The following is a list of stats and their effects in the original Final Fantasy.
Final Fantasy (Dawn of Souls and later releases)
Upon reaching specific levels, a character will gain a point in specific stats. For example, a Warrior attaining level 2 will always gain +1 STR; a Warrior attaining level 3 will always gain +1 AGL and +1 STA. There are also levels with no guaranteed stat increases.
Upon leveling up, for each of the five base stats, a character has a 1 in 8 chance of gaining one point in that stat. This does not stack with the above mentioned guaranteed stat growth, and no stat other than HP and MP can increase by more than one point per level. The maximum value for each of the five base stats is 99.
A character's base stats can be permanently increased up to its limit by the use of specific rare items, such as Power Plus. Evasion will only increase half as much as usual if Agility is increased this way, so it is not recommended to use Speed Plus. These permanent stat boosting items do not exist in the Pixel Remaster.
Characters' maximum HP always grows upon leveling up, and the amount gained depends on the characters' STA. The maximum HP value is 999. Maximum HP can be temporarily increased by 200 in-battle with the Giant's Tonic item.
Most characters' maximum MP always grows upon leveling up, except for Monk/Master, Warrior, and Thief characters. The amount of MP gained depends on the characters' INT. MP is expended to cast magic, and its maximum value is 999. Maximum MP can be temporarily increased by 200 in-battle with the Faerie Tonic item.
The Pixel Remaster returns to the original Famicom release's magic "charge" system, where the caster is granted a limited number of casts per spell level, and therefore does not feature MP.
Strength, also named STR, is one of the five base stats. Strength affects the Attack stat as described in the Attack section below.
Agility, also named AGL, is one of the five base stats. Agility affects the Accuracy and Evasion stats as described in their sections below. Additionally, at the start of each combat round, turn order is determined by taking each combatant's Agility and adding a random number from 0 to 49, and then ordering the results from highest to lowest. Agility can be temporarily increased in-battle with the Speed Drink item.
Intelligence, also named INT, is one of the five base stats. Intelligence affects the amount of MP gained upon leveling up, as well as the amount of magic damage and healing.
Stamina, also named STA, is one of the five base stats. Stamina affects the amount of HP gained upon leveling up.
Stamina also affects the amount of Defense the Monk and Master have without armor equipped. For a Monk, the head and gloves slots gain 1 DEF per 8 STA, and the body slot gains 1.5 DEF per 4 STA, rounded down. For a Master, the head and glove slots remain the same, but the body slot is upgraded to 1 DEF per 2 STA. Thus, a starting Monk wearing no armor with a STA of 10 gets 1 DEF for his head, 1 DEF for his hands, and 3 DEF for his body, resulting in 5 overall DEF.
Finally, Stamina also affects an unarmed Monk's Attack stat as described in the Attack section below.
Luck, also named LCK, is one of the five base stats. Luck affects the success rate of fleeing from battle. Additionally, when a character is healed by a spell, they will receive anywhere from 0 to half of their Luck stat in additional HP healed.
Attack, also named ATK, affects the physical damage caused by the character. Attack is fully derived from the character's Strength, as well as the weapon they have equipped. The maximum ATK value is 255, though values this high cannot be reached outside of battle in a normal playthrough. Attack can be temporarily increased in-battle with the Temper and Saber spells, and with the Strength Tonic item.
Attack is calculated differently for Black Belts and Masters without a weapon equipped.
Accuracy, also named ACC, affects the number of hits the character lands. Every 32 points in ACC grants an extra hit when using the Attack command. The maximum ACC value is 255, granting a total of 8 hits under normal conditions. Accuracy increases by a specific amount every level based on character class, usually with more being gained after class change. For example, a Warrior gains 3 Accuracy per level, but the Knight gains 4. Every time any character gains a point in Agility, their Accuracy will also increase by one. Every character class, except the White Mage and the Black Mage, are guaranteed to reach the Accuracy cap. Accuracy can be temporarily increased in-battle with the Saber spell.
In the Pixel Remaster, Accuracy is represented on the status screen by a percentage rather than a value from 0 to 255. The percentage is the ratio of the character's current ACC out of 255. Thus, a level 1 Thief has 30 ACC, and 30/255 will display as 11%.
Defense, also named DEF, reduces the amount of physical damage caused to the character. The Defense is the sum of the character's equipment's DEF. The maximum DEF value is 255, though values this high cannot be reached outside of battle. Defense can be temporarily increased in-battle with the Protect and Protera spells, and with the Protect Drink item.
