Intangir Bot (talk | contribs) m (Bot: Automated text replacement (-{{Stats}} +{{navbox stats}})) |
Intangir Bot (talk | contribs) m (relinking, replaced: Sabin Rene Figaro/Gameplay → Sabin (Final Fantasy VI party member), Gau/Gameplay → Gau (Final Fantasy VI party member), Relm Arrowny/Gameplay → Relm (Final Fantasy VI party member), Umaro/Gameplay → Umaro (Final Fantas...) |
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+ | {{sideicon|FFI|FFII|FFIII|FFIV|IVCCI|IVTAY|FFV|FFVI|FFVII|VIICC|FFIX|FFX|X2|X2LM|FFXII|FFXIV|FFXV|Type0|FFT|FFTA|FFTA2|FFCC|CCRoF|CCEoT|FFA|FFL3|FFD|WoFF}} |
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− | {{Expand|FFD |
+ | {{Expand|FFD|FFCC|FFCC|FFCC|Type0|FFT|Info on formulas, character/job specifics, etc.}} |
[[File:FFT No MP.png|right|thumb|Bremondt doesn't have enough MP to cast the selected spell.]] |
[[File:FFT No MP.png|right|thumb|Bremondt doesn't have enough MP to cast the selected spell.]] |
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− | '''MP''', which can stand for '''Magic Points''', '''Magick Points''', '''Mana Points''', or '''Mist Points''', is a [[Stats|stat]] in many games of the [[Final Fantasy series|''Final Fantasy'' series]]. MP is the measure of how many spells a |
+ | '''MP''', which can stand for '''Magic Points''', '''Magick Points''', '''Mana Points''', or '''Mist Points''', is a [[Stats|stat]] in many games of the [[Final Fantasy series|''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 [[List of summons|summon magic]] which uses MP, but not always. |
− | Not every game has MP. ''[[Final Fantasy]]'' (the original version for the [[Nintendo Entertainment System|NES]], [[WonderSwan Color|WonderSwan]] remake, and ''[[Final Fantasy Origins|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]]'' |
+ | Not every game has MP. ''[[Final Fantasy]]'' (the original version for the [[Nintendo Entertainment System|NES]], [[WonderSwan Color|WonderSwan]] remake, and ''[[Final Fantasy Origins|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 (Final Fantasy VIII)|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 (2008)|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 [[Half MP|halves the MP cost]] of spells. In ''[[Final Fantasy VII]]'', the [[Turbo MP|MP Turbo]] [[Support Materia]] |
+ | Various abilities and equipment can alter how MP is consumed. The [[Gold Hairpin]], for example, often [[Half MP|halves the MP cost]] of spells. In ''[[Final Fantasy VII]]'', the [[Turbo MP|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 [[Spellspring|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 |
+ | 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 |
+ | 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 (ability)|Magic Hammer]], [[Rasp (ability)|Rasp]], and [[Osmose (ability)|Osmose]] are spells that traditionally reduce only the unit's MP rather than HP. |
== Appearances == |
== Appearances == |
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=== ''[[Final Fantasy]]'' === |
=== ''[[Final Fantasy]]'' === |
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− | {{sideicon|FFI}} |
||
In the ''[[Final Fantasy I & II: Dawn of Souls|Dawn of Souls]]'' and ''[[Final Fantasy 20th Anniversary|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. |
In the ''[[Final Fantasy I & II: Dawn of Souls|Dawn of Souls]]'' and ''[[Final Fantasy 20th Anniversary|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. |
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− | How much MP a character has depends on their level and [[ |
+ | How much MP a character has depends on their level and [[Final Fantasy jobs|job]]. The mage-type jobs have the most MP. |
=== ''[[Final Fantasy II]]'' === |
=== ''[[Final Fantasy II]]'' === |
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⚫ | |||
− | {{sideicon|FFII}} |
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⚫ | |||
− | The chance to |
+ | 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 Power|Magic]] stat. The player can purposefully lower party members' MP by using [[Rasp (ability)|Sap]] or [[Osmose (ability)|Osmose]], or by using [[Swap]] with another character with low MP. MP is capped at 999. |
=== ''[[Final Fantasy III]]'' === |
=== ''[[Final Fantasy III]]'' === |
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− | {{sideicon|FFIII}} |
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''Final Fantasy III'' returns to using the Charge system of the original ''Final Fantasy'': this time, however, it is called MP. |
''Final Fantasy III'' returns to using the Charge system of the original ''Final Fantasy'': this time, however, it is called MP. |
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=== ''[[Final Fantasy IV]]'' === |
=== ''[[Final Fantasy IV]]'' === |
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⚫ | Every character has a predetermined job and a unique [[stat growth]]. Mage type characters have more [[Final Fantasy IV stats#MP|MP]] than physical attackers. [[Tellah/Gameplay|Tellah's]] MP never exceeds 90 to prevent him from casting [[Meteor (Final Fantasy IV)|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). |
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− | {{sideicon|FFIV}} |
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⚫ | Every character has a predetermined job and |
||
==== ''[[Final Fantasy IV -Interlude-]]'' ==== |
==== ''[[Final Fantasy IV -Interlude-]]'' ==== |
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+ | Every character has a predetermined job and a unique [[stat growth]]. |
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− | {{sideicon|IVCCI}} |
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− | MP returns in the sequel to ''Final Fantasy IV'', and works the same way as it did in that game. |
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==== ''[[Final Fantasy IV: The After Years]]'' ==== |
==== ''[[Final Fantasy IV: The After Years]]'' ==== |
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⚫ | |||
− | {{sideicon|IVTAY}} |
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⚫ | |||
=== ''[[Final Fantasy V]]'' === |
