Characters Stats
Most character stats can be readily accessed in the Select Menu > Attributes > (Character).
There are also a few hidden variables.
Note (SFC only): From a Character's Attribute screen you can also have direct access to that Character's Equipment, Spells and Techs. Convenient!
2.2.1. Attributes / Ability Stats
・Class: Does not really do anything, as characters are coded individually. Nevertheless, characters from a same Class share some similar traits (beside their appearance), like their Race, or the flags that allow you to use the Windmaker or to subdue the Armed Merchants' guard. See the Characters section for details.
Gender (Male/Female/Unknown): Some quests and some tech effects are gender-dependent.
・HP (Health Points, max=999): If HP=0, the character goes down and loses 1 LP. If HP=0, each subsequent attack = -1LP. Affects one tech, and the difficulty of some boss battles. Depends on BC and STA: see the Advanced section for Initial HP and HP Gain. Fully recovered after every battle. During battle, can be restored by Techs, Spells, battle-usable Items or can regenerate thanks to specific equipment and adequate magic environment. See the Healing section.
・LP (Life Points): If LP=0, permanent death (i.e. the character disappears from your party, but can be recruited again in this generation or another when their turn comes again in the recruitment cycle: see also the Characters section). MaxLP is static. A few rare usable items allow partial recovery, one accessory full recovery when sleeping.
・SP (Skill Points, 技(WP) Waza Points, max=250): Consumed to use Skills (Techs/Waza). Recovery: sleep, inventory-usable Items.
SP = Highest SkillLV x2 + Sum of all SkillLV.
・MP (Magic Points, 術(JP) Jutsu Points, max=250): Consumed to use Magic Spells (Jutsu). Recovery: sleep, inventory-usable Items.
MP = Highest MagicLV x2 + Sum of all MagicLV + 5.
Numbers in black are at max value. In blue, not! And in red, ≤ n/4.
・STR (腕力 Strength): Affects Sword, Gsword, Axe, Club, Spear, Martial dmg & accuracy.
・DEX (器用さ Dexterity, Agility): Affects Short Sword & Bow dmg & accuracy.
・MAG (魔力 Magic Power, Intelligence): Affects spell power, and dmg for few techs.
・SPD (素早さ, Speed): Affects turn order in battle, evasion rate, Martial dmg, accuracy for Sword, Gsword, Axe & Club.
・STA (体力 Stamina, Constitution): Affects MaxHP (inital + raise).
Ability Stat Raw Max = 25.
These are all important fixed stats that can only be altered slightly by equipment (displayed as '+n' next to the attribute value, in blue on SFC, in black in the Remaster Edition).
・DEF (防御力 Defense): Displays your Slash Def only (from your equipped items).
・The Defensive Traits (防御特性) display visually (icons) the attacks against which you have some defense (Slash, Blunt, Stab, Shot / Heat, Cold, Bolt, Status). This depend solely on your equipped items. See the Items section for the hidden exact values.
・Logic (理力, LOG): Hidden parameter on SFC. Remaster: can be measured in the Magic Research Center. Affects spell power, positively for Dark Magic, negatively for all other offensive spells.
・Weight (重さ): The sum of the weight of your character's equipment. See the Items section. Affects turn order, tech accuracy, dmg of a few techs. A hidden parameter on SFC. Remaster Edition: can be measured in the Warehouse (Avalon Castle, 2F).
2.2.2. Weapon & Magic Skills Levels
The Weapon & Magic LVs are visible in the right-hand column of the Select Menu in the Attribute, Equipment, Spells or Skills screens.
Affect SP and MP, and in general the relevant techs dmg & accuracy and spell pwr.
See the Techs section and Magic section for details.
Max LV = 50.
・Sword/Greatsword LV (剣・大剣, SW LV) - affects Sword, Greatsword & Claw dmg & accuracy.
・Spear/Short Sword LV (槍・小剣, SP LV) - affects Spear & Short Sword dmg & accuracy.
・Axe/Club LV (斧・棍棒, AX LV) - affects Axe & Mace dmg & accuracy.
・Bow LV (弓, BOW LV) - affects Bow techs dmg & accuracy.
・Martial Arts LV (体術, MA LV) - affects Martial Arts techs dmg & accuracy.
For Fusion Spells, both LVs are taken into consideration. See the Spell Dmg section for details.
・Pyrology LV (火 Fire, PY LV) - affects PY spell pwr.
・Hydrology LV (水 Water, HY LV) - affects HY spell pwr.
・Terrology LV (地 Earth, TE LV) - affects TE spell pwr.
・Aerology LV (風 Wind, AE LV) - affects AE spell pwr.
・Cosmology LV (天 Heavenly, Divine, Light, COS LV) - affects COS spell pwr.
・Umbrology LV (冥 Dark, UM LV) - affects UM spell pwr.
Note that one character can only have one of Fire or Water, Earth or Wind, Light or Dark.
Your characters' starting LVs upon joining depend on their innate weapon/magic bonuses or penalties (see the Characters section) and your current Master Levels (MLVs: see the next section), and they go up when enough Technical Points (TP) earned in battle (see the HP, LV & MLV Gain section for details).
Besides these individual stats, there are also important Kingdom / Party variables, some hidden.
2.3. KINGDOM / PARTY STATS
2.3.1. Revenue and Treasury
The two officers in the small room left of your throne (Avalon Castle 2F) are in charge of the Empire's finances. One tells you how much there is in the Empire's Treasury (Remaster: top-right NPC), while the other keeps track of the Empire's Revenue (Remaster: bottom-left NPC).
The Imperial Treasury (SFC max = 16,777,215) is where your money goes and piles up when you have more than 10k of pocket money.
