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{{cleanup|Info on KH2's Gummi Ship's AP and the enemies's Hit Points.}}
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As in other role-playing games, the various traits of a ''{{c|Kingdom Hearts|series}}'' character are measured by their '''stats'''. Stats measure attributes such as the magnitude of damage dealt by the character's attacks, the number of abilities they can equip, or how many spells they can cast consecutively. Stats generally grow throughout the course of each game, as characters level up or complete certain objectives.
As in other role-playing games, the various traits of a ''{{c|Kingdom Hearts|series}}'' character are measured by their '''stats'''. Stats measure attributes such as the magnitude of damage dealt by the character's attacks, the number of abilities they can equip, or how many spells they can cast consecutively. Stats generally grow throughout the course of each game, as characters level up or complete certain objectives.


{{TOClimit|3}}
==Recurring Stats==
==Recurring Stats==
===Level===
===Level===
[[File:Level Up KH.png|thumb|250px|Upon gaining a level in ''Kingdom Hearts'', the bonuses, including stat increases, appear in the top-left corner of the screen.]]
[[File:Level Up KH.png|thumb|right|250px|Upon gaining a level in ''Kingdom Hearts'', the bonuses, including stat increases, appear in the top-right corner of the screen.]]
A character's level represents their overall growth, and most stats grow in tandem with the level; a low-level character will generally have less stamina and strength than a high-level character. The character's level will go up each time they obtain set amounts of [[experience|experience points]]; normally the level is automatically increased, while in ''[[Kingdom Hearts 358/2 Days]]'' and ''[[Kingdom Hearts Re:coded]]'', the player is instead awarded [[Level Up]] panels or chips that they can choose to equip. This generally provides the character with an assortment of bonuses to their other stats, with the exception of ''[[Kingdom Hearts Chain of Memories]]'' and ''[[Kingdom Hearts Re:Chain of Memories]]'', in which the player chooses one of three bonuses upon leveling up. In the original game, gaining a level fully restores the player character's HP, and in ''Kingdom Hearts Re:Chain of Memories'', it only does so if the chosen bonus is the HP.
A character's [[level]] represents their overall growth, and most stats grow in tandem with the level; a low-level character will generally have less stamina and strength than a high-level character. The character's level will go up each time they obtain set amounts of [[experience|experience points]]; normally the level is automatically increased, while in ''[[Kingdom Hearts 358/2 Days]]'' and ''[[Kingdom Hearts Re:coded]]'', the player is instead awarded [[Level Up]] panels or chips that they can choose to equip. This generally provides the character with an assortment of bonuses to their other stats, with the exception of ''[[Kingdom Hearts: Chain of Memories]]'' and ''[[Kingdom Hearts Re:Chain of Memories]]'', in which the player chooses one of three bonuses upon leveling up.


Leveling up may also grant additional bonuses besides stat increases. In ''Kingdom Hearts'', leveling up may grant a new [[ability]], an additional slot for [[item]]s, or an additional equipment slot for [[Accessory|accessories]]. In ''Kingdom Hearts II'', leveling up may grant a new ability. In ''Kingdom Hearts Chain of Memories'', one of the bonuses available to Sora after leveling up may be a new [[sleight]].  
Leveling up may also grant additional bonuses besides stat increases. In ''Kingdom Hearts'', leveling up may grant a new [[ability]], an additional slot for [[item]]s, or an additional equipment slot for [[Accessory|accessories]]. In ''Kingdom Hearts II'', leveling up may grant a new ability. In ''Kingdom Hearts: Chain of Memories'', one of the bonuses available to Sora after leveling up may be a new [[sleight]].


