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. Third job characters can increase stats up to 120. 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.
 Status ATK× +1
 Weapon ATK +0.5% (only on Base Weapon ATK, and this bonus is
pseudoelemental
)
Every point of STR provides:
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:
Every 5 points of AGI provide:
The actual
ASPD× calculation depends on AGI, DEX,
ASPD Potion×s 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:
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:
Every 5 points of VIT provide:
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
This article or section needs to be updated. 
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.
iRO wiki の画像表示
Effects of INT and DEX on the Cast Time for a normal spell
Every point of INT provides:
Every 2 points of INT provide:
Every 6 points of INT provide:
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
This article or section needs to be updated. 
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.
Every point of DEX provides:
Every 5 points of DEX provide:
DEX specific:
LUK
This article or section needs to be updated. 
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:
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
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.
 Note: The chance cannot be below 5% (Except in WoE×).
CRIT
 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
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.
 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
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
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.
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.
Bow×s 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
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
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.
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
Movement Speed is the speed the player walks at. It is NOT affected by AGI, only by certain skills and items.
Status Effects Resistance
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 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)
 After Level 100, going from Level X to X + 1 gives Floor(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,
Level Range 
Points Gained 

Level Range 
Points Gained 
1~4 
3 
75~79 
18 
5~9 
4 
80~84 
19 
10~14 
5 
85~89 
20 
15~19 
6 
90~94 
21 
20~24 
7 
95~99 
22 
25~29 
8 
100~109 
23 
30~34 
9 
110~119 
24 
35~39 
10 
120~129 
25 
40~44 
11 
130~139 
26 
45~49 
12 
140~150 
27 
50~54 
13 
151~157 
28 
55~59 
14 
158~164 
29 
60~64 
15 
165~171 
30 
65~69 
16 
172~175 
31 
70~74 
17 

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.
 Raising a stat from 100 to 120 is possible for 3rd class only and cost more stat points.
 Raising a stat from X to X + 1 costs 4 × Floor[(X − 100) ÷ 5] + 16 points. (for X = 100, 101, ..., 119)
 Raising a stat from 99 to 120 costs a total of 451 stat points.
 Raising a stat from 1 to 120 costs a total of 1079 stat points.
Stat Range 
Raise Cost


Stat Range 
Raise Cost 
1~10 
2 
81~90 
10 
11~20 
3 
91~99 
11 
21~30 
4 
100~104 
16 
31~40 
5 
105~109 
20 
41~50 
6 
110~114 
24 
51~60 
7 
115~120 
28 
61~70 
8 
121~125 
32 
71~80 
9 
126~130 
36 
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 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.
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.
Categories: Articles Needing To Be Updated  Mechanics