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- Info on formulas, character/job specifics, etc..
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MP, which can stand for Magic Points, Magick Points, Mana Points, or Mist Points, is a stat in many games of the Final Fantasy series. MP is usually the measure of how many spells a unit can cast. Various items, such as Ether and resting with a Tent or at an Inn, will restore MP. Naturally, stronger spells tend to have higher MP costs. Some games have summon magic which uses MP, but not always.
Not every game has MP. Final Fantasy (the original version for the NES, WonderSwan remake, and Origins releases only) and Final Fantasy III feature a "Charge" system, in which characters equip spells purchased at a shop. There are eight "levels" of spells, and each level can only be used a certain number of times. Each character can only equip a certain amount of spells per level. Final Fantasy VIII uses a draw system, in which spells must be stocked. Casting a spell uses up one stock of that spell. A few games, including Final Fantasy XIII and Dissidia Final Fantasy, have no MP system, and as such magic spells can be cast at no cost. In Final Fantasy XV MP is used for moves other than traditional magic spells: warping and phasing.
Various abilities and equipment can alter how MP is consumed. The Gold Hairpin, for example, often halves the MP cost of spells. In Final Fantasy VII, the MP Turbo Support Materia boosts a spell or summon by increasing its MP cost in return. Abilities can be used to increase maximum MP by certain percentages as well. The One MP Cost ability cuts MP cost down to one, and the No MP Cost ability eradicates the need of MP altogether.
The traditional cap for MP is 999, but in some games it can be boosted to 9,999 with the Break MP Limit ability. MP is traditionally replenished with Ethers, of which stronger variants may exist depending on each game.
Magic costs also apply to magically-inclined enemies. When an enemy's magic reserves are depleted, they can no longer cast spells or use enemy abilities that require MP. Some enemies will automatically be defeated when they run out of MP or when the party depleted the enemy's MP by using magic-damaging skills. Magic Hammer, Rasp, and Osmose are spells that traditionally reduce only the unit's MP rather than HP.
- 1 Appearances
- 1.1 Final Fantasy
- 1.2 Final Fantasy II
- 1.3 Final Fantasy III
- 1.4 Final Fantasy IV
- 1.5 Final Fantasy V
- 1.6 Final Fantasy VI
- 1.7 Final Fantasy VII
- 1.8 Final Fantasy VII Remake
- 1.9 Final Fantasy IX
- 1.10 Final Fantasy X
- 1.11 Final Fantasy XII
- 1.12 Final Fantasy XIV
- 1.13 Final Fantasy XV Episode Duscae
- 1.14 Final Fantasy XV
- 1.15 Final Fantasy Type-0
- 1.16 Final Fantasy Tactics
- 1.17 Final Fantasy Tactics Advance
- 1.18 Final Fantasy Crystal Chronicles
- 1.19 Final Fantasy Adventure
- 1.20 Final Fantasy Legend III
- 1.21 Bravely Default
- 1.22 Final Fantasy Dimensions
- 1.23 World of Final Fantasy
- 2 Etymology
- 3 References
In the Dawn of Souls and 20th Anniversary versions, the original "spell level"-based magic system was dropped in favor of the Magic Point-based system used in more recent Final Fantasy games. Although spells are still classified at certain levels for some purposes (characters can still only be equipped with three of the four available spells of any given level, for instance), as a new feature, every spell is assigned a point value. When cast, that value is subtracted from a total number of MP that applies to all spells known by a character.
How much MP a character has depends on their level and job. The mage-type jobs have the most MP.
MP makes its debut in the series, where spells now require a specific number of MP to be cast that is equal to the spell level. Characters' actions in battle craft their skills.
The chance to boost maximum MP is based on how much MP is lowered from the start of the battle. How much MP is gained is equal to the character's Magic stat. The player can purposefully lower party members' MP by using Sap or Osmose, or by using Swap with another character with low MP. MP is capped at 999.
Final Fantasy III returns to using the Charge system of the original Final Fantasy: this time, however, it is called MP.
Every character has a predetermined job and a unique stat growth. Mage type characters have more MP than physical attackers. Tellah's MP never exceeds 90 to prevent him from casting Meteor, which costs 99 MP, for storyline purposes (although it is possible to overcome this in the recent remakes by using a Soma Drop on him).
