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Showing posts with label General Information. Show all posts
Showing posts with label General Information. Show all posts

PvP

PvP

For more information on other PvP aside from the classic arenas, see War of EmperiumWar of Emperium 2, and Battlegrounds.
Players looking to combat their friends, foes, or strangers can do so in the form of a PvP (Player versus Player) arena or other game features.

Contents

 [hide
  • 1 PvP System
  • 2 Other PvP Features

PvP System

Many cities have Inns that allow entrance to the PvP arena. Speaking to the Gate Entrance NPC brings up three options:
  • Yoyo Mode - The 'safe' PvP mode, where death does not cause EXP loss or items to drop.
  • Nightmare Mode - This mode was not very popular as there are are penalties upon death: EXP is lost, and there is a 1% chance to drop (and probably lose to another player) an item. (Currently disabled in iRO)
  • Event Room - Restricted for events only.
After deciding which mode to use, there is a 500z fee to enter the Waiting Room in addition to the Level 31 requirement.
In the only current working mode, Yoyo Mode, there is just one NPC towards the North East that is the gateway to different maps where PvP is enabled and characters of all levels above 31 can enter. The level-specific rooms and corresponding NPCs were removed.
Select a map from this NPC to be automatically teleported to said map and spawn at a random point in that map. The available maps (which are not the actual cities, but scenaries located on a different server with PvP enabled that are accessable only through the Waiting Room; they do not even have NPCs on them) are:
  • Prontera
  • Izlude
  • Alberta
  • Payon
  • Morroc
Once selecting a map, the player has 5 seconds of invulnerability upon spawning unless they move their character before this time ends. Then, they can immediately partake in PvP.
There are a few things that should be noted on PvP maps. The lower right of the screen now displays the player's rank in that map (i.e. 6/9: where 6 is the current rank in that map and 9 indicates the current number of people on that map). The goal is to kill numerous amounts of players while staying alive.
The scoring system works as such: upon entering a PvP map, the player is given 5 points. There is +1 point for every kill made on that map, and -5 points for every death of the player. If the points go lower than 0, the player will be booted out of the PvP map immediately without the chance to be Resurrected by a friend.
People within the top 10 rank of a map will have a graphic under their characters' feet. This graphics turn to a white colour the closer they become to rank 1. When rank 1 is achieved, then message 'TIME ATTACK!!' will appear on only the screen of the person who achieved the rank, and the game will begin to record the amount of time said player stays at rank 1 (also displayed for that player, but only for that session). This data is then saved, to be posted on the official site. Currently, iRO does not make use of this feature of the PvP arena.
All skills and items work in PvP arenas except the usage of Fly Wings and Teleport. For example, the Teleport feature of Snatch is disabled (which also applies to Wanderer-carded Garments).
To exit a PvP map, the player must relog, use a Butterfly Wing, be killed and respawn, or make use of another player's Warp Portal skill. There is no gate leading outside of the map.

Other PvP Features

Other than the classic PvP arenas, a number of other features are also available for players with different rewards and mechanics.

Battlegrounds

For information on the Battlegrounds system, see Battlegrounds
Battlegrounds is a PVP system in which two teams compete towards specific objectives in various arenas, and has unique equipment and consumable rewards for participation. Three arenas are used for battlegrounds matches: Flavius, Tierra Gorge, and Kreiger Von Midgard (KVM). Each arena has different objectives and rewards. Recruiter NPCs to teleport players to the Battlegrounds atrium can be found in most Rune Midgard cities.

War of Emperium

For information on WoE, see War of Emperium and War of Emperium 2
War of Emperium is a periodic PVP feature which takes place twice a week at certain times. Guilds fight other guilds for control of designated WoE castles. 20 castles are available for WoE 1, and 10 for WoE 2. Specialized mechanics and rules apply for WoE.

PK Server

This server is not available in all localizations of Ragnarok Online. iRO does not have or plan to have such a server type. For more information, see PK Servers.

