Stat Guide

Stat points are awarded to a character everytime their Base Level increases. This guide explains what these stats do, how they affect other sub-stats and how to raise them for most effectiveness.

[-Stats-Major-]


STR:

It determines your attack, as well as your weight carrying capacity. Having high, or moderate Str for melee characters is extremely important. It is useful for builds that carry heavy armour to maximise their potential. For ranged and supportive characters, it does not affect damage drastically (or not at all), but is useful in small quantities to boost carrying capacity. This is particularly helpful in case of Archers/Hunters. For effectiveness, and long term solo'ing, Str is needed for the arrows, pots, loot, etc. When planning ones character build, it is best to utilize in the calculations the bonus given by job as well. For example: You want 80 Str for your Knight. This means, you should raise your base Str (the left hand side part of it) to 72 only, because at Job 50, knights get + 8 to Str, making the totol Str 80.

- +1 base damage per point for melee weapons.
- A bonus of (Str/10)^2 total (ie, at 50 Str, 25 points total) for melee
weapons (such as Daggers, Swords, Axes, Knuckles, Maces, etc.) where Str/10 is rounded down.
- +1 base damage per 5 points for missile weapons (Bows).
- +30 carrying capacity per point of Base Str (the left hand part of Str
only, i.e., job bonuses and Str from equips/spells are NOT counted).

AGI:

A defensive cum offensive stat. Best utilized in the defensive position by Assasins and Rogues, best utilized for the offensive by Assasins, Hunters and Rogues. It is an exellent defensive stat in PvM, but at higher levels, due to presence of 'Ancient' Weapons (Carded With Mummy card, giving a bonus of +20 to hit), it fails during PvP. In WoE, it's effectiveness is further reduced due to reductions in the flee of charecters. (See 'Flee' in substats for more details.) However, it makes up this nerf, due it it's major offensive capibility: providing extreme ASpd. It is important for all melee classes that need Aspd (Attack Speed: see substats for more details.) It does not affect casting times in anyway. Can be increased in any measure.

- +1 flee per point.
- Increased attack speed per point, +0.something to be exact. (complicated,
but based on the Atk Speed of the weapon you're using in the class you are in).
-Doesn't affect cast time and cast delay.

VIT:

It is often said Vit (Knights/Priests, etc.) characters rule. It is very true to a great extent. Vitality is the best defensive stat in the game. It is not nerfed in any way in PvP or WoE (Unlike Agi). It reduces damage taken, gives more HP to absorb the damage taken, gives faster HP regeneration to recover the damage taken, and also reduces chances and durations of status ailments such as Poision, Stun, etc., rendering some PvP and/or WoE strategies useless. In some amounts, it is useful for every class. However, only the Knights take maximum benefit from it.
For Example: a knight with 1 vit, has HP 9k at level 99. A kngiht with 99 Vit, at level 99 with have 16k hp.
It is the most holistic defence melee characters have. For ranged characters however, the best defence is their best offence.
It is best increased in intervals of twenty (20). Ensure you do not forget to add job bonuses in your calculation.

- +1% to MaxHP per point.
- +0.8 weapon damage reduction (defensive) per point.
- Healing items effect increased by +2% per point.
- Every 5 full points of VIT increases HP Recovery Power by 1 (see substats
page for more details).
- There is a hidden bonus of +1 Int style MDEF per 2 points.
- Increasing VIT also decreases the chance of being afflicted by the
negative status affects of Poison, Silence and Stun.

INT:

A largely neglected stat, but almost essential in trace quantities for melee chars as well as Archers/Hunters. Skills are a vitally important part of any build. The ability to use skills depends on you're SP and sp regen. Points should be allocated in this depending upon the sp consumption of your main skills. Also, some melee builds can be fitted to have moderate Int, to ensure the usage of skills continuously during MvP'ing. For Example: a lancer of the build Str/Vit/Dex/Int. It is best raised in intervals of 6 (for melee and Hunters) and 7, 5 or 6 (usually 7) for Priests and Wizards.

- +1 Base MAtk per point.
- +1% to MaxSP per point.
- SP Recovery items effect increased by +2% per point.
- Every 6 full points of INT increases SP Recovery Power by 1 and past 120
INT, every 2 INT gives a bonus to SP Recovery Power of 1 (see substats page for
more details).
- A bonus to MinMAtk of (Int/7)^2 total where (Int/7) is rounded down.
- A bonus to MaxMatk of (Int/5)^2 total where (Int/5) is rounded down.
- +1 spell damage reduction (defensive) per point.
- Increasing INT also decreases the chance of being afflicted by the
negative status affects of Blind, Sleep and Stone Curse.

