Stats
Contents
Primary Stats
Stats are the six fundamental character statistics that make (or break) a character. Stats start out with a base value of 1 and can be raised as far as 99 (up to 80 on baby classes). Third job characters can increase stats up to 130 (up to 117 on baby classes). Base stats are increased by spending stat points, higher stats costing more to raise (particularly for base stats beyond 100). Stat points are gained with base level increases, the amount increasing with higher levels.
STR
Strength: This stat affects the "melee" physical power of the character, allowing it to deal damage even if no weapons are equipped if a sufficient amount of STR is invested. The STR value is also multiplied to the Weapon ATK value for even more damage increase.
When using "meleetype" weapons such as Axes, Books, Daggers, Katars, Knuckles, Maces, Spears or when Bare Handed, every point of STR provides:
 Status ATK +1
 Weapon ATK +0.5% (only on Base Weapon ATK, and this bonus is pseudoelemental)
When using "rangedtype" weapons such as Bows, Guns, Instruments and Whips, every 5 points of STR provide:
 Status ATK +1
Every point of STR provides:
 Weight Limit +30
 Decreases Vacuum Extreme duration by 0.04s.
STR specific:
 ATK
 Weight Limit (base stat only)
AGI
Agility: This stat affects the speed of the character in many aspects, allowing it to attack faster and dodge attacks more often.
Every point of AGI provides:
 Flee rate +1
 Increases Attack Speed
 Resistance vs. the following Status Effects:
Every 5 points of AGI provide:
 Soft DEF +1
The actual ASPD calculation depends on AGI, DEX, ASPD Potions and skills, the type of equipped weapon, and current job class. It can take between 1 and 20 AGI to increase ASPD by 1. More details can be found in the entry for ASPD discussion.
AGI specific:
 ASPD
 Flee rate
 Does not affect Cast Time or Cast Delay but does shorten "animation delay" between casts
 Does not affect Movement Speed
VIT
Vitality: This stat affects the endurance, HP, and restorative power of the character, allowing it to last longer against monsters and to regain more life with healing items.
Every point of VIT provides:
 Max HP +1%
 Healing Items effectiveness +2% (HP)
 Resistance vs. the following Status Effects:
 Stun: 1% chance from being inflicted, decreases duration (exact value unknown)
 Poison: 1% chance from being inflicted, decreases duration (exact value unknown)
 Deadly Poison: 1% chance from being inflicted, decreases duration (exact value unknown)
 Burning: reduces chance from being inflicted, decreases duration by 0.1s.
 Freezing: reduces chance from being inflicted, decreases duration by 0.1s.
 Mode Cold: reduces chance from being inflicted, decreases duration by 0.1s.
Every 2 points of VIT provide:
 Soft DEF +1
Every 5 points of VIT provide:
 Soft MDEF +1
 HP Recovery rate +1
Every 200 of Max HP provides 1 more HP regenerated during natural HP Recovery.
VIT specific:
INT
Intelligence: This stat affects the mental power of the character, allowing to deal magic damage even if no weapons are equipped if a sufficient amount of INT is invested.
Every point of INT provides:
 Status MATK +1.5
 Max SP +1%
 Healing Items effectiveness +1% (SP)
 Decreases Cast Time (at half the effectiveness of DEX)
 Alchemists: Brewing success rate +0.05% (half the benefits of DEX and LUK)
 Resistance vs. the following Status Effects: (verify for renewal)
Every 2 points of INT provide:
 Soft MDEF +1
 SP Recovery rate +1 (only if INT past 120)
Every 6 points of INT provide:
 SP Recovery rate +1
When INT reaches 120 or higher:
 SP Recovery rate +4 (going from 119 to 120 INT gives +5 regeneration)
Every 100 of Max SP provides 1 more SP regenerated during natural SP Recovery.
INT specific:
DEX
Dexterity: This stat affects the accuracy (HIT) of the character in many aspects, allowing it to land hits easier, among other things. It is also the primary stat for "ranged" physical power, and the primary stat for decreasing cast time.
