Characteristics, often referred to as statistics or stats, are what defines your character's potential. These are normally boosted by level, equipment or characteristic scrolls. Some characteristics can be altered via the change your constitution quest.
The six basic characteristics are Vitality, Wisdom, Strength, Intelligence, Chance and Agility. These can be increased permanently by distributing the characteristic points you gain at each new level (see soft caps), by using characteristic scrolls, and by eating certain special food. They can also be increased (and decreased) temporarily with equipment and, during battle, buffs.
Strength, Intelligence, Chance and Agility also have an elemental nature to them. For each point that these characteristics are increased, the character can do 1% more damage in the corresponding element.
How to calculate basics characteristics of a mob
Strength, Intelligence, Chance and Agility can easily be calculated by hitting an enemy protected by spell like truce or immunity :
4 elemental damage weapons like Gobball Royal Sword would give all the information in one strike.
Vitality is mostly appreciated because of its use in making fights last longer.
Equipment boosts in Vitality are different from boosts in Life. With Vitality, your maximum health will increase and remain at 100%. However, a boost in Life increases maximum health, but does not conserve the total amount.
How to calculate wisdom of a monster
Spells which reflect damage are boosted by wisdom. You just have to cast them on a foe and hit them to have an estimation of their wisdom. The best spell to use is blinding protection, as the reflection isn't random.
It is possible to have a more precise result using the % AP and MP loss resistance but one have to remember many foes have % AP or MP loss resistance bonus. So these values can only be used if they give lower results than the max value.
Blinding protection level 5 (6 reflection) on a foe reflect 12 damages means wisdom is between 100 and 116.
If the monster has 55% AP loss resistance and 27% Mp loss resistance, then wisdom is lower or equal to min (55 x 4; 27 x 4) which mean lower or equal to 108.
In conclusion, it has between 100 and 108 wisdom.
The other characteristics are listed below. These are not considered basic only because the points that a player gains at each level cannot be used to increase these characteristics.
Energy can be thought of as your character's life force. You lose energy when you are defeated by a monster or by another player in a non-challenge fight. If your energy reaches zero, you become a ghost.
The base value for everyone is 10,000. When defeated by a monster, you lose 10 energy per character level. When defeated by another player, you lose 10 energy per alignment level and 100 per alignment rank. (Neutral characters who are defeated by an aggressive player, will lose 100 energy.) When defeated in a fight against a Perceptor, you lose 3000 additional energy.
The quickest way to restore energy is by eating certain food items. Another way is by either logging off or switching to merchant mode while your character is in a tavern/inn or in a house. Characters regain 1 energy point per minute of disconnection anywhere, and 2 energy points per minute if they disconnected in taverns, class temples, or houses. Your character will recover energy even if you log back in and play an alternate character. When you log back in as the resting character, a notice in the chat window will tell you how much energy was gained.
Health points keep your character alive in combat. If you reach 0 life (HP), your character is removed from the battle. If everyone on your side is defeated, your character may die; see death for details. If not, you will be restored to 1 HP when the battle ends (unless you received a level as a result of the battle).
Each player character starts with 50 HP and gets 5 extra HP per level. HP is affected by Vitality.
Note: Life earned from equipment will let you increase your overall HP but you have to remember to heal when you use +life equipment, as your beginning HP (before the equip) is of course lower than the post-equip total.
Action Points are used to perform actions during combat. Each spell or attack requires a certain number of AP to attempt. If you don't have the AP, you can't attempt the action. The base value for every class is 6 AP. Equipping certain items can raise or lower this base value prior to combat. A player will seek to raise their base value in order to perform more actions during their turn, and will accept a decrease in their base value because they are getting a desired gain in another stat or stats. At the start of each turn the base value the character had when combat began is restored, then AP is added or subtracted due to the effects of any spells that have been cast on the character. Reaching level 100 permanently increases the base value to 7.
Movement Points are used to move your character during combat. Moving your character one space on the grid requires one MP. The base value for every class is 3 MP. Equipping certain items can raise or lower this base value prior to combat. At the start of each turn the base value the character had when combat began is restored, then MP is added or subtracted due to the effects of any spells that have been cast on the character. Reaching level 100 has no effect on the base value of MP.
Initiative determines who moves first in combat. The combatant with highest initiative goes first, then the highest initiative on the other team, then second highest on the first team, second highest on second team, etc. The base value is equal to your characteristic points in the elemental stats (Strength, Intelligence, Agility, Chance) and initiative/elemental stat bonuses from equipment.
