Stats

Primary Stats

Primary 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. Base stats are increased by spending stat points and higher stats costs more to raise. Stat points are gained with base level increases, the amount increasing with higher levels. Since all stats start as a value of one, the starting stat of one essentially counts as a zero.

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 "melee-type" 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 pseudo-elemental)

When using "ranged-type" 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 Extreme Vacuum 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:

    • Bleeding: -1% chance from being inflicted

    • Sleep: -1% chance from being inflicted

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:

  • Max HP

  • HP Recovery

  • DEF

  • MDEF

  • Healing Items

  • Status Effects

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

  • Soft MDEF +1

  • 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)

    • Blind: -1% chance from being inflicted, -1/15 second duration

    • Silence: -1% chance from being inflicted

    • Chaos: -2/3% chance from being inflicted

Every 2 points of INT provide:

  • 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:

  • MATK

  • Max SP

  • MDEF

  • SP Recovery

  • Cast Time

  • SP Recovery Items

  • Status Effects

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 "ranged-type" 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 pseudo-elemental)

When using "melee-type" 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:

  • MATK +1

  • Soft MDEF +1

DEX specific:

  • Hit rate

  • ASPD

  • ATK

  • MATK

  • Cast Time

  • Forging

  • Potion Creation

  • Cooking

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: Auto-Blitz Beat rate +1% (requires a Falcon and the skill Blitz Beat)

  • Rangers: Auto-Warg 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:

  • Perfect Dodge +1

LUK specific:

  • CRIT

  • ATK

  • MATK

  • Hit rate

  • Flee rate

  • Perfect Dodge

  • Status Effects

  • Forging

  • Potion Creation

  • Cooking

  • Does not affect Drop Rates

Substats

Substats are secondary stats which are determined by the primary stats, along with their equipment and skills.

ATK

ATK is the total physical damage output before factoring in Attacks or Skills.

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

MATK is the total magical damage output before factoring in Skills.

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

Defense is the total physical defense that is factored upon physical damage, which is generally based on ATK as whole or partially.

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

Magic Defense is the total magical defense that is factored upon magic damage, which is generally based on MATK as whole or partially.

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 รท 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.

Note: The chance cannot be below 5%.

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 (not shown on Status Window). Critical Hit rate is reduced based on the enemy's Critical Hit Shield.

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 ร— 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 critical damage, it goes like Final Critical Damage = Highest Weapon Level Variance Damage ร— 1.4 ร— Critical Damage Modifier % Ex: your critical damage goes for 500 with a clean Faceworm Queen Leg [2], if you put 2 Aunoe Cards inside it, your critical damage will be 700.

FLEE

Flee (or Flee rate) is a character's ability to avoid being hit by regular attacks and most melee skills. The more Flee a character has, the less likely they will be hit by an attack. Generally considered to be the counterpart to DEF/VIT. Flee does not affect being hit with some magic attacks and some skills. Flee is determined by Base Level, AGI, LUK, some skills and some items or cards.

Being attacked by more than two monsters decreases Flee by 10% per every additional monster. This reduction is counted before adding Flee from Skills that directly add Flee (ie. Thief's Improve Dodge). This means that if a character is attacked by 4 monsters and his/her Flee is 250, his/her Actual Flee would be 200 assuming that there is no Flee from any skills directly. This also means that if the character is attacked by more than 11 monsters at the same time, they will always land every hit regardless of the character's Flee.

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 รท 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 โˆ’ (AttackerHit โˆ’ 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.

Note: The chance cannot be above 95%. Also, there is a huge penalty to Flee rate when attacked by over enemies at same time.

ASPD

Attack Speed is abbreviated as ASPD. It depends on the player's class, equipped Weapon Type, Speed Modifiers, AGI and DEX.

Factors affecting Attack Speed

  • The player's class.

  • The player's weapon type.

