# Status Points

This guide is to serve as a source of information for those who are not aware of what they are doing with their **build**.
They tend to ask the question *"What Stats or build for -Insert class-?"* without knowing the true nature of **status** (Stats for short) points.
It will hopefully serve as a starting point in player's expanding their knowledge on RO and **discovering** things on their **own**.

## Contents

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## 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. With bonuses, the effective value can go past 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.

You gain more status points to spend as you gain base levels. Higher levels yield more status points.

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 |

- You gain a total of
**1225**status points from base level 1 to level 99. - You receive a starting amount of
**48 status points**during character creation, for a total of**1273**. - You receive a starting amount of
**100 status points**upon rebirthing to a High Novice, for a total of**1325**.

As the stat goes higher, the required points to improve it by 1 also increases.

Stat 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 |

# STR

** Strength: ** This stat directly increases your physical damage (except using Guns, Instruments, Whips, and Bows), allowing you to deal damage even if you don't equip any weapons if you invest sufficient number of STR. Every 1 STR you add increases your MinAttack and MaxAttack by 1, and increase your max carrying weight capacity by 30. Note that for every Total STR = Base STR + Bonus STR is in multiples of 10, you gain additional damage bonus, so if it's possible, try to have your STR stat to end at multiples of 10 such as 50, 60, and 90. Also, it's retroactively gained.

- For melee attacks, the calculation to see actual damage increased is: STR + [STR / 10]^2
- For range attacks, the calculation to see actual damage increased is: STR/5

STR specific:

- ATK
- Weight Limit (base stat only)

# AGI

** Agility: ** Used to increase your attack speed and chance of dodging. Every 1 AGI increases your FLEE rate by 1, and investing AGI increases your ASPD. 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 wiki page for ASPD.

AGI specific:

- ASPD
- Flee
- Does not affect Cast Time or Cast Delay

# VIT

** Vitality: ** This stat increases your HP by 1% for every 1 VIT, approximately 1 VIT-based DEF per 1 VIT, 1 HP natural regeneration rate bonus per 5 VIT, and increases your resistance vs. multitudes of Status Effects. Also, you gain 2% more effectiveness from healing items for every 1 VIT. 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:

- Max HP
- HP Recovery
- DEF
- mDEF
- Healing Items
- Status Effects

# INT

** Intelligence: ** Primary stat for spellcasters, and this is used to increase their MATK and MDEF. Also every 1 INT increases Max SP by 1%. Every 6 INT will provide 1 more SP regenerated during natural regeneration state, and every 100 SP will provide 1 more SP regenerated during natural regeneration state. Just like VIT, every 1 INT increases effectiveness of items that heal SP by 1%. Every 5 INT increases your max MATK rate, and every 7 INT increases your min MATK rate. You gain 1 INT-based MDEF for every 1 INT you increase. They work just like DEF, meaning, your INT-based MDEF is taken into account after all other factors such as cards, your item-based MDEF, and such has been calculated first.

- The calculation to see actual SP increased with every 1 INT is: Total SP = Base SP + [Base SP * (INT * 0.01)]

- The calculation to see actual SP regenerated naturally with every 6 INT is: Total SP Natural Regeneration Rate = [Max SP / 100] + [INT / 6] + 1

- The calculation to see actual SP healed by healing item: Total Healing = Base Item Healing Rate + [Base Item Healing Rate * (INT * 0.01)]

- The calculation to see actual MATK rate: Min MATK = (INT + [INT / 7]^2) ~ Max MATK = (INT + [INT / 5]^2)

INT specific:

- Max SP
- SP Recovery
- mATK
- mDEF
- SP Recovery Items
- Status Effects

# DEX

** Dexterity **: Decides your accuracy with your weapons. It also increases your ASPD (but requires more stats than AGI to increase ASPD by 1), as well as decreasing cast time of your spells. It also reduces the min-max damage rate, allowing you to do better average damage output, eventually almost always only doing top-end damage should you invest in DEX highly. As noted in STR description, bow, gun, whip and instrument users do not increase their damage through STR; they do it through DEX. DEX also has a close relationship with success rates with creation abilities such as weapon forging as a Blacksmith class or making a potion as an Alchemist class. Also, success rate of ability Steal (Thief's ability) depends on your DEX. Every 5 DEX increases your ATK by 1, and every 1 DEX increases your HIT rate by 1. It takes 4 points of DEX to increase ASPD by as much as 1 point of AGI. Dex also increases a rogue's success chance with the stripping skills.

