Statistic

Statistics, often abbreviated to Stats, in the Golden Sun series are no different than in any other RPG. The status screen tells you each Adept's name, stats, current class, and any status conditions affecting them.


 * Level: The character's current level, which increases when the Adept gains enough experience points. As an Adept's level increases, so does their HP, PP, Attack, Defense, and Agility.
 * Experience: The character's current amount of experience points. It also tells you how many more points you need to reach the next level. Experience points are gained by defeating enemies. Adepts who are Downed do not receive any experience. In Golden Sun: The Lost Age, Adepts not battling only gain half as much experience as usual. Felling an enemy with an offensive Djinni increases the amount of experience that enemy gives.
 * Hit Points: The character's current and maximum amount of Hit Points (also called HP). As Adepts and enemies take damage their HP is depleted. When anyone's HP reaches zero that person is Downed and cannot fight or receive experience points. There are many ways to recover lost HP or raise a character's maximum HP. There are also several ways to revive Downed Adepts, the first of which is to visit a Sanctum (although the easiest would probably be the Revive Psynergy).
 * Psynergy Points: The character's current and maximum amount of Psynergy Points (also called PP). Every time an Adept or enemy uses Psynergy (either in or out of battle) their PP is depleted. Psynergy spells cannot be cast if the caster doesn't have enough PP remaining. There are also some moves that lower the target's PP. There are several ways to recover lost PP, the simplest of which is to simply walk around outside of battle, or to raise an Adept's maximum PP.
 * Attack: Determines how much damage the Adept will do when attacking with weapons, offensive Djinn, and certain Psynergies (such as Ragnarok). The higher an Adept's Attack, the more damage they can dish out. Attack can be increased in many ways, the most common of which is by equipping weapons.
 * Defense: Determines how much damage the Adept will take when attacked with any method involving the enemy's Attack. The higher an Adept's Defense, the less damage they take, preventing them from being Downed. Defense can be increased in many ways, the most common of which is by equipping armor.
 * Agility: Determines the turn order in battle. The Adept or enemy with the highest Agility takes the first action, the one with the second-highest Agility has the next action, etc., although there are exceptions. There are ways to boost an Adept's Agility, although they are not as common as Attack and Defense boosting effects.
 * Luck: The higher a character's Luck is, the better their odds of avoiding status-affecting attacks.
 * Djinn: Shows how many Djinn of each element are assigned to that Adept, as well as how many are set.
 * Elemental Levels: This is a general indicator of how skilled that Adept is with each element. Each Adept starts with 5 levels in their assigned element. Each Djinni set to a character increases that person's Elemental Level by 1 for that element.
 * Power (Elemental Power): How much damage you can do with each element. A high power increase elemental damage dealt to targets. Power increases by 5 for each level in that element. Some equipment also increases the wearer's power.
 * Resist (Resistance): How well you can resist damage from each element. A high resistance reduces damage from elemental attacks. Resist increases by 5 for each level in that element. Some equipment, Psynergies, and Djinn effects can also raise or lower an Adept's resistance.