<gallery widths=200px>
<gallery widths=200px>
File:Level Up (Sora) KHRECOM.png|Sora's level up screen in ''Kingdom Hearts Re:Chain of Memories''.
File:Level Up (Sora) KHRECOM.png|Sora's level up screen in ''Kingdom Hearts Re:Chain of Memories''
File:Level Up (Riku) KHRECOM.png|Riku's level up screen in ''Kingdom Hearts Re:Chain of Memories''.
File:Level Up (Riku) KHRECOM.png|Riku's level up screen in ''Kingdom Hearts Re:Chain of Memories''
</gallery>
</gallery>


In ''Kingdom Hearts II'', [[Drive Form]]s and [[summon]]s gain experience and level up independently of Sora's level. The same goes for commands in ''Kingdom Hearts Birth by Sleep'' for each playable character, which require command points in order to level up.
In ''Kingdom Hearts II'', [[Drive Form]]s and [[summon]]s gain experience and level up independently of Sora's level.


===Hit Points (HP)===
===Hit Points (HP)===
[[File:HP Gauge KHII.png|thumb|The HP Gauge in ''Kingdom Hearts II'', representing Sora's health.]]
[[File:HP Gauge KHII.png|right|thumb|The HP Gauge in ''Kingdom Hearts II'', representing Sora's health.]]
[[File:Enemy HP Gauge KH3D.png|thumb|An enemy's HP Gauge in ''Kingdom Hearts Dream Drop Distance HD'', appearing with the equipped Scan ability.]]
'''Hit Points''', or '''[[HP]]''', represent a character's or enemy's health. When damage is taken in battle or in the field, the damage is taken out of the current HP. Once HP falls to zero, the character is knocked out and can no longer fight. In the case of the main character, losing all HP results in a [[Game Over]]. HP can be restored by collecting [[HP prize]]s, or with healing items like [[Potion]]s and [[Elixir]]s, [[Cure]] magic, or some abilities.
'''Hit Points''', '''Health Points'''{{?}}, or '''HP''', represent a character's or enemy's health. When damage is taken in battle or in the field, the damage is taken out of the current HP. Once HP falls to zero, the character is knocked out and can no longer fight until they revive by themselves, a healing item or spell is used or cast on them, or they get rescued. In the case of the main character, losing all HP results in a [[Game Over]].


HP can be restored by collecting [[HP Prize]]s, or with healing items like [[Potion]]s and [[Elixir]]s, [[Cure]] magic, or some abilities.
A character's current and maximum HP are indicated on-screen by the green HP gauge, which typically accompanies an image of the character. An enemy's HP gauge will appear on-screen if the [[Scan]] ability is equipped. The exception is ''[[Kingdom Hearts: Chain of Memories]]'', in which the enemy gauge automatically appears.
 
A character's current and maximum HP are indicated on-screen by the green HP gauge, which typically accompanies an image of the character. An enemy's HP gauge will appear on-screen if the [[Scan]] ability is equipped, with certain games displaying it automatically without the need for Scan.


====Boosting maximum HP====
====Boosting maximum HP====
In ''Kingdom Hearts'', maximum HP may increase upon leveling up. Additionally, equipping some [[accessory|accessories]] also boosts maximum HP. Sora's initial maximum HP is 18, and Donald's initial maximum HP at level one is 12. <!-- To do: Add Goofy's level one HP, as it was discovered he can be played at level one (move Sora away from the Shadows during the battle that starts after the game explains the menu is unlocked and the abilities menu can be accessed to activate EXP 0 in Proud Mode). -->
In ''Kingdom Hearts'', maximum HP may increase upon leveling up. Additionally, equipping some [[accessory|accessories]] also boosts maximum HP.
<!--items
*Brave Warrior: +3
*Ray of Light: +3
*Omega Arts: +3
*Energy Bangle: +3
*Angel Bangle: +6
*Gaia Bangle: +9
*Heartguard: +3
*Crystal Crown: +6
-->


In ''Kingdom Hearts Chain of Memories'', HP starts at 80. Upon leveling up, the player may choose to increase maximum HP by 15. HP will eventually max out at 560.
In ''Kingdom Hearts: Chain of Memories'', HP starts at 80. Upon leveling up, the player may choose to increase maximum HP by 15.