=== ''[[Final Fantasy V]]'' === |
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⚫ | The party member's MP depends on the [[Final Fantasy V jobs|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 (Final Fantasy V)|Freelancer]] job. The [[White Mage (Final Fantasy V)|White Mage]] and [[Black Mage (Final Fantasy V)|Black Mage]] can learn [[Stat-enhancing ability|MP Plus %]] abilities to further boost the unit's max MP. [[Oracle (Final Fantasy V)|Oracle]] (GBA and later versions only) has the best MP (the [[Summoner (Final Fantasy V)|Summoner]] has the best MP of all the original jobs). [[Monk (Final Fantasy V)|Monk]] and [[Berserker (Final Fantasy V job)|Berserker]] have the least MP. |
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− | {{sideicon|FFV}} |
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⚫ | The |
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− | :<math>MP = (Base MP * (Magic Power+32)) / 32</math><ref name=FF5>[http://www.gamefaqs.com/snes/588331-final-fantasy-v/faqs/30040 ''Final Fantasy V'' Algorithms/Stats FAQ by instroctrtrepe]</ref> |
+ | :<math>MP = (Base MP * (Magic Power+32)) / 32</math><ref name="FF5">[http://www.gamefaqs.com/snes/588331-final-fantasy-v/faqs/30040 ''Final Fantasy V'' Algorithms/Stats FAQ by instroctrtrepe]</ref> |
Bonuses to Magic Power due to equipment are not added to the MP formula. |
Bonuses to Magic Power due to equipment are not added to the MP formula. |
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− | {|class="half-width FFV table" style="text-align:center" |
+ | {|class="half-width FFV article-table" style="text-align:center" |
|-class="a" |
|-class="a" |
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!style="width:33%"|Level |
!style="width:33%"|Level |
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|9696668 |
|9696668 |
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|296 |
|296 |
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− | |}<ref |
+ | |}<ref>{{Refwebsite| page url = https://gamefaqs.gamespot.com/snes/588331-final-fantasy-v/faqs/30040| page name = Final Fantasy V – Algorithms/Stats FAQ by instructrtrepe| site url = https://gamefaqs.gamespot.com| site name = GameFAQs| access time = 22:16, January 11, 2019 (UTC)}}</ref> |
=== ''[[Final Fantasy VI]]'' === |
=== ''[[Final Fantasy VI]]'' === |
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⚫ | Characters' [[Final Fantasy VI stats#HP|HP]] and [[Final Fantasy VI stats#MP|MP]] stats are the only ones to increase by [[level]]ing up; to grow the other stats, the player must equip an [[Esper (Final Fantasy VI)|esper]] that gives a bonus. [[Phantom (summon)|Phantom]] (MP + 10%), [[Fenrir (Final Fantasy VI)|Fenrir]] (MP +30%) and [[Crusader (summon)|Crusader]] (MP +50%) boost MP on level up. |
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− | {{sideicon|FFVI}} |
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⚫ | Characters' [[ |
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− | + | There are no significant differences between characters, although [[Relm (Final Fantasy VI party member)|Relm]] has statistically the highest base MP and [[Sabin (Final Fantasy VI party member)|Sabin]] has the lowest base MP. [[Umaro (Final Fantasy VI party member)|Umaro]] has no MP as he cannot [[Magic (Final Fantasy VI command)|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. |
|
− | The [[ |
+ | The [[Celestriad (Final Fantasy VI)|Celestriad]] relic makes all magic spells, [[Lore (Final Fantasy VI)|lores]], and summons cost 1 MP. |
− | + | Some monsters die when their MP hits 0. If [[Gau (Final Fantasy VI party member)|Gau]] is using these monsters' [[Rage (Final Fantasy VI command)|Rages]], he too can be [[Knocked Out|KO'd]] through his MP. |
|
=== ''[[Final Fantasy VII]]'' === |
=== ''[[Final Fantasy VII]]'' === |
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⚫ | Characters gain more [[Final Fantasy VII stats#MP|MP]] upon leveling up. The amount gained per level up depends on the character. [[Aeris (Final Fantasy VII party member)|Aeris]] has the highest MP gain, and [[Barret (Final Fantasy VII party member)|Barret]] has the lowest. MP is one of the few stats [[Vincent (Final Fantasy VII party member)|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. |
||
− | {{sideicon|FFVII}} |
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⚫ | Characters gain more [[ |
||
List of characters' possible minimum and maximum MP on Level 99 from [http://www.gamefaqs.com/ps/197341-final-fantasy-vii/faqs/45703 ''Final Fantasy VII'' FAQ/Walkthrough by Absolute Steve]. |
List of characters' possible minimum and maximum MP on Level 99 from [http://www.gamefaqs.com/ps/197341-final-fantasy-vii/faqs/45703 ''Final Fantasy VII'' FAQ/Walkthrough by Absolute Steve]. |
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− | {|class="half-width FFVII table" style="text-align:center" |
+ | {|class="half-width FFVII article-table" style="text-align:center" |
|-class="a" |
|-class="a" |
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!style="width:33%"|Character |
!style="width:33%"|Character |
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!style="width:33%"|Maximum MP |
!style="width:33%"|Maximum MP |
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|- |
|- |
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− | !class="b"|[[Cloud |
+ | !class="b"|[[Cloud (Final Fantasy VII party member)|Cloud]] |
|851 |
|851 |
||
|905 |
|905 |
||
|- |
|- |
||
− | !class="b"|[[Tifa |
+ | !class="b"|[[Tifa (Final Fantasy VII party member)|Tifa]] |
|800 |
|800 |
||
|850 |
|850 |
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|- |
|- |
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− | !class="b"|[[ |
+ | !class="b"|[[Aeris (Final Fantasy VII party member)|Aeris]] |
|942 |
|942 |
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|994 |
|994 |
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|- |
|- |
||
− | !class="b"|[[Barret |
+ | !class="b"|[[Barret (Final Fantasy VII party member)|Barret]] |
|748 |
|748 |
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|796 |
|796 |
