:

$ If MP < (Summon MP Cost * 2), the chance of full animation is: $
$ Rnd MOD 256 >= 170, use full animation $
$ Otherwise, the chance of full animation is: $
$ Rnd MOD 256 >= 230, use full animation $[2]

A party member's MP is determined as follows:

$ MP = [Magic * MPMod(Level) / 100] $[1]

in which MPMod(Level) is a table lookup that depends on level (for instance, MPMod(1) finds 200, MPMod (99) finds 642). The full table is listed here.

Speed

The Speed stat determines how fast the Active Time Battle gauge of a unit fills up, before they can execute another move.

A party member's Speed is determined as follows:

$ Speed = Speed Base + [Level * 1 / 10] + [Speed Bonus / 32] $[1]

Speed also determines the damage from Zidane's Thievery alongside his steal stats.

Strength

The Strength stat determines (along with Attack and Level) the damage dealt by a physical attack, referring to either a normal attack and most characters' special abilities.

The damage dealt by physical attacks by party members is normally determined as follows:

$ Base = Attack - Enemy Defense $
$ Bonus = Strength + RndMOD ([(Level + Strength) / 8] + 1) $
$ Damage = Base * Bonus $[2]

However, this varies slightly depending on the weapon. For thief swords and knight swords, the bonus damage is also based on Spirit, while for rackets, the bonus damage is also based on Speed. For both forks and hammers, the damage calculated is still based on the Strength stat, but is modified more heavily by random chance, meaning it can either deal much more damage or much less.[2]

A party member's Strength is determined as follows:

$ Strength = Strength Base + [Level * 3 / 10] + [Strength Bonus / 32] $[1]

The damage dealt by enemy's physical attacks is determined as follows:

$ Base = Attack - Character Defense $
$ Bonus = Strength + RndMOD ([(Level + Strength) / 4] + 1) $
$ Damage = Base * Bonus $[2]

Additional character abilities and enemy abilities may have their own damage formula.

Magic

The Magic stat determines (along with Level) the damage dealt (or amount healed) by a magical attack, referring to Blk Mag, Wht Mag and Summon abilities.

The effect (damage dealt or health restored) of a magic spell (Blk, Wht or Summon) is determined as follows:

$ Base = Spell Power - Target's Magic Def $
$ Bonus = Magic ... [(Level + Magic) / 8] + Magic $
$ Effect = Base * Bonus $[2]

This formula changes when a summon only does half its animation:

$ Damage = [((Base * Bonus) * 2) / 3] $[2]

Some spells may have their own damage formula.

A party member's Magic is determined as follows:

$ Magic = Magic Base + [Level * 3 / 10] + [Magic Bonus / 32] $[1]

Spirit

The Spirit stat affects various chances of a character's abilities. Higher Spirit improves the chances to Steal, Counter and deal critical damage. It also determines how long status effects remain and how quickly the Trance gauge fills.

The chance of an attack being a Critical Hit is determined as follows:

$ If Rnd MOD [Spr / 4] > Rnd MOD 100, attack will critical $[2]

The chance that a character with the Counter support ability will counter an attack is determined as follows:

$ Spr >= Rnd MOD 100, you Counter $[2]

If Eye 4 Eye is equipped, this becomes:

$ (Spr * 2) >= Rnd MOD 100, you Counter $[2]

Without Bandit equipped, the formula for Steal hitting a target is as follows:

$ Attack = Rnd MOD (Level + Spirit) $
$ Defense = Rnd MOD (Enemy Level) $[2]

If Attack is equal or greater than Defense, Steal is a success. If Bandit is equipped, this step is ignored and Steal will always hit the target.

A party member's Spirit is determined as follows:

$ Spirit = Spirit Base + [Level * 3 / 20] + [Spirit Bonus / 32] $[1]

Attack

The Attack stat determines (along with Level and Strength) the amount of damage dealt with physical damage.

Defense

The Defense stat reduces the amount of damage received from a physical attack.

Evade

The Evade stat determines the ability to dodge a physical attack.

Magic Def

The Magic Defense stat reduces the amount of damage received from a magic attack.

Magic Eva

The Magic Evade stat determines the ability to dodge a magic attack.

Magic Stone

Party members have their own Magic Stones, which allow them to equip support abilities.

A party member's Magic Stones is determined as follows:

$ Magic Stone = Magic Stone Base + [Level * 4 / 10] + [Magic Stone Bonus / 32] $[1]

EXP

Awarded after battle, EXP will increase a characters' level.

AP

Awarded after battle, AP allow the character to learn abilities of their equipment (weapon, armor or add-on).

Stat growth

HPMod and MPMod

When calculating the HP and MP of each characters, the following HPMod and MPMod tables are called upon for determining the values at specific levels:[1]

Level HPMod MPMod +
1 250 200
2 314 206
3 382 212
4 454 219
5 530 226
6 610 234
7 694 242
8 782 250
9 874 259
11 1062 277
12 1150 285
13 1234 293
14 1314 301
15 1390 308
16 1462 315
17 1530 321
18 1594 327
19 1662 333
21 1810 347
22 1890 355
23 1974 363
24 2062 371
25 2154 380
26 2250 389
27 2350 399
28 2454 409
29 2562 419
31 2790 441
32 2910 453
33 3034 465
34 3162 477
35 3282 489
36 3394 500
37 3498 510
38 3594 519
39 3682 527
41 3834 542
42 3898 548
43 3958 554
44 4014 559
45 4066 564
46 4114 568
47 4158 572
48 4198 576
49 4234 579
51 4294 584
52 4317 586
53 4334 587
54 4344 588
55 4353 589
56 4361 590
57 4368 591
58 4374 592
59 4379 593
61 4386 595
62 4388 596
63 4389 597
64 4390 598
65 4391 599
66 4392 600
67 4393 601
68 4394 602
69 4395 603
71 4397 605
72 4398 606
73 4399 607
74 4400 608
75 4401 609
76 4402 610
77 4403 611
78 4404 612
79 4405 613
81 4407 615
82 4408 616
83 4409 617
84 4410 618
85 4411 619
86 4412 620
87 4413 621
88 4414 622
89 4415 623
91 4417 625
92 4418 626
93 4419 627
94 4420 628
95 4421 629
96 4422 630
97 4423 631
98 4424 632
99 4524 642

References

Template:FFIX Template:Stats

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