How to calculate initiative
Initiative = (Strength + Intelligence + Agility + Chance + Initiative Bonus) * (HP remaining/Total HP)
Prospecting affects the character's chance of getting drops from monsters. For details, see the drops page. The base value is 120 for followers of Enutrof, 100 for other classes. Every 10 Chance points yields 1 prospecting point. Prospecting equipment is another way to boost your PP.
Note : In French, "poids" means weight.
This statistic determines the number of items you can carry. The base value is 1000. Each profession level of the character gives +5 pods, and each level 100 profession gives an additional +1000 pods. Strength also affects carrying capacity, at the rate of 5 pods per strength point.
A character with items weighing more than carrying capacity is typically called "overloaded". While overloaded, the character cannot move or perform normal actions. It is impossible to take items from a vault or chest that would make you overloaded. While gathering, any resources that would make the character overweight are lost, and no experience is gained from gathering, resulting in 0 items. You cannot become overweight by withdrawing items from the bank, or by making an exchange with another player. Exchanging is not permitted by the game if the items you receive will make you overweight, however you may give enough items in return so that you would not be overloaded. If you are overloaded already, the other player in the exchange cannot offer items in the exchange bar at all. When overloaded, f2p players cannot initiate an exchange, but p2p players can. All overloaded players can accept an exchange. All other ways of gaining inventory items have the possibility of making you overloaded, such as defeating a monster or purchasing a subscription pet that includes resources (such as Croum).
These are attributes that could be considered characteristics, but are usually treated separately.
Ability Points, often shortened to AP, are used to learn abilities. They are usually gained from battles. Generally, the player will not get very many Ability Points from battle unless they are in the final dungeon or in a special area where Ability Points are plentiful.
Known as ABP, these are used to level up the current Job class. The character learns either a command or a support ability, which they can then use while utilizing other jobs.
Called magic AP (originally "Magic Points"); used to learn spells from Espers. Each AP gives a certain percentage of spell to character that has the Esper equipped. After 100%, they learn the spell permanently. Every spell has a different growth rate. AP is also used in Terra's Trance. The more AP she has, the longer her Trance lasts.
Used to increase the level of Materia. This allows the Materia to have more spells, or abilities. When the Materia is Mastered, a replica Materia at level 1 will be created. Barret's ultimate weapon, the Missing Score's power is increased by the amount of AP on the Materia it is holding.
AP in Crisis Core is instead a MP-like Stat that allows Zack to perform special physical attacks and abilities with the appropriate Command Type Materia. The item Soma is used to recover lost AP, and is instantly recovered with Elixir.
Used to make Guardian Forces learn abilities.
Used to learn abilities embedded in equipped equipment.
The AP gained will let you gain Sphere Levels, used to move around the Sphere Grid.
Ability Points are used to learn the abilities of the equipped Dressphere. AP is earned when defeating enemies (usually 1 AP standard and 2 AP for an Oversouled monster); and also by using the abilities of the Dresspheres.
License Points, abbreviated LP, are points gained by defeating enemies and are used to buy licenses. To wield, wear or master anything, a license must first be bought. After buying the license, one will become able to wield the weapon, wear the armor/hat/helm or master the magick or technick that the license was for. One bought license can license the character to up to four things, e.g. the license "Light Armor 5" licenses the use of Green Beret, Red Cap, Survival Vest, and Brigandine. One must likewise buy the license of Summons, to be able to summon a creature. However, when one character has bought the summon license, s/he will be the only one with the license to that summon, as it disappears completely from the License Board of the other characters. The same goes for Quickenings.
Called Job Points. A unit earns job points when performing actions. Other units with access to the same job also earn job points (referred to as spillover JP). Earning JP can be enhanced with the Gained JP Up support ability and Move-Get JP movement ability. JP are also gained from completing propositions. With these points, the player is able to access new skills and spells for the unit.
Ability Points are gained from successfully completing missions. Unlike Experience Points, Ability Points are credited towards any (if any) unmastered abilities a unit is trying to learn. The amount of Ability Points vary from mission to mission, and can be double with the use of an Insignia, or quadrupled with two.
Ability Points are gained from successfully completing quests. Unlike Experience Points, Ability Points are credited towards any (if any) unmastered abilities a unit is trying to learn.
The amount of AP received per quest can be boosted by the Clan Privilege AP↑1/2/3, which boosts AP gained from a quest by 20/40/60 respectively. However, if the law is broken during the battle, the increase will be annulled. The AP from non-battle quests cannot be boosted as clan privileges are not granted.