When using "rangedtype" weapons such as Bows, Guns, Instruments and Whips, every point of DEX provides:
 Status ATK +1
 Weapon ATK +0.5% (only on Base Weapon ATK, and this bonus is pseudoelemental)
When using "meleetype" weapons such as Axes, Books, Daggers, Katars, Knuckles, Maces, Spears or when Bare Handed, every 5 points of DEX provide:
 Status ATK +1
Every point of DEX provides:
 Hit rate +1
 Decreases Cast Time
 Increases Attack Speed
 Thieves: Steal success rate +0.1%
 Rogues: Divest success rate +0.2%
 Blacksmiths: Forging success rate +0.1%
 Alchemists: Brewing success rate +0.1%
 Cooking success rate +0.2%
Every 5 points of DEX provide:
DEX specific:
LUK
Luck: This stat affects the fortune of the character in some aspects, allowing it to deal Critical hits more often, luckily dodging enemy attacks more often, among several other small bonuses.
Every point of LUK provides:
 Critical Hit Rate +0.3%
 Blacksmiths: Forging success rate +0.1%
 Alchemists: Brewing success rate +0.1%
 Cooking success rate +0.1%
 Resistance vs. the following Status Effects:
 Blind: slightly decreases chance from being inflicted
 Curse: 1% chance from being inflicted
 Frozen: slightly decreases from being inflicted
 Poison: slightly decreases chance from being inflicted (exact value unknown)
 Silence: slightly decreases from being inflicted
 Sleep: slightly decreases from being inflicted
 Stone Curse: slightly decreases chance from being inflicted
 Stun: slightly decreases chance from being inflicted, 0.01 seconds duration
Every 3 points of LUK provide:
 ATK +1
 MATK +1
 Hit rate +1
 Hunters: AutoBlitz Beat rate +1% (requires a Falcon and the skill Blitz Beat)
 Rangers: AutoWarg Strike rate +1% (requires a Warg and the skill Warg Strike)
Every 5 points of LUK provide:
 Flee rate +1
 Critical Hit Shield +1%
Every 10 points of LUK provide:
LUK specific:
 CRIT
 ATK
 MATK
 Hit rate
 Flee rate
 Perfect Dodge
 Status Effects
 Forging
 Potion Creation
 Cooking
 Does not affect Drop Rates
Substats
There are also secondary stats which are determined by the primary stats, along with gears and skills.
ATK
 Main article: ATK
Attack: The physical attack rating for both ranged and melee weapons. It is listed as A + B in the Status Window, where A represents the Status ATK and B represents the sum of Weapon ATK (base weapon damage and its base bonus damage from refinement) and Equip ATK (bonus damage from equipment and buffs). Only B is affected by Element, except when using Mild Wind. The Status Window does not show the total ATK used for the Attack damage calculation.
MATK
 Main Article: MATK
Magic Attack: The magic attack rating. It is listed as A + B in the Status Window, where A represents the Status MATK and B represents the Weapon MATK (equipped weapon and its refinement rate) and Equip MATK (equipment and buffs). The MATK as whole is affected by Element. The Status Window does not show the total MATK used for the damage calculation.
DEF
 Main article: DEF
Defense: The defense rating against physical damage. It is shown as A + B in the Status Window, where A represents the Soft DEF and B represents the Hard DEF. Hard DEF cuts damage relatively, whereas Soft DEF is an absolute reduction with that number.
MDEF
 Main article: MDEF
Magic Defense: The defense rating against magic damage. It is shown as A + B in the Status Window, where A represents the Soft MDEF and B represents the Hard MDEF. Hard MDEF cuts damage relatively, whereas Soft MDEF is an absolute reduction with that number.
 Note: Each point of Hard MDEF also provides 1% resistance to Frozen and Stone Curse statuses.
HIT
Hit rate: The accuracy rating, which is calculated as 175 + BaseLv + DEX + Floor(LUK ÷ 3) + Bonus
.
 The chance to land a hit is calculated as
[AttackerHit  DefenderFlee]
%.  When dealing with the monsters, the chance is calculated as
[100 + PlayerHit  HitRequiredFor100%]
%. HitRequiredFor100% is the value from the monster's table which shows the player's Hit rate required for making 100% chance of landing hits against monster. This value is calculated as
200 + Level + AGI
.
 HitRequiredFor100% is the value from the monster's table which shows the player's Hit rate required for making 100% chance of landing hits against monster. This value is calculated as
 Note: The chance cannot be below 5% (Except in WoE).