In ''Kingdom Hearts II'', maximum HP will be increased by gaining [[Bonus Level]]s. Sora starts out at 20 HP and each Bonus Level HP increase increases Sora's maximum HP by 5 and after acquiring all Bonus Level HP increases, HP will max out at 120. On Critical Mode, each increase only improves HP by 2 and it will max at 60.
In ''Kingdom Hearts II'', increases in maximum HP are awarded for winning certain battles or completing certain tasks.


In ''Kingdom Hearts 358/2 Days'', equipping [[Level Up]] panels raises maximum HP, with the amount depending on the character. Maximum HP may also be boosted by equipping certain [[ring panel]]s.
In ''Kingdom Hearts 358/2 Days'', equipping [[Level Up]] panels raises maximum HP, with the amount depending on the character. Maximum HP may also be boosted by equipping certain [[ring panel]]s.
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In ''Kingdom Hearts 3D: Dream Drop Distance'', increases in maximum HP are awarded for winning certain battles or completing certain tasks. Additionally, equipping the HP Boost ability also boosts maximum HP.
In ''Kingdom Hearts 3D: Dream Drop Distance'', increases in maximum HP are awarded for winning certain battles or completing certain tasks. Additionally, equipping the HP Boost ability also boosts maximum HP.
 
<!--items
In ''Kingdom Hearts III'', maximum HP will be permanently increased by gaining [[Bonus Level]]s.  HP can be temporarily boosted by eating [[Cuisine|meals]] created with the assistance of [[Little Chef]] in [[Le Grand Bistrot]]. Critical Mode reduces the maximum HP of each character significantly.
*Brave Warrior: +3
*Ray of Light: +3
*Omega Arts: +3
*Energy Bangle: +3
*Angel Bangle: +6
*Gaia Bangle: +6
*Heartguard: +3
*Crystal Crown: +6
-->


===Magic Points (MP)===
===Magic Points (MP)===
[[File:Magic Gauge KHII.png|thumb|The MP Gauge in ''Kingdom Hearts II'', representing Sora's magic capacity.]]
[[File:Magic Gauge KHII.png|right|thumb|The MP Gauge in ''Kingdom Hearts II'', representing Sora's magic capacity.]]
'''Magic Points''', or '''MP''', represents a character's ability to cast [[magic]] and use certain active abilities in ''Kingdom Hearts'', ''Kingdom Hearts II'', ''Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage-'', and ''Kingdom Hearts III''. Every time a spell or ability is used, the cost is taken from the character's current MP. MP can be restored with healing items like [[Ether]]s and [[Elixir]]s, or with some abilities.
'''Magic Points''', or '''MP''', represents a character's ability to cast [[magic]] and use certain active abilities in ''Kingdom Hearts'' and ''Kingdom Hearts II''. Every time a spell or ability is used, the cost is taken from the character's current MP. MP can be restored with healing items like [[Ether]]s and [[Elixir]]s, or with some abilities. In ''Kingdom Hearts'', the maximum MP determines the amount of damage inflicted by magic.
 
In ''Kingdom Hearts'', the maximum MP determines the strength of magic spells<!--(only up to a limit of 15 MP and no more beyond that total)-->, such as the amount of damage inflicted by magic, the amount of HP restored by Cure, or the length of Aero, though it does not affect special abilities such as Sonic Blade, as they rely on the Strength stat to calculate their damage. Later games have this instead be determined by a separate Magic stat.


A character's current and maximum MP are indicated on-screen by the blue [[MP gauge]], which appears alongside their HP gauge.
A character's current and maximum MP are indicated on-screen by the blue [[MP gauge]], which appears alongside their HP gauge.


====Boosting maximum MP====
====Boosting maximum MP====
In ''Kingdom Hearts'', maximum MP increases when leveling up to certain level thresholds. Additionally, equipping some accessories and weapons can boost, or in some cases lower, maximum MP. Sora's initial maximum MP will be 3 if he chooses the [[Dream Rod]] in the [[Dive to the Heart]], and 2 otherwise. His maximum MP increases to 10 with the Dream Rod at level 66, or 8 at level 60 with the Dream Sword or level 66 with the Dream Shield. By equipping the [[Spellbinder]], [[Lady Luck]], or [[Ultima Weapon]], in addition to three accessories that increase maximum MP by 2, Sora can increase his maximum MP to 18 if the Dream Rod was selected, or 16 otherwise. Donald Duck starts with a maximum of 3 MP at level 1, and increases to 10 at level 79. Goofy starts with a maximum of 1 MP at level 1, and increases to 5 at level 56.
In ''Kingdom Hearts'', maximum MP may increase upon leveling up. Additionally, equipping some accessories also boosts maximum MP. Sora's initial maximum MP will be greater if he chooses the [[Dream Rod]] in the [[Dive to the Heart]].


In ''Kingdom Hearts Final Mix'', Sora can achieve a maximum MP of 19 if the Dream Rod was selected, or 17 otherwise, after reaching a very high level and equipping the [[Diamond Dust]] Keychain, which increases MP by 3, along with three accessories that increase maximum MP by 2. In ''Kingdom Hearts HD 1.5 ReMIX'', Sora's maximum MP can be reduced to 0 by choosing either the Dream Sword or Dream Shield, equipping the [[EXP Zero]] ability to avoid him getting increased maximum MP on a level up, and equipping the [[One-Winged Angel]], which reduces maximum MP by 2, and no MP-boosting accessories.
In ''Kingdom Hearts II'', increases in maximum MP are awarded for winning certain battles or completing certain tasks.
 
<!--items
In ''Kingdom Hearts II'', Sora's maximum MP will be increased by gaining [[Bonus Level]]s. Sora's MP starts at 100, each Bonus Level MP increase increases Sora's maximum MP by 10, and after acquiring all Bonus Level MP increases, MP will max out at 140. On Critical Mode, each increase only improves MP by 5 and it will max at 120. Other characters have a maximum MP of 100 which cannot be increased.
*Metal Chocobo: -1
 
*Oblivion: -1
In ''Kingdom Hearts III'', Sora's maximum MP will be increased by gaining [[Bonus Level]]s. All characters starting maximum MP values are decreased in Critical Mode. During the main story, each increase improves MP by 5, while MP increases acquired during the story of ''Re Mind'' improve MP by 3. On Critical Mode, each increase only improves MP by 2 during the main story.
-->


===Ability Points (AP)===
===Ability Points (AP)===
{{Youmay||[[#Attack Power (AP)|Attack Power]] or [[Kingdom Hearts χ#Gameplay|Action Points]]|Ability Points}}
{{Youmay||[[#Attack Points (AP)|Attack Points]] or [[Kingdom Hearts χ#Gameplay|Action Points]]|Ability Points}}
'''Ability Points''', or '''AP''', determine the number of [[ability|abilities]] that a character can equip in ''Kingdom Hearts'', ''Kingdom Hearts II'', and ''Kingdom Hearts III''. While an ability is equipped, its AP cost is deducted from the character's available AP.<!--Add coverage of Gummi Ship:
'''Ability Points''', or '''AP''', determine the number of [[ability|abilities]] that a character can equip in ''Kingdom Hearts'' and ''Kingdom Hearts II''. While an ability is equipped, its AP cost is deducted from the character's available AP.
 
