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==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|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. 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.


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</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|thumb|The HP Gauge in ''Kingdom Hearts II'', representing Sora's health.]]
[[File:Enemy HP Gauge KH3D.png|thumb|The enemy's HP Gauge in ''Kingdom Hearts Dream Drop Distance HD'', appearing with the equipped Scan ability.]]
[[File:Enemy HP Gauge KH3D.png|thumb|The enemy's HP Gauge in ''Kingdom Hearts Dream Drop Distance HD'', appearing with the equipped Scan ability.]]
'''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]].
'''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. 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.


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====
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====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.
In ''Kingdom Hearts'', maximum MP may increase upon leveling up. 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. In ''Kingdom Hearts Final Mix'', by using certain keychains at low levels and/or selecting something other than the Dream Rod in the Dive to the Heart, Sora's maximum MP can be reduced to 1 or even zero. In ''Kingdom Hearts Final Mix'', Sora's maximum MP is 19 if the Dream Rod was selected, or 17 otherwise, after reaching a very high level and equipping three accessories that increase maximum MP by 2.


Sora's initial maximum MP will be three if he chooses the [[Dream Rod]] in the [[Dive to the Heart]], and two otherwise. His maximum MP increases to ten with the Dream Rod at level 66, or eight at level 60 with the Dream Sword or level 66 with the Dream Shield. 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 three along with three accessories that increase maximum MP by two. In ''Kingdom Hearts'', he can only achieve 18 or 16 MP respectively due to Diamond Dust not existing, so Sora has to equip either the [[Spellbinder]], [[Lady Luck]], or [[Ultima Weapon]] keychain. In ''Kingdom Hearts Final Mix'', by using certain keychains at low levels and/or selecting something other than the Dream Rod in the Dive to the Heart, Sora's maximum MP can be reduced to one or even zero - achievable with the [[One-Winged Angel]] keychain which reduces maximum MP by two.
In ''Kingdom Hearts II'', 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.
 
<!--items
Donald Duck starts with a maximum of three MP at level 1, and increases to ten at level 79. Goofy starts with a maximum of one MP at level 1, and increases to five at level 56.
*Metal Chocobo: -1
*Oblivion: -1
*One-Winged Angel -2
-->


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.
In ''Kingdom Hearts III'', maximum MP will be increased by gaining [[Bonus Level]]s.
 
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)===
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====Boosting Magic====
====Boosting Magic====
In ''Kingdom Hearts'', Magic is determined by the user's maximum MP, and is increased by leveling up. Certain accessories can increase or decrease the user's maximum MP. The higher the user's maximum MP, the stronger their magic abilities are. Choosing the [[Dream Rod]] will increase Sora's initial MP, and leaving it behind or giving it up would have him start with less MP.
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. It can reach the maximum of 154.


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