  • Increasing AGI to gain higher Attack Speed. (DEX provides negligible Attack Speed increases)

  • Wearing a shield decreases Attack Speed. The difference varies by class and is more dramatic at higher base Attack Speeds.

  • Some items, skills and equipment can either increase or decrease Attack Speed.

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 non-3rd classes and 193 for 3rd classes.

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

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.

Elements

Elements are properties that can strengthen, weaken, or nullify attacks when they interact. Every player and monster in the game has an element and, with the exception of the Neutral element, every element has both strengths and weaknesses to other elements. The term "element" is often used interchangeably with "property" and "attribute".

Note: Physical attacks from monsters are always Neutral element.

There are 10 known elements on Ragnarok Online:

โ€ข Neutral โ€ข Water โ€ข Earth โ€ข Fire โ€ข Wind

โ€ข Undead โ€ข Ghost โ€ข Shadow โ€ข Holy โ€ข Poison

Elements can be grouped into two types: attacking and defending. Defending elements are separated into four levels(1 - 4); their resistance and weakness are amplified relative to its level. Attacking elements are always level 1.

Elements table

Level 1NeutralWaterEarthFireWindPoisonHolyDarkGhostUndead

Neutral

100

100

100

100

100

100

100

100

70

100

Water

100

25

100

150

90

100

75

100

100

100

Earth

100

100

25

90

150

100

75

100

100

100

Fire

100

90

150

25

100

100

75

100

100

125

Wind

100

175

90

100

25

100

75

100

100

100

Poison

100

100

125

125

125

0

75

50

100

-25

Holy

100

100

100

100

100

100

0

125

100

150

Dark

100

100

100

100

100

50

125

0

100

-25

Ghost

70

100

100

100

100

100

75

75

125

100

Undead

100

100

100

100

100

50

100

0

100

0

Level 2NeutralWaterEarthFireWindPoisonHolyDarkGhostUndead

Neutral

100

100

100

100

100

100

100

100

50

100

Water

100

0

100

175

80

100

50

75

100

100

Earth

100

100

0

80

175

100

50

75

100

100

Fire

100

80

175

0

100

100

50

75

100

150

Wind

100

175

80

100

0

100

50

75

100

100

Poison

100

75

125

125

125

0

50

25

75

-50

Holy

100

50

50

50

50

50

-25

150

100

175

Dark

100

75

75

75

75

25

150

-25

100

-50

Ghost

50

100

100

100

100

75

50

50

150

125

Undead

100

100

100

150

100

-50

175

0

100

0

Level 3NeutralWaterEarthFireWindPoisonHolyDarkGhostUndead

Neutral

100

100

100

100

100

100

100

100

0

100

Water

100

-25

100

200

70

100

25

50

100

125

Earth

100

100

-25

70

200

100

25

50

100

100

Fire

100

70

200

-25

100

100

25

50

100

175

Wind

100

200

70

100

-25

100

25

50

100

100

Poison

100

50

100

100

100

0

25

0

50

-75

Holy

100

100

100

100

100

125

-50

175

100

200

Dark

100

100

100

100

100

0

175

-50

100

-75

Ghost

0

50

50

50

50

50

25

25

175

150

Undead

100

50

50

50

50

0

150

0

100

0

Level 4NeutralWaterEarthFireWindPoisonHolyDarkGhostUndead

Neutral

100

100

100

100

100

100

100

100

0

100

Water

100

-50

100

200

60

75

0

25

100

150

Earth

100

100

-50

60

200

75

0

25

100

50

Fire

100

60

200

-50

100

75

0

25

100

200

Wind

100

200

60

100

-50

75

0

25

100

100

Poison

100

25

75

75

75

0

0

-25

25

-100

Holy

100

75

75

75

75

125

-100

200

0

200

Dark

100

75

75

75

75

-25

200

-100

0

-100

Ghost

0

25

25

25

25

25

0

0

200

175

Undead

100

150

50

200

100

-100

200

-100

175

0

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