- For melee attacks, the calculation to see actual damage increased is: DEX/5
- For range attacks, the calculation to see actual damage increased is: DEX + [DEX / 10]^2

- Adds 1 minimum damage when using Level 1 Weapons

- Adds 1.2 minimum damage when using Level 2 Weapons

- Adds 1.4 minimum damage when using Level 3 Weapons

- Adds 1.6 minimum damage when using Level 4 Weapons

DEX specific:

- ASPD
- Hit
- Cast Time
- ATK

# LUK

** Luck: ** Allows you to increase CRIT rate, which does damage that ignores enemy's DEF rate, as well as "Perfect dodge". It has some relations to success rate of creation abilities for Blacksmiths and Alchemists. Every 5 LUK increases your ATK by 1, and every 10 LUK increases your Lucky FLEE by 1. CRIT stat is increased by 1% per every 3 LUK. Also, it is known that every 5 LUK you increase will reduce enemy's chance of landing critical attack by 1%.

- For both melee and range attacks, the calculation to see actual damage increased is: LUK/5

- The calculation to see actual CRIT rate: CRIT = [LUK * 0.3] + 1

LUK Specific:

- Critical
- ATK
- Perfect Dodge
- Status Effects
- Does not affect drop rate

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# Substats

There are also secondary stats which are determined by stats you have (along with gears and abilities).

## ATK

* Attack:* Your physical-oriented attack rating for both ranged and melee weapons. It is listed as A + B in the stat window, where A is Weapon DMG + STR / DEX / LUK, and B is the damage gained from weapon refinement upgrades. Barring elemental issues, even if your main damage is negated completely, you'll always do the damage bonus granted by weapon refinement upgrades.

## MATK

* Magic Attack:* Your magical-oriented attack rating. Using the number here, you can guess approximate amount of damage you will do with your magical ability. You should be wary of enemy elemental state, as using wrong elemental spell will cause you to do low amount of damage. The Maximum MATK grows by Int+(Int/5)^2. The Minimum MATK grows by Int+(Int/7)^2. But aware you have to round down the number resulting from Int/5 and Int/7 In example 33 Int means Maximum MATK is 33+(6,6)^2 and has to be Round down to 33+6^2 and Minimum MATK 33+4,71^2 rounds down to 33+4^2 resulting in 69 Maximum MATK and 49 Minimum MATK.

(Note: "," = "." for US decimals.)

## DEF

* Defense:* Your defense rating against physical damage. It is shown as A + B in the stat window, where A is item-based DEF rate, and B is VIT-based DEF rate. The item-based DEF rate cuts damage by %, whereas VIT-based DEF rate is pure reduction with that number. Be aware that the status window does not accurately represent the DEF added by upgraded items. Each + on an upgraded item is shown in the status window as 1 item-based DEF, however damage is calculated with each + providing only 2/3rds of 1 DEF. This means, if you have DEF listed as 10+5 and enemy just did initial damage worth 80, then you'll receive 67 damage.

## MDEF

* Magic Defense:* Your defense rating against magical damage. It works same way as plain DEF in terms of mechanics.

## HIT

* Hit Rate:* Your accuracy rating, which is calculated by your DEX + any other bonuses + your base LV value.

## CRIT

* Critical Hit Rate:* Your critical hit rating, which does damage that fully ignores enemy DEF, both % and pure value part. Because of difficulty of acquiring CRIT without sacrificing lots of other stats or useful cards/gears, it is recommended it is used on classes that naturally has fast ASPD one way or another. Offensive Skills do not take CRIT into account.

## FLEE

* Flee Rate:* Your dodge rating. It is shown as A + B in the stat window, where A is your AGI + any other bonuses + your base LV value, and B is the chance of doing 'lucky dodge', which can even dodge critical attacks. Make note that no matter how much AGI you have, you cannot have more than 95% dodge rate against anything in the game, however this does not ring true inside War of Emperium Maps, as players can have 100% dodge rate in these maps.

**What's the difference between 'base stats' and total stats?**

Base stats mean the stats alone without the bonus part. Total stats include both base and any bonus stats you may have.