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{{sideicon|FFXI}}
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{{sideicon|prime=FFXI}}
{{DISPLAYTITLE:List of ''Final Fantasy XI'' stats}}
+
{{DISPLAYTITLE:''Final Fantasy XI'' stats}}
 
{{expand|fill in unfinished lists}}
 
{{expand|fill in unfinished lists}}
 
''[[Final Fantasy XI]]'' has a number of [[stats]] for every character, monster, and battle object in the game. The sheer size and complexity of the game means that it has more stats than most games. This is an attempt at a comprehensive list and a brief description of what they do (more comprehensive information, when known, should be found on the linked stat pages).
 
''[[Final Fantasy XI]]'' has a number of [[stats]] for every character, monster, and battle object in the game. The sheer size and complexity of the game means that it has more stats than most games. This is an attempt at a comprehensive list and a brief description of what they do (more comprehensive information, when known, should be found on the linked stat pages).
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==Player and Monster Visible Stats==
 
==Player and Monster Visible Stats==
 
===Basic Stats===
 
===Basic Stats===
{|class="full-width table FFXI"
+
{|class="full-width article-table FFXI"
 
|-class="a"
 
|-class="a"
 
!style="width:15%"|Stat
 
!style="width:15%"|Stat
 
!style="width:85%"|Effect
 
!style="width:85%"|Effect
 
|-
 
|-
!class="b"|[[Level]]
+
!class="b"|{{LA|Level}}
 
|Caps [[subjob]] level at half main [[Job system|job]] level, rounded down (minimum 1). With job, subjob, and [[Races of Final Fantasy|race]], determines base HP, MP, STR, DEX, VIT, AGI, INT, MND, CHR, and [[Combat Skill]] caps. Determines job abilities from main job. Influences Attack versus Defense calculations ("cRatio"). Is a modifier for some Breath-type [[Blue Magic (Final Fantasy XI)|Blue Magic]].
 
|Caps [[subjob]] level at half main [[Job system|job]] level, rounded down (minimum 1). With job, subjob, and [[Races of Final Fantasy|race]], determines base HP, MP, STR, DEX, VIT, AGI, INT, MND, CHR, and [[Combat Skill]] caps. Determines job abilities from main job. Influences Attack versus Defense calculations ("cRatio"). Is a modifier for some Breath-type [[Blue Magic (Final Fantasy XI)|Blue Magic]].
 
|-
 
|-
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|With job, subjob, and race, determines base HP, MP, STR, DEX, VIT, AGI, INT, MND, CHR, and [[Combat Skill]] caps. Determines job abilities from subjob.
 
|With job, subjob, and race, determines base HP, MP, STR, DEX, VIT, AGI, INT, MND, CHR, and [[Combat Skill]] caps. Determines job abilities from subjob.
 
|-
 
|-
!class="b"|[[HP (stat)|HP]]
+
!class="b"|{{LA|HP (stat)|HP}}
 
|When current HP reaches 0, [[Knocked Out|death]] occurs. HP is consumed to fuel certain attacks, to fuel the [[Latent Effect]]s of some [[equipment]], and to charge [[Sublimation]].
 
|When current HP reaches 0, [[Knocked Out|death]] occurs. HP is consumed to fuel certain attacks, to fuel the [[Latent Effect]]s of some [[equipment]], and to charge [[Sublimation]].
 
|-
 
|-
!class="b"|[[MP (stat)|MP]]
+
!class="b"|{{LA|MP (stat)|MP}}
 
|MP is consumed to cast [[Magic (term)|magic]] and to fuel the Latent Effects of some [[equipment]].
 
|MP is consumed to cast [[Magic (term)|magic]] and to fuel the Latent Effects of some [[equipment]].
 
|-
 
|-
!class="b"|[[Tactical Points|TP]]
+
!class="b"|{{LA|Tactical Points|TP}}
 
|TP is consumed to use [[Weapon Skill]]s and [[Dance (command)|Dances]], and to fuel the Latent Effects of some equipment.
 
|TP is consumed to use [[Weapon Skill]]s and [[Dance (command)|Dances]], and to fuel the Latent Effects of some equipment.
 
|-
 
|-
!class="b"|[[Strength]] (STR)
+
!class="b"|{{LA|Strength}} (STR)
|Increases Attack and Ranged Attack. Base physical damage is modified by the difference between the attacker's STR and the defender's VIT ("fSTR"). Also used as an additional modifier ("WSC") for some Blue Magic and Weapon Skills. The difference between this stat in the [[Puppetmaster (Final Fantasy XI)|Puppetmaster]] and their [[Automaton (Final Fantasy XI)|Automaton]] influences {{FFXIFire}}[[Burden]].
+
|Increases Attack and Ranged Attack. Base physical damage is modified by the difference between the attacker's STR and the defender's VIT ("fSTR"). Also used as an additional modifier ("WSC") for some Blue Magic and Weapon Skills. The difference between this stat in the [[Puppetmaster (Final Fantasy XI)|Puppetmaster]] and their [[Automaton (Final Fantasy XI)|Automaton]] influences [[File:FFXI Fire Element.png|alt=Fire|Fire]][[Burden]].
 