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|- |
|- |
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− | !class="b"|[[Red XIII]] |
+ | !class="b"|[[Red XIII (Final Fantasy VII party member)|Red XIII]] |
|814 |
|814 |
||
|866 |
|866 |
||
|- |
|- |
||
− | !class="b"|[[Cid |
+ | !class="b"|[[Cid (Final Fantasy VII party member)|Cid]] |
|776 |
|776 |
||
|822 |
|822 |
||
|- |
|- |
||
− | !class="b"|[[Yuffie |
+ | !class="b"|[[Yuffie (Final Fantasy VII party member)|Yuffie]] |
|790 |
|790 |
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|841 |
|841 |
||
|- |
|- |
||
− | !class="b"|[[Vincent |
+ | !class="b"|[[Vincent (Final Fantasy VII party member)|Vincent]] |
|859 |
|859 |
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|915 |
|915 |
||
|- |
|- |
||
− | !class="b"|[[Cait Sith (Final Fantasy VII)|Cait Sith]] |
+ | !class="b"|[[Cait Sith (Final Fantasy VII party member)|Cait Sith]] |
|822 |
|822 |
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|869 |
|869 |
||
|} |
|} |
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− | 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. |
+ | 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. ([http://www.gamefaqs.com/ps/197341-final-fantasy-vii/faqs/45703 Guide on how to max out the characters' MP.]) |
− | MP can't be boosted by [[ |
+ | MP can't be boosted by [[Final Fantasy VII items#Stat-upgrade items|Sources]] like most other stats. Max MP can be boosted by equipping [[Magic Materia (Final Fantasy VII)|Magic]] and [[Summon Materia (Final Fantasy VII)|Summon Materia]]; depending on the Materia the boost is either MP +2%, +5%, +10%, +15% and the [[Knights of Round (Final Fantasy VII)|Knights of Round]] boosts max MP by +25%. The MP Plus [[Independent Materia (Final Fantasy VII)|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 (Final Fantasy VII)|MP Turbo]]. |
− | MP is recovered by MP recovery items like [[ |
+ | MP is recovered by MP recovery items like [[Final Fantasy VII items#Ether|Ether]], [[Final Fantasy VII items#Turbo Ether|Turbo Ether]], [[Final Fantasy VII items#Elixir|Elixir]] and [[Final Fantasy VII items#Megalixir|Megalixir]], and Red XIII can accumulate MP by some of his [[Limit (Final Fantasy VII)|Limit Breaks]]. The player can also absorb MP from enemies with [[Magic Hammer (ability)|Magic Hammer]] or by the [[Final Fantasy VII items#Ghost Hand|Ghost Hand]] item. |
==== ''[[Dirge of Cerberus -Final Fantasy VII-]]'' ==== |
==== ''[[Dirge of Cerberus -Final Fantasy VII-]]'' ==== |
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− | [[Vincent |
+ | [[Vincent (Final Fantasy VII party member)|Vincent]] has 100 MP. |
MP consumption/gain:<!--the BradyGames guide is wrong on some of these--> |
MP consumption/gain:<!--the BradyGames guide is wrong on some of these--> |
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− | {|class="table VIIDoC" |
+ | {|class="article-table VIIDoC" |
|-class="a" |
|-class="a" |
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!style="width:50%"|Action |
!style="width:50%"|Action |
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!style="width:25%"|MP Post-JORG |
!style="width:25%"|MP Post-JORG |
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|- |
|- |
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− | !class="b"|[[ |
+ | !class="b"|[[Dirge of Cerberus -Final Fantasy VII- items#Limit Breaker|Limit Breaker]] |
| -51 |
| -51 |
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| ±0 |
| ±0 |
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| +34 |
| +34 |
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|- |
|- |
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− | !class="b"|[[ |
+ | !class="b"|[[Dirge of Cerberus -Final Fantasy VII- items#Spirit Rations|Spirit Rations]] |
| +20 |
| +20 |
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| +20 |
| +20 |
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|- |
|- |
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− | !class="b"|[[ |
+ | !class="b"|[[Dirge of Cerberus -Final Fantasy VII- items#Ether|Ether]] |
| +50 |
| +50 |
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| +50 |
| +50 |
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|- |
|- |
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− | !class="b"|[[ |
+ | !class="b"|[[Dirge of Cerberus -Final Fantasy VII- items#Red Ether|Red Ether]] |
| +5, +25, +50,<br/>+70, or +100 |
| +5, +25, +50,<br/>+70, or +100 |
||
| +5, +25, +50,<br/>+70, or +100 |
| +5, +25, +50,<br/>+70, or +100 |
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|- |
|- |
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− | !class="b"|[[ |
+ | !class="b"|[[Dirge of Cerberus -Final Fantasy VII- items#Elixir|Elixir]] |
| +100 |
| +100 |
||
| +100 |
| +100 |
||
|- |
|- |
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− | !class="b"|[[ |
+ | !class="b"|[[Dirge of Cerberus -Final Fantasy VII- items#Elixor|Elixor]] |
| +100 |
| +100 |
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| +100 |
| +100 |
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==== ''[[Crisis Core -Final Fantasy VII-]]'' ==== |
==== ''[[Crisis Core -Final Fantasy VII-]]'' ==== |
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⚫ | |||
− | {{sideicon|VIICC}} |
||
⚫ | |||
The below values are from [http://www.gamefaqs.com/psp/925138-crisis-core-final-fantasy-vii/faqs/50842 ''Crisis Core -Final Fantasy VII-'' FAQ/Walkthrough by Absolute Steve]. |
The below values are from [http://www.gamefaqs.com/psp/925138-crisis-core-final-fantasy-vii/faqs/50842 ''Crisis Core -Final Fantasy VII-'' FAQ/Walkthrough by Absolute Steve]. |
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− | {|class="half-width VIICC table" style="text-align:center" |
+ | {|class="half-width VIICC article-table" style="text-align:center" |
|-class="a" |
|-class="a" |
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!style="width:25%"|Level |
!style="width:25%"|Level |
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− | + | 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 [[Crisis Core -Final Fantasy VII- accessories#Feathered Cap|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 Headquarters]] lobby. |