The Gummi Ship in ''Kingdom Hearts II'' also has AP, which can be increased by completing certain Gummi Missions.
-->


====Boosting AP====
====Boosting AP====
In ''Kingdom Hearts'', maximum AP may increase upon leveling up. Additionally, equipping some accessories also boosts maximum AP. Using an [[AP Up]] will permanently increase maximum AP by one. Sora's initial maximum AP will be lessened if he gives up the Dream Rod in the Dive to the Heart.
In ''Kingdom Hearts'', maximum AP may increase upon leveling up. Additionally, equipping some accessories also boosts maximum AP. Using an [[AP Up]] will permanently increase maximum AP by one. Sora's initial maximum AP will be lessened if he gives up the Dream Rod in the Dive to the Heart.


In ''Kingdom Hearts II'', maximum AP may increase upon leveling up. Additionally, equipping some accessories also boosts maximum AP. Using an [[AP Boost]] will permanently increase maximum AP by one. Initial maximum AP can be increased by 1 by acquiring between 650 and 1040 [[Munny]], and by 2 by acquiring between 1050 and 1850 Munny with [[Roxas]] on Day 2.
In ''Kingdom Hearts II'', maximum AP may increase upon leveling up. Additionally, equipping some accessories also boosts maximum AP. Using an [[AP Boost]] will permanently increase maximum AP by one. Initial maximum AP can be increased by acquiring enough [[munny]] with [[Roxas]] on Day 2.
 
In ''Kingdom Hearts III'', AP can be increased via leveling up, or an AP Boost. As in previous games, an AP Boost will permanently increase AP by one.


===Strength===
===Strength===
The '''Strength''' stat determines the amount of damage that can be inflicted by weapon attacks, including normal attack combos and [[attack command]]s. In ''[[Kingdom Hearts Melody of Memory]]'', it instead determines the chance of stunning enemies that must be attacked multiple times.<ref>'''''Kingdom Hearts Melody of Memory'', Stunned Enemies:''' "If your Strength is high enough, you can stun enemies that must be attacked multiple times. You will not take damage from stunned enemies even if you miss."</ref>
The '''Strength''' stat determines the amount of damage that can be inflicted by weapon attacks, including normal attack combos and [[attack command]]s.


====Boosting Strength====
====Boosting Strength====
In ''Kingdom Hearts'', Strength may increase upon leveling up. Additionally, equipping some accessories also boosts Strength. Using a [[Power Up]] will permanently increase Strength by one. Sora's initial Strength will be greater if he chooses the [[Dream Sword]] in the Dive to the Heart, and lessened if he gives it up. It can reach a maximum of 99<!--, though the hard-cap for damage calculation is at 55 (61 vs. certain bosses)-->.
In ''Kingdom Hearts'', Strength may increase upon leveling up. Additionally, equipping some accessories also boosts Strength. Using a [[Power Up]] will permanently increase Strength by one. Sora's initial Strength will be greater if he chooses the [[Dream Sword]] in the Dive to the Heart, and lessened if he gives it up.


In ''Kingdom Hearts II'', Strength may increase upon leveling up. Additionally, equipping some accessories also boosts Strength. Using a [[Power Boost]] will permanently increase Strength by one. It can reach a maximum of 152.
In ''Kingdom Hearts II'', Strength may increase upon leveling up. Additionally, equipping some accessories also boosts Strength. Using a [[Power Boost]] will permanently increase Strength by one.


In ''Kingdom Hearts 358/2 Days'', equipping Level Up panels raises Strength, with the amount and growth rate depending on the character. Strength may also be boosted by equipping certain [[weapon panel]]s or ring panels.
In ''Kingdom Hearts 358/2 Days'', equipping Level Up panels raises Strength, with the amount and growth rate depending on the character. Strength may also be boosted by equipping certain [[weapon panel]]s or ring panels.
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====Boosting Magic====
====Boosting Magic====
In ''Kingdom Hearts II'', Magic may increase upon leveling up. Additionally, equipping some accessories also boosts Magic. Using a [[Magic Boost]] will permanently increase Magic by one. It can reach the maximum of 154.
In ''Kingdom Hearts II'', Magic may increase upon leveling up. Additionally, equipping some accessories also boosts Magic. Using a [[Magic Boost]] will permanently increase Magic by one.