|-
 
|-
!class="b"|[[Dexterity]] (DEX)
+
!class="b"|{{LA|Dexterity}} (DEX)
|Increases Accuracy. Base Critical Hit Rate is based on the difference between the attacker's DEX and the defender's AGI. Also used as a modifier ("WSC") for [[Sneak Attack (ability)|Sneak Attack]] and some Blue Magic and Weapon Skills. The difference between this stat in the Puppetmaster and their Automaton influences {{FFXILightning}}Burden.
+
|Increases Accuracy. Base critical hit Rate is based on the difference between the attacker's DEX and the defender's AGI. Also used as a modifier ("WSC") for [[Sneak Attack (ability)|Sneak Attack]] and some Blue Magic and Weapon Skills. The difference between this stat in the Puppetmaster and their Automaton influences [[File:FFXI Lightning Element.png|alt=Lightning|Lightning]]Burden.
 
|-
 
|-
!class="b"|[[Vitality (stat)|Vitality]] (VIT)
+
!class="b"|{{LA|Vitality (stat)|Vitality}} (VIT)
|Increases Defense. Base physical damage is modified by the difference between the attacker's STR and the defender's VIT ("fSTR"). The ability user's VIT increases the HP restored of [[healing magic]] and [[Chakra]] and the HP of damage blocked of [[Rampart (ability)|Rampart]]. The target's VIT increases the HP restored of [[Dancer (Final Fantasy XI)|Dancer's]] [[Waltz (ability)|Waltzes]]. Increases the power of [[Jump (ability)|Jump]]. Also used as a modifier ("WSC") for some Blue Magic and Weapon Skills. The difference between this stat in the Puppetmaster and their Automaton influences {{FFXIEarth}}Burden.
+
|Increases Defense. Base physical damage is modified by the difference between the attacker's STR and the defender's VIT ("fSTR"). The ability user's VIT increases the HP restored of [[healing magic]] and [[Chakra]] and the HP of damage blocked of [[Rampart (ability)|Rampart]]. The target's VIT increases the HP restored of [[Dancer (Final Fantasy XI)|Dancer's]] [[Waltz (ability)|Waltzes]]. Increases the power of [[Jump (ability)|Jump]]. Also used as a modifier ("WSC") for some Blue Magic and Weapon Skills. The difference between this stat in the Puppetmaster and their Automaton influences [[File:FFXI Earth Element.png|alt=Earth|Earth]]Burden.
 
|-
 
|-
!class="b"|[[Speed (stat)|Agility]] (AGI)
+
!class="b"|{{LA|Speed (stat)|Agility}} (AGI)
|Increases Evasion and Ranged Accuracy. Base Critical Hit Rate and is based on the difference between the attacker's DEX and the defender's AGI. Modifies the amount of TP the target receives when struck (versus monsters only). The difference between the attacker's AGI and the defender's AGI ("dAGI") determines the accuracy of [[Quick Draw]]. Also used as a modifier ("WSC") for some Blue Magic and Weapon Skills. The difference between this stat in the Puppetmaster and their Automaton influences {{FFXIWind}}Burden.
+
|Increases Evasion and Ranged Accuracy. Base critical hit Rate and is based on the difference between the attacker's DEX and the defender's AGI. Modifies the amount of TP the target receives when struck (versus monsters only). The difference between the attacker's AGI and the defender's AGI ("dAGI") determines the accuracy of [[Quick Draw (ability)|Quick Draw]]. Also used as a modifier ("WSC") for some Blue Magic and Weapon Skills. The difference between this stat in the Puppetmaster and their Automaton influences [[File:FFXI Wind Element.png|alt=Wind|Wind]]Burden.
 
|-
 
|-
!class="b"|[[Intelligence (stat)|Intelligence]] (INT)
+
!class="b"|{{LA|Intelligence (stat)|Intelligence}} (INT)
|Magic Accuracy and damage done with [[Black Magic]], [[Ninjutsu]], and some Blue Magic are influenced by the difference between the caster's INT and the target's INT ("dINT"). Also used as an additional modifier for ("WSC") some Blue Magic and Weapon Skills. The difference between this stat in the Puppetmaster and their Automaton influences {{FFXIIce}}Burden.
+
|Magic Accuracy and damage done with [[Black Magic]], [[Ninjutsu (skillset)|Ninjutsu]], and some Blue Magic are influenced by the difference between the caster's INT and the target's INT ("dINT"). Also used as an additional modifier for ("WSC") some Blue Magic and Weapon Skills. The difference between this stat in the Puppetmaster and their Automaton influences [[File:FFXI Ice Element.png|alt=Ice|Ice]]Burden.
 
|-
 
|-
!class="b"|Mind (MND)
+
!class="b"|{{LA|Mind (stat)|Mind}} (MND)
|The caster's MND increases the HP restored of healing magic and the HP of damage blocked by [[Stoneskin (ability)|Stoneskin]]. Magic Accuracy and damage done with [[White Magic]] and some Blue Magic are influenced by the difference between the caster's MND and the target's MND ("dMND"). Increases the power of [[Monk (Final Fantasy XI)/Abilities#Chi Blast|Chi Blast]] and additional effect: [[Holy (element)|light damage]]. Also used as a modifier for ("WSC") some Blue Magic and Weapon Skills. The difference between this stat in the Puppetmaster and their Automaton influences {{FFXIWater}}Burden.
+
|The caster's MND increases the HP restored of healing magic and the HP of damage blocked by [[Stoneskin (ability)|Stoneskin]]. Magic Accuracy and damage done with [[White Magic]] and some Blue Magic are influenced by the difference between the caster's MND and the target's MND ("dMND"). Increases the power of [[Monk (Final Fantasy XI)/Abilities#Chi Blast|Chi Blast]] and additional effect: [[Holy (element)|light damage]]. Also used as a modifier for ("WSC") some Blue Magic and Weapon Skills. The difference between this stat in the Puppetmaster and their Automaton influences [[File:FFXI Water Element.png|alt=Water|Water]]Burden.
 