Ability Points are used to master abilities and are gained by winning a battle. Mastering abilities will lower their CP cost allowing the character to equip more abilities. The amount of Ability Points acquired after battle can be manipulated by AP Chances, which when triggered will add an additional 2 Ability Points to the total AP you gain. You can also get additional Ability Points by buying an item in the PP Catalog or by equipping the Diamond Equipment.
|Ability Points - Accuracy - Brave - Charge Time - Evasion - Experience Points - Defense - Health Points - Intelligence - Luck - MBlock - Magic Defense - Magic Points - Magic Power - Mind - Speed - Spirit - Stamina - Strength - Vitality|
|Final Fantasy VI|
|Before Crisis -Final Fantasy VII-|
|Crisis Core -Final Fantasy VII-|
|Final Fantasy XI|
|Charisma - Magic Accuracy - Tactical Points - Fame|
|Final Fantasy XII|
|Final Fantasy Tactics|
|Brave - Faith|
|Final Fantasy Tactics Advance|
|This disambiguation page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.|
The abbreviation AP can refer to:
Hero City Zone (1-6)
|Exploration Badges:||Freedom, Hero Corps Insider, Patriot, Silent Sentinel, Top Dog, Undefeated|
|Plaques:||Alumnus I, Digger I, Expert I, Intellectual I, Pupil I, Student I, II|
|Enemies:||Clockwork, Hellions, Vahzilok|
|Connecting Zones:||Hollows, Skyway City, Steel Canyon, Perez Park, Sewer Network, Recluse's Victory, Rikti War Zone|
|Atlas Park at VidiotMaps.com|
Atlas Park—named after the World War II hero Atlas who stopped the Nazi invasion of Paragon City at the cost of his own life—is the civic center of the city. Along with Galaxy City, it is one of the two city zones new heroes will begin their careers in. At the center of the zone, amidst carefully cultivated gardens, sits City Hall where the famed hero trainer Ms. Liberty is based. Novice heroes arriving here will find a contact within City Hall who will be able to set them up with some missions. These will most likely involve the Hellions who are Atlas Park's main criminal nusiance, albeit mainly of a petty nature. Also menacing the citizens are the Clockwork who spend much of their time stealing any metal they can. Atlas Park has a PTA Yellow Line monorail station and the Chiron Medical Center located near each other on The Promenade.
Atlas Park is, to many, the heart and soul of Paragon City. Named after the fallen hero Atlas (who sacrificed his life to save the city from an attack by the dreaded 5th Column), the park is the safest area in the entire metropolis. It is often said that there are more superheroes in the zone than civilians. While far from the truth, it can certainly seem that way. It's not uncommon to see more than a hundred different heroes at the plaza, gathered at the feet of the massive statue of Atlas or mingling inside City Hall. More heroes congregate at the plaza than anywhere else in the city. At the plaza, heroes can train with Ms. Liberty or buy and sell training enhancements with the help of the Freedom Corps. Inside City Hall are five departments that specialize in providing assignments to new heroes of all five origins. Supergroup registration is also handled within. In addition to the natural boost in security the plaza recieves from the dozens of heroes that gather at it, Police Drones and agents of Longbow patrol and secure the outlying parking lots and parkland that has recently seen some harassment from Level 1 Hellions. The nearby Chiron Medical Center and PTA Yellow Line monorail station are also under close watch by the Paragon Police Department.
Though Atlas Park is frequently touted as the safest zone in the city (which it is), it still has a troubling crime rate. Though archvillains, mastermind criminals, and dimensional terrors are almost never seen in the zone, it is far more common to see a petty thug who has slipped into the area and started up a one-man crime wave. Though most heroes are eager to begin grappling with the big guns from the start, they almost always begin on the streets, stopping punks from stealing purses and car radios. Nearly all of Atlas Park's problems are of this flavor. Hellions more or less have the market cornered on petty theft in Atlas Park - like gnats, they can be seen crawling over pretty much anything that looks tasty. It's not uncommon to see Hellions commiting a crime on every street corner in the zone. New heroes are almost always assigned to combat the gang as one of their first assignments. However, though they may be common thugs at first glance, one must remember that the Hellions are publicly known to possess innate supernatural talent. Though the thugs in Atlas Park are new recruits that have not yet mastered the satanic and fiery talents their superiors wield, they ARE learning - and fast.