|
− | Zack can increase his base MP by equipping [[ |
+ | Zack can increase his base MP by equipping [[Crisis Core -Final Fantasy VII- accessories|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 [[Soldier Points|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. |
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. |
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=== ''[[Final Fantasy IX]]'' === |
=== ''[[Final Fantasy IX]]'' === |
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+ | The characters' max MP is calculated by the following formula:<ref name="FF9">{{Refwebsite| page url = https://gamefaqs.gamespot.com/ps/197338-final-fantasy-ix/faqs/20745| page name = Final Fantasy IX – Max Stats FAQ by KADFC| site url = https://gamefaqs.gamespot.co| site name = GameFAQs| access time = 22:16, January 11, 2019 (UTC)}}</ref> |
||
− | {{sideicon|FFIX}} |
||
+ | :<math>[Mag * MPMod(Level) / 100]</math> |
||
− | The characters' max MP is calculated by the following formula: |
||
− | :<math>[Mag * MPMod(Level) / 100]</math><ref name=FF9>[http://www.gamefaqs.com/ps/197338-final-fantasy-ix/faqs/20745 ''Final Fantasy IX'' Max Stats FAQ by KADFC]</ref> |
||
− | The MPMod used in the formula depends on the character's level. Characters with high Magic Power like [[Vivi Ornitier|Vivi]] have the best MP. |
+ | The MPMod used in the formula depends on the character's level. Characters with high Magic Power like [[Vivi Ornitier/Gameplay|Vivi]] have the best MP. |
− | {|class="half-width FFIX table" style="text-align:center" |
+ | {|class="half-width FFIX article-table" style="text-align:center" |
|-class="a" |
|-class="a" |
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!style="width:25%"|Level |
!style="width:25%"|Level |
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Line 1,108: | Line 1,098: | ||
!class="b"|50 |
!class="b"|50 |
||
|582 |
|582 |
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+ | |}<ref name="FF9" /> |
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− | |}<ref name=FF9>[http://www.gamefaqs.com/ps/197338-final-fantasy-ix/faqs/20745 ''Final Fantasy IX'' Max Stats FAQ by KADFC]</ref> |
||
− | The only way for a character to improve their MP is to level up, or equip the [[ |
+ | The only way for a character to improve their MP is to level up, or equip the [[Final Fantasy IX support abilities#MP+10%|MP+10%]] and [[Final Fantasy IX support abilities#MP+20%|MP+20%]] support abilities, which are not available for every character. Every character has abilities that use MP, and melee fighters can equip the [[Final Fantasy IX support abilities#MP Attack|MP Attack]] support ability to expend MP on physical attacks to deal increased damage. The [[Final Fantasy IX support abilities#Half MP|Half MP]] ability halves MP cost. In the beginning of the game [[Garnet Til Alexandros XVII|Garnet/Dagger]] is unable to [[Summon (Final Fantasy IX)|summon]] her [[Eidolon (Final Fantasy IX)|eidolons]] due to not having enough MP unless one level-grinds excessively. |
− | MP is restored via [[ |
+ | MP is restored via [[Final Fantasy IX items#Ether|Ethers]]. Vivi can drain MP from opponents with [[Blk Mag (Final Fantasy IX)#Osmose|Osmose]]. [[Quina Quen/Gameplay|Quina]] can attack an opponent's MP with [[Blu Mag (Final Fantasy IX)#Magic Hammer|Magic Hammer]] and absorb MP with [[Final Fantasy IX support abilities#Absorb MP|Absorb MP]] when s/he is targeted by opponents' spells. |
+ | |||
+ | 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. |
||
=== ''[[Final Fantasy X]]'' === |
=== ''[[Final Fantasy X]]'' === |
||
⚫ | |||
− | {{sideicon|FFX}} |
||
⚫ | [[Final Fantasy X stats#MP|MP]] is gained by activating the MP nodes on the Sphere Grid. Characters like [[Yuna/Gameplay|Yuna]] and [[Lulu/Gameplay|Lulu]] have the fastest MP growth on their grid paths, although eventually every character can traverse any path. MP can be boosted further by winning [[Final Fantasy X items#MP Sphere|MP Spheres]] from [[Vidatu]] or [[Lord Ochu]] at the [[Monster Arena]], and the MP limit can be boosted up to 9,999 with the [[Final Fantasy X auto-abilities#Break MP Limit|Break MP Limit]] ability. |
||
⚫ | |||
⚫ | [[ |
||
− | + | By the game's end MP becomes obsolete as weapons with [[Final Fantasy X auto-abilities#One MP Cost|One MP Cost]] become available and characters can use [[Final Fantasy X items|items]] to get the No MP Cost effect. The player can restore MP by touching a [[Save point#Final Fantasy X|Save Sphere]] or via MP recovery items, the [[Blk Magic (Final Fantasy X)#Osmose|Osmose]] spell and via [[Rikku/Gameplay|Rikku]]'s [[Mix (Final Fantasy X)|mixes]]. The No MP Cost effect can be achieved via items or Rikku's mixes. |
|
==== ''[[Final Fantasy X-2]]'' ==== |
==== ''[[Final Fantasy X-2]]'' ==== |
||
⚫ | |||
− | {{sideicon|X2}} |
||
⚫ | |||
− | The player can boost the girls' MP by equipping accessories. The best accessories boost MP as much as +100%. The [[ |
+ | The player can boost the girls' MP by equipping accessories. The best accessories boost MP as much as +100%. The [[Final Fantasy X-2 accessories#Gold Hairpin|Gold Hairpin]] accessory and [[Garment Grid#Font of Power|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 [[Final Fantasy X-2 items#Three Stars|Three Stars]] item or [[Final Fantasy X-2 accessories#Ragnarok|Ragnarok]] accessory. |
− | MP is recovered via items and |
+ | 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 enemy's magic casting abilities without the use of [[Silence (ability)|Silence]] by draining the enemy from MP: this method is particularly useful against [[Trema (boss)|Trema]] in the [[Via Infinito]]. |
+ | It is possible to disable enemy's magic casting abilities without the use of [[Silence (ability)|Silence]] by draining the enemy from MP: this method is particularly useful against [[Trema (boss)|Trema]] in the [[Via Infinito]] in the original version. |
The color for the MP gauge in the menu is green. |
The color for the MP gauge in the menu is green. |
||
==== ''[[Final Fantasy X-2: Last Mission]]'' ==== |