|-
 
|-
!class="b"|[[Charisma (stat)|Charisma]] (CHR)
+
!class="b"|{{LA|Charisma (stat)|Charisma}} (CHR)
|Increases power of Dancer's Waltzes. Magic Accuracy of [[Songs (Final Fantasy XI)|Songs]] and [[Charm (Ability)|Charm]] as well as chance to intimidate with Killer traits are influenced by the difference between the ability user's CHR and the target's CHR ("dCHR"). Also used as a modifier for ("WSC") some Blue Magic and Weapon Skills. The difference between this stat in the Puppetmaster and their Automaton influences {{FFXILight}}Burden.
+
|Increases power of Dancer's Waltzes. Magic Accuracy of [[Songs (Final Fantasy XI)|Songs]] and [[Charm (Ability)|Charm]] as well as chance to intimidate with Killer traits are influenced by the difference between the ability user's CHR and the target's CHR ("dCHR"). Also used as a modifier for ("WSC") some Blue Magic and Weapon Skills. The difference between this stat in the Puppetmaster and their Automaton influences [[File:FFXI Light Element.png|alt=Light|Light]]Burden.
 
|-
 
|-
!class="b"|Attack
+
!class="b"|{{LA|Attack Power|Attack}}
 
|Ratio of attacker's Attack to defender's Defense determines which set of upper and lower bound multipliers are used to calculate melee physical attack damage.
 
|Ratio of attacker's Attack to defender's Defense determines which set of upper and lower bound multipliers are used to calculate melee physical attack damage.
 
|-
 
|-
!class="b"|Ranged Attack
+
!class="b"|{{A|Ranged Attack}}
 
|Ratio of attacker's Ranged Attack to defender's Defense determines which set of upper and lower bound multipliers are used to calculate ranged physical attack damage.
 
|Ratio of attacker's Ranged Attack to defender's Defense determines which set of upper and lower bound multipliers are used to calculate ranged physical attack damage.
 
|-
 
|-
!class="b"|Defense
+
!class="b"|{{LA|Defense (stat)|Defense}}
 
|Ratio of attacker's Attack or Ranged Attack to defender's Defense determines which set of upper and lower bound multipliers are used to calculate physical attack damage.
 
|Ratio of attacker's Attack or Ranged Attack to defender's Defense determines which set of upper and lower bound multipliers are used to calculate physical attack damage.
 
|}
 
|}
   
 
===Elemental Resistances===
 
===Elemental Resistances===
{|class="full-width table FFXI"
+
{|class="full-width article-table FFXI"
 
|-class="a"
 
|-class="a"
 
!style="width:15%"|Stat
 
!style="width:15%"|Stat
 
!style="width:85%"|Effect
 
!style="width:85%"|Effect
 
|-
 
|-
!class="b"|{{FFXIFire}}Resistance
+
!class="b"|[[File:FFXI Fire Element.png|Fire]]Resistance
 
|Together with [[Magic Evasion]], used to determine the chance of resisting a [[Fire (element)|fire elemental]] attack.
 
|Together with [[Magic Evasion]], used to determine the chance of resisting a [[Fire (element)|fire elemental]] attack.
 
|-
 
|-
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===[[Combat Skill]]s===
 
===[[Combat Skill]]s===
{|class="full-width table FFXI"
+
{|class="full-width article-table FFXI"
 
|-class="a"
 
|-class="a"
 
!style="width:15%"|Stat
 
!style="width:15%"|Stat
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===[[Magic Skill]]s===
 
===[[Magic Skill]]s===
 
===Basic Stats===
 
===Basic Stats===
{|class="full-width table FFXI"
+
{|class="full-width article-table FFXI"
 
|-class="a"
 
|-class="a"
 
!style="width:15%"|Stat
 
!style="width:15%"|Stat
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==Player and Monster Invisible Stats==
 
==Player and Monster Invisible Stats==
 
===Basic Stats===
 
===Basic Stats===
{|class="full-width table FFXI"
+
{|class="full-width article-table FFXI"
 
|-class="a"
 
|-class="a"
 
!style="width:15%"|Stat
 
!style="width:15%"|Stat
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|Increases spellcasting time and spell recast delay.
 
|Increases spellcasting time and spell recast delay.
 
|-
 
|-
!class="b"|[[Critical Hit]] Damage
+
!class="b"|[[critical hit]] Damage
 
|
 
|
 
|-
 
|-
!class="b"|Critical Hit Rate%
+
!class="b"|critical hit Rate%
 
|
 
|
 
|-
 
|-
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|-
 
|-
 
!class="b"|[[Refresh (stat)|Refresh]]
 
!class="b"|[[Refresh (stat)|Refresh]]
|Gain this amount of MP every [[tick]].
+
|Gain this amount of MP every tick.
 
|-
 
|-
 
!class="b"|[[Regen (Stat)|Regen]]
 
!class="b"|[[Regen (Stat)|Regen]]
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====Resist Status Traits====
 
====Resist Status Traits====
{|class="full-width table FFXI"
+
{|class="full-width article-table FFXI"
 
|-class="a"
 
|-class="a"
 
!style="width:15%"|Stat
 
!style="width:15%"|Stat
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====Killer Traits====
 
====Killer Traits====
{|class="full-width table FFXI"
+
{|class="full-width article-table FFXI"
 
|-class="a"
 
|-class="a"
 
!style="width:15%"|Stat
 
!style="width:15%"|Stat
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|-
 
|-
 
!class="b"|[[Killer (ability)|Beast Killer]]
 
