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Character stats in the Status menu.

The following is a list of stats in Final Fantasy VI. Stats apply to both party members and enemies.

The characters' stats—with the exception of HP and MP—do not rise on leveling up, but are instead boosted by equipping weapons, relics and magicite. Magicite permanently increase a stat on level up, while the others increase them when equipped. The Cursed Shield reduces all stats by 7, with the exception of the Defense, Evasion, Magic Defense, and Magic Evasion, which it increases by 0.

A list of party member stats can be found below.

Points[]

LV[]

Once a party member gains enough experience, they will level up. The level stat is used in damage calculations for magic and physical damage sources, but does not increase stats. Levels play an important role in a few spells: namely Lv.5 Death, Lv.4 Flare, Lv.3 Confuse, and Lv.? Holy, while Dischord can halve the target's level.

When a character joins the party, their level is calculated based on the average level of the current party members. The new character's level equals the average of all current members' levels rounded down. If a character rejoins in the World of Ruin, the new level will never be lower than their old level. If a character is joining for the first time, a value is added to the average party level to determine their new level.

HP[]

The HP stat shows how much health a character has left. Once it reaches zero, a character reaches KO status. Party members are capped at 9999 HP while enemies are not, but cannot have more than 65,535 HP. The 0 HP character bug allows players to keep a character alive with 0 HP, thus becoming invincible unless healed.

Magicite Increase
Siren +10%
Catoblepas +10%
Midgardsormr +30%
Bahamut +50%
Diabolos +100%
Relic Increase
Muscle Belt +50%
Bone Wrist +50%


MP[]

The MP is a measure of how many spells that require MP can be cast. Some enemies, and Gau when in some Rages, die when it reaches 0. Characters are capped at 999 MP while enemies are not, but the cap is 65,535 MP. The stat is subject to couple of bugs.

Though few relics increase MP, several reduce the MP cost of spells. Gold Hairpin can halve it, while Celestriad can reduce it to 1 MP cost to all spells.

Magicite Increase
Phantom +10%
Fenrir +30%
Crusader +50%
Relic Increase
Crystal Orb +50%


EXP[]

Also known as Exp.[1][2] Awarded after battle from defeated enemies, EXP will increase a characters' level. Equipping the Growth Egg will double the amount of EXP earned from battles. Boss battles do not reward the player with EXP.

Magic AP[]

Awarded after battle, the Magic AP allow the character to learn spells of their equipped magicite or equipment. Unlike EXP, it is not tied to defeated enemies, but to defeated formations of enemies.

Stats[]

Strength[]

Also known as Vigor,[1][2] the Strength[3][4] stat increases damage done by physical attacks. The stat's boost caps at 128; although it can be raised to up to 255 Strength, any stat above 128 will have the same effect as a 128 Strength stat. The Strength stat is doubled (multiplied by 2) and added to the Attack stat when calculating a physical attack's damage, which also takes the attackers' level and other factors into account.

Enemies do not have set Strength stats, rather, their Strength is determined randomly at the beginning of battle, and is between 56 and 63.

Strength can be boosted by equipping certain weapons and relics and mastering certain magicite. A few pieces of armor also boost the strength stat. All characters' strongest weapons from Dragons' Den grant a moderate strength boost.

Magicite Increase
Ifrit +1
Bismarck +2
Raiden +2
Gilgamesh +2
Relic Increase
Hyper Wrist +50%
Bone Wrist +5
Berserker Ring +5


Agility[]

Also known as Speed,[1][2][3] Agility[4] increases the rate at which the ATB gauge fills. It can be increased only by Odin as well as the Cactuar and Quetzalli magicite only in certain game versions. The Speed stat +20, in addition to any Haste or Slow status, will add to the equation determining that rate at which it is filled; these statuses are calculated independently of the Speed stat.

Very few pieces of equipment boost the Speed stat.

Magicite Increase
Odin +1 or +2 (Pixel Remaster)
Cactuar +2
Quetzalli +1 (Pixel Remaster)
Relic Increase
Bone Wrist +5
Thief's Bracer +5


Stamina[]

Stamina increases the chance to survive against Death attacks, the amount they are healed by Regen, the amount of damage dealt by Poison, Sap, and HP Leak, and the amount of healing per step done by Tintinnabulum.

Like Strength, enemies do not have a Stamina stat, but it is not randomly selected. In its place, it is calculated as follows:

If the above calculation exceeds 40, the number becomes 40 instead.

Magicite Increase
Ramuh +1
Golem +2
Lakshmi +2
Leviathan +2
Relic Increase
Bone Wrist +5


Magic[]

Also known as Mag.Pwr,[1][2] Magic[3][4] increases damage done by magical attacks. Unlike Strength, it can exceed 128. It is multiplied with the magic spell's power and the users' level into account when calculating damage. Sabin's Blitzes use his Magic stat for damage calculation.