Apart from the Hellions, there's not much else troubling Atlas Park. The biggest nuisance are the Clockwork. While the Clockwork operate out in the open in other areas of the city, in Atlas Park they keep to the backlots and rooftops. These little mechanical menaces don't have too strong a presence in the zone, but they can still overwhelm a hapless hero. Small but fierce, their electrical attacks often drain a hero's endurance - and that can be very bad. There are other criminal elements in Atlas Park, but they usually keep off the streets. The Skulls, a morbid street gang opposed to the Hellions, have sent a few small groups into the zone in preparation for a future takeover. For now, they seem to be content distributing superadine amongst the populace. There are also rumors of Vahzilok cadavers occasionally staring out of sewer grates at terrified passerby, but so far, these reports are unsubstantiated.
Atlas Plaza sits at the very center of the zone and is just full of resources for heroes to take advantage of. Heroes of all sorts of levels of experience gather at the plaza, making it a very safe place. Aside from the occasional level 1 Hellion trying to steal a purse or jack a tire at the very fringes of the plaza's parking lots, there is little crime to note here.
To the north of the plaza is The Promenade, which contains an entrance to Steel Canyon. The Promenade is known throughout the country for its theaters and music halls. It's difficult to walk more than a few steps without seeing a poster or billboard for the next great stage show. Nevertheless, even in the shadow of the spotlights, you can count on seeing low-level (1 to 4) Hellions looking for a pocket to pick. Clockwork of a similar level range are known to smash spotlights open and steal the powerful lamps within.
Directly to the west of Atlas Plaza is Prometheus Park and its environs. The park looks peaceful at first glance, and it usually is. However, this neighborhood is still a bit nervous about long walks in the park - Hellions (around level 4) occasionally cause problems for joggers, and they're almost always looking smug on the park bridge. Around the southwest borders of the park, you can clearly see remnants of buildings and abandoned warehouses torched by the Hellions. Piles of ash and dusty debris surround most buildings near the park, and of course, they're popular places for Hellions to hang out.
To the east of the plaza is Hyperion Way. Many who live in the area felt The Hollowing firsthand - most buildings in the area withstood minor structural damage thanks to the massive shockwave. Hellions of all flavors, from level 1 to level 7, can be found in the area. The Clockwork are fairly active in the area as well. The gate to The Hollows, a hazard zone, stands here.
South of the plaza is the neighborhood of Downside. Though relatively tame compared to the locales most heroes will get to visit in their careers, amongst the citizens of Atlas Park, it has a pretty murky reputation. Clockwork forage in parking lots, and the Hellions who roam this neighborhood have access to a lot of superadine. A gate to Skyway City, along with a massive statue of a revered hero, share the skyline with skyscrapers and apartment buildings. The bulk of the neighborhood's bad reputation comes from the open sewer pipes located along the southern border of the zone. Hellions have turned the tunnels into their own superadine den, but there are rumors that Vahzilok butchers have started retaking the tunnels, rendering the young gang members into recyclable body parts in the process.
For a warehouse district, Argosy Industrial Park has fairly appealing architecture. Wrought-iron archways and intricate metal fencing make the area much more easy on the eyes than similar complexes in King's Row. However, the area is still avoided by many residents, and with good reason. Clockwork are out in force, taking bits and pieces of scrap metal whenever they find some. Though they rarely attack unprovoked, they've been easy to rile recently thanks to harassment by the Hellions, who have been claiming empty warehouses for their own needs. Warehouses raves, once popular, are rare occurrences these days. Even the Skulls venture into enemy territory to terrorize them, though the Hellions are the most common culprit. This neighborhood is located west of Atlas Plaza, past Prometheus Park. Further to the west, beyond Argosy Industrial Park, is a gate leading to Perez Park. It's a hazard zone, so be careful.
The following exploration badges can be found in Atlas Park:
This flag was crafted from Statesman's cape and was donated to Paragon City to replace the flag destroyed by the invading Rikti. It now flies over Paragon City Hall to honor the sacrifice made by Hero 1 and the rest of Omega Team.
|Hero Corps Insider
Hero Corps may be controversial in their methods but they can have good information for aspiring heroes.
You have seen the statue of Cassiopeia, a Heroine recognized as a citizen of every country on Earth after she single-handedly saved the world from a rogue comet.
In the 1950's the hero called 'Gargoyle' would stand watch over the city from this spot.
The top of Atlas' statue is the first place many flying heroes will go.
Here is where one of the brave souls to take up the mantle of Scirocco stood against, and fell to, the Rikti invaders.
There are four Superpowered Field Trainers in Atlas Park, who sell level 5-15 Training Enhancements.