==== ''[[Final Fantasy X-2: Last Mission]]'' ==== |
||
⚫ | |||
− | {{sideicon|X2LM}} |
||
⚫ | |||
=== ''[[Final Fantasy XII]]'' === |
=== ''[[Final Fantasy XII]]'' === |
||
⚫ | |||
− | {{sideicon|FFXII}} |
||
⚫ | :MAX MP = (Base MP + Sum of MP Bonus up to this level) x MP Modifier<ref name="ff12">{{Refwebsite| page url = https://www.neoseeker.com/final-fantasy-xii/faqs/142830-mech.html| page name = Final Fantasy XII Game Mechanics FAQ by maltzsan| site url = https://www.neoseeker.com| site name = Neoseeker| access time = 22:16, January 11, 2019 (UTC)}}</ref> |
||
− | The [[List of Final Fantasy XII stats#MP|MP]] base value goes up as the character levels up, but upon learning new [[Quickening (ability)|Quickenings]] the MP pool is first doubled, then tripled, of the base value, giving a character three MP "bars" after having learned all three of their Quickenings. The characters have a permanent Manafont ability in which they continually gain MP as they walk on the field, and in places thick in [[Mist (Final Fantasy XII)|mist]], the MP recovery rate is boosted. Using Quickenings and [[Esper (Final Fantasy XII)|Espers]] expends MP bars rather than individual points. |
||
− | |||
− | In the ''Zodiac'' versions, Quickenings and Espers no longer drain the user's MP, but have their own bar instead. |
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− | |||
⚫ | |||
⚫ | |||
* Base = Base value. Different characters have different Base values. |
* Base = Base value. Different characters have different Base values. |
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Line 1,150: | Line 1,134: | ||
* Modifier = Different characters have different modifiers. The modifier represents the "growth rate". |
* Modifier = Different characters have different modifiers. The modifier represents the "growth rate". |
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− | {|class="half-width FFXII table" style="text-align:center" |
+ | {|class="half-width FFXII article-table" style="text-align:center" |
|-class="a" |
|-class="a" |
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!style="width:33%"|Character |
!style="width:33%"|Character |
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Line 1,156: | Line 1,140: | ||
!style="width:33%"|Modifier |
!style="width:33%"|Modifier |
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|- |
|- |
||
− | !class="b"|[[Vaan]] |
+ | !class="b"|[[Vaan/Gameplay|Vaan]] |
|45 |
|45 |
||
|0.54 |
|0.54 |
||
|- |
|- |
||
− | !class="b"|[[Balthier]] |
+ | !class="b"|[[Balthier/Gameplay|Balthier]] |
|37 |
|37 |
||
|0.48 |
|0.48 |
||
|- |
|- |
||
− | !class="b"|[[Fran]] |
+ | !class="b"|[[Fran/Gameplay|Fran]] |
|40 |
|40 |
||
|0.55 |
|0.55 |
||
|- |
|- |
||
− | !class="b"|[[Basch fon Ronsenburg|Basch]] |
+ | !class="b"|[[Basch fon Ronsenburg/Gameplay|Basch]] |
|35 |
|35 |
||
|0.44 |
|0.44 |
||
|- |
|- |
||
− | !class="b"|[[Ashelia B'nargin Dalmasca|Ashe]] |
+ | !class="b"|[[Ashelia B'nargin Dalmasca/Gameplay|Ashe]] |
|46 |
|46 |
||
|0.57 |
|0.57 |
||
|- |
|- |
||
− | !class="b"|[[Penelo]] |
+ | !class="b"|[[Penelo/Gameplay|Penelo]] |
|63 |
|63 |
||
|0.55 |
|0.55 |
||
Line 1,184: | Line 1,168: | ||
|0.62 |
|0.62 |
||
|- |
|- |
||
− | !class="b"|[[Larsa Ferrinas Solidor|Larsa]] |
+ | !class="b"|[[Larsa Ferrinas Solidor/Gameplay|Larsa]] |
|63 |
|63 |
||
|0.55 |
|0.55 |
||
Line 1,195: | Line 1,179: | ||
|43 |
|43 |
||
|0.62 |
|0.62 |
||
+ | |}<ref name="ff12" /> |
||
− | |}<ref name=ff12>[http://www.neoseeker.com/resourcelink.html?rlid=142830&rid=132641 ''Final Fantasy XII'' Game Mechanics FAQ by maltzsan]</ref> |
||
− | The sum of 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 |
+ | 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: |
The MP bonus growth can be described with the following equation: |
||
− | :MP Bonus Growth = Min MP Bonus + Random[0 ~ (Min MP Bonus-1)]<ref name=ff12 |
+ | :MP Bonus Growth = Min MP Bonus + Random[0 ~ (Min MP Bonus-1)]<ref name="ff12" /> |
+ | In the original version, MP is not capped at 999, despite 999 being the highest number displayed on screen. Upon acquiring two [[Quickening (ability)|Quickenings]] or a tier two [[Esper (Final Fantasy XII)|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. |
||
− | All Espers have 20 MP, but they have a permanent No MP Cost ability, so the player is free to siphon their MP to their own use. |
||
+ | Enemies also use MP, while some have [[Final Fantasy XII enemy abilities#Half MP|Half MP]] and [[Final Fantasy XII enemy abilities#0 MP|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. |
||
− | The game has an invisible Break MP Limit, as MP is not capped at 999, despite 999 being the highest number displayed on screen. This has little advantages, however, as the means to push the MP much past the limit are limited, and when using Quickenings or summoning Espers, the player uses MP bars rather than individual points. |
||
− | All spells have a base MP cost, which can be reduced by purchasing [[Augment (Final Fantasy XII)|augments]] on the |
+ | All spells have a base MP cost, which can be reduced by purchasing [[Augment (Final Fantasy XII)|augments]] on the License Board. The characters continually recover MP as they walk on the field, and in places thick in [[Mist (Final Fantasy XII)|Mist]], the MP recovery rate is boosted. MP can also be replenished with items, the [[Charge (Final Fantasy XII)|Charge]] technick, the [[Syphon (Final Fantasy XII)|Syphon]] spell, or by touching a [[Save point#Final Fantasy XII|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 (term)| |
+ | During a Quickening [[Chain (term)|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. |
+ | 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 [[Final Fantasy XII accessories#Turtleshell Choker|Turtleshell Choker]] accessory makes the wearer expend gil instead of MP for spell-casting. |
=== ''[[Final Fantasy XIV]]'' === |
=== ''[[Final Fantasy XIV]]'' === |
||
+ | [[Final Fantasy XIV stats#MP|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. |
||
− | {{sideicon|FFXIV}} |
||
