Progress through practice and the story

Maximum Base Level is 175, with a deliberately slower experience curve and eight story seals along the way. Experience at a sealed cap is not stored for later.

Traditional jobs earn Job EXP separately. Blue Mage and Red Mage develop individual techniques, while Summoner trains pact spirits; these custom jobs stay at Job Level 1. Later technique ranks demand more practice than the early ranks.

Stats above level 99

  • Base stats can be raised to 125. Each point beyond 99 keeps getting more expensive, so plan a build rather than maxing everything.
  • Levels beyond 99 grant four stat points per level.
  • Transcendent classes receive extra stat points and more HP and SP.
  • Class HP and SP continue their final table growth linearly beyond 99.
  • Possession and soul aspects are separate bonuses, not increases to the base-stat allocation cap.

Levels are only part of your power

The combat balance gives weapons, spell focuses, armor, and magic defense a larger role. Attributes support that equipment rather than replacing it. Cards, refinements, useful affixes, and runes give you more ways to shape a build.

Natural monsters become more demanding through progression. Rarity adds another layer of danger, with stronger stats and modifiers. Upgrading your gear does not cause enemies to scale up to cancel the improvement.

Field monsters that appear at night are tougher but more rewarding; see Day & night. Strong enemies can also be Broken; see Break, Boost & Latent Power.

Numbers are a baseline, not a guarantee

These are the current campaign rules, not a guarantee that every encounter is equally tuned. Equipment, elements, skill choices, and group composition still change the danger.

As balance changes are shipped, this reference should be updated alongside them. Treat in-game state as the final authority when a test build and a guide differ.