Every character has a predetermined job and a unique stat growth.
The party member's MP depends on the job they are using and the character's level. Because the character's Magic Power affects their overall MP, mage type jobs have much more MP than melee type jobs. Upon mastering a job its MP boost is added to the Freelancer job. The White Mage and Black Mage can learn MP Plus % abilities to further boost the unit's max MP. Oracle (GBA and later versions only) has the best MP (the Summoner has the best MP of all the original jobs). Monk and Berserker have the least MP.
Bonuses to Magic Power due to equipment are not added to the MP formula.
Characters' HP and MP stats are the only ones to increase by leveling up; to grow the other stats, the player must equip an esper that gives a bonus. Phantom (MP + 10%), Fenrir (MP +30%) and Crusader (MP +50%) boost MP on level up.
There are no significant differences between characters, although Relm has statistically the highest base MP and Sabin has the lowest base MP. Umaro has no MP as he cannot cast magic. The base MP growth increases until it peaks at around level 50, characters earning +17 MP per level up, and from there the base MP growth declines earning only +6 MP per level up on level 90, from where it picks up again for the last 9 levels, gaining +13 MP when leveling up from 98 to 99. However, it is easy to max MP out quickly with the esper abilities, which are especially potent on higher levels.
Characters gain more MP upon leveling up. The amount gained per level up depends on the character. Aeris has the highest MP gain, and Barret has the lowest. MP is one of the few stats Vincent excels in, being surpassed only by Aeris. The exact amount of MP gain via leveling up is randomized at each gained level, but the game is programmed in a manner the characters never stray too far from the intended average.
List of characters' possible minimum and maximum MP on Level 99 from Final Fantasy VII FAQ/Walkthrough by Absolute Steve.
|Character||Minimum MP||Maximum MP|
The game is programmed in such a manner it is impossible to attain both, the absolutely highest natural HP and absolutely highest natural MP on the same character simultaneously. (Guide on how to max out the characters' MP.)
MP can't be boosted by Sources like most other stats. Max MP can be boosted by equipping Magic and Summon Materia; depending on the Materia the boost is either MP +2%, +5%, +10%, +15% and the Knights of Round boosts max MP by +25%. The MP Plus Independent Materia can increase max MP to to +100% when stacked. There is also the HP↔MP Materia that switches the user's HP and MP, setting the max HP to 999 and MP to 9999. The most MP a spell can use is 255, a cap reached by pairing certain Materia with MP Turbo.
MP is recovered by MP recovery items like Ether, Turbo Ether, Elixir and Megalixir, and Red XIII can accumulate MP by some of his Limit Breaks. The player can also absorb MP from enemies with Magic Hammer or by the Ghost Hand item.
Vincent has 100 MP.
|Action||MP JORG||MP Post-JORG|
|Red Ether||+5, +25, +50,
+70, or +100
|+5, +25, +50,|
+70, or +100
Zack has a base MP he can increase by leveling up. His base stats are fixed by his level.
The below values are from Crisis Core -Final Fantasy VII- FAQ/Walkthrough by Absolute Steve.
|Level||Max MP||Level||Max MP|
Zack can break his MP limit even without equipping the Break MP Limit ability to twice his maximum MP if he gets a power surge from the Digital Mind Wave during Modulating Phase. With a Feathered Cap he can set the natural break limit to triple his maximum MP. The break is nullified and Zack's MP set back to the base maximum if he drinks the promotional Potion at the Shinra Building lobby.
Zack can increase his base MP by equipping accessories that grant MP boosts. Materia is the game's primary means of stat enhancement, especially through the Materia Fusion system. By adding certain items into the Fusion process, the player can boost the Materia's statsalthough it takes a lot of SP for the highest stat boosts. MP+999% is the highest MP stat boost a Materia can have.
Zack can set his MP limit to 9,999 with certain equipment. 9,999 is the absolute maximum, and the DMW power surges can't bring it above that point either.
MP is rendered obsolete by the game's end as Zack gains the ability to permanently equip the No MP Cost effect.
MP is a unit's magic reserve stat, determining how many spells they can cast. MP is depleted by using spells, and is gained by using MP-restoring items, from mako stones found randomly 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.