!class="b"|[[Killer (ability)|Beast Killer]]
|The chance to intimidate [[List of Final Fantasy XI enemies/Beasts|Beasts]], causing them to lose their melee attack round.
+
|The chance to intimidate [[Final Fantasy XI enemies/Beasts|Beasts]], causing them to lose their melee attack round.
 
|-
 
|-
 
!class="b"|[[Bird Killer (Final Fantasy XI)|Bird Killer]]
 
!class="b"|[[Bird Killer (Final Fantasy XI)|Bird Killer]]
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|-
 
|-
 
!class="b"|Empty Killer
 
!class="b"|Empty Killer
|The chance to intimidate [[List of Final Fantasy XI enemies/Empty|Empty]], causing them to lose their melee attack round.
+
|The chance to intimidate [[Final Fantasy XI enemies/Empty|Empty]], causing them to lose their melee attack round.
 
|-
 
|-
 
!class="b"|[[Lizard Killer]]
 
!class="b"|[[Lizard Killer]]
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|-
 
|-
 
!class="b"|[[Undead Killer]]
 
!class="b"|[[Undead Killer]]
|The chance to intimidate [[List of Final Fantasy XI enemies/Undead|Undead]], causing them to lose their melee attack round.
+
|The chance to intimidate [[Final Fantasy XI enemies/Undead|Undead]], causing them to lose their melee attack round.
 
|-
 
|-
 
!class="b"|[[Vermin Killer]]
 
!class="b"|[[Vermin Killer]]
|The chance to intimidate [[List of Final Fantasy XI enemies/Vermin|Vermin]], causing them to lose their melee attack round.
+
|The chance to intimidate [[Final Fantasy XI enemies/Vermin|Vermin]], causing them to lose their melee attack round.
 
|}
 
|}
   
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Also note that not every job trait is a stat; many job traits are just static modifiers to a stat (for example, [[Clear Mind]] is just a bonus to the MP recovered while healing stat).
 
Also note that not every job trait is a stat; many job traits are just static modifiers to a stat (for example, [[Clear Mind]] is just a bonus to the MP recovered while healing stat).
   
{|class="full-width table FFXI"
+
{|class="full-width article-table FFXI"
 
|-class="a"
 
|-class="a"
 
!style="width:15%"|Stat
 
!style="width:15%"|Stat
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|
 
|
 
|-
 
|-
!class="b"|[[Snapshot]]
+
!class="b"|[[Snapshot (Final Fantasy XI)|Snapshot]]
 
|
 
|
 
|-
 
|-
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Numerical traits that only appear on equipment (including [[Atma (Final Fantasy XI)|Atmas]] and [[Atmacite]]s). No job gains these stats as traits.
 
Numerical traits that only appear on equipment (including [[Atma (Final Fantasy XI)|Atmas]] and [[Atmacite]]s). No job gains these stats as traits.
   
{|class="full-width table FFXI"
+
{|class="full-width article-table FFXI"
 
|-class="a"
 
|-class="a"
 
!style="width:15%"|Stat
 
!style="width:15%"|Stat
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|
 
|
 
|-
 
|-
!class="b"|Critical Hit Evasion
+
!class="b"|critical hit Evasion
 
|
 
|
 
|-
 
|-
!class="b"|[[Magic Critical Hit]] Rate%
+
!class="b"|[[Magic critical hit]] Rate%
 
|This is the chance to make a critical hit with a damaging magic spell.
 
|This is the chance to make a critical hit with a damaging magic spell.
 
|-
 
|-
!class="b"|Magic Critical Hit Damage%
+
!class="b"|Magic critical hit Damage%
 
|Increases damage dealt by a critical hit with a damaging magic spell.
 
|Increases damage dealt by a critical hit with a damaging magic spell.
 
|-
 
|-
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==Visible Player-Only Stats==
 
==Visible Player-Only Stats==
 
===Pet-Related Stats===
 
===Pet-Related Stats===
{|class="full-width table FFXI"
+
{|class="full-width article-table FFXI"
 
|-class="a"
 
|-class="a"
 
!style="width:15%"|Stat
 
!style="width:15%"|Stat
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===[[Synthesis]] Skills===
 
===[[Synthesis]] Skills===
{|class="full-width table FFXI"
+
{|class="full-width article-table FFXI"
 
|-class="a"
 
|-class="a"
 
!style="width:15%"|Stat
 
!style="width:15%"|Stat
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===Learning-Related Stats===
 
===Learning-Related Stats===
{|class="full-width table FFXI"
+
{|class="full-width article-table FFXI"
 
|-class="a"
 
|-class="a"
 
!style="width:15%"|Stat
 
!style="width:15%"|Stat
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====Perpetuation Cost Stats====
 
====Perpetuation Cost Stats====
{|class="full-width table FFXI"
+
{|class="full-width article-table FFXI"
 
|-class="a"
 
|-class="a"
 
!style="width:15%"|Stat
 
!style="width:15%"|Stat
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|Modifies the number of MP/tick the player's avatar costs to keep summoned for all avatars and (despite the name) all elemental spirits as well.
 
|Modifies the number of MP/tick the player's avatar costs to keep summoned for all avatars and (despite the name) all elemental spirits as well.
 
|-
 
|-
!class="b"|{{FFXIFire}}Affinity: Avatar Perpetuation Cost
+
!class="b"|[[File:FFXI Fire Element.png|alt=Fire|Fire]]Affinity: Avatar Perpetuation Cost
 
|Avatar Perpetuation Cost that applies only to [[Ifrit]] and [[Fire Spirit (ability)|Fire Spirit]].
 
