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{{Header Nav|game=Ragnarok Online}}
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{{Header Nav|game=Ragnarok Online}}
==Basic Stats==
==Basic Stats==
There are six basic stats which will affect a large number of aspects of a character's combat worthiness against given opponents. These stats can be directly altered by the player either at character creation or when gaining a base level.
There are six basic stats which will affect a large number of aspects of a character's combat worthiness against given opponents. These stats can be directly altered by the player either at character creation or when gaining a base level.


*Strength: Increases attack strength in melee combat and weight limit.
*Strength: Increases attack strength and weight limit.
*Agility: Increases attack speed and dodge rate.
*Agility: Increases attack speed and dodge rate.
*Vitality: Increases physical defense, maximum HP and HP recovery rate.
*Vitality: Increases defense, vitality and HP recovery rate.
*Intelligence: Increases magic attack, magic defense and maximum SP.
*Intelligence: Increases magic attack and magic defense.
*Dexterity: Increases accuracy, ranged attack strength and minimum damage dealt, and lowers the cast time for some skills and spells.
*Dexterity: Increases accuracy and lowers the cast time for some skills and spells.
*Luck: Increases Critical hits and perfect dodge rate.
*Luck: Increases Critical hits and perfect dodge rate.


When a character gains a base level, he or she will gain a number of stat points equal to '''''FLOOR(''A'' / 5) + 3''''' where A is the base level gained. For example, at base level 10, the player will receive 4 stat points as '''''(10/5)+3 = 5'''''.
When a character gains a base level, he or she will gain a number of stat points equal to '''''FLOOR(''A'' / 5) + 2''''' where A is the base level gained. For example, at base level 10, the player will receive 4 stat points as '''''(10/5)+2 = 4'''''.


To increase a stat, the player must spend a number of stat points equal to '''''FLOOR((''A'' - 1) / 10) + 2''''' where A is the current value of the stat, not including any bonuses.
To increase a stat, the player must spend a number of stat points equal to '''''FLOOR((''A'' - 1) / 10) + 2''''' where A is the current value of the stat, not including any bonuses.
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The maximum value that can be assigned to a given stat at character creation is 9, the minimum value is 1. Increasing Strength will decrease Intelligence and vice-versa. Increasing Vitality will decrease Dexterity and vice-versa. And increasing Agility will decrease Luck and vice-versa. A possible set of stats is 9 Strength, 9 Vitality, 9 Agility, 1 Intelligence, 1 Dexterity, 1 Luck, but 9 Strength, 9 Intelligence, 9 Vitality, 1 Dexterity, 1 Agility, 1 Luck is not permitted by the game.
The maximum value that can be assigned to a given stat at character creation is 9, the minimum value is 1. Increasing Strength will decrease Intelligence and vice-versa. Increasing Vitality will decrease Dexterity and vice-versa. And increasing Agility will decrease Luck and vice-versa. A possible set of stats is 9 Strength, 9 Vitality, 9 Agility, 1 Intelligence, 1 Dexterity, 1 Luck, but 9 Strength, 9 Intelligence, 9 Vitality, 1 Dexterity, 1 Agility, 1 Luck is not permitted by the game.


These axes only exist during character creation and will have no impact on the player's stat decisions when he or she levels up.
These axes only exist during character creation and wil have no impact on the player's stat decisions when he or she levels up.


===Strength (STR)===
===Strength (STR)===
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===Vitality (VIT)===
===Vitality (VIT)===
Vitality is a measure of survivability. It provides a variety of benefits: First, it increases the maximum hit points (HP) of a character, and so this character will be able to take more damage. Having a high Vitality also means you take reduced damage from physical attacks. Third, vitality helps a character overcome debilitating effects such as blindness and stun. Finally, vitality increases the effectiveness of healing potions.
Vitality is a measure of surviveability. It provides a variety of benefits: First, it increases the maximum hit points (HP) of a character, and so this character will be able to take more damage. Having a high Vitality also means you take reduced damage from physical attacks. Third, vitality helps a character overcome debilitating effects such as blindness and stun. Finally, vitality increases the effectiveness of healing potions.


