The higher your strength, the more damage swords, guns and fists will do.
The higher your magic, the more damage your magic spells will do.
The higher your vitality, the less damage you will receive from physical attacks.
The higher your spirit, the less damage you will receive from magical attacks.Loading screen tip
Attack Power determines physical damage dealt with blade (for Cloud Strife), gun (for Barret Wallace), and fist (for Tifa Lockhart) weapons. It is governed by a characters’ strength attribute, and is boosted by their equipped weapon.
Each point increases the base damage dealt with physical attacks by an amount equal to 2% of the Actions' Power value:
Each point increases the base damage dealt or healed with magic attacks and spells by an amount equal to 2% of the Actions’ Power value:
Each point reduces the base damage taken from physical attacks by an amount equal to 1% of the Actions’ Power value:
Each point reduces the base damage taken from magical attacks and spells by an amount equal to 1% of the Actions’ Power value:
Strength is a characters' value that determines their attack power alongside their weapon. Strength provides twice its value to the attack power attribute. It is boosted by leveling up, or by an equipped accessory.
Magic is a characters' value that determines their magic attack power alongside their weapon. Magic provides twice its value to the magic attack attribute. It is boosted by leveling up, by an equipped accessory, or Magic Up Materia.
Vitality is a characters' value that determines their defense alongside their armor. Vitality provides its exact value to the defense attribute. It is boosted by leveling up, or by an equipped accessory.
Spirit is a characters' value that determines their magic defense alongside their armor. Spirit provides it’s exact value to the magic defense attribute. It is boosted by leveling up, or by an equipped accessory.
Luck is a characters’ value that determines their chance of dealing a critical hit, or successfully stealing from enemies. It is boosted by leveling up, by an equipped accessory, or the Luck Up Materia.
Each point increases the base critical hit chance of a character by a 1 in 512 chance:
Experience points, shortened to "EXP", is gained from felled enemies, which counts towards leveling up. Only characters who are alive at the end of a battle gain the EXP. EXP Up Materia doubles the amount of EXP earned by defeating enemies. In new game plus, enemies give much more EXP than before.
Ability points, shortened to AP, are gained from felled enemies. The materia equipped to the alive character(s) when an enemy is defeated gain the AP, allowing the materia to level up once enough AP has been accumulated. Pairing a materia with the AP Up Materia gains double the normal AP. In new game plus, enemies give more AP than before. In "Episode INTERmission", some of Yuffie's weapon passives improve AP gain, and some armor have AP-boosting properties.
Characters level up by accumulating EXP from felled enemies, up to a cap of 50. The character's level determines their other attributes. Like in the original, Cloud levels up from LV6 to LV7 in the first encounter.
HP is a unit's health stat. Battle units (besides summons the player has called forth) have HP, and when the HP is depleted to 0, the unit is KO'd.
The player can revive their characters from KO with Phoenix Downs and Raise and Arise. Revival Earrings and Reprieve revive the character automatically as they fall unconscious. HP is depleted by being attacked in battle, or via the passive Poison. HP is gained from restorative items, curative spells, and from sitting the benches found around the field areas. HP can be restored, and sometimes also lost, when outside of a battle situation, such as when the The Valkyrie shoots at the party who need to hide behind debris to shield themselves. Some accessories and the HP Up Materia elevate the wearer's max HP. Pairing a Magic Materia with a HP Absorption Materia allows the wearer to gain HP for a percentage of damage the paired ability dealt to an enemy.
Barret has the best HP out of the player's party.
MP is a unit's magic reserve stat, determining how many spells they can cast. MP is depleted by using spells, and is gained passively during battle, by using MP-restoring items, from mako shards found from breaking the boxes littered on the field, from Aerith's Soul Drain ability, and from sitting on the benches around the field. In hard mode, sitting on benches only restores HP, but MP is filled during chapter changes. Pairing a Magic Materia with a MP Absorption Materia allows the wearer to gain MP for a percentage of damage the paired ability dealt to an enemy. Some weapons also have passive abilities that restore MP passively faster by simply attacking enemies.
MP is a scarce resource in hard mode games, but the player can grind for it by repeatedly breaking the boxes that respawn in hopes for finding mako stones. MP is boosted by certain accessories and the MP Up Materia.
As a new feature, weapons also "level up" alongside the player characters; when the player levels up, buys key items, and/or finishes quests and missions on hard mode, they get skill points (SP) that can be allocated to weapons to improve them with stat boosts, passive abilities and materia slots.
Manuscripts allot their owner some SP, so the player is advised to collect as many as they can find. Many manuscripts are only available in hard mode.
Each unit in battle moves at a different speed, player characters and enemies alike. This is specific to the unit and can't be altered. Tifa is the fastest player character, whereas Barret is the slowest.