Home
Home · Please take our survey · Giveaways: Age of Booty · Code Monkeys · Bob Dylan
AddThis Feed Button


- Sponsored links -

Pool Tables
Pool Tables

Cartoon School
Cartoon School






Final Fantasy XII - Game Guide
System: PlayStation 2
Rated: T
Shop: Rent This Game · Trade For It · Buy It Cheap · Get The Guide

Index · Guides · Your Reviews · Your Rating · Screenshots

o---------------------------o
| v. STATISTIC EXPLANATIONS | [STT1]
o---------------------------o

 In case you missed out on what the manual said, Uncle Shotty's here to lay
 it straight:

  LEVEL - This relates to any one character's current level. Going up levels
          increases stat parameters (HP, MP, etc.) by a little each time. This
          obviously builds up after awhile, so higher levels are better than
          lower ones. Defeating enemies gives EXP, and EXP makes a character
          go up levels. Duh, right?

  HP ---- This stands for "Hit Points" and is basically the lifeline of every
          character and guest under the player's command. When hit points are
          reduced to zero, the character is put in "KO" status and can't act
          in battle any longer. To reverse the effect, use Raise, Arise, visit
          a save crystal, or use a phoenix down item.

  MP ---- A.K.A. "Magic Points," the currency of mages everywhere. Using magick
          consumes MP and, when MP bottoms out at zero, magick can no longer be
          used. This is told to the player by grayed-out options in the command
          menu's magick sections. To refill MP, either visit a save crystal, 
          use an Ether/Hi-Ether, cast Syphon on an enemy, or walk around on the
          field; the latter is natural regeneration. 

  EXP --- This is the character's EXPerience total. Defeating enemies will add
          to the EXP total and leads to a level-up. The "NEXT" that appears in
          the character status menu relates how much experience is needed to go
          a level-up.

 ATTACK - This total is determined by the equipped weapon (and ammunition if
          applicable) and relates how much physical damage can do to targets
          in battle. The Strength stat also figures in to the damage dealt.

 DEFENSE- A high total in this category will conversely give lower physical
          damage, and is something to strive for when buying different equips.
          Armor is what factors in here.

 MAGICK - Self-explanitory mostly, this is how resistant the character is to a
 RESIST   magick spell or magick-type attack. The defensive stat for magicks,
          if you want. Since many enemies rely on powerful magicks in the late
          parts of the game, keeping this total high is invaluable.

 EVADE -- As you can imagine, a character's evasion ranking determines how well
          s/he may evade an attack. Evading an attack means the attack misses
          (any avid FF fan knows this) and no damage is dealt, so keeping this
          high is to one's benefit. Shields are the main source of raising the
          stat.

 MAGICK - Like "Evade," Magick Evade relates how well one can sidestep magick
 EVADE    attacks and be dealt no damage. Weirdly, this stat isn't put into
          the player's control until far in the game when shields just start
          to offer augments in this category. Because many enemies use highly-
          -damaging or -annoying magick attacks, packing a high rating in this
          area is smart.

STRENGTH - This factors into determining the potency of physical attacks. To
           raise it, gain levels and buy Battle Lore licenses (which add +1 to
           the permanent total).

 MAGICK - This determines the effectiveness of magic and, like Strength, can
 POWER    be raised through levels and buying Magick Lore licenses. A few 
          weapon types' damage uses magick power as a damage variable (katanas
          and staves?)

VITALITY- This useful stat determines if and how long negative statuses will
          last. Going up levels increases it, but beyond that, artificially
          raising it through equipment (mostly armor/hats) is the only other
          way.

 SPEED -- What's there to say about speed? Having a high speed makes the ATB
          gauge fill faster (naturally) and also factors into some weapons'
          damage calculations, being ninja swords, I believe. Either way, to
          have low speed is to act slower, and that's certainly not what any
          smart player wants.
 

Walkthrough


Side Quests


Bounties


Bestiary


Rare Game Outfitter

 




Click here to send this page to a friend!

AddThis Social Bookmark Button  

 

Google  
www.gamerstemple.comWeb