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| v. STATISTIC EXPLANATIONS | [STT1]
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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.
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