Vitality is abbreviated VIT.
Vitality is abbreviated VIT.
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This is what Vitality does in more detail:
This is what Vitality does in more detail:


* Increases max HP by 1% per point of VIT; this stacks, so technically if you have 2 VIT, then your max HP is increased by 101% * 101% = 102.01%; it may not seem like much, but with enough VIT it'll make a big difference.
* Increases max HP by 1% per point of VIT; this stacks, so technically if you have 2 VIT, then your max HP is increased by 101% * 101% = 102.01%; it may not seem like much, be with enough VIT it'll make a big difference.
* Increases HP healing items' effectivity by 2% per point of VIT.
* Increases HP healing items' effectivity by 2% per point of VIT.
* Increases HP recovery power by 1 per 5 full points of VIT (meaning it increases the amount of HP you heal when you stand or sit).
* Increases HP recovery power by 1 per 5 full points of VIT (meaning it increases the amount of HP you heal when you stand or sit).
* Increases physical defense (VIT DEF) by 1 per point of VIT; VIT DEF decreases physical damage received by numbers (the rough estimate being, VIT DEF = number subtracted from base damage received); the damage actually reduced depends on whether you are hit by a monster or a player, and there are also some bonuses to VIT DEF at certain intervals.
* Increases physical defense (VIT DEF) by 1 per point of VIT; VIT DEF decreases physical damage received by numbers (the rough estimate being, VIT DEF = number subtracted from base damage received); the damage actually reduced depends on whether you are hit by a monster or a player, and there are also some bonuses to VIT DEF at certain intervals.
* Increases magical defense (INT MDEF) by 1 per 2 full points of VIT (this doesn't show on the status screen, however); works in the same way that INT decreases damage from magical attacks.
* Increases magical defense (INT MDEF) by 1 per 2 full points of VIT (this doesn't show on the status screen, however); works in the same way that INT decreases damage from magical attacks.
* Decreases status infliction rate and time by an unknown amount.
* Decreases status infliction rate and time...by an unknown amount.


===Intelligence (INT)===
===Intelligence (INT)===
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* Increases minimum magic attack power by [INT/5]^2, where the value in [ ] is rounded down and ^2 means squared.
* Increases minimum magic attack power by [INT/5]^2, where the value in [ ] is rounded down and ^2 means squared.
* Increases magical defense (INT MDEF) by 1 per point of INT; INT MDEF decreases the damage received from magical attacks by its value.
* Increases magical defense (INT MDEF) by 1 per point of INT; INT MDEF decreases the damage received from magical attacks by its value.
* Decreases status infliction rate and time by an unknown amount.
* Decreases status infliction rate and time...by an unknown amount.


===Luck (LUK)===
===Luck (LUK)===
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* Increases perfect dodge rate by 0.1% per point of LUK (same with critical hit rate, only the integer is shown).
* Increases perfect dodge rate by 0.1% per point of LUK (same with critical hit rate, only the integer is shown).
* Increases attack damage by 1 per 5 full points of LUK (this is for any type of physical attack).
* Increases attack damage by 1 per 5 full points of LUK (this is for any type of physical attack).
* Decreases status infliction rate and time by an unknown amount (but less than VIT and INT's effects).
* Decreases status infliction rate and time...by an unknown amount (but less than VIT and INT's effects).
* Increases forging success rate for Blacksmiths and brewing success rate for Alchemists by an unknown amount (but less than for DEX's effect); INT apparently affects brewing success rate for Alchemists as well.
* Increases forging success rate for Blacksmiths and brewing success rate for Alchemists...by an unknown amount (but less than for DEX's effect); INT apparently affects brewing success rate for Alchemists as well.


==Derived Stats==
==Derived Stats==
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===Maximum Hit Points===
===Maximum Hit Points===


MaxHP = Base level * (1.01)^VIT
===Maximum Spell Points===


Max HP increases by 1% per point of VIT; this stacks, so technically if you have 2 VIT, then your max HP is increased by 101% * 101% = 102.01%; it may not seem like much, but with enough VIT it'll make a big difference.
===Attack Power (ATK)===


===Maximum Spell Points===


MaxSP = Base level * (1.01)^INT


Max SP increases by 1% per point of INT; just as with max HP, this stacks.
Attack Power = STR( str + str bonus) + Mastery(e.g. sword mastery +40 Attack) + Weapon's Damage + Weapons Refine Bonus


===Attack Power (ATK)===
Damage Dealt = ((Attack Power - (Attack Power/Enemy's Def))x Card Effect) - Enemy's Vit
Attack Power = STR (str + str bonus) + Mastery (e.g. sword mastery +40 Attack) + Weapon's Damage + Weapons Refine Bonus
 
Damage Dealt = ((Attack Power - (Attack Power/(100/Enemy's Def))) × Card Effect) - Enemy's Vit


===Magical Attack Power (MATK)===
===Magical Attack Power (MATK)===
MATK = INT+(INT div 7)^2 .. INT+(INT div 5)^2.