|Avatar Perpetuation Cost that applies only to [[Ifrit]] and [[Fire Spirit (ability)|Fire Spirit]].
 
|-
 
|-
!class="b"|{{FFXIIce}}Affinity: Avatar Perpetuation Cost
+
!class="b"|[[File:FFXI Ice Element.png|alt=Ice|Ice]]Affinity: Avatar Perpetuation Cost
|Avatar Perpetuation Cost that applies only to [[Shiva]] and [[Ice Spirit]].
+
|Avatar Perpetuation Cost that applies only to [[Shiva]] and [[Ice Spirit (Final Fantasy XI)|Ice Spirit]].
 
|-
 
|-
!class="b"|{{FFXIWind}}Affinity: Avatar Perpetuation Cost
+
!class="b"|[[File:FFXI Wind Element.png|alt=Wind|Wind]]Affinity: Avatar Perpetuation Cost
 
|Avatar Perpetuation Cost that applies only to [[Garuda (summon)|Garuda]] and [[Air Spirit]].
 
|Avatar Perpetuation Cost that applies only to [[Garuda (summon)|Garuda]] and [[Air Spirit]].
 
|-
 
|-
!class="b"|{{FFXIEarth}}Affinity: Avatar Perpetuation Cost
+
!class="b"|[[File:FFXI Earth Element.png|alt=Earth|Earth]]Affinity: Avatar Perpetuation Cost
 
|Avatar Perpetuation Cost that applies only to [[Titan]] and [[Earth Spirit (Final Fantasy XI)|Earth Spirit]].
 
|Avatar Perpetuation Cost that applies only to [[Titan]] and [[Earth Spirit (Final Fantasy XI)|Earth Spirit]].
 
|-
 
|-
!class="b"|{{FFXILightning}}Affinity: Avatar Perpetuation Cost
+
!class="b"|[[File:FFXI Lightning Element.png|alt=Lightning|Lightning]]Affinity: Avatar Perpetuation Cost
|Avatar Perpetuation Cost that applies only to [[Ramuh]] and [[Thunder Spirit]].
+
|Avatar Perpetuation Cost that applies only to [[Ramuh]] and [[Thunder Spirit (Final Fantasy XI)|Thunder Spirit]].
 
|-
 
|-
!class="b"|{{FFXIWater}}Affinity: Avatar Perpetuation Cost
+
!class="b"|[[File:FFXI Water Element.png|alt=Water|Water]]Affinity: Avatar Perpetuation Cost
 
|Avatar Perpetuation Cost that applies only to [[Leviathan]] and [[Water Spirit]].
 
|Avatar Perpetuation Cost that applies only to [[Leviathan]] and [[Water Spirit]].
 
|-
 
|-
!class="b"|{{FFXILight}}Affinity: Avatar Perpetuation Cost
+
!class="b"|[[File:FFXI Light Element.png|alt=Light|Light]]Affinity: Avatar Perpetuation Cost
 
|Avatar Perpetuation Cost that applies only to [[Carbuncle (summon)|Carbuncle]] and [[Light Spirit]].
 
|Avatar Perpetuation Cost that applies only to [[Carbuncle (summon)|Carbuncle]] and [[Light Spirit]].
 
|-
 
|-
!class="b"|{{FFXIDark}}Affinity: Avatar Perpetuation Cost
+
!class="b"|[[File:FFXI Dark Element.png|alt=Dark|Dark]]Affinity: Avatar Perpetuation Cost
 
|Avatar Perpetuation Cost that applies only to [[Fenrir (summon)|Fenrir]], [[Diabolos]], and [[Dark Spirit]].
 
|Avatar Perpetuation Cost that applies only to [[Fenrir (summon)|Fenrir]], [[Diabolos]], and [[Dark Spirit]].
 
|}
 
|}
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Note that just like other stats, these stats are affected by the player's CURRENT equipment, not the equipment worn when the pet was called. There ARE some equipment pet bonuses that only matter at pet calling time, but they are for the most part not numerical in nature. Changes to the pet's stats effected by equipment changes seem to take place within a tick.
 
Note that just like other stats, these stats are affected by the player's CURRENT equipment, not the equipment worn when the pet was called. There ARE some equipment pet bonuses that only matter at pet calling time, but they are for the most part not numerical in nature. Changes to the pet's stats effected by equipment changes seem to take place within a tick.
   
{|class="full-width table FFXI"
+
{|class="full-width article-table FFXI"
 
|-class="a"
 
|-class="a"
 
!style="width:15%"|Stat
 
!style="width:15%"|Stat
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|Modifies player pet's Attack.
 
|Modifies player pet's Attack.
 
|-
 
|-
!class="b"|Pet: Critical Hit Rate%
+
!class="b"|Pet: critical hit Rate%
|Modifies player pet's Critical Hit Rate%.
+
|Modifies player pet's critical hit Rate%.
 
|-
 
|-
 
!class="b"|Pet: Damage Taken%
 
!class="b"|Pet: Damage Taken%
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===Synthesis Stats===
 
===Synthesis Stats===
{|class="full-width table FFXI"
+
{|class="full-width article-table FFXI"
 
|-class="a"
 
|-class="a"
 
!style="width:15%"|Stat
 
!style="width:15%"|Stat
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==Intermediate Stats==
 
==Intermediate Stats==
Although the exact inner workings of the game's calculations are not known (and can't ever be known, unless the [[server]]'s code is released to the public somehow), attempts at figuring out the game's workings have resulted in discovering certain formula and order of steps that have been broadly agreed on. There are therefore certain intermediate quantities that are agreed to exist, but have no official names, since there are no game effects whose description refers to them directly. And since they are variables lasting less than the length of a single attack, you can't look them up in the stats screen either. Therefore, the playerbase has managed to more or less agree on the given intermediate names.
+
Although the exact inner workings of the game's calculations are not known (and can't ever be known, unless the server's code is released to the public somehow), attempts at figuring out the game's workings have resulted in discovering certain formula and order of steps that have been broadly agreed on. There are therefore certain intermediate quantities that are agreed to exist, but have no official names, since there are no game effects whose description refers to them directly. And since they are variables lasting less than the length of a single attack, you can't look them up in the stats screen either. Therefore, the playerbase has managed to more or less agree on the given intermediate names.
   
