Stats: Difference between revisions

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(→‎FP: I think we should use the full names for subheadings to avoid confusions (however I will research about CP and AP))
(→‎Ability Points: not really neccessary)
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===Ability Points===
===Ability Points===
{{Youmay|Ability Points|[[{{PAGENAME}}#AP 2|Attack Points]]}}
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.
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.



Revision as of 22:47, 28 November 2012

As in other role-playing games, the various traits of a Kingdom Hearts 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.

Recurring Stats

Level

A character's level is a 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 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.

Hit Points

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 with healing items like Potions and Elixirs, Cure magic, or some abilities.

Boosting maximum HP

In Kingdom Hearts and Kingdom Hearts Final Mix, the maximum HP may increase upon leveling up. The increases occur more frequently when choosing the Dream Shield in the Dive to the Heart. In a similar fashion, when leveling up in Kingdom Hearts: Chain of Memories and Kingdom Hearts Re:Chain of Memories, the player may choose to increase maximum HP. Equipping Level Up panels in Kingdom Hearts 358/2 Days raises maximum HP, with the amount depending on the character, as does equipping Level Up chips and HP+ chips in the Stat Matrix in Kingdom Hearts Re:coded. In Kingdom Hearts II, Kingdom Hearts II Final Mix, Kingdom Hearts Birth by Sleep and Kingdom Hearts Final Mix Birth by Sleep, increases in maximum HP are awarded for winning certain battles or completing certain tasks.

Magic Points

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 Ethers and Elixirs, or with some abilities.

In Kingdom Hearts, the length of the MP bar determines the amount of damage inflicted by Magic.

Boosting MP

In Kingdom Hearts and Kingdom Hearts Final Mix, the maximum MP may increase upon leveling up. The increases occur more frequently when choosing the Dream Rod in the Dive to the Heart. In Kingdom Hearts II and Kingdom Hearts II Final Mix, increases in maximum MP are awarded for winning certain battles or completing certain tasks.

Ability Points

Ability Points, or AP, determine the number of 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.

Boosting AP

Strength

The Strength stat determines the amount of damage that can be inflicted by weapon attacks, including normal attack combos and Attack Commands.

Boosting Strength

Magic

The Magic stat determines the amount of damage that can be inflicted by offensive magical attacks, including standard magic and Magic Commands. It also determines the efficacy of healing magic.

Boosting Magic

Defense

The Defense stat determines a character's resistance to damage from enemy attacks.

Boosting Defense

Elemental Resistance

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 Fire, Blizzard, and Thunder, as well as resistance to Dark in Kingdom Hearts, Kingdom Hearts II, and Kingdom Hearts Birth by Sleep, and resistance to Aero in Kingdom Hearts Re:coded. Kingdom Hearts 3D introduces resistances to Water and Light.

A character's elemental resistance is determined by equipping accessories in Kingdom Hearts, armor in Kingdom Hearts II, Screen-type Status Abilities in Kingdom Hearts Birth by Sleep and Kingdom Hearts 3D, and Elemental Resistance Stat Chips in Kingdom Hearts Re:coded.

Kingdom Hearts: Chain of Memories and Kingdom Hearts Re:Chain of Memories

CP

Card Points, 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.

AP

Attack Points, or AP, determine the amount of damage Riku can inflict when attacking.

Dark Points

Dark Points, or DP, determines how long Riku can stay in Dark Mode.

Kingdom Hearts Birth by Sleep and Kingdom Hearts Birth by Sleep Final Mix

Focus Points

Focus Points, or FP, determine the length of time available for locking onto targets with a Shotlock. The maximum number of FP is always 100, and FP is restored by landing attacks on targets.