In ''Kingdom Hearts 358/2 Days'', equipping Level Up panels raises Magic, with the amount and growth rate depending on the character. Magic may also be boosted by equipping certain weapon panels or ring panels.
In ''Kingdom Hearts 358/2 Days'', equipping Level Up panels raises Magic, with the amount and growth rate depending on the character. Magic may also be boosted by equipping certain weapon panels or ring panels.
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====Boosting Defense====
====Boosting Defense====
In ''Kingdom Hearts'', Defense may increase upon leveling up. Additionally, equipping some accessories also boosts Defense. Sora's initial Defense will be greater if he chooses the [[Dream Shield]] in the Dive to the Heart, and lessened if he gives it up. It can reach a maximum of 99.
In ''Kingdom Hearts'', Defense may increase upon leveling up. Additionally, equipping some accessories also boosts Defense. Sora's initial Defense will be greater if he chooses the [[Dream Shield]] in the Dive to the Heart, and lessened if he gives it up.


In ''Kingdom Hearts II'', Defense may increase upon leveling up. Additionally, equipping some pieces of [[armor]] also boosts Defense. It can reach the maximum of 153.
In ''Kingdom Hearts II'', Defense may increase upon leveling up. Additionally, equipping some pieces of [[armor]] also boosts Defense.


In ''Kingdom Hearts 358/2 Days'', with the amount and growth rate depending on the character. Defense may also be boosted by equipping certain weapon panels or ring panels.
In ''Kingdom Hearts 358/2 Days'', with the amount and growth rate depending on the character. Defense may also be boosted by equipping certain weapon panels or ring panels.
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In ''Kingdom Hearts Re:coded'', equipping Level Up, Trophy, or Defense + Stat Chips in the Stat Matrix increases Defense, up to 200.
In ''Kingdom Hearts Re:coded'', equipping Level Up, Trophy, or Defense + Stat Chips in the Stat Matrix increases Defense, up to 200.


===Critical %===
===Elemental Resistance===
Critical % determines the likelihood of the next hit being a critical hit. Equipping Level Up panels raises Critical %, with the amount and growth rate depending on the character. Critical Rate may also be boosted by equipping certain weapon panels or ring panels.
'''Elemental Resistance''' reduces the amount of damage received by elemental attacks by a set percentage in ''Kingdom Hearts'', ''Kingdom Hearts II'', ''Kingdom Hearts Birth by Sleep'' and ''Kingdom Hearts Re:coded''. There are resistances to {{c|Fire|element}}, {{c|Blizzard|element}}, and {{c|Thunder|element}}, as well as resistance to {{c|Dark|element}} in ''Kingdom Hearts'', ''Kingdom Hearts II'', and ''Kingdom Hearts Birth by Sleep'', and resistance to {{c|Aero|element}} in ''Kingdom Hearts Re:coded''. ''Kingdom Hearts 3D'' introduces resistances to {{c|Water|element}} and {{c|Light|element}}.
{{sec-stub}}


===Crit Bonus===
A character's elemental resistance is determined by equipping [[accessory|accessories]] in ''Kingdom Hearts'', [[armor]] in ''Kingdom Hearts II'', Screen-type Stats abilities in ''{{c|Stats ability|BBS|Birth by Sleep}}'' and ''{{c|Stats ability|DDD|Dream Drop Distance}}'', and Elemental Resistance [[Stat Chip]]s in ''Re:coded''. In ''Re:coded'', each elemental resistance can be increased up to 100%.
Crit Bonus determines the additional damage inflicted upon gaining a critical hit compared to a normal hit. Equipping Level Up panels raises Crit Bonus, with the amount and growth rate depending on the character. Critical Bonus may also be boosted by equipping certain weapon panels or ring panels.
{{sec-stub}}