DEX:

A very important stat for each and every class. It is offensive and defensive in nature for all jobs in Ragnarok and is not nerfed in PvP or WoE. It raises minimum damage, increases the ability to hit a high Agi monster, lowers casting times, and is the main damage stat of Bow using classes such as Hunters, Bard/Dancer, Rogue. An essential stat, which ever job you choose to take. It is best raised in intervals of 5 for melee classes, but for Hunters it is best in intervals of 10.
P.S it is also the stat that can be taken to the highest amounts without godly equips. With Hunter:160.

- +1 to hit per point.
- Increased attack speed per point (complicated, but based on the atk speed
of the weapon you are using in the class you are in and worth 1/4 of Agi).
- +1 base damage per point for missile weapons.
- Bonus of (Dex/10)^2 total (ie, at 50 Dex, 25 points total) for missile
weapons where dex/10 is rounded down.
- +1 base damage per 5 points for melee weapons.
- +1 minimum damage per point for melee weapons. If Dex exceeds the Atk
value of the melee weapon, use the Atk of the melee weapon for the min value
(ie. max and min values become the same).
- Reduces spell casting time by a percentage calculated as Dex/1.5 (ie. 30
Dex = 20% casting time reduction).
- +0.1% forging and refining rates for Blacksmiths. {Doubted}

LUK:

For moderate amounts it is good, in large amounts you might deprive your character of other stats and in trace amounts, it is useless. Main users of this are Crit Knights, Falconers, Forgers (Blacksmith variant), and Assasins and that's just about it. Best raised in intervals of 5 or 10.

- +1 base damage per 5 points of Luk for missile and melee weapons.
- 1 Luk provides 0.3% base Crit, though the status window shows the formula to be 3 Luk = 1 Crit.
- +1 "Lucky/Perfect" Dodge chance (the right hand part of your Flee value) per 10
points of Luk.
- +0.05% forging and refining rates for Blacksmiths per point. {Doubted}
- Increasing LUK also decreases the chance of being afflicted by Stun status affect by luck/3 (but not as much as the effect of VIT cases). Total resistence to Stun = Vit + Luk/3
- It has been proven that a Knight with (Luk = Base Level + 1) can use Muramasa with 0% chance of Curse status ailment infliction. {Needs clarification}

[-SubStats-]


Atk:

The basic hit you will do. Priests and Wizards don't need to be concerned about this, unless you happen to be AlooGobi or a Battle Priest.

- Atk stands for Attack and gives an indication of how much damage you will
do when you hit something.
- The visible components of the Atk score are your Strength plus the Atk of
the weapon you are using on the left and the damage bonus from any upgrades the
weapon might have on the right.
- The real value on the left of your Atk score includes hidden bonuses from
Strength, Dexterity and Luck.
- Not counting the value of WeaponAtk and AtkBonusCards, this true value is
often referred to as the base damage. This base damage is basically your
Atk with bare fists.

MAtk:

Basic Magical attack. Only Priests and Wizards need to concerned about this, unless you're an Int Intimidate Rogue.

- MAtk means Magic Attack and gives an indication of how much damage a
spell will do when cast against something.
- MAtk comes in two parts. The left-hand number is referred to as Min MAtk
or Minimum Magic Attack. The right-hand number is referred to as Max MAtk or
Maximum Magic Attack. Any time you use a magical attack, a random number
between the Min Matk and Max Matk is generated and that number is used as the
attack power (base damage) of every hit in that spell.
- Note that any weapon that gives a +15% bonus to MAtk does not change the
number you can see in your status window, but is included in damage
calculations.

Hit:

When mosters have high Agi, you will need to have adequate Hit to touch them, otherwise, they will be too agile and will dodge your attacks. It is influenced by your Dex.

- Hit refers to your ability to hit a target. It is the opposite of Flee.
- Each point of Hit increases your ability to hit a target by 1%.
- Your Hit is a combination of your Base Level, Dexterity and any special Hit increasing cards you may have equipped. It is calculated as BaseLevel + DEX + Cards.
- The Mummy card when put in a weapon you are wielding increases your Hit
by 20. This is effectively the same as the description which says your Hit is
increased by 20%. Some other Hit increasing cards for weapons, though used scarcely, are the Drops Card (Dex +1, Hit +3) and the Phreeoni card (Hit +100).