Evasion, also named EVA, affects the success rate of dodging enemy attacks. Evasion increases by 2 points every time a character gains a point in Agility, and it is also affected by the equipment the character is wearing. The maximum EVA value is 255. No class can reach maximum EVA without wearing equipment, though most can get close; however, this would require carefully managing one's levels to ensure that the character gains a point in Agility every single level. Evasion can be temporarily increased in-battle with the Blink, Invis, and Invisira spells.
In the Pixel Remaster, Evasion is represented on the status screen by a percentage rather than a value from 0 to 255. The percentage is the ratio of the character's current EVA out of 255. Thus, a level 1 Thief has 73 EVA, and 73/255 will display as 28%.
Magic Defense is a hidden stat that affects the damage taken from enemies' magic. Magic Defense is not shown in the characters' status screen and it has its own formula. The maximum Magic Defense value is 255. Magic Defense increases by a specific amount every level based on character class, usually with more being gained after class change. For example, a Warrior gains 2 Magic Defense per level, but the Knight gains 3. Due to this system, the Monk cannot reach the Magic Defense cap even if class-changed to Master at level 1; its base value is 10, and the Master can only gain 2 points per level 98 times, reaching a maximum value of 206. The Warrior and the Thief classes are required to class-change before levels 56 and 54 (respectively) to max this stat. The mage classes can reach the maximum value without class change.
The following table contains the initial stats for each class at the start of the game, with no gear equipped.
|Stat||Warrior||Thief||Monk||W. Mage||B. Mage||R. Mage|
|ACC Growth[note 3]||3/4||5/5||3/3||1/2||2/2||3/3|
|M. DEF Growth[note 4]||2/3||2/3||1/2||4/5||4/5||3/3|
- With no weapon equipped, ATK is half of STR, except for the Monk who uses a different calculation for his bare fists.
- With no armor equipped, DEF is always 0, except for the Monk who uses a different calculation for his "naked" DEF.
- ACC growth represents the amount of Accuracy points gained per Level up, i.e. Warriors initially gain 3 points per Level up, however after class changing to Knights, they gain 4 points per Level up. Additionally, every point of Agility gained also grants a point of Accuracy.
- M. DEF growth represents the amount of Magic Defense points gained per Level up, i.e. Warriors initially gain 2 points per level up. However, after class-changing to Knights, they gain 3 points per level up.
The Red Mage is the only class whose ACC and M. DEF growths do not change after class change (both remain at 3). Players seeking to maximize their stats might be recommended to level "solo" with a Red Mage (by allowing other companions to die at level 1) until class change to maximize the gains other classes receive. Doing this will ensure that Knights and Ninjas can gain MP every level. Black Mages also see marginal benefits after class change, since they can reach maximum M. DEF regardless, and so could be leveled alongside Red Mages.
Greater HP/MP boost
Some times known as "strong" HP/MP increases, a character will often gain a greater boost in maximum HP or MP by fulfilling the same conditions as other base stats do to gain a point. For example, a Lv6 Red Mage will always gain a greater boost in HP, as well as +1 STR and +1 STA. In contrast, a Lv5 Red Mage lacks those guaranteed boosts, and so has a 1 in 8 chance of gaining a greater boost in HP, as well as a 1 in 8 chance of gaining a greater boost in MP.
Greater boost bonuses are stacked on top of the usual HP and MP increases.
- Greater HP boosts include an additional 20 to 25 HP.
- Greater MP boosts include an additional 10 to 12 MP.
Guaranteed stat growth
The following table contains all the guaranteed stat boosts granted by leveling up. A cell containing HP/MP indicates a guaranteed greater boost in that stat. Warrior and Thief characters need to be class-changed to gain any MP increases. The Pixel Remaster does not feature MP and therefore these boosts do not apply in that version.