Skills

Skills

Skills in Ragnarok Online are special actions a player can perform depending on his/her Job Class. There are two types of skills: Active and Passive. Active skills can be manually activated by the player, where some of them remain active for a set period of time, others can be manually deactivated, and some are one-time-use skills that require manual activation each time the player desires to use them. Passive skills are always in effect, they do not need input from the player to provide its benefit as long as the player has learned those skills.
Active skills can be broken down into 3 sub-categories: "Offensive", "Supportive" and "Active". Offensive skills are those that inflict damage to their selected targets or in a wide area. Supportive skills are those that provide helpful effects to other players, like boosting their offensive and defensive capabilities. Plainly Active skills are those that do not fit in the two forementioned categories and only affect the player or a certain area, usually for a set period of time.

Contents

 [hide
  • 1 Skill Phases
  • 2 Skill Reset
  • 3 See Also

Skill Phases

The skill usage is performed through the following phases:
Initiation
Skill name appears above the character's head.
Cast Time
A gauge appears above the character's head. If there is no Cast Time it is then executed instantaneously.
Execution
Skill name appears above the character's head again and its effect is triggered.
Cast Delay
All skills are temporarily grayed out after execution, blocking their use. Most skills have this value.
Cooldown
Only the skill used is temporarily grayed out after its execution, blocking their use. Not all skills have this value.
Cast Delay and Cooldown start at the same time. No skill can be used if there is still Cast Delay, and any other skill can be used if only Cooldown remains.

Initiation

This phase occurs when the character uses the skill. SP Cost and other requirements are checked, but do not take effect. If the character cannot fulfill the SP Cost or the other requirements, the skill will not activate.

Cast Time

During Cast Time, the character cannot move, attack, or use other skills. If the character takes damage during Cast Time, the skill is canceled (exceptions: wearing a Phen Card orBloody Butterfly Card, being Sacrificed by a Crusader/Paladin/Royal Guard, or while casting certain skills). If a skill has no base Cast Time or modifiers reduce the effective Cast Time to 0 or less, no cast gauge appears and this phase is skipped entirely.
Cast Time is indicated by a "progress gauge" above the character's head, sometimes called "Cast Bar". The gauge starts out black and is filled with green as Cast Time proceeds. When the cast bar is completely green, Cast Time ends. Some skills do not have a cast bar, even though they have a casting time, such as Bowling Bash and Brandish Spear.
Cast Time is composed of "Variable Cast Time" (VCT) and "Fixed Cast Time" (FCT). As the names may imply, VCT depends on the stats and gear of the caster, while FCT is constant for a given skill. A small number of effects can reduce FCT. Effects which reduce FCT by a percentage do not stack; effects which reduce FCT by a set amount do stack, and are applied before percentage modifiers. For most skills, FCT is 20% of the total Cast Time, with the remainder being VCT.
VCT is reduced by DEX, and also INT at half the amount.

Calculation

Cast Time (seconds) = VCT + FCT
VCT (seconds) = BaseVCT × (1 − SQRT[{DEX × 2 + INT} ÷ 530]) × (1 − Sum_VCTReduc ÷ 100)
FCT (seconds) = (BaseFCT - Sum_FCT) × (1 − Max_FCTReduc ÷ 100)
  • BaseVCT = Base Variable Cast Time of a skill.
  • BaseFCT = Base Fixed Cast Time of a skill.
  • Sum_VCTReduc = Sum of reductions for Variable Cast Time, like SuffragiumMagic StringsIsilla Card effect or Kathrene Keyon Card.
  • Sum_FCT = Sum of all effects that directly subtract from Fixed Cast Time (or add to it, like Mandragora Howling).
  • Max_FCTReduc = Highest reduction modifier of Fixed Cast Time (for example: if both Sacrament (50%) and Radius (20%) are active, only Sacrament will work)
To reduce all VCT with stats, a character need a combination of DEX and INT so DEX ×2 and INT equal at least 530 ((DEX × 2 + INT) = 530).
Some examples how all VCT could be reduced:
  • INT 530
  • DEX 265
  • INT 170 and DEX 180
  • INT 190 and DEX 170
Cast Time is only calculated once. It ignores changes to the modifiers during casting. This means it is possible to start casting and equip a Phen carded accessory afterwards to get the anti-interruption effect for most of the casting without the VCT increase.