CRIT
Critical Hit Rate: The Critical Hit rating, which increases damage by 40%. Offensive skills do not take CRIT into account except for a few exceptions like Focused Arrow Strike. Critical Hit also ignores Flee rate but not Perfect Dodge nor DEF. Critical Hit Rate is doubled when wielding a Katar type weapon.
 Note: The Crit rate being displayed in the Status Window isn't the true value which is applied against monsters. The "status crit" is calculated by dividing current LUK by 3 and adding the Crit rate bonuses from equips/cards. The real Crit rate is a little different, as
LUK × 0.3 + Bonus
.  Critical hit can proc physical autocasts (such as CD in Mouth), so 100+ crit for autocast builds like SC/Sorc is a viable way to make up for a low DEX build.
 Critical damage always goes with the highest weapon level variance. Weapons under the safe refine level will always have the same exact damage. Refinement bonus variance, on the other hand, will vary.
 Critical damage modifiers like Aunoe card/Temporal LUK Boots goes right after the original crit damage, it goes like
Final Critical Damage = Highest Weapon Level Variance Damage × 1.4 × Critical Damage Modifier %
Ex: your crit damage goes for 500 with a clean Faceworm Queen Leg [2], if you put 2 Aunoe Cards inside it, your crit damage will be 700.
FLEE
 Main article: FLEE
 For the Monk skill, see Flee (Skill)
Flee rate: The dodge rating. It is shown as A + B in the Status Window, where A is calculated as 100 + BaseLv + AGI + Floor(LUK ÷ 5) + Bonus
and B represents the Perfect Dodge, which is a direct percentage of dodging any regular hit, including Critical Hits.
 The chance to dodge a hit is calculated as
[100 − (AttackerHit − DefenderFlee)]
%.  When dealing with monsters, the chance is calculated as
[95 + PlayerFlee  FleeRequiredFor100%]
%. FleeRequiredFor100% is the value from the monster's table which shows the player's Flee rate required for making 95% chance of dodging the monster's attacks. This value is calculated as
170 + Level + DEX
.
 FleeRequiredFor100% is the value from the monster's table which shows the player's Flee rate required for making 95% chance of dodging the monster's attacks. This value is calculated as
 Note: The chance cannot be above 95% (Except in WoE). Also, there is a huge penalty to Flee rate when attacked by over enemies at same time.
ASPD
 Main article: ASPD
Attack Speed: The hit/second rating. It depends on the player's class, equipped Weapon Type, Speed Modifiers, AGI and DEX. ASPD increases hits/second exponentially. It has a limit of 190 for non3rd classes and 193 for 3rd classes.
HP
 Main article: Max HP
Hit Points or Health Points. It is how much life points the character has or the amount of damage the character can sustain before dying. Max HP is mainly derived from the class of the character, VIT and any equipment that may affect HP.
SP
 Main article: Max SP
Spell Points, Spell Power or even Mana. It is how much mental points the character has for performing skills. Max SP is mainly derived from the class of the character, INT and any equipment that may affect SP.
QuasiStats
The following are values which, while not directly visible in the Status Window, are directly measurable and can have just as big an impact on gameplay.
Attack Range
Attack Range is the maximum distance an attack or skill can be made from the player. For most weapons, the attack range is 3 cells. However, If the player attempts to attack while outside of Melee range, the client will move to 1 cell away. Bows get a base range of 5 cells and some special weapons have longer range (Such as the Long Mace). Additionally, all skills have an Attack Range too.
A monster's attack is considered Melee if the attacker is below 4 cells away from the target when attacking. A monster's attack is considered Ranged if the attacker is above 4 cells away from the target. While, a player's attack depends on the weapon or the skill used.
Cast Time
 Main article: Skills#Cast Time
Many skills, and not just magic skills have a Cast Time. This is indicated by the green "progress bar" above the character's head. Cast Time is split into two parts, "Variable Cast Time" and "Fixed Cast Time". The variable portion is directly affected by DEX and INT (at half the amount of DEX).
Perfect Dodge
 Main article: Perfect Dodge
Perfect Dodge allows the player to dodge a physical attack by a chance in percentage corresponding to the second value from the Flee rate. The LUK stat affects the Perfect Dodge value of a character directly.