|Guaranteed stat growth by class level|
|02||HP, Str||HP, Str, Lck||HP, Lck||HP, MP, Int||MP, Int||Str|
|03||Agl, Sta||Agl||Agl, Sta||Sta||-||MP, Agl|
|04||HP, Str, Lck||HP, Str, Int, Lck||Str, Int, Lck||Str, Lck||HP, MP, Int||Str, Sta, Lck|
|06||HP, Str, Int, Lck||HP, Str, Lck||HP||HP, MP||MP, Agl, Int, Lck||HP, Str, Sta|
|07||Agl||Agl||Agl, Sta||Str, Sta||Sta||MP, Int|
|08||HP, Str||HP, Str, Int, Lck||Str, Int, Lck||HP, Int, Lck||HP, MP, Int||Str, Lck|
|09||Agl, Sta||-||Sta||-||-||MP, Agl|
|10||HP, Str, Lck||Str, Lck||Lck||MP||MP, Str, Int, Lck||-|
|11||Agl, Sta||Agl, Sta||Agl, Sta||Agl, Int, Sta||-||Int, Sta|
|12||HP, Str, Int, Lck||HP, Str, Int, Lck||HP, Str, Int||HP, Lck||MP, Agl, Int, Sta||HP, MP, Str,
|13||Agl||-||Sta||MP, Str, Int||-||Sta|
|14||HP, Str||Str, Lck||Lck||HP||HP, MP, Int||MP, Str|
|15||Agl, Sta||Agl||Agl, Sta||MP, Sta||-||Int, Sta|
|16||HP, Str, Lck||HP, Str, Lck||Str, Int, Lck||Lck||MP, Int, Sta||HP, MP, Str, Lck|
|17||Agl, Sta||Sta||Sta||HP, MP, Agl||-||Sta|
|18||HP, Str, Int, Lck||Str, Int, Lck||HP||Int||HP, MP, Agl,
|19||Agl||Agl||Agl, Sta||MP, Str, Sta||Str||Int|
|20||HP, Str||HP, Lck||Str, Int, Lck||HP, Lck||MP, Int||HP, MP, Str, Lck|
|21||Agl, Sta||-||Sta||MP||-||Agl, Sta|
|22||Str, Lck||Str, Lck||Lck||HP, Int||MP, Int, Lck||Str|
|23||Agl, Sta||Agl, Sta||Agl, Sta||MP, Agl, Lck||-||MP, Int, Sta|
|24||HP, Str, Int, Lck||HP, Str, Int, Lck||HP, Str, Int||HP, Int, Sta||MP, Agl, Int, Sta||HP, Lck|
|26||HP, Str||Lck||Lck||HP, Lck||HP, MP, Int||MP, Int, Lck|
|27||Agl, Sta||Agl||Agl, Sta||MP, Sta||-||MP, Sta, Lck|
|28||Str, Lck||HP, Str, Lck||Str, Int, Lck||HP, Int||MP, Int||Agl, Int|
|29||MP, Agl, Sta||MP, Sta||Sta||MP, Agl||-||MP, Str|
|30||HP, Str, Int, Lck||Str, Int, Lck||HP||-||MP, Agl, Int, Lck||-|
|31||Agl||Agl||Agl, Sta||MP, Str||Str||HP|
|32||HP, Str||Lck||HP, Str, Int, Lck||HP, Int, Lck||MP, Int, Sta||MP, Str, Sta, Lck|
|33||MP, Agl, Sta||MP, Agl||Sta||MP, Sta||-||Agl, Int|
|34||Str, Lck||HP, Str, Lck||Lck||Int||MP, Int, Lck||-|
|35||Agl, Sta||MP, Sta||Agl, Sta||MP, Agl||HP||MP, Sta, Lck|
|36||HP, Str, Int, Lck||Str, Int, Lck||HP, Str, Int||Sta||MP, Agl, Int, Sta||Str, Agl|
|37||MP, Agl||Agl||Sta||HP, MP, Str||Str||HP, Int|
|38||HP, Str||Lck||Lck||Int, Lck||MP, Int||Str, Sta, Lck|
|39||Agl, Sta||MP, Agl||Agl, Sta||MP||-||Int|
|40||Str, Lck||HP, Str, Lck||Str, Int, Lck||Int||MP, Int||MP|
|41||MP, Sta||MP, Sta||Sta||MP, Agl||HP||Sta, Lck|
|42||HP, Str, Int, Lck||Str, Int, Lck||HP||HP, Int, Sta||MP, Int, Lck||HP, Str, Agl|
|43||Agl||Agl||Agl, Sta||MP, Str, Int||-||Int|
|44||HP, Str||Lck||Str, Int, Lck||Lck||MP, Int, Sta||MP, Lck|
|45||MP, Agl, Sta||MP, Agl||Sta||MP, Int||Agl||Agl|
|46||Str, Lck||HP, Str, Lck||Lck||-||MP, Int||-|
|47||Sta||MP, Sta||Agl, Sta||HP, MP, Agl, Int||Str||HP, Int, Sta|