Notes

  • Free Cast skill allows movement and attacking while casting.
  • Phen Card and Bloody Butterfly Card both allow taking damage without being interrupted, except during War of Emperium.
  • Sacrifice skill allows the target to take damage without being interrupted.
  • Certain skills cannot be interrupted. Generally those skills are intended to be used by classes on the front lines.

Modifiers

Item/SkillMax ModifierAdditional Notes
Bloody Butterfly Card+30%Accessory. Prevents interruption.
Magic StringsVarSee skill description.
Phen Card+25%Accessory. Prevents interruption.
Suffragium−45%(SkillLv × 15)%
Tower Keeper Card−5%Headgear.
Kathryne Keyron CardVarHeadgear. −UpgradeLv%
Orleans's Gown+15%Prevents interruption.
Foresight−50%
  • Although Bloody Butterfly Card adds 30% to VCT, the Mage Card Set substracts it by 15%, meaning that it would only be an end result of +15% vs. the Phen's +25%.
  • Magic Strings and Foresight are treated as separate factors in the calculation; they are not added to the other modifiers.

Execution

SP Cost and other requirements are checked again. If the character can fulfill all requirements, they are applied and the skill is triggered. Otherwise nothing happens. If the character is inside a Chat Room, the costs are applied as usual, but the skill is not triggered.

Cast Delay

During Cast Delay (or Global Skill Delay or After-cast Delay), the character can move and attack freely, but cannot use skills. There is no visible indication of Cast Delay except the grayed out skill icons of all skills in the Hotkey bar.

Calculation

Cast Delay (seconds) = BaseDelay × (1 − Sum_DelReduc ÷ 100)
  • BaseDelay = Base Cast Delay of a skill.
  • Sum_DelReduc = Sum of reductions for Cast Delay.

Modifiers

Item/SkillMax ModifierAdditional Notes
Magic StringsVarSee skill description.
Kiel-D-01 Card−30%Headgear.
Expert Ring−5%

Cooldown

During Cooldown (or Skill Re-use Delay), the character can move and attack freely, but cannot use the same skill again. There is no visible indication of Cooldown except the grayed out skill icon of the just used skill in the Hotkey bar. There is no known way to reduce Cooldown.
Almost all 1st and 2nd Class skills have no Cooldown.

Skill Reset

A character's skills can be reset in a few ways:
  • Rebirthing to prepare for transcendent classes (can only done once, and does not apply to classes that cannot transcend).
  • The Hypnotist NPC in Prontera (146, 232) will currently reset a character's skills for free, provided they are base level 99 or below.
  • Neuralizer (Kafra Shop item) will reset a character's skills.
  • 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

  • Even after doing a skill reset, a character cannot put 1st class skill points into 2nd class skills, or 2nd class skill points into 3rd class skills. The game will force the character to put all of their 1st class skill points into 1st class skills before the character is able to acquire 2nd class skill points and so on.
  • If a character promoted below the maximum Job Level, they will never be able to recover the lost points. Thus, it is always recommended to reach the max Job Level before promoting (although some players may choose to promote early before transcending as all stats and skills are reset anyway). For example:
    • If an Acolyte promoted to Priest at Job Level 45 instead of Job Level 50, they will still only get 44 skill points (instead of 49) out of the Acolyte skill points after doing a skill reset.
    • If a High Priest promotes to Arch Bishop at Job Level 67 instead of Job Level 70, they will still only get 66 skill points (instead of 69) out of the High Priest skill points after doing a skill reset.