− | [[List of Final Fantasy XIV stats#MP|MP]] is expended to cast spells (unlike weaponskills, which expend TP). This stat is increased by a player's class and Piety, and so it increases in a manner similar to [[Health Points]]. |
||
=== ''[[Final Fantasy XV Episode Duscae]]'' === |
=== ''[[Final Fantasy XV Episode Duscae]]'' === |
||
⚫ | MP is expended when performing several actions, such as [[Defend (ability)|defending]], [[Warp (Final Fantasy XV)|warping]], casting magics and using abilities from weapons and [[Armiger]]. When [[Noctis Lucis Caelum/Gameplay|Noctis]] runs out of MP, he enters [[Final Fantasy XV statuses#Stasis|Stasis]] and won't be able to move until he gets his MP up. |
||
− | {{sideicon|FFXV}} |
||
⚫ | MP is expended when performing several actions such as [[Defend (ability)|defending]], [[Warp ( |
||
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. |
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. |
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Noctis can use Armiger Arsenal when at full MP. The state continuously drains MP but greatly enhances Noctis's battle capabilities. |
Noctis can use Armiger Arsenal when at full MP. The state continuously drains MP but greatly enhances Noctis's battle capabilities. |
||
− | === [[Final Fantasy XV |
+ | === ''[[Final Fantasy XV]]'' === |
− | MP is a stat only used by the lead |
+ | MP is a stat only used by the lead character—characters under control of AI do not use it. |
− | MP is expended when |
+ | MP is expended when defending or [[warp (Final Fantasy XV)|warping]] ([[Noctis Lucis Caelum/Gameplay|Noctis]] or [[Final Fantasy XV: Comrades|''Comrades'']] only). In ''Comrades'', MP is also expended when using magic. Using a special attack of a machinery weapon as Noctis also uses MP. |
− | 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 [[Warp (Final Fantasy XV)|point-warping]] (full MP for Noctis, half MP for Comrades player character). |
+ | MP refills automatically over time. The MP recovery rate can be boosted with certain [[Final Fantasy XV accessories|accessories]], or by being in cover. It can also be restored by using [[Final Fantasy XV items|items]] or by [[Warp (Final Fantasy XV)|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 [[ |
+ | When the lead character runs out of MP, they enter a state called [[Final Fantasy XV statuses#Stasis|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 (Final Fantasy XV)|Inspired]] is a status exclusive to the party that negates all MP costs. |
||
⚫ | |||
+ | |||
⚫ | |||
=== ''[[Final Fantasy Type-0]]'' === |
=== ''[[Final Fantasy Type-0]]'' === |
||
+ | [[Final Fantasy Type-0 stats#MP|MP]] is used to cast magic. |
||
− | {{sideicon|Type0}} |
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− | + | {{Section|Final Fantasy Type-0}} |
|
⚫ | |||
=== ''[[Final Fantasy Tactics]]'' === |
=== ''[[Final Fantasy Tactics]]'' === |
||
⚫ | |||
− | {{sideicon|FFT}} |
||
⚫ | [[Final Fantasy Tactics stats#MP|MP]] stands for Magick Points. A character's MP depends on which [[Final Fantasy Tactics jobs|job]] they are currently using and which jobs they have used in the past, as the [[Stat growth (Tactics)|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. |
||
⚫ | |||
⚫ | [[ |
||
=== ''[[Final Fantasy Tactics Advance]]'' === |
=== ''[[Final Fantasy Tactics Advance]]'' === |
||
⚫ | |||
− | {{sideicon|FFTA}} |
||
⚫ | |||
==== ''[[Final Fantasy Tactics A2: Grimoire of the Rift]]'' ==== |
==== ''[[Final Fantasy Tactics A2: Grimoire of the Rift]]'' ==== |
||
− | {{sideicon|FFTA2}} |
||
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 (Tactics A2)|Spellblade]] job. |
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 (Tactics A2)|Spellblade]] job. |
||
− | {{ |
+ | {{Section|Final Fantasy Tactics A2: Grimoire of the Rift}} |
=== ''[[Final Fantasy Crystal Chronicles]]'' === |
=== ''[[Final Fantasy Crystal Chronicles]]'' === |
||
⚫ | |||
− | {{sideicon|FFCC}} |
||
⚫ | |||
==== ''[[Final Fantasy Crystal Chronicles: Ring of Fates]]'' ==== |
==== ''[[Final Fantasy Crystal Chronicles: Ring of Fates]]'' ==== |
||
− | {{sideicon|CCRoF}} |
||
[[File:RoF SP Bar Icon.png]] |
[[File:RoF SP Bar Icon.png]] |
||
− | {{ |
+ | {{Section|Final Fantasy Crystal Chronicles: Ring of Fates}} |
==== ''[[Final Fantasy Crystal Chronicles: Echoes of Time]]'' ==== |
==== ''[[Final Fantasy Crystal Chronicles: Echoes of Time]]'' ==== |
||
⚫ | |||
− | {{sideicon|CCEoT}} |
||
⚫ | |||
=== ''[[Final Fantasy Adventure]]'' === |
=== ''[[Final Fantasy Adventure]]'' === |
||
⚫ | |||
− | {{sideicon|FFA}} |
||
⚫ | MP maxes out at 99 and even if [[Sumo]] is under the maximum level and still continues to increase [[Intelligence (stat)|Wisdom]], it will never increase beyond 99. |
||
=== ''[[Final Fantasy Legend III]]'' === |
=== ''[[Final Fantasy Legend III]]'' === |
||
⚫ | M is required if the player wishes to cast [[Magic (Legend III)|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 (Legend series)|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. |
||
− | {{sideicon|FFL3}} |
||
⚫ | |||
=== ''[[Bravely Default]]'' === |
=== ''[[Bravely Default]]'' === |
||
⚫ | |||
− | {{sideicon|BravelyD}} |
||
⚫ | |||
=== ''[[Final Fantasy Dimensions]]'' === |
=== ''[[Final Fantasy Dimensions]]'' === |
||
⚫ | |||
− | {{sideicon|FFD}} |
||
+ | |||
− | {{stub|Final Fantasy Dimensions}} |
||
+ | ===''[[World of Final Fantasy]]''=== |
||
+ | 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 [[stack]]s 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 Mirage]]s 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 or sleep in the Twins' Room in [[Nine Wood Hills]] to fully replenish AP for all characters. A variety of [[World of Final Fantasy abilities|abilities]] can be used to replenish AP. |
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== Etymology == |
== Etymology == |
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{{navbox stats}} |
{{navbox stats}} |
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⚫ | |||
[[de:Magiepunkt]] |
[[de:Magiepunkt]] |
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⚫ |
Revision as of 04:50, 17 June 2020
Template:Sideicon
Oh, shut up and help me remodel the MP (stat) page!