The characters' max MP is calculated by the following formula:
The MPMod used in the formula depends on the character's level. Characters with high Magic Power like Vivi have the best MP.
The only way for a character to improve their MP is to level up, or equip the MP+10% and MP+20% support abilities, which are not available for every character. Every character has abilities that use MP, and melee fighters can equip the MP Attack support ability to expend MP on physical attacks to deal increased damage. The Half MP ability halves MP cost. In the beginning of the game Garnet/Dagger is unable to summon her eidolons due to not having enough MP unless one level-grinds excessively.
Enemies mostly use abilities for "free" and only the White/Black/Blue magics (as well as Aero and Aera) use MP. Enemies' MP costs are not the same as when a party member uses the same ability (enemies use less MP). Enemies also tend to have a lot of MP, making MP-removing strategies cumbersome of not inefficient.
MP is gained by activating MP nodes on the Sphere Grid. Characters like Yuna and Lulu have the fastest MP growth on their grid paths, although eventually every character can traverse any path. MP can be boosted further with MP Spheres, notably from Vidatu in the Monster Arena, and the MP limit can be boosted up to 9,999 with the Break MP Limit ability.
By the game's end, MP becomes more obsolete, as weapons with One MP Cost become available and characters can use items to get the No MP Cost effect. The player can restore MP by touching a Save Sphere or via MP recovery items, the Osmose spell and via Rikku's mixes. The No MP Cost effect can also be achieved with Rikku's mixes. Although enemies have MP, they do not require it for abilities.
The player can boost the girls' MP by equipping accessories. The best accessories boost MP as much as +100%. The Gold Hairpin accessory and Font of Power Garment Grid grant the wearer Half MP Cost. One MP Cost is only available on the Font of Power Garment Grid after going through all the gates. No MP Cost is achieved via the Three Stars item or Ragnarok accessory.
MP is recovered via items and dresspheres have some abilities that can replenish MP. The MP Stroll ability recovers MP as the party walks around the field.
It is possible to disable an enemy's magic-casting abilities without the use of Silence by draining the enemy from MP: this method is particularly useful against Trema in the Via Infinito in the original version.
The color for the MP gauge in the menu is green.
In the original version, the MP base value goes up as the character levels up. The characters' MP growth on leveling up is randomized. The Max MP is determined by the following formula:
- MAX MP = (Base MP + Sum of MP Bonus up to this level) x MP Modifier
- Base = Base value. Different characters have different Base values.
- Bonus = Each level comes with its own Min and Max Bonus. The game randomly picks a Bonus within the Min and Max range when the character levels up. All characters share the same bonus table.
- Modifier = Different characters have different modifiers. The modifier represents the "growth rate".
The sum of each characters' MP bonus on leveling up is randomized. On levels 1-10 the characters receive between 3-5 MP when they advance a level. Between levels 11-29 the MP gain is between 4-7, between levels 30-43 the MP gain is between 5-9, which is the peak. After level 43 the MP gain begins to dwindle, gaining 4-7 MP on level up between levels 44-60, 3-5 between levels 61-80, 2-3 MP between levels 81-90, and only 1 MP on level up above level 90. The MP bonuses have equal chances to be picked at random within its pool when the character levels up.
The MP bonus growth can be described with the following equation:
- MP Bonus Growth = Min MP Bonus + Random[0 ~ (Min MP Bonus-1)]
In the original version, MP is not capped at 999, despite 999 being the highest number displayed on screen. Upon acquiring two Quickenings or a tier two Esper on the License Board, the MP pool is doubled and split into two fragments. It is then tripled and split into three fragments after having learned all three of their Quickenings or a tier three Esper. Using Quickenings and Espers expends entire MP fragments rather than individual points. In the Zodiac versions, they no longer drain the user's MP and instead have their own separate fragmented bar that fills up with MP-recovering abilities. Characters gain significantly more MP from leveling up to compensate the lack of MP being doubled or tripled, but a hard cap is set at 999.
Enemies also use MP, while some have Half MP and 0 MP augments to cut down on their MP use. All summoned Espers share the same base and modifier values, but they do not naturally consume MP, except in the Zodiac versions.