It calculates as follows:

.
Magicite Increase
Cait Sith +1
Maduin +1
Zona Seeker +2
Valigarmanda +2
Relic Increase
Bone Wrist +5
Barrier Ring +2


Attack[]

Also known as Bat.Pwr,[1][2] Attack[3][4] is based on weapons equipped, along with the in-built battle stats of enemies and characters. It increases damage dealt by physical attacks, adding to the damage calculation equation with Strength and the level.

Magicite, armor and relics do not increase this stat.

Defense[]

Defense reduces the damage dealt by physical attacks, factoring negatively into a damage modification of the damage calculation at the end. The modification is ignored if the attack is Defense-ignoring.

The +1 at the end ensures that an attack never deals 0 damage, and can always deal at least 1 damage.

No magicite or weapons increase Defense.

Relic Increase
Mythril Glove +6
White Cape +5
Bone Wrist +10
Gauntlet +5
Genji Glove +5

Evasion[]

Also known as Evade %,[1][2] Evasion[3][4] can increase the chances to block an attack.

It calculates the block value as follows:

If this is greater than 255, it will instead be 255; if this is less than 1, it will instead be 1.

In the original SNES release, Evasion was bugged and did not work, with Magic Evasion working in place of it; this was rectified in the Advance release and Evasion now works for physical attacks.

No magicite increase Evasion, but several weapons do.

Relic Increase
Prayer Beads +20
Zephyr Cloak +10
Bone Wrist +10

Magic Defense[]

Also known as Mag.Def,[1][2] Magic Defense[3][4] functions identically to Defense in the calculations, but for a different type of damage.

No magicite or weapons increase Magic Defense.

Relic Increase
White Cape +5
Bone Wrist +10

Magic Evasion[]

Magic Evasion, or MBlock%, increases the chance of a magic attack being blocked and failing to connect. It functions identically to Evasion in the calculations, but for a different type of damage.

In the original SNES release, Magic Evasion was calculated in every single equation determining hit and miss chances and Evasion was redundant, but this is rectified in later releases.

Relic Increase
White Cape +10
Zephyr Cloak +10
Bone Wrist +10

Hit Rate[]

Hit Rate is used to reduce the chance of an attack missing. This stat only applies to enemies. If the Hit Rate multiplied by the block value (determined by either Evasion or Magic Evasion) and divided by 256 is greater than a randomly generated number between 0 and 99, then an attack connects; if the Hit Rate is 255, it always connects.

To illustrate:

Escape Success[]

Escape Success is a hidden stat that determines the ability for the character to escape. It determines how quickly each character escapes individually (as each character needs to escape on their own, unlike many other games in the series, until no one on the screen is left), with the exception of side attacks where the value is 0 and is ignored.

Once every 2 seconds during battle, the game checks if the the party is trying to run. If they are, each character's "run success" value increases, depending on the character, and a random number between 1 to their Escape Success stat. If a character's "run success" value is greater than or equal to the "Escape Success" value and if the character's ATB gauge is full, the character will escape. If not, they will keep trying to escape and their "run success" value will increase 2 seconds later.

Stats by characters[]

Level evolution[]

Each character has a different evolution in HP and MP on levels, determined by their HP and MP growth stat. This only adds to the base HP and MP evolution that every character has additively, meaning their HP is base character HP + characters' HP growth, and MP similarly is base character MP + characters' MP growth.

The evolution by levels is as follows:

Level HP MP EXP +
3 23 8 96
4 37 13 208
5 54 18 400
6 74 24 672
7 96 30 1056
8 120 37 1552
9 146 45 2184
11 201 62 3936
12 231 71 5080
13 266 81 6432
14 305 91 7992
15 349 101 9784
16 399 111 11840
17 453 121 14152
18 510 132 16736
19 571 143 19616
21 703 165 26360
22 772 176 30232
23 844 188 34456
24 920 200 39056
25 999 212 44072
26 1081 224 49464
27 1167 236 55288
28 1257 249 61568
29 1352 262 68304
31 1551 288 83184
32 1652 301 91384
33 1754 315 100088
34 1856 329 109344
35 1959 343 119136
36 2063 357 129504
37 2169 371 140464
38 2276 386 152008
39 2384 401 164184
41 2605 431 190416
42 2718 446 204520
43 2832 462 219320
44 2948 478 234808
45 3065 494 251000
46 3184 510 267936
47 3304 526 285600
48 3426 543 304040
49 3551 560 323248
51 3809 593 364064
52 3940 608 385696
53 4073 622 408160
54 4207 635 431488
55 4343 647 455680
56 4480 658 480776
57 4619 668 506760
58 4761 677 533680
59 4905 685 561528
61 5197 698 620096
62 5345 703 650840
63 5495 708 682600
64 5647 714 715368
65 5800 720 749160
66 5955 727 784016
67 6111 734 819920
68 6269 741 856920
69 6429 749 895016
71 6751 765 974536
72 6906 773 1016000
73 7057 781 1058640
74 7202 788 1102456
75 7342 795 1147456
76 7478 802 1193648
77 7610 808 1241080
78 7736 814 1289744
79 7856 820 1339672
81 8086 831 1443368
82 8196 836 1497160
83 8304 841 1552264
84 8409 846 1608712
85 8511 851 1666512
86 8611 856 1725688
87 8709 861 1786240
88 8804 867 1848184
89 8896 873 1911552
91 9074 885 2042608
92 9161 891 2110320
93 9246 898 2179504
94 9329 906 2250192
95 9411 915 2322392
96 9491 925 2396128
97 9574 936 2471400
98 9660 948 2548224
99 9748 961 2637112