Stats

Stats

Contents

 [hide
  • 1 Primary Stats
  • 2 Substats
  • 3 Quasi-Stats
  • 4 Leveling Up
  • 5 Raising Stats
  • 6 Stat Reset
  • 7 Notes

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.
When using "melee-type" weapons such as AxesBooksDaggersKatarsKnucklesMacesSpears 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 BowsGunsInstruments and Whips, every 5 points of STR provide:
  • Status ATK +1
Every point of STR provides:
  • Weight Limit +30
  • Decreases Vacuum Extreme 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
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 ASPDby 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

Effects of INT and DEX on the Cast Time for a normal spell
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
  • Max SP +1%
  • Healing Items effectiveness +1% (SP)
  • Decreases Cast Time (at half the effectiveness of DEX)
  • AlchemistsBrewing success rate +0.05% (half the benefits of DEX and LUK)
  • Resistance vs. the following Status Effects: (verify for renewal)
    • Blind: -2/3% chance from being inflicted, -1/15 second duration
    • Sleep: -1% chance from being inflicted
    • Chaos: -2/3% chance from being inflicted
Every 2 points of INT provide:
  • Soft MDEF +1
  • 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 BowsGunsInstruments 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 AxesBooksDaggersKatarsKnucklesMacesSpears 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
  • ThievesSteal success rate +0.1%
  • RoguesDivest success rate +0.2%
  • BlacksmithsForging success rate +0.1%
  • AlchemistsBrewing 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%
  • BlacksmithsForging success rate +0.1%
  • AlchemistsBrewing 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

There are also secondary stats which are determined by the primary stats, along with gears and skills.

ATK

Main article: ATK
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 ofWeapon ATK (equipped weapon and its refinement rate) and Equip ATK (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 damage calculation.

MATK

Main Article: 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 itsrefinement 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 DEFHard 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 Hard MDEF and B represents the Soft MDEFHard 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 [80 + 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

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.
  • 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.

FLEE

Main article: FLEE
For the Monk skill, see Flee (Skill)
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

Main article: 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 non-3rd classes and 193 for 3rd classes.

HP

Main article: Max 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

Main article: Max SP
Spell PointsSpell 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 anyequipment that may affect SP.

Quasi-Stats

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. Bows 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

Main article: Skills#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

Main article: 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

Main article: 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

Main article: 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

Main article: Status Effects
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.
  • transcended Level 150 will get a grand total of 2597 stat points, while a non-transcended Level 150 will get a total of 2545 stat points.
  • transcended Level 175 will get a grand total of 3330 stat points,
Level RangePoints Gained
1~43
5~94
10~145
15~196
20~247
25~298
30~349
35~3910
40~4411
45~4912
50~5413
55~5914
60~6415
65~6916
70~7417
Level RangePoints Gained
75~7918
80~8419
85~8920
90~9421
95~9922
100~10923
110~11924
120~12925
130~13926
140~15027
151~15728
158~16429
165~17130
172~17531

Raising Stats

Stat points required to reach base stat
Reference: Total stat point requirement
  • 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 RangeRaise Cost
1~102
11~203
21~304
31~405
41~506
51~607
61~708
71~809
Stat RangeRaise Cost
81~9010
91~9911
100~10416
105~10920
110~11424
115~12028
121~12532
126~13036

Stat Reset

A character's stats can be reset in a few ways:
  • Rebirthing to prepare for transcendent classes (can only 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 Stones. 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:
      1. Level 1-40: 1 Magical Stone
      2. Level 41-70: 2 Magical Stones
      3. Level 71-90: 3 Magical Stones
      4. Level 91-110: 4 Magical Stones
      5. Level 111-125: 5 Magical Stones
      6. Level 126-140: 6 Magical Stones
      7. Level 141-150: 7 Magical Stones
      8. Level 151-160: 8 Magical Stones
      9. Level 161-170: 9 Magical Stones
      10. Level 171-175: 10 Magical Stones
  • 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.