- Info on formulas, character/job specifics, etc..
This request can be discussed on the associated discussion page. Remove this notice upon completion.
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.
Appearances
Final Fantasy
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.
Final Fantasy II
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
Final Fantasy III returns to using the Charge system of the original Final Fantasy: this time, however, it is called MP.
Final Fantasy IV
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).
Final Fantasy IV -Interlude-
Every character has a predetermined job and a unique stat growth.
Final Fantasy IV: The After Years
Every character has a predetermined job and a unique stat growth. Bands attacks combine two or more characters' powers into one powerful attack using up a specific amount of MP on participants.
Final Fantasy V
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.
Level | Exp | Base MP |
---|---|---|
1 | 0 | 2 |
2 | 10 | 5 |
3 | 33 | 8 |
4 | 74 | 11 |
5 | 140 | 14 |
6 | 241 | 17 |
7 | 389 | 20 |
8 | 599 | 23 |
9 | 888 | 26 |
10 | 1276 | 29 |
11 | 1786 | 32 |
12 | 2441 | 35 |
13 | 3269 | 38 |
14 | 4299 | 41 |
15 | 5564 | 44 |
16 | 7097 | 47 |
17 | 8936 | 50 |
18 | 11120 | 53 |
19 | 13691 | 56 |
20 | 16693 | 59 |
21 | 20173 | 62 |
22 | 24180 | 65 |
23 | 28765 | 68 |
24 | 33983 | 71 |
25 | 39890 | 74 |
26 | 46546 | 77 |
27 | 54012 | 80 |
28 | 62352 | 83 |
29 | 71632 | 86 |
30 | 81921 | 89 |
31 | 93291 | 92 |
32 | 105815 | 95 |
33 | 119569 | 98 |
34 | 134633 | 101 |
35 | 151087 | 104 |
36 | 169015 | 107 |
37 | 188503 | 110 |
38 | 209640 | 113 |
39 | 232517 | 116 |
40 | 257227 | 119 |
41 | 283867 | 122 |
42 | 312534 | 125 |
43 | 343330 | 128 |
44 | 376357 | 131 |
45 | 411722 | 134 |
46 | 449533 | 137 |
47 | 489900 | 140 |
48 | 532937 | 143 |
49 | 578759 | 146 |
50 | 627485 | 149 |
51 | 679235 | 152 |
52 | 734131 | 155 |
53 | 792300 | 158 |
54 | 853869 | 161 |
55 | 918969 | 164 |
56 | 987732 | 167 |
57 | 1060294 | 170 |
58 | 1136793 | 173 |
59 | 1217368 | 176 |
60 | 1302163 | 179 |
61 | 1391323 | 182 |
62 | 1484995 | 185 |
63 | 1583329 | 188 |
64 | 1686478 | 191 |
65 | 1794597 | 194 |
66 | 1907843 | 197 |
67 | 2026376 | 200 |
68 | 2150358 | 203 |
69 | 2279955 | 206 |
70 | 2415333 | 209 |
71 | 2556663 | 212 |
72 | 2704116 | 215 |
73 | 2857867 | 218 |
74 | 3018093 | 221 |
75 | 3184974 | 224 |
76 | 3358692 | 227 |
77 | 3539432 | 230 |
78 | 3727380 | 233 |
79 | 3922726 | 236 |
80 | 4125661 | 239 |
81 | 4336381 | 242 |
82 | 4555081 | 245 |
83 | 4781961 | 248 |
84 | 5017223 | 251 |
85 | 5261071 | 254 |
86 | 5513712 | 257 |
87 | 5775354 | 260 |
88 | 6046210 | 263 |
89 | 6326493 | 266 |
90 | 6616420 | 269 |
91 | 6916210 | 272 |
92 | 7226084 | 275 |
93 | 7546266 | 278 |
94 | 7876982 | 281 |
95 | 8218461 | 284 |
96 | 8570934 | 287 |
97 | 8934635 | 290 |
98 | 9309800 | 293 |
99 | 9696668 | 296 |
Final Fantasy VI
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.
The Celestriad relic makes all magic spells, lores, and summons cost 1 MP.
Some monsters die when their MP hits 0. If Gau is using these monsters' Rages, he too can be KO'd through his MP.
Final Fantasy VII
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 |
---|---|---|
Cloud | 851 | 905 |
Tifa | 800 | 850 |
Aeris | 942 | 994 |
Barret | 748 | 796 |
Red XIII | 814 | 866 |
Cid | 776 | 822 |
Yuffie | 790 | 841 |
Vincent | 859 | 915 |
Cait Sith | 822 | 869 |
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.
Dirge of Cerberus -Final Fantasy VII-
Vincent has 100 MP.
MP consumption/gain:
Action | MP JORG | MP Post-JORG |
---|---|---|
Limit Breaker | -51 | ±0 |
Fire Lv1 | -8 | -14 |
Fire Lv2 | -11 | -17 |
Fire Lv3 | -14 | -20 |
Thunder Lv1 | -12 | -17 |
Thunder Lv2 | -15 | -25 |
Thunder Lv3 | -18 | -33 |
Blizzard Lv1 | -12 | -16 |
Blizzard Lv2 | -16 | -20 |
Blizzard Lv3 | -20 | -23 |
Mako point | +34 | +34 |
Spirit Rations | +20 | +20 |
Ether | +50 | +50 |
Red Ether | +5, +25, +50, +70, or +100 |
+5, +25, +50, +70, or +100 |
Elixir | +100 | +100 |
Elixor | +100 | +100 |
Crisis Core -Final Fantasy VII-
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 |
---|---|---|---|
6 | 87 | 53 | 255 |
7 | 93 | 54 | 258 |
8 | 99 | 55 | 261 |
9 | 104 | 56 | 264 |
10 | 109 | 57 | 267 |
11 | 114 | 58 | 270 |
12 | 119 | 59 | 273 |
13 | 123 | 60 | 276 |
14 | 127 | 61 | 279 |
15 | 131 | 62 | 282 |
16 | 135 | 63 | 285 |
17 | 139 | 64 | 288 |
18 | 143 | 65 | 291 |
19 | 147 | 66 | 294 |
20 | 151 | 67 | 297 |
21 | 155 | 68 | 300 |
22 | 159 | 69 | 303 |
23 | 163 | 70 | 306 |
24 | 167 | 71 | 309 |
25 | 171 | 72 | 312 |
26 | 174 | 73 | 315 |
27 | 177 | 74 | 318 |
28 | 180 | 75 | 321 |
29 | 183 | 76 | 324 |
30 | 186 | 77 | 327 |
31 | 189 | 78 | 330 |
32 | 192 | 79 | 333 |
33 | 195 | 80 | 336 |
34 | 198 | 81 | 339 |
35 | 201 | 82 | 342 |
36 | 204 | 83 | 345 |
37 | 207 | 84 | 348 |
38 | 210 | 85 | 351 |
39 | 213 | 86 | 354 |
40 | 216 | 87 | 357 |
41 | 219 | 88 | 360 |
42 | 222 | 89 | 363 |
43 | 225 | 90 | 366 |
44 | 228 | 91 | 369 |
45 | 231 | 92 | 372 |
46 | 234 | 93 | 375 |
47 | 237 | 94 | 378 |
48 | 240 | 95 | 381 |
49 | 243 | 96 | 384 |
50 | 246 | 97 | 387 |
51 | 249 | 98 | 390 |
52 | 252 | 99 | 393 |
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 Headquarters 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.