Raw stats[]

The following lists the raw stats that characters start with:

Stat HP MP Strength Speed Stamina Magic Attack Defense Evasion Mag. Def.(Magic Defense) Mag. Eva.(Magic Evasion) Esc. Succ.(Escape Success)
Terra 40 16 31 33 28 39 12 42 5% 33 7% 4
Locke 48 7 37 40 31 28 14 46 15% 23 2% 5
Cyan 53 5 40 28 33 25 25 48 6% 20 1% 3
Shadow 51 6 39 38 30 33 23 47 28% 25 9% 5
Edgar 49 6 39 30 34 29 20 50 4% 22 1% 4
Sabin 58 3 47 37 39 28 26 53 12% 21 4% 4
Celes 44 15 34 34 31 36 16 44 7% 31 9% 4
Strago 35 13 28 25 19 34 10 33 6% 27 7% 3
Relm 37 18 26 34 22 44 11 35 13% 30 9% 5
Setzer 46 9 36 32 32 29 18 48 9% 26 1% 4
Mog 39 16 29 36 26 35 16 52 10% 36 12% 5
Gau 45 10 44 38 36 34 99 44 21% 34 18% 5
Gogo 36 12 25 30 20 26 13 39 10% 25 6% 4
Umaro 60 0 57 33 46 37 47 89 8% 68 5% 3
Banon 46 16 10 24 11 32 6 56 36% 51 32% 2
Leo 50 10 52 38 41 36 60 63 22% 41 21% 3
Ghost 1 26 1 14 15 10 30 22 66 0% 52 0% 5
Ghost 2 20 1 4 8 2 15 10 17 0% 11 0% 3
Moglin 50 9 18 11 12 33 35 47 7% 27 5% 2
Mogret 54 9 18 14 12 33 1 38 7% 26 5% 2
Moggie 48 9 18 14 12 33 1 42 7% 33 5% 2
Molulu 64 9 17 14 12 33 11 40 7% 32 5% 2
Moghan 55 9 16 14 12 33 11 44 7% 29 5% 2
Moguel 51 9 20 14 12 33 21 45 7% 30 5% 2
Mogsy 52 9 24 14 12 33 27 41 7% 31 5% 2
Mogwin 53 9 19 14 12 33 20 41 7% 31 5% 2
Mugmug 50 9 17 14 12 33 44 27 7% 19 5% 2
Cosmog 53 9 20 14 12 33 11 40 7% 33 5% 2
Mog[note 1] 12 34 12 12 12 12 12 12 12% 12 12% 2
?????? 0 0 0 0 0 0 0 0 0% 0 0% 5
Maduin 10 10 30 30 30 30 30 30 30% 30 30% 5
?????? 51 6 40 40 30 35 25 49 30% 27 12% 5
Wedge 68 0 40 35 46 29 24 77 15% 50 0% 4
Biggs 70 0 41 36 45 28 27 79 12% 50 0% 4
(Unnamed) 0 0 0 0 0 0 0 0 0% 0 0% 5
Kefka 1 14 17 14 26 18 22 7 42 50% 36 40% 5
Kefka 2 255 17 15 15 15 15 15 50 10% 50 10% 5
Kefka 3 50 50 80 80 80 80 80 180 60% 180 60% 5
Kefka 4 22 17 15 15 15 15 15 50 10% 50 10% 5
Kefka 5[note 2] 34 17 15 15 15 15 15 50 10% 50 10% 5
Kefka 6[note 3] 14 17 15 15 15 15 15 50 10% 50 10% 5
Kefka 7[note 4] 14 17 15 15 15 15 15 50 10% 50 10% 5
(Dummy)[note 5] 0 0 0 0 0 0 0 0 0% 0 0% 5

Gallery[]

Notes[]

Annotations[]

  1. This is the Mog used to select the Three Scenarios.
  2. Unused Kefkas.
  3. Unused Kefkas.
  4. Unused Kefkas.
  5. Turko-Ho.

Citations[]

References[]

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