Perfect Hit
 Main article: Perfect Hit
Perfect Hit allows the player's physical attack to always hit by a chance in % corresponding to the Perfect Hit value, basically ignoring accuracy check. This value is not shown on Status Window.
Weight Limit
 Main article: Weight Limit
The weight limit is how much a character can carry. The STR stat affects the Weight Limit value of a character directly.
Movement Speed
 Main article: Movement Speed
Movement Speed is the speed the player walks at. It is NOT affected by AGI, only by certain skills and items.
Status Effects Resistance
 Main article: Status Effects
Many stats affect the resistance of certain Status Effects, and even immunity to the effect can be achieved.
Leveling Up
 Before Level 100, going from Level
X
toX + 1
givesFloor(X ÷ 5) + 3
stat points. (ex. from Level 94 to 95,Floor(94 ÷ 5) + 3 = 21
stat points are gained)  After Level 100, going from Level
X
toX + 1
givesFloor(X ÷ 10) + 13
stat points. (ex. from Level 141 to 142,Floor(141 ÷ 10) + 13 = 27
stat points are gained)  Going from Level 1 to 99 gives a total of 1225 stat points.
 A freshly created character has 48 stat points to invest at Level 1, for a total of 1273 stat points.
 A newly or transcended Novice has 100 stat points to invest at Level 1, for a total of 1325 stat points.
 Going from Level 1 to 150 gives a total of 2497 stat points.
 A transcended Level 150 will get a grand total of 2597 stat points, while a nontranscended Level 150 will get a total of 2545 stat points.
 A transcended Level 175 will get a grand total of 3330 stat points,


Raising Stats
 Reference: Total stat point requirement
 Raising a stat from
X
toX + 1
costsFloor[(X − 1) ÷ 10] + 2
points. (for X = 1, 2, 3, ..., 98, 99)  Raising a stat from 1 to 99 costs a total of 628 stat points.
 Raising a stat from 100 to 130 is possible for 3rd class only and cost more stat points.
 Raising a stat from
X
toX + 1
costs4 × Floor[(X − 100) ÷ 5] + 16
points. (for X = 100, 101, ..., 129)  Raising a stat from 99 to 130 costs a total of 787 stat points.
 Raising a stat from 1 to 120 costs a total of 1079 stat points.
 Raising a stat from 1 to 130 costs a total of 1415 stat points.


Stat Reset
A character's stats can be reset in a few ways:
 Rebirthing to prepare for transcendent classes (can only be done once, and does not apply to classes that cannot transcend).
 The Sam Status NPC in Payon (180,115) can reset a character by paying him Magical Stone. Note that the Sam Status NPC is covered by the tree and may only be visible if rotating the camera.
 The Magical Stone Magical Stone cost is different depending on the character's current level:
Level Range  Req. Amount of Magical Stone 

1 ~ 40  1 
41 ~ 70  2 
71 ~ 90  3 
91 ~ 110  4 
111 ~ 125  5 
126 ~ 140  6 
141 ~ 150  7 
151 ~ 160  8 
161 ~ 170  9 
171 ~ 175  10 
 An event NPC called Mesmerizer will reset both stats and skills (only put in the game in certain situations). Sometimes other NPCs are put in that offer the same reset methods.
 Stats Soul Potion can be used to reduce a stats by 1 point, and return it to unallocated stat points.
Notes
Base Stats vs. Total Stats
Base stats mean the stats alone without the bonus part (which is indicated by +X
part in the Status Window). Total stats include both base and any bonus stats the character may have.
Warning: any investment in primary stats cannot be reversed except through a stat reset.
Game Mechanics  

General  Levels • Experience • Attacks • Skills • Elements • Drop System • Monsters • Items • Status Effects  
Stats  Primary Stats  STR • AGI • VIT • INT • DEX • LUK 
Substats  ATK • MATK • DEF • MDEF • HIT • CRIT • FLEE • ASPD  
HP / SP  Max HP • Max SP • HP Recovery • SP Recovery • Healing Items • Restoration Calculation  
QuasiStats  Attack Range • Cast Time • Perfect Dodge • Perfect Hit • Weight Limit • Movement Speed 