{|class="full-width table FFXI"
+
{|class="full-width article-table FFXI"
 
|-class="a"
 
|-class="a"
 
!style="width:15%"|Stat
 
!style="width:15%"|Stat
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==Weapon Stats==
 
==Weapon Stats==
{|class="full-width table FFXI"
+
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[[Category:Stats]]
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[[Category:Stats in Final Fantasy XI]]
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[[Category:Stat lists]]

Revision as of 21:13, 10 April 2020

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Cid Pollendina: Oh, shut up and help me remodel the Final Fantasy XI stats page!
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Final Fantasy XI has a number of stats for every character, monster, and battle object in the game. The sheer size and complexity of the game means that it has more stats than most games. This is an attempt at a comprehensive list and a brief description of what they do (more comprehensive information, when known, should be found on the linked stat pages).

Player and Monster Visible Stats

Basic Stats

Stat Effect
Level Caps subjob level at half main job level, rounded down (minimum 1). With job, subjob, and race, determines base HP, MP, STR, DEX, VIT, AGI, INT, MND, CHR, and Combat Skill caps. Determines job abilities from main job. Influences Attack versus Defense calculations ("cRatio"). Is a modifier for some Breath-type Blue Magic.
Subjob Level With job, subjob, and race, determines base HP, MP, STR, DEX, VIT, AGI, INT, MND, CHR, and Combat Skill caps. Determines job abilities from subjob.
HP When current HP reaches 0, death occurs. HP is consumed to fuel certain attacks, to fuel the Latent Effects of some equipment, and to charge Sublimation.
MP MP is consumed to cast magic and to fuel the Latent Effects of some equipment.
TP TP is consumed to use Weapon Skills and Dances, and to fuel the Latent Effects of some equipment.
Strength (STR) Increases Attack and Ranged Attack. Base physical damage is modified by the difference between the attacker's STR and the defender's VIT ("fSTR"). Also used as an additional modifier ("WSC") for some Blue Magic and Weapon Skills. The difference between this stat in the Puppetmaster and their Automaton influences FireBurden.
Dexterity (DEX) Increases Accuracy. Base critical hit Rate is based on the difference between the attacker's DEX and the defender's AGI. Also used as a modifier ("WSC") for Sneak Attack and some Blue Magic and Weapon Skills. The difference between this stat in the Puppetmaster and their Automaton influences LightningBurden.
Vitality (VIT) Increases Defense. Base physical damage is modified by the difference between the attacker's STR and the defender's VIT ("fSTR"). The ability user's VIT increases the HP restored of healing magic and Chakra and the HP of damage blocked of Rampart. The target's VIT increases the HP restored of Dancer's Waltzes. Increases the power of Jump. Also used as a modifier ("WSC") for some Blue Magic and Weapon Skills. The difference between this stat in the Puppetmaster and their Automaton influences EarthBurden.
Agility (AGI) Increases Evasion and Ranged Accuracy. Base critical hit Rate and is based on the difference between the attacker's DEX and the defender's AGI. Modifies the amount of TP the target receives when struck (versus monsters only). The difference between the attacker's AGI and the defender's AGI ("dAGI") determines the accuracy of Quick Draw. Also used as a modifier ("WSC") for some Blue Magic and Weapon Skills. The difference between this stat in the Puppetmaster and their Automaton influences WindBurden.
Intelligence (INT) Magic Accuracy and damage done with Black Magic, Ninjutsu, and some Blue Magic are influenced by the difference between the caster's INT and the target's INT ("dINT"). Also used as an additional modifier for ("WSC") some Blue Magic and Weapon Skills. The difference between this stat in the Puppetmaster and their Automaton influences IceBurden.
Mind (MND) The caster's MND increases the HP restored of healing magic and the HP of damage blocked by Stoneskin. Magic Accuracy and damage done with White Magic and some Blue Magic are influenced by the difference between the caster's MND and the target's MND ("dMND"). Increases the power of Chi Blast and additional effect: light damage. Also used as a modifier for ("WSC") some Blue Magic and Weapon Skills. The difference between this stat in the Puppetmaster and their Automaton influences WaterBurden.
Charisma (CHR) Increases power of Dancer's Waltzes. Magic Accuracy of Songs and Charm as well as chance to intimidate with Killer traits are influenced by the difference between the ability user's CHR and the target's CHR ("dCHR"). Also used as a modifier for ("WSC") some Blue Magic and Weapon Skills. The difference between this stat in the Puppetmaster and their Automaton influences LightBurden.
Attack Ratio of attacker's Attack to defender's Defense determines which set of upper and lower bound multipliers are used to calculate melee physical attack damage.
Ranged Attack Ratio of attacker's Ranged Attack to defender's Defense determines which set of upper and lower bound multipliers are used to calculate ranged physical attack damage.
Defense Ratio of attacker's Attack or Ranged Attack to defender's Defense determines which set of upper and lower bound multipliers are used to calculate physical attack damage.