Critical:

The chance to do a critical attack, that ignores defence, hit and flee of the moster. Unless you are Luk based, do not be very concerned about it.

- Critical is your chance of striking a critical blow against a target.
- Each point of Critical increases your ability to cause a critical by 1%.
- Your Critical on the Status window is equal to 1 + [LUK/3] + Critical
Increasing Cards where [] indicates you round the value inside down before
continuing.
- Your true Critical value is equal to 1 + [ Luk * 0.3 ] + Critical Increasing
Cards.
- There is a special rule for Katar wielding Assassins. They get twice the
Critical rate they would get using other weapons, though it is not displayed in the status window.
- Criticals are checked for before seeing if your Hit overcomes the targets
Flee. So you can actually land a Critical even if you would ordinarily have no
chance of hitting at all!
- Monsters have Luk too! Your chance of getting a critical against a
monster is reduced by MonsterLuk/5. This reduction takes place after the
doubling of Criticals for Katars and the Counter Attack skill.
- A Critical hit always hits for maximum damage and ignores Def, though there are tiny fluctuations.
- You can tell a critical has landed by the big red spiky bubble around the damage message and a special hit sound reserved for critical hits.

Defence

Solid Defence

SOLID DEF is the natural DEF that an item gives you, you can see this value by
right clicking on that item. Cards also give SOLID DEF, so if a card says it
gives DEF it's SOLID DEF. Now, SOLID DEF reduces the damage you take in by
percentages. So if a monster is going to hit you for 1000, and you have 50
SOLID DEF then that monster would hit you for 1,000 X .50 = 500 instead.

Upgraded Defence

UPGRADED DEF is the DEF you get when you upgrade an item, when you see an item
that has a + beside it. That is UPGRADED DEF, each UPGRADED DEF you have is not
a SOLID 1% per +, it is actually 2/3 DEF per +. So if you have a +4 Item,
then that would mean you have an extra 2.6 DEF. You convert this UPGRADED DEF
to SOLID DEF by multiplying the + of the item to 2/3 or .666666667.

Vit Defence

VIT DEF is the DEF you get from the total amount of VIT you have in your
status window. so if you have 10+10 VIT in your window then you have 20 VIT
DEF. This by all means is not the same as SOLID or UPGRADED DEF. The difference
is that SOLID and UPGRADED DEF reduce damage in percentages, while VIT Def
reduces damage in exact amounts. So lets say a monster is supposed to hit you
for 1,000 damage. If you have 20 VIT DEF then that monster would hit you for 984 which
is monster damage - (VIT DEF)*0.8. Here's how:

Damage From Monsters

Damage - (Vit Def)*0.8 

If damage is 100, and Vit Def is 20. 

1000 - 20.(0.8) = 984

Damage From Players

Damage - (Vit Def)*0.8

If damage is 1000, and Vit Def is 20

1000 - 20.(0.5) = 990

How DEF works (example: skip from here if you want)

NOTE: I will take into account that the Knight has no other damage reduction
cards like raydric cards or what not.
DEF works like this: Lets say you are a knight with a +4 set of equipment.
Here's how it will look like

               SOLID DEF + UPGRADED DEF = REAL DEF
+4 Helm :          6                 2.6                  8.6
+4 Full Plate :  10                 2.6                 12.6
Fin Helm :         2                   -                      2
Iron Cain :        1                   -                      1
+4 Boots :        4                  2.6                   6.6
+4 Manteau :    4                  2.6                   6.6
+4 Shield :        6                  2.6                   8.6

------

TOTAL :          33                  13                    46
Damage = 1000
Def = 46%
Vit Def = 80

Total damage taken = 

(Damage - (Dmg*Def/100)) - (Vit Def)*x 

where x = 0.8 if Damage is dealt by Monster. 
     x = 0.5 if Damage is dealt by Player

Calculation (For Monster) : 

(1000 - (1000*46/100) - 80.(0.8)) = 476

Def:

Defence is not as it looks. Important substat for Knights, Blacksmiths (Battlesmiths) and some variants of hunter class.

- Def means Defence and refers to your ability to reduce damage inflicted
on you.
- The left-hand part of Def is derived from items of Armor (including any
pluses on them) and reduces damage by a percentage. The true value of Armor DEF
is BasicArmor + Refinements X 2/3. That is, you take the full amount of
whatever it says in your armors descriptions and any armor adding cards, but
only two-thirds of the pluses on your armor. eg. +6 Plate is actually worth (10 + 6 X 2/3 = 14 DEF). Use this "true value"
- The right-hand part of Def is derived from your VIT and reduces damage by
that number of points after the left-hand part is applied.
- Def can never reduce damage inflicted below 1 point.