===Defense (DEF)===
===Defense (DEF)===
;Hard Defense
From Armors, each base DEF gives 1% reduction. Each refine gives .66% (2/3) damage reduction. For example, if you have 50 hard def and 1,000 damage inflicted unto you, the formula is:
<math>\frac{DamageInflicted}{(100 / (HardDef + (Refine*\frac{2}{3})))} = Reduction</math>
If you don't have any refine you can just think of it as Damage ÷ (100 ÷ HardDef), or in this case, simply 1000 ÷ 2 = 500. Note that this number refers to the amount reduced and not the total amount of damage taken. The amount of damage taken can be calculated as:
<math>DamageInflicted - Reduction = DamageReceived</math>
In this case, it would be 1,000 - 500 = 500. If you had 60 HardDef, instead of 50, the rounded result would be 1,000 - 600 = 400.
;Soft Defense
Soft defense is based on Vitality, and the formula is: damage - soft def. For example, if you have 50 soft def and 1,000 damage inflicted unto you, you would have 1000 - 50 = 950.


===Magical Defense (MDEF)===
===Magical Defense (MDEF)===
The first number is the total magical defense of all your armor, while the second is your INT.


===Accuracy (HIT)===
===Accuracy (HIT)===
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===Critical Hit Chance (CRIT)===
===Critical Hit Chance (CRIT)===
CRIT = LUK*0.3 + 1
The resulted number is a percentage of a chance of a critical hit.


===Dodge Chance (FLEE)===
===Dodge Chance (FLEE)===
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===Perfect Dodge===
===Perfect Dodge===
Every 10 luck points brings 1 % of perfect dodge.
Chance (%) = 1 + (LUK div 10)
===Hit/miss chance===
(80 + AttackerHIT - DefenderFLEE) %


===Attack Speed (ASPD)===
===Attack Speed (ASPD)===
ASPD = 200 - 7(Base level - AGI - DEX/4)
100 is the slowest attack speed, 200 the fastest.
Hits/sec = 50/(200 - ASPD).
'''DO NOT''', i repeat, '''DO NOT''' hit max attack speed though, it is generally not advised, as it will cause the server algorithms complications. Think about it, is it really wise to divide by 0?
#REDIRECT [[http://img.math-fail.com/images-old/divide-by-zero2.jpg]]


===Hit Point Recovery===
===Hit Point Recovery===
HPR = Base level + (VIT div 5)
HP recovery power (the amount of HP you heal when you stand or sit) increases by 1 per 5 full points of VIT.


===Spell Point Recovery===
===Spell Point Recovery===


INT<120: SPR = Base level + (INT div 6)<br/>
INT>120: SPR = Base level + (INT div 2)
SP recovery power increases by 1 per 6 full points of INT (note that you also recover SP even if you are moving, just really slowly); once INT is past 120, however, SP recovery power increases by 1 every 2 full points of INT.
===Casting time===
CastTime = Base level * max[0, 1 - DEX/150]
Casting time of skills decreases by 2/3% per point of DEX; therefore, at 150 DEX you can instantly cast skills.
=== Weight capacity ===
MaxWeight = Base level + STR*30
Weight capacity increases by 30 per point of STR (note that this only applies to base STR, which is the left value in the status window).


==Skills==
==Skills==
Skills can add additional types of attacks or defensive tactical abilities to your character. Each character has a unique set of skills depending on their job. These skills can either be active or passive. Generally when you use a skill, SP decreases. When you level up your Job Level, you can add a point to a skill. As with stats, your Job Level grows as you kill more monsters.
Skills can add additional types of attacks or defensive tactical abilities to your character. Each character has a unique set of skills depending on their job. These skills can either be active or passive. Generally when you use a skill, SP decreases. When you level up your Job Level, you can add a point to a skill. As with stats, your Job Level grows as you kill more monsters.


*See [[Ragnarok Online#Character Jobs and Skills|Character Jobs and Skills]] for detailed Skill information for each character.
*See [[Ragnarok Online#Character Jobs and Skills|Character Jobs and Skills]] for detailed Skill information for each character.
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