Elemental Resistances

Stat Effect
FireResistance Together with Magic Evasion, used to determine the chance of resisting a fire elemental attack.
IceResistance Together with Magic Evasion, used to determine the chance of resisting an ice elemental attack.
WindResistance Together with Magic Evasion, used to determine the chance of resisting a wind elemental attack.
EarthResistance Together with Magic Evasion, used to determine the chance of resisting an earth elemental attack.
LightningResistance Together with Magic Evasion, used to determine the chance of resisting a lightning elemental attack.
WaterResistance Together with Magic Evasion, used to determine the chance of resisting a water elemental attack.
LightResistance Together with Magic Evasion, used to determine the chance of resisting a light elemental attack.
DarkResistance Together with Magic Evasion, used to determine the chance of resisting a dark elemental attack.

Combat Skills

Stat Effect
Axe skill
Archery skill
Club skill
Dagger skill
Evasion skill Increases Evasion.
Great Axe skill
Great Sword skill
Great Katana skill
Guard skill
Hand-to-hand skill
Katana skill
Marksmanship skill
Polearm skill
Parrying skill
Scythe skill
Shield skill
Staff skill
Sword skill
Throwing skill

Magic Skills

Basic Stats

Stat Effect

Player and Monster Invisible Stats

Basic Stats

Stat Effect
Accuracy
Addle% Increases spellcasting time and spell recast delay.
critical hit Damage
critical hit Rate%
Cure Potency%
Damage Taken%
Enmity Modifies the amount of Hate generated by actions.
Evasion
Haste% Reduces delay between melee attack rounds and spell recast delay.
HP recovered while healing Add this to the base amount of HP recovered when using the /heal command.
Magic Accuracy
Magic Evasion
Movement Speed This is how fast the player or monster moves over terrain.
MP recovered while healing Add this to the base amount of MP recovered when using the /heal command.
Potency of Cure effect received%
Ranged Accuracy
Refresh Gain this amount of MP every tick.
Regen Gain this amount of HP every tick.
Regain Gain this amount of TP every tick.
Slow% The inverse of Haste%.
Spell Interruption% Modifies the base chance of being interrupted by damage taken when trying to cast a spell. Further subdivided by magic type.

Job Trait Stats

Traits that job traits raise above the base of 0, but nearly every single one of them is found on equipment too.

Resist Status Traits

Stat Effect
Resist Amnesia
Resist Bind
Resist Blind
Resist Gravity
Resist Paralyze
Resist Petrify
Resist Poison
Resist Silence
Resist Sleep
Resist Slow
Resist Virus

Killer Traits

Stat Effect
Aquan Killer The chance to intimidate Aquans, causing them to lose their melee attack round.
Beast Killer The chance to intimidate Beasts, causing them to lose their melee attack round.
Bird Killer The chance to intimidate Birds, causing them to lose their melee attack round.
Demon Killer The chance to intimidate Demons, causing them to lose their melee attack round.
Dragon Killer The chance to intimidate Dragons, causing them to lose their melee attack round.
Empty Killer The chance to intimidate Empty, causing them to lose their melee attack round.
Lizard Killer The chance to intimidate Lizards, causing them to lose their melee attack round.
Plantoid Killer The chance to intimidate Plantoids, causing them to lose their melee attack round.
Undead Killer The chance to intimidate Undead, causing them to lose their melee attack round.
Vermin Killer The chance to intimidate Vermin, causing them to lose their melee attack round.

Miscellaneous Job Trait-Related Stats

Note that equipment that increases these stats will cause them to take effect even without the associated job trait.

Also note that not every job trait is a stat; many job traits are just static modifiers to a stat (for example, Clear Mind is just a bonus to the MP recovered while healing stat).

Stat Effect
Conserve MP This is the chance that a spell will cost less MP than usual when cast.
Conserve TP
Counter This is the chance to make a pre-emptive counter attack when being melee attacked, which if successful cancels the incoming attack.
Critical Defense Bonus
Divine Veil
Double Attack% This is the chance to make a double attack, attacking twice instead of once.
Dual Wield Reduces the delay between melee attack rounds when wielding two weapons. Without any Dual Wield, it is impossible to even equip a second weapon to begin with.
Fast Cast% Reduces spell casting time and spell recast delay.
Kick Attacks% This is the chance to make an extra melee attack when attacking with hand-to-hand weapons or barehanded.
Magic Attack Bonus
Magic Burst Bonus Increases the damage dealt by damaging spells that magic burst.
Magic Defense Bonus
Martial Arts Reduces the delay between melee attack rounds when wielding a hand-to-hand weapon or barehanded.
Recycle
Snapshot
Store TP
Subtle Blow
Tactical Parry
Treasure Hunter
Triple Attack% This is the chance to make a triple attack, attacking three times instead of once.
Weapon Skill Damage

Special Traits

Numerical traits that only appear on equipment (including Atmas and Atmacites). No job gains these stats as traits.

Stat Effect
Breath Damage
Converts % of Physical Damage Taken to TP
critical hit Evasion
Magic critical hit Rate% This is the chance to make a critical hit with a damaging magic spell.
Magic critical hit Damage% Increases damage dealt by a critical hit with a damaging magic spell.
Quadruple Attack% This is the chance to make a quadruple attack, attacking four times instead of once.
Quick Magic% This is the chance to cast a spell instantly, with neither casting time nor recasting time.
Weapon Skill Accuracy

Visible Player-Only Stats

Pet-Related Stats

Stat Effect
Pet: TP Pets use their TP to use special attacks.