Final Fantasy IX
The characters' max MP is calculated by the following formula:[3]
The MPMod used in the formula depends on the character's level. Characters with high Magic Power like Vivi have the best MP.
Level | MPMod | Level | MPMod |
---|---|---|---|
1 | 200 | 51 | 584 |
2 | 206 | 52 | 586 |
3 | 212 | 53 | 587 |
4 | 219 | 54 | 588 |
5 | 226 | 55 | 589 |
6 | 234 | 56 | 590 |
7 | 242 | 57 | 591 |
8 | 250 | 58 | 592 |
9 | 259 | 59 | 593 |
10 | 268 | 60 | 594 |
11 | 277 | 61 | 595 |
12 | 285 | 62 | 596 |
13 | 293 | 63 | 597 |
14 | 301 | 64 | 598 |
15 | 308 | 65 | 599 |
16 | 315 | 66 | 600 |
17 | 321 | 67 | 601 |
18 | 327 | 68 | 602 |
19 | 333 | 69 | 603 |
20 | 340 | 70 | 604 |
21 | 347 | 71 | 605 |
22 | 355 | 72 | 606 |
23 | 363 | 73 | 607 |
24 | 371 | 74 | 608 |
25 | 380 | 75 | 609 |
26 | 389 | 76 | 610 |
27 | 399 | 77 | 611 |
28 | 409 | 78 | 612 |
29 | 419 | 79 | 613 |
30 | 430 | 80 | 614 |
31 | 441 | 81 | 615 |
32 | 453 | 82 | 616 |
33 | 465 | 83 | 617 |
34 | 477 | 84 | 618 |
35 | 489 | 85 | 619 |
36 | 500 | 86 | 620 |
37 | 510 | 87 | 621 |
38 | 519 | 88 | 622 |
39 | 527 | 89 | 623 |
40 | 535 | 90 | 624 |
41 | 542 | 91 | 625 |
42 | 548 | 92 | 626 |
43 | 554 | 93 | 627 |
44 | 559 | 94 | 628 |
45 | 564 | 95 | 629 |
46 | 568 | 96 | 630 |
47 | 572 | 97 | 631 |
48 | 576 | 98 | 632 |
49 | 579 | 99 | 642 |
50 | 582 |
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.
MP is restored via Ethers. Vivi can drain MP from opponents with Osmose. Quina can attack an opponent's MP with Magic Hammer and absorb MP with Absorb MP when s/he is targeted by opponents' spells.
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.
Final Fantasy X
MP is gained by activating the 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 by winning MP Spheres from Vidatu or Lord Ochu at 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 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 be achieved via items or Rikku's mixes.
Final Fantasy X-2
Every dressphere has its own stats, and the stats are fixed on the girl's level. Mascot has the best MP followed by Black Mage. The Alchemist has the lowest MP.
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 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.
Final Fantasy X-2: Last Mission
Final Fantasy XII
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[4]
- 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".
Character | Base | Modifier |
---|---|---|
Vaan | 45 | 0.54 |
Balthier | 37 | 0.48 |
Fran | 40 | 0.55 |
Basch | 35 | 0.44 |
Ashe | 46 | 0.57 |
Penelo | 63 | 0.55 |
Reks | 43 | 0.62 |
Larsa | 63 | 0.55 |
Vossler | 25 | 0.66 |
Reddas | 43 | 0.62 |
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)][4]
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.
Final Fantasy XIV
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.
Final Fantasy XV Episode Duscae
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.
Final Fantasy XV
MP is a stat only used by the lead character—characters under control of AI do not use it.
MP is expended when defending or warping (Noctis or Comrades only). In Comrades, MP is also expended when using magic. Using a special attack of a machinery weapon as Noctis also uses MP.
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).
Final Fantasy Type-0
MP is used to cast magic.
Final Fantasy Tactics
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.
Final Fantasy Tactics Advance
Final Fantasy Tactics A2: Grimoire of the Rift
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.
Final Fantasy Crystal Chronicles
Final Fantasy Crystal Chronicles: Ring of Fates
Final Fantasy Crystal Chronicles: Echoes of Time
Final Fantasy Adventure
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.
Final Fantasy Legend III
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.
Bravely Default
Final Fantasy Dimensions
World of Final Fantasy
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 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 replenish AP.
Etymology
Mana is an indigenous Pacific Islander concept of an impersonal force (false ego) or quality that resides in people, animals, and inanimate objects.
References
- ↑ Final Fantasy V Algorithms/Stats FAQ by instroctrtrepe
- ↑ Final Fantasy V – Algorithms/Stats FAQ by instructrtrepe (Accessed: January 11, 2019) at GameFAQs
- ↑ 3.0 3.1 Final Fantasy IX – Max Stats FAQ by KADFC (Accessed: January 11, 2019) at GameFAQs
- ↑ 4.0 4.1 4.2 Final Fantasy XII Game Mechanics FAQ by maltzsan (Accessed: January 11, 2019) at Neoseeker