Action Points are a resource that most of the skills use during combat.
Attacking with a weapon, or using a skill or a spell will most likely have an AP cost attached to it. Not having enough AP means that you cannot perform the action you wanted to do.
At the start of every turn, your AP is replenished to the base value of 6. However, this can be increased by equipment or by skill points or even by other skills by other players or enemies.
A number of spells, and effects, can alter the AP of a creature. The maximum AP a fighter can get is 30.
|Ecaflip||All or Nothing||AP Refund|
|Eniripsa||Hammle Mark||AP Transfer|
|Refund Mark||AP Refund|
|Enutrof||Drhellzerker||Turns all AP into MP|
|Feca||Crashing Wave||Armor: +AP when hit|
|Defensive Orb||Glyph: +AP|
|Osamodas||Savage Anger||+AP to summons|
|Rogue||Rogue Master||+AP on bomb denotation|
|Sadida||Rust||+AP to Dolls|
|Sram||Petty Theft||Steals AP|
|Xelor's Hourglass||-AP, +AP to allies|
|Timekeeper||+AP on following turn|
|Time Theft||+AP when taking AP|
|Temporal Armor||+AP per hit|
|150, 300||2||+1 AP|
- "Action Point" is often shortened to "AP".
- The symbol is often used to represent AP within the game's interface.