Note that you can fill you pocket money at any time by talking to the Treasury Officer.
The Imperial Revenue is your Crown income per battle engaged (be they won, lost or fled).
It starts at 4000G, will increase as you complete certain quests and annex territories, and can go up to 31,600G (Remaster: 44,400G).
See the Money Management section for details.
2.3.2. Master Levels (MLV)
Your characters all have visible, individual Weapon and Magic Skill LVs but in all these categories there are also invisible Master Levels (MLVs, also called Global Levels, max=40) that can only be deduced (after a reincarnation, or when a character joins the party).
Every time a weapon or a magic is used in battle and the battle is won, not only each character still standing at the end of the battle gains Technical Points (TP) individually that are added to the TP total of the corresponding Skill LVs (e.g. if a character used a Sword tech and a Pyrology spell in the battle and you gained 500 TP at the end of the battle, this character's Sword LV and Pyrology LV will get +500 TP), but all the individual TP gains of all party members in all concerned Skill LVs will also be added to hidden Master LVs (e.g. if in all two characters have used Sword attacks, two have used Bows, one has used their Short Sword, one has used Hydrology, two have used Aerology, before defeating the enemies and winning 500 TP, then Sword MLV +1000, Bow MLV +1000, Spear/Short Sword LV +500, Hydrology LV +500, Aerology LV +1000).
These MLVs are an important factor for the starting LVs of your various characters when they join (or when your Emperor reincarnates). See the Characters section for details.
Specific Magic MLVs are also required to unlock higher spells. See the Magic section.
It may thus be efficient to try to maximize TP gain for MLVs, by making each character use as many different weapons or magics as possible, especially during battles with enemies with a high TP worth (likes bosses, or endgame regular enemies). E.g. if all 5 characters used Cosmology during a battle, the Cosmology MLV will be credited the battle TP gain x5.
Note that each character only needs to use a Weapon or a Magic once for the corresponding LV & MLV to be eligible fo TP gain, and there is no bonus whatsoever in that regard for using one Weapon several times.
2.3.3. Battle Counters
Beside MLVs, there are other variables that influence your Party, chiefly your Battle Count.
The Battle Count (BC) is your total number of battles engaged (be they won, lost, or fled).
It affects:
- the characters' initial HP
- the regular enemies' rank
- some enemies' pattern list (stronger techs if BC is high)
- the Last Boss' number of actions per turn (between 2 and 2+(BC/500), max 7).
A hidden stat on SFC, readily available in the Remaster (Avalon 2F, S-E-most NPC).
There is also a Generational Battle Count (GBC), which is the number of battle engaged during the current generation (max=255), that affects the Generation Skip occurrence and values: see the Time Jump/Reincarnation section for details.
Remaster: Early battles in the Maze of Memory do not count towards your BC.
2.4. ITEM STATS
There are a few readily visible variables:
Weapon ATK - Affects the dmg of most techs.
Weapon Weight - Affects turn order, dmg of a few techs, accuracy for Sword, Gsword, Mace, Axe, Spear. Hidden parameter on SFC (Remaster: indirectly visible thanks to the weighing scale in the Warehouse).
Defense equipments display only one deceptive DEF value (and in the Remaster indirectly their Weight, which influences effective combat SPD, some techs dmg, and turn order), coupled with very limited descriptions of additional effects when in the Inventory or the Warehouse (to which the official translation unfortunately adds confusion and errors).
But tech and defense attributes are in fact a-plenty and there are many additional effects and possible Status immunities: all of this, hidden!
2.4.1. Item Attributes
There are 8 different atk/def attributes and all defense items have in fact 8 corresponding values.
Type | Attribute |
---|---|
Physical | Slash (SL) |
Blunt (BL, Hit) | |
Stab (ST, Pierce) | |
Shot (SH) | |
Magic | Heat (HE) |
Cold (CO) | |
Bolt (BO) | |
Status (STS) | |
None | None |
Notes:
- Your characters have no innate Def value attached to them: all defense variables come from your equipped items. The value displayed in game is the def against SL attacks only, which can be very misleading.
- Techs and spells usually deal damage of one kind of attribute, but some have several. In that case, both attributes may trigger shield activation, and the target's lower def value is the relevant variable for damage calculation.
- If the total def for an attribute reaches 128+, the target becomes immune to attacks of that attribute.
- A few attacks have no attribute: they by-pass the target's defenses (def=0).
- See the Tech section, the Magic section and the Items section for details.
There are two additional special elements, linked to specific attacks, against which the target is either susceptible or immune (and which are thus closer to Status flags):
- Air Pressure: a flag related only to the powerful Sword tech Airwave and Umbrology spell Dark Wash, which, if they hit, take away a portion of the target's HP. There are two items that provide immunity against those: Erudite Robe and Candy Ring. On the enemy's side, most bosses, for example, are immune to Pressure attacks.
- Horror: a flag related only to the Umbrology spell Horror that provokes Confusion LV3 if successful. This concerns monsters, as some whole races are immune to it. Concerning your characters (but monsters too), defense items with the Mind immunity ward against Confusion and thus Horror.
2.4.2. Item Status Immunities
In addition to these 8 attributes, another set of item parameters deals with Status Ailment immunities.
They correspond to the possible Status Ailments:
- Insta-death / Petrification
- Paralysis
- Sleep
- Dark / Blind
- Mind (Confusion, Charm, Silence)
- Poison
- Stun
- Air Pressure (special)
- Horror (special)
For your characters, a few items can provide immunity against certain status ailments.
Somes enemies or types of enemies are immune against specific Status ailments. Most notoriably, all Seven Heroes are immune against all Status ailments.
See the Battle: Status Ailments section below and the Items section for details.