MDef:

As it is Magical Defence, it is important mainly for WoE and PvP. Otherwise, not something that should be bothered with (for any class).

- MDef means Magical Defense and refers to your ability to reduce magical
damage inflicted on you.
- The left-hand part of MDef is derived from items of Armor (only the MDEF
portions) and reduces damage by a percentage.
- The right-hand part of MDef is derived from your INT and reduces damage
by that number of points after the left-hand part is applied. There is a hidden
bonus of VIT/2 to this part of MDEF.
- MDef can never reduce damage inflicted below 1 point.

Flee:

The most important defensive stat of Agi based builds. It is your ability to be able to dodge a monsters' attack. At max, it can be 95.1% dodge of the mosters attacks.

- Flee is a measurement of your ability to dodge attacks made on you. It is
the opposite of Hit.
- The left-hand part of flee is derived from your Base Level, Agility and
any Flee enhancing cards. It is calculated as BaseLevel + AGI + Cards.
- Every 1 point of the left-hand part of flee increases your probability of
dodging by 1%. The minimum chance of dodging is 0% and the maximum chance is
95%. No matter what, a monster always has a chance of hitting you. It's kind of
like a critical chance for monsters.
- The right-hand part of flee is derived from Luck. It is calculated as 1 +
[LUK/10] where [] indicates you round the value inside down before continuing.
- Every 1 point of the right-hand part of flee gives you a 1% chance to get
a "Lucky" dodge. This lucky dodge is calculated before the other kind of dodge
and is separate from it. Even if you had 0% chance to dodge based on the
left-hand part of flee, a lucky dodge can still save you!

ASpd:

Attack Speed. Powerful offensive/defensive stat of Agi variants. 190 aspd means 5 hits per second!!! ohmy.

- ASpd stands for Attack Speed and is a measurement of your ability to
swing fast.
- ASpd is improved by your Job, the Weapon Speed of the Weapon/s you are
wielding, your Agility and your Dexterity.
- ASpd is calculated as 200 - Delay.
- You can calculate your Swings/Minute as 60/(Delay/50). This is because
each point of Weapon Delay is equal to 1 frame on the screen. There are 50
frames per second and of course 60 seconds per minute. This can be further
simplified to 3000/Delay.
- Swings/Minute is actually a more accurate representation of attack speed
than ASpd.
- See the bottom of this chapter for the table of Weapon Delays by class.
In the case of Weapon Delays, the smaller the number, the faster!

Casting Time:

The time it takes a person to use skill.

- A hidden statistic. The rate at which a character can cast a skill.
- The basic formula is ActualFrames = [BaseFrames X (150-Dex)/150].
- In seconds, the formula is ActualSeconds = [BaseSeconds X 50 X
(150-Dex)/150]/50.
- For the amount of Dex required per frame use: 1/[BaseFrames/150].

HP:

- HP stands for Hit Points or Health Points and is a measurement of how
long you can sustain damage before you die.
- HP is improved by your Base Level by an amount depending on your class.
It is also improved by your VIT at a rate of 1% per point of VIT.
- Items that give VIT bonuses (excepting cards!) give an HP Addition of the
same size. eg. Necklaces give +2 Vit, so they also give 2 points of HP Addition.

HP Recovery:

- Sitting halves the time required to recover HPs to 3 consecutive seconds.
- You recover no HPs when carrying more than half your Weight capacity.

SP:

- SP stands for Spell Points and is a measurement of how many skills and
spells you can use before your abilities are exhausted.
- SP is improved by your Base Level by an amount depending on your class.
It is also improved by your INT at a rate of 1% per point of INT.
- Items that give INT bonuses (excepting cards!) give an SP Addition of the
same size. eg. Earrings give +2 Int, so they also give 2 points of SP Addition.

SP Recovery:

- Sitting halves the time required to recover SP. The effect of the priest
skill Magnificat also halves the time required to recover SP. If only one of
the conditions is in effect, you will take only 4 seconds to recover SP. If
both of the conditions are in effect, you will take a mere 2 seconds to recover
SP.
- You recover no SP when carrying more than half your Weight capacity.

