Stats

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Stats

Leveling Up

  • Going from Level X to X + 1 gives Floor(X ÷ 5) + 3 stat points. (ex. from Level 94 to 95, Floor(94 ÷ 5) + 3 = 21 stat points are gained).
  • Going from Level 1 to 99 gives a total of 1225 stat points.
  • A character has 48 stat points to invest at Level 1, for a total of 1273 stat points.
  • A transcended character has 100 stat points to invest at Level 1, for a total of 1325 stat points.
Stat Points Gained Per Level
Level Range 1-4 5-9 10-14 15-19 20-24 25-29 30-34 35-39 40-44 45-49 50-54 55-59 60-64 65-69 70-74 75-79 80-84 85-89 90-94 95-98
Points Gained 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22

Raising Stats

  • Raising a stat from X to X + 1 costs Floor[(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.
Stat Increase Cost
Level Range 1-11 12-21 22-31 32-41 42-51 52-61 62-71 72-81 82-91 92-99
Increase Cost 2 3 4 5 6 7 8 9 10 11

⚠️ Be warned any investment in stats cannot be reversed except through stat reset NPC (really expensive), or by rebirthing to prepare for transcendence classes.

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), with bonuses, the effective value can pass 100. Base stats are increased by spending stat points, higher stats costing more to raise. 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.

Every 1 STR provides:

  • Attack minimum and maximum damage +1
    • Every 10 total STR provides additional damage bonus (see table below)
  • Weight Limit +30
  • Every 5 STR: Ranged attacks damage +1
STR bonus damage on melee attacks
STR 10 20 30 40 50 60 70 80 90 100 110 120 130 140 Each additional 10 STR
Bonus damage at this increment 1 3 5 7 9 11 13 15 17 19 21 23 25 27 STR / 10] * 2 - 1
Total bonus damage 1 4 9 16 25 36 49 64 81 100 121 144 169 196 [STR / 10]^2
Total damage from STR 11 24 39 56 75 96 119 144 171 200 231 264 299 336 STR + [STR / 10]^2

STR specific:

AGI

Agility: This stat affects the speed of the character in many aspects, allowing it to attack faster and dodge attacks.

Every 1 AGI provides:

  • Flee (chance to dodge enemy attacks) +1
  • ASPD increase -0.4% base time between attacks

The actual ASPD calculation depends on AGI, DEX, ASPD potions and skills, the type of weapon you are using, and your job. It can take between 4 and 10 AGI to increase ASPD by 1. More details can be found in the entry for ASPD discussion.

AGI specific:

VIT

Vitality: Each point of VIT provides the following:

  • Maximum HP +1%
  • approximately 0.8 VIT-based DEF (50 VIT or less, slightly higher with more VIT)
  • Resistance vs. the following Status Effects:
    • Bleeding: -1% chance from being inflicted, decreases duration (exact value unknown)
    • Curse: dereases duration (exact value unknown)
    • Poison: -1% chance from being inflicted, decreases duration (exact value unknown)
    • Silence: -1% chance from being inflicted, -1% duration
    • Stun: -1% chance from being inflicted, -1% duration
  • Effectiveness from healing items +2%
  • Every 2 VIT: Soft MDEF +1 (?)
  • Every 5 VIT: HP regeneration rate +1

The VIT-based DEF is not particularly useful at late levels (due to calculation being Final Damage = (Initial damage - Armor-based DEF (%) - Any cards that provide damage reduction or resistance - Any other reduction effects) - VIT-based DEF (pure value), but it still doesn't negate the fact it grants you much higher HP and great efficiency from healing items.

  • The calculation to see actual HP increased with every 1 VIT is: Total HP = [Base HP * (VIT * 0.01)].
  • The calculation to see actual HP regenerated naturally with every 5 VIT is: Total HP Natural Regeneration Rate = [Max HP / 200] + [VIT / 5].
  • The calculation to see actual HP healed by healing item: Total Healing = Base Item Healing Rate + [Base Item Healing Rate * (VIT * 0.02)].

VIT specific: