Gameplay
Final Fantasy Resonance Stats and Combat Effects
Learn what each Final Fantasy Resonance stat affects in combat, how Spirit and Sanctity differ, and which equipment and Vision bonuses suit your role.
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What Character Stats Affect
In Final Fantasy Resonance, Strength and Magic support different attack types, Spirit supports magic defense and Sanctity, and Speed determines turn order. Healing and Light magic use Sanctity, while stagger depends on an ability's stagger power, enemy weaknesses and stagger modifiers.
Character Stats and Combat Effects
Base stats and final combat attributes describe different parts of your setup. Strength, Stamina, Magic and Spirit are base values, while the Physical Attack, Magic Attack, Physical Defense and Magic Defense attributes reflect equipment and modifiers. Compare the final attribute relevant to your attacks or incoming damage, then check what each bonus actually changes.
| Stat | What It Affects |
|---|---|
| HP | Maximum health; relevant when comparing how much health a character can have. |
| MP | The resource used by spells and applicable skills. |
| Strength | Base physical attack; relevant to a physical attacker's equipment choices. |
| Stamina | Base physical defense. |
| Magic | Base attack value for ordinary offensive magic. |
| Spirit | Base magic defense and a contribution to Sanctity. |
| Sanctity | The attack attribute used for healing and Light magic. |
| Speed | Turn order in combat. |
| AP | Capacity for equipped mastery abilities. Base AP capacity is 100. |
| Physical Attack | The final physical offensive attribute after equipment and modifiers. |
| Magic Attack | The final magical offensive attribute after equipment and modifiers. |
| Physical Defense | The final defensive attribute relevant to incoming physical damage. |
| Magic Defense | The final defensive attribute relevant to incoming magical damage. |
| MRP | Points earned toward a character's Vision Mastery Rank; a mastery progression quantity rather than an attack attribute. |
Physical Damage, Magic and Healing
Physical damage primarily compares effective physical attack against the target's physical defense. Ordinary offensive spells use magic attack against magic defense. An elemental attack can be physical or magical, so its element alone does not tell you which attack attribute supports it. Match equipment to the move's damage type, even when a Vision gives that move to a character with different natural strengths.
Healing and Light magic use Sanctity, with Spirit contributing to that attribute. Spirit also serves as base magic defense, so it has a defensive purpose alongside its contribution to Sanctity. For a healer, compare Spirit and Sanctity instead of judging every spell by Magic. For an offensive caster, check whether the intended spell uses ordinary magic attack or Sanctity before choosing an upgrade.
Percentage bonuses also need a closer look. A bonus named Physical Attack +20% may modify damage without changing the displayed attack attribute. The character sheet therefore does not always show the entire benefit of a damage bonus. Compare the bonus description alongside the displayed attribute, especially when choosing between a direct stat increase and a conditional effect.
Stagger Power and HP Damage
Stagger has its own gauge, governed by the attack's stagger power, enemy weaknesses and stagger modifiers. Raising Strength or Magic alone does not describe how effectively a move will break an enemy. Ordinary elemental weaknesses and an already staggered target each commonly multiply HP damage by 1.5. Keep that HP damage benefit separate from the stagger power needed to create the opening.
Reckless Abandonment doubles the selected physical attack's stagger power without doubling its HP damage. Trigger increases both damage and stagger power by 30% for standard attacks and battle skills. Its benefit does not extend to every physical attack. A breaker should compare stagger effects directly, while a damage dealer should check whether the attack being used qualifies for the bonus.
Compare Equipment for the Job You Need
- Compare offensive equipment against the ability you intend to use. Physical attackers benefit from Strength, weapon attack and applicable damage bonuses; ordinary offensive casters prioritize Magic, while healing and Light magic use Sanctity.
- Compare defensive equipment against the attacks threatening your party. HP and the defense matching incoming damage are the relevant considerations for a tank, rather than choosing protection solely for its offensive benefits.
- Compare the abilities that remain available after a Vision swap. Permanent mastery stat increases, AP-equipped mastery abilities and the current Vision's skills follow different rules, so check the resulting setup against the job you need it to perform.
Permanent Vision Stats and Ability Capacity
Permanent mastery stat increases stay with the character after the Vision changes. Mastery progress is personal to each character, so mastering a Vision with Rain does not give Fina the same rewards. Learned abilities from the currently equipped Vision are available without an additional AP equipment cost; carrying learned mastery abilities over from other Visions uses AP. AP is an equipment capacity for those abilities, rather than a resource spent whenever they attack.
A Vision's Spirit ability is separate from the Spirit stat. At MR9, a Spirit bundles that Vision's mastery abilities into a single ability slot, but it does not grant every awakening spell. The bundle can use more AP than you need when you only want an individual ability. Compare the abilities you will actually use with the bundle's AP cost before committing capacity to it.
The demo caps character level at 15 and Vision mastery at rank five. MR9 Spirit bundles therefore belong to progression beyond those demo limits. Within the demo, focus equipment comparisons on the stats and mastery rewards already available to your characters.