Weight:

- Weight is the measurement of your ability to carry stuff. This includes
all in your inventory and that you have equipped. In addition, there is an
absolute limit of 64 items that may be carried in your Inventory at once{Doubted}. If
you unequip an item or open a Old Blue Box, Old Purple Box or Old Card Album
and it would take you over the 64 item limit, the item is lost forever. {Doubted}
Whatever you do, don't go anywhere near the 64 item limit! It's not worth doing
something that will make you cry.
- Weight is improved by Class and Base Str. Base Str is the left side only
of the Str value. Weight is calculated as 2000 + WeightModifier + BaseStr X 30.
- Find the Weight Modifier in the table for Job Modifiers below.

[-Tables-]


JOB MODIFIERS
JOB         WEIGHT MODIFIER    HP MODIFIER    HP FACTOR    SP FACTOR
Acolyte     400                5              0.4          5
Alchemist   1000               5              0.9          4
Archer      600                5              0.5          2
Assassin    400                5              1.1          4a
Bard/Dancer 700                3              0.75         6
Blacksmith  1000               5              0.9          4
Crusader    800                7              1.1          4.7
Hunter      700                5              0.85         4
Knight      800                5              1.5          3
Magician    200                5              0.3          6
Merchant    800                5              0.4          3
Monk        600                6.5            0.9          4.7
Novice      0                  5              0            1
Priest      600                5              0.75         8
Rogue       400                5              0.85         5
Sage        400                5              0.75         7
Swordsman   800                5              0.7          2
Thief       400                5              0.5          2
Wizard      400                5              0.55         9

WEAPON DELAYS
JOB         FIST  1H SRD  2H SRD  DAGGER  KATAR  1H AXE  2H AXE  1H SPR
Acolyte     40    -       -       -       -      -       -       -
Alchemist   40    57.5    -       55      -      67.5    65      -
Archer      40    -       -       60      -      -       -       -
Assassin    40    65      -       50      50     80      -       -
Bard/Dancer 40    -       -       55      -      -       -       -
Blacksmith  40    65      -       60      -      65      65      -
Crusader    40    50      55      50      -      70      70      60
Hunter      40    -       -       60      -      -       -       -
Knight      40    50      55      50      -      70      70      60
Magician    50    -       -       60      -      -       -       -
Merchant    40    70      -       60      -      70      75      -
Monk        40    -       -       -       -      -       -       -
Novice      50    70      -       65      -      80      -       -
Priest      40    -       -       -       -      -       -       -
Rogue       40    55      -       50      -      200     -       -
Sage        45    -       -       52.5    -      -       -       -
Swordsman   40    55      60      50      -      70      75      65
Thief       40    65      -       50      -      80      -       -
Wizard      50    -       -       57.5    -      -       -       -

WEAPON DELAYS (continued)
JOB         2H SPR  MACE  BOOK  ROD   BOW  KNUCKLE  WHIP/INSTRUMENT
Acolyte     -       60    -     60    -    -        -
Acolyte     -       65    -     -     -    -        -
Alchemist   -       -     -     -     70   -        -
Archer      -       200   -     -     -    -        -
Assassin    -       -     -     -     65   -        57.5
Bard/Dancer -       67.5  -     -     -    -        -
Blacksmith  60      65    -     -     -    -        -
Crusader    -       -     -     -     60   -        -
Hunter      60      65    -     -     -    -        -
Knight      -       -     -     70    -    -        -
Magician    -       70    -     -     -    -        -
Merchant    -       57.5  -     57.5  -    47.5     -
Monk        -       70    -     65    -    -        -
Novice      -       60    60    60    -    200      -
Priest      -       200   -     -     65   -        -
Rogue       45      -     -     52.5  -    -        -
Sage        -       -     55    62.5  -    -        -
Swordsman   70      65    -     -     -    -        -
Thief       -       200   -     -     80   -        -
Wizard      -       -     -     62.5  -    -        -

Remember that, for transcendent classes, the mods remain the same as their non-transcendent counter-parts.

[-Bonuses-]

Since most people would skip over the guide, i'm just posting the bonuses part in the end again.

Str:

For Melee Attack: in mulitples of 10.
Bonus= {Str/10}^2.
For Ranged Attack.
Bonus= {Str/5}*1. (lol)

Vit:

Vit def bonus in the 20's.
Bonus = 1 extra vit def according to calc.

Int:

SP Recovery increases in multiples of 6.
Min & Max (Magical) attack increases in 5 and 7's.

Dex:

For ranged in multiples of 10.
Bonus = {Str/10}^2.
For Melee Attck.
Bonus = {Dex/5}*1.

Credits ~ Maruko's Unofficial Hybrid Knight Guide

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