|48||Str, Int, Lck||Str, Int, Lck||HP, Str, Int||Sta||HP, MP, Int||Str, Agl, Lck|
|49||MP, Agl||Agl||Sta||MP, Str, Int||-||MP|
|50||HP, Str||Lck||Lck||Lck||MP, Int, Lck||Sta, Lck|
|51||Agl, Sta||MP, Agl||Agl, Sta||MP||Sta||Str|
|52||Str, Lck||HP, Str, Lck||Str, Int, Lck||Int||MP, Int||HP, MP|
|53||MP, Sta||MP, Sta||Sta||MP, Agl, Sta||-||Agl, Int|
|54||Str, Int, Lck||Str, Int, Lck||HP||-||HP, MP, Str, Int||Str, Sta|
|55||Agl||Agl||Agl, Sta||MP, Str, Lck||Agl||-|
|56||HP, Str||Lck||Str, Int, Lck||Int||MP, Int, Lck||MP, Lck|
|57||MP, Agl, Sta||MP, Agl||Sta||MP, Agl||-||-|
|58||Str, Lck||HP, Lck||Lck||-||MP, Int, Sta||Str, Agl, Int, Sta|
|59||Sta||MP, Sta||Agl, Sta||MP, Str, Sta||-||HP|
|60||Str, Int, Lck||Str, Int, Lck||HP, Str, Int||Lck||MP, Int||MP|
|61||MP, Agl||Agl||Sta||MP, Agl, Int||-||Lck|
|62||HP, Str||Lck||HP, Lck||-||HP, MP, Str, Int||Int|
|63||Sta||MP, Agl||Agl, Sta||Str, Sta||-||Sta|
|64||Str, Lck||HP, Str, Lck||Str, Int, Lck||MP||MP, Agl, Int, Lck||HP, MP, Str, Agl|
|65||MP, Agl||MP, Agl, Sta||Sta||Agl, Int, Lck||-||-|
|66||Str, Int||Str, Int, Lck||HP||MP||MP, Int||Int|
|67||Sta||Agl||Agl, Sta||Str, Int||-||Str, Lck|
|68||HP, Str, Lck||Lck||Str, Int, Lck||MP, Agl, Sta||MP, Int||-|
|69||MP, Agl||MP, Agl||Sta||Int||Agl||Int|
|70||Str||Str, Lck||Lck||MP, Str||MP, Int, Sta||-|
|71||Sta||MP, Agl, Sta||Agl, Sta||Int, Lck||Str||MP, Str|
|72||Str, Int, Lck||HP, Str, Int, Lck||HP, Str, Int||MP, Agl||MP, Int, Lck||Sta|
|73||MP, Agl||Agl||Sta||Int, Sta||-||HP, Agl, Lck|
|74||HP, Str||Lck||Lck||MP, Str||HP, MP, Int||-|
|75||Sta||MP, Agl||Agl, Sta||Lck||Agl||Int|
|76||Str, lck||Str, Lck||Str, Int, Lck||MP, Int||MP, Int, Sta, Lck||-|
|77||MP, Agl||MP, Agl, Sta||Sta||Agl, Sta||-||MP, Str|
|78||Str, Int||Str, Int, Lck||HP||MP, Str||MP, Str, Int||Lck|
|80||HP, Str||HP, Lck||Str, Int, Lck||MP, Lck||MP, Int||-|
|81||MP, Agl||MP, Agl||Sta||-||Lck||Agl|
|82||Str||Str, Lck||Lck||MP, Str, Agl, Int||MP, Int, Sta||-|
|83||-||MP, Sta||Agl, Sta||-||-||MP, Str, Int, Lck|
|84||Str, Int||Int, Lck||HP, Str, Int||MP||MP, Int||-|
|85||MP, Agl||Agl||Sta||Int, Lck||-||-|
|86||HP, Str||Str, Lck||-||MP, Str||MP, Int||Lck|
|87||-||MP||Agl, Sta||Sta||Str, Agl||MP, Int|
|88||Str||Lck||Str, Int, Lck||MP, Int||MP, Int||Str|
|89||MP, Agl||MP, Agl, Sta||Sta||Agl||HP||-|
|90||Str||HP, Str, Int, Lck||HP||MP||MP, Lck||MP, Lck|
|91||-||-||Agl, Sta||Int, Lck||-||-|
|92||HP, Str||Lck||HP, Str, Int||MP||MP, Int, Sta||Int|
|93||MP, Agl||MP, Agl||Sta||-||-||Agl|
|94||Str||Str, Lck||Lck||MP, Int, Sta||MP, Int||Sta|
|95||-||MP, Sta||Agl, Sta||-||-||Str, Lck|
|96||Str||Int, Lck||HP, Str, Int||MP, Lck||MP, Agl, Int, Lck||MP|
|98||HP, Str||Str, Lck||-||Int||MP, Int||Lck|
HP/MP here represent the number of greater boosts. This table does not account for the initial stats.