===Elemental Resistance===
==''Kingdom Hearts: Chain of Memories''==
In most appearances, '''Elemental Resistance''' works alongside Defense and reduces the amount of damage received by elemental attacks by a set percentage in ''Kingdom Hearts'', ''Kingdom Hearts II'', ''Kingdom Hearts Birth by Sleep'', ''Kingdom Hearts Re:coded'' and ''Kingdom Hearts III''. There are resistances to {{c|Fire|element}}, {{c|Blizzard|element}}, and {{c|Thunder|element}}, as well as resistance to {{c|Dark|element}} in ''Kingdom Hearts'', ''Kingdom Hearts II'', ''Kingdom Hearts Birth by Sleep'', and ''Kingdom Hearts III'', and resistance to {{c|Aero|element}} in ''Kingdom Hearts Re:coded''. ''Kingdom Hearts 3D'' introduces resistances to {{c|Water|element}} and {{c|Light|element}}.
Due to the unique battle system of ''Kingdom Hearts: Chain of Memories'', Sora and Riku are given a revised array of stats, with only HP carrying over. The damage Sora deals in battle is now determined by the stats of the [[battle card]]s he uses, instead of a Strength stat.


A character's elemental resistance is determined by equipping [[accessory|accessories]] in ''Kingdom Hearts'', [[armor]] in ''Kingdom Hearts II'' and ''Kingdom Hearts III'', Screen-type Stats abilities in ''{{c|Stats ability|BBS|Birth by Sleep}}'' and ''{{c|Stats ability|DDD|Dream Drop Distance}}'', and Elemental Resistance [[Stat Chip]]s in ''Re:coded''. In ''Re:coded'', each elemental resistance can be increased up to 100%.
===Card Points (CP)===
<!--need to account for Command Points from BBS and RCO-->
'''Card Points'''<!--are they ever called that?-->, or '''CP''', dictate the number of cards that can be put into Sora's deck. Each card costs a certain amount of CP to be placed in a deck, depending on card type, card value, and whether the card is a Premium Card. Maximum CP starts at 275, and it can be increased by 25 after leveling up.


In ''Kingdom Heart 358/2 Days'', '''Elemental Resistance''' on playable characters only instead provides protection against status affects associated with each element. There are resistances to {{c|Nil|element}}, {{c|Space|element}}, {{c|Wind|element}}, {{c|Ice|element}}, {{c|Earth|element}}, {{c|Illusion|element}}, {{c|Moon|element}}, {{c|Fire|element}}, {{c|Water|element}}, {{c|Time|element}}, {{c|Flower|element}}, {{c|Lightning|element}}, and {{c|Light|element}}. Resistances can be provided by certain accessories. Additionally, most characters possess an innate resistance to a specific element that increases by 10% every 10 levels.
===Attack Points (AP)===
{{youmay||[[#Ability Points (AP)|Ability Points]] or [[Kingdom Hearts χ#Gameplay|Action Points]]|Attack Points}}
'''Attack Points'''<!--are they ever called that?-->, or '''AP''', determine the amount of damage [[Riku]] can inflict when attacking. AP starts at 10, and it can be increased by 1 after leveling up.


==''Kingdom Hearts Chain of Memories''==
===Dark Points (DP)===
Due to the unique battle system of ''Kingdom Hearts Chain of Memories'', Sora, Riku, and enemies are given a revised array of stats, with only HP carrying over. For Sora's case only, the various amounts of damage he deals in battle are now determined by the stats of the [[battle card]]s and sleights he uses, instead of having a stat that gets increased every level.
'''Dark Points''', or '''DP''', determines how long Riku can stay in [[Dark Mode]]. Maximum DP starts at 8, and it can be increased by 2 after leveling up once Dark Mode becomes available.