All spells have a base MP cost, which can be reduced by purchasing augments on the License Board. The characters continually recover MP as they walk on the field, and in places thick in Mist, the MP recovery rate is boosted. MP can also be replenished with items, the Charge technick, the Syphon spell, or by touching a Save Crystal. The Martyr, Inquisitor and Warmage augments also restore MP when the user deals or receives damage, and the Headman restores MP when the user kills an enemy.
During a Quickening chain the player can activate a Mist Charge that restores MP to full, but only for the duration of the chain—MP is reduced to 0 at the end of the Quickening.
Equipping the Dawn Shard as an accessory drops the character's MP to zero, and in the Zodiac versions, prevents the player's Mist Gauge from rising. The Turtleshell Choker accessory makes the wearer expend gil instead of MP for spell-casting.
MP is expended to cast spells. The player's MP is initially set at 10,000 points and cannot be increased by any means. The Piety stat determines the rate at which MP regenerates during battle while in the Healer role.
MP is expended when performing several actions, such as defending, warping, casting magics and using abilities from weapons and Armiger. When Noctis runs out of MP, he enters Stasis and won't be able to move until he gets his MP up.
MP refills automatically or through the use of items. If Noctis warps to a safe location, the rate his HP and MP restores is augmented.
Noctis can use Armiger Arsenal when at full MP. The state continuously drains MP but greatly enhances Noctis's battle capabilities.
MP is a stat only used by the lead character—characters under control of AI do not use it.
MP refills automatically over time. The MP recovery rate can be boosted with certain accessories, or by being in cover. It can also be restored by using items or by point-warping (full MP for Noctis, half MP for the Comrades player character).
When the lead character runs out of MP, they enter a state called Stasis, becoming incapable of doing anything that uses MP, and being staggered if they attempt. Stasis heals naturally after several seconds, or by recovering MP in any way.
Inspired is a status exclusive to the party that negates all MP costs.
Prompto is the only character who does not use MP when directly controlled (except in Comrades quest Departure, and even then he only uses it to cast curative magic).
MP is used to cast magic.
These points are used to cast magicks. If a unit's MP is reduced to zero, it will not be able to use any more magicks.Description (PSP)
MP stands for Magick Points. A character's MP depends on which job they are currently using and which jobs they have used in the past, as the stat growth depends on the jobs in use at the time of the level up. As usual, mage type jobs have a much greater MP gain than melee jobs.
At the start of battle, the MP of every unit is zero. Each turn, a unit gains 10 MP, which can be boosted to 20 by using "MP Channeling". Viera units (as well as some enemies) can use their HP instead of MP with the passive ability "Blood Price", gained from the Spellblade job.
MP maxes out at 99 and even if Sumo is under the maximum level and still continues to increase Wisdom, it will never increase beyond 99. MP increases solely based on Wisdom, and will remain at its base value of 6 regardless of Sumo's level if Wisdom is never increased.
M is required if the player wishes to cast spells. Upon hitting 999 in M, a character will still gain more M upon level up. Exceeding the limit of 999 M, making the Mutant and Human class the more powerful classes in the game at higher levels. The only drawback is that the player will need to be at a higher level to take advantage of this, which means that it will take lots of grinding.
Action Points (AP) is used for physical and magical abilities. All individual playable characters have a maximum of 4 AP regardless of their level. In battle, the player's stacks can have up to three characters, and since the stats for all characters combine, a stack can have a maximum of up to 12 AP.
In battle, AP is automatically replenished by 1 when a character or stack's turn comes up. Hitting an enemy with elements they are weak to automatically replenishes 2 AP for the character or stack that attacked them. Summoning Mega Mirages requires AP from both the player's stacks, and the Mega Mirages themselves do not gain AP on their turns.
The player uses MP healing-items to replenish AP, but they can also touch Save Crystals, examine regular Gates (as of Version 1.03), or sleep in The Twins' Room in Nine Wood Hills to fully replenish AP for all characters. A variety of abilities can be used to restore AP.
- Final Fantasy V Algorithms/Stats FAQ by instroctrtrepe
- Final Fantasy V – Algorithms/Stats FAQ by instructrtrepe (Accessed: January 11, 2019) at GameFAQs
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- Final Fantasy XII Game Mechanics FAQ by maltzsan (Accessed: January 11, 2019) at Neoseeker