Synthesis Skills

Stat Effect
Alchemy skill Determines what Alchemy recipes can be attempted, Rate of synthesis success%, and Rate of high-quality item synthesis success%.
Bonecraft skill Determines what Alchemy recipes can be attempted, Rate of synthesis success%, and Rate of high-quality item synthesis success%.
Clothcraft skill Determines what Alchemy recipes can be attempted, Rate of synthesis success%, and Rate of high-quality item synthesis success%.
Cooking skill Determines what Cooking recipes can be attempted, Rate of synthesis success%, and Rate of high-quality item synthesis success%.
Fishing skill Also reduces the delay in between fishing attempts.
Goldsmithing skill Determines what Goldsmithing recipes can be attempted, Rate of synthesis success%, and Rate of high-quality item synthesis success%.
Leathercraft skill Determines what Leathercraft recipes can be attempted, Rate of synthesis success%, and Rate of high-quality item synthesis success%.
Smithing skill Determines what Smithing recipes can be attempted, Rate of synthesis success%, and Rate of high-quality item synthesis success%.
Synergy skill
Woodworking skill Determines what Woodworking recipes can be attempted, Rate of synthesis success%, and Rate of high-quality item synthesis success%.

Invisible Player-Only Stats

All of these stats are invisible. None of them need to be on monsters.

Learning-Related Stats

Stat Effect
Blue Magic learning rate The chance a Blue Mage has of learning a Blue Magic when an enemy is killed.
Combat skill gain rate
Fishing skill gain rate
Magic skill gain rate
Synthesis skill gain rate

Pet-Related Stats

Monster pets are not handled the same way as player pets are and therefore have no need of these stats. Monster avatars, for example, do not consume their Summoner's MP. The dev team even admitted that Astral Flow doesn't do anything at all for monsters and their apparent use of it is actually all just monster scripting.

Perpetuation Cost Stats

Stat Effect
Avatar Perpetuation Cost Modifies the number of MP/tick the player's avatar costs to keep summoned for all avatars and (despite the name) all elemental spirits as well.
FireAffinity: Avatar Perpetuation Cost Avatar Perpetuation Cost that applies only to Ifrit and Fire Spirit.
IceAffinity: Avatar Perpetuation Cost Avatar Perpetuation Cost that applies only to Shiva and Ice Spirit.
WindAffinity: Avatar Perpetuation Cost Avatar Perpetuation Cost that applies only to Garuda and Air Spirit.
EarthAffinity: Avatar Perpetuation Cost Avatar Perpetuation Cost that applies only to Titan and Earth Spirit.
LightningAffinity: Avatar Perpetuation Cost Avatar Perpetuation Cost that applies only to Ramuh and Thunder Spirit.
WaterAffinity: Avatar Perpetuation Cost Avatar Perpetuation Cost that applies only to Leviathan and Water Spirit.
LightAffinity: Avatar Perpetuation Cost Avatar Perpetuation Cost that applies only to Carbuncle and Light Spirit.
DarkAffinity: Avatar Perpetuation Cost Avatar Perpetuation Cost that applies only to Fenrir, Diabolos, and Dark Spirit.

Pet Stats

Note that just like other stats, these stats are affected by the player's CURRENT equipment, not the equipment worn when the pet was called. There ARE some equipment pet bonuses that only matter at pet calling time, but they are for the most part not numerical in nature. Changes to the pet's stats effected by equipment changes seem to take place within a tick.

Stat Effect
Pet: Attack Modifies player pet's Attack.
Pet: critical hit Rate% Modifies player pet's critical hit Rate%.
Pet: Damage Taken% Modifies player pet's Damage Taken%.
Pet: Defense Modifies player pet's Defense.
Pet: Double Attack% Modifies player pet's Double Attack%.
Pet: Enmity Modifies player pet's Enmity.
Pet: Evasion Modifies player pet's Evasion.
Pet: Haste% Modifies player pet's Haste%.
Pet: Magic Accuracy Modifies player pet's Magic Accuracy.
Pet: Magic Attack Bonus Modifies player pet's Magic Attack Bonus.
Pet: Magic Evasion Modifies player pet's Magic Evasion.
Pet: Ranged Accuracy Modifies player pet's Ranged Accuracy.
Pet: Ranged Attack Modifies player pet's Ranged Attack.
Pet: Regain Modifies player pet's Regain.
Pet: Regen Modifies player pet's Regen.
Pet: Store TP Modifies player pet's Store TP.
Pet: Subtle Blow Modifies player pet's Subtle Blow.

Synthesis Stats

Stat Effect
Chocobo Digging Skill Reduces the delay in between chocobo digging attempts. Improves quality of items dug up.
Chocobo Riding Time
Rate of high-quality item synthesis success%
Rate of synthesis success%

Intermediate Stats

Although the exact inner workings of the game's calculations are not known (and can't ever be known, unless the server's code is released to the public somehow), attempts at figuring out the game's workings have resulted in discovering certain formula and order of steps that have been broadly agreed on. There are therefore certain intermediate quantities that are agreed to exist, but have no official names, since there are no game effects whose description refers to them directly. And since they are variables lasting less than the length of a single attack, you can't look them up in the stats screen either. Therefore, the playerbase has managed to more or less agree on the given intermediate names.

Stat Effect
Base Damage
cRatio
dAGI
dCHR
dINT
dMND
fSTR
fTP
M
pDIF
qRatio
V
Weapon Rank
wRatio
WSC

Weapon Stats

Stat Effect
Damage
Delay
TP Bonus

Armor Stats

Stat Effect