===Cost Points (CP)===
==''Kingdom Hearts 358/2 Days''==
<!--need to account for Command Points from BBS and RCO-->
All recurring stats from previous games carry over into ''Kingdom Hearts 358/2 Days'', with the exception of MP and AP. Two additional stats are also included.
{{nihongo|'''Cost Points'''|コストポイント|Kosuto Pointo}}, or '''CP''', dictate the number of cards that can be put into Sora's deck. Maximum deck CP starts at 275, and it can be increased by 25 after leveling up, up to a maximum of 1900 in ''Kingdom Hearts Chain of Memories'' or 1625 in ''Kingdom Hearts Re:Chain of Memories''. Each card costs a certain amount of CP to be placed in a deck. Higher-valued cards have a higher CP cost, and cards with a value of 0 cost more than cards with a value of 9. The CP cost for cards with a value of 1 is a multiple of 5, ranging from 10 to 50, and for each value higher, it adds 10% of the initial cost (rounded down). Premium Cards always cost the same as a card with a value of 1. Enemy Cards and Special Cards have a set CP cost.


===Attack Power (AP)===
===Critical %===
{{youmay||[[#Ability Points (AP)|Ability Points]] or [[Kingdom Hearts χ#Gameplay|Action Points]]|Attack Power}}
Equipping Level Up panels raises Critical %, with the amount and growth rate depending on the character. Critical Rate may also be boosted by equipping certain weapon panels or ring panels.
'''Attack Power''', or '''AP''', determine the amount of damage one can inflict when attacking, akin to the Strength and Magic stats. Enemies's AP change depending on the floor on which they're fought, along with their HP. Sora's AP is fixed at 10, while [[Riku]]'s AP starts at 10, can be increased by 1 after leveling up (can only be selected every 5 levels), and can reach a maximum of 30.
{{sec-stub}}


In [[Link Mode]], Sora's AP is initially set to 6, but can be changed before a match to a value between 1 and 11.
===Crit Bonus===
 
Equipping Level Up panels raises Crit Bonus, with the amount and growth rate depending on the character. Critical Bonus may also be boosted by equipping certain weapon panels or ring panels.
===Dark Points (DP)===
{{sec-stub}}
'''Dark Points''', or '''DP''', determines how long Riku can stay in [[Dark Mode]]. Maximum DP starts at 8, and it can be increased by 2 after leveling up at any point in ''Chain of Memories'' or once Dark Mode becomes available in ''Re:Chain of Memories''. In the latter game, if a high enough level is reached and the first two level up options are exhausted, the ability to increase Dark Points is unlocked regardless of if Dark Mode is unlocked. If increased fully, DP will cap at 99 in ''Re:Chain of Memories''. In ''Chain of Memories'', there is no limit to how high DP can go, only being limited by the maximum level.


==''Kingdom Hearts Re:coded''==
==''Kingdom Hearts Re:coded''==
===Luck===
===Luck===
'''Luck''' increases the probability of enemies dropping items upon defeat, akin to the Lucky Lucky ability.
{{sec-stub}}
 
====Raising Luck====
Luck can be increased by installing rare Lucky Strike chips into the Stat Matrix.
 
In the [[Avatar Menu]], increasing [[Avatar Menu#Happiness|Happiness]] to its maximum value will double Data-Sora's Luck; getting this boost is the only way to raise his Luck to its maximum of 28.


===Elemental Proficiency===
===Elemental Proficiency===
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Elemental proficiency is similar in function to the [[Fire Boost]], [[Blizzard Boost]], [[Thunder Boost]] and [[Cure Boost]] abilities.
Elemental proficiency is similar in function to the [[Fire Boost]], [[Blizzard Boost]], [[Thunder Boost]] and [[Cure Boost]] abilities.


==''Kingdom Hearts Dream Drop Distance''==
{{BoxTop}}
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==''Kingdom Hearts χ''==
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==''Kingdom Hearts III''==
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==Notes and references==
{{reflist}}
 
{{mechanics}}
{{mechanics}}
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