Stats
Inhaltsverzeichnis
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 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 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 a sufficient amount of STR.
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  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:
 ATK
 Weight Limit (base stat only)
AGI
Agility: Used to increase your attack speed and chance of dodging.
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:
 ASPD
 Flee
 Does not affect Cast Time or Cast Delay
 Does not affect Movement Speed
VIT
Vitality: Each point of VIT provides the following:
 Maximum HP +1%
 approximately 0.8 VITbased 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 VITbased DEF is not particularly useful at late levels (due to calculation being Final Damage = (Initial damage  Armorbased DEF (%)  Any cards that provide damage reduction or resistance  Any other reduction effects)  VITbased 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)]. For more information on the subject, see Restoration Items.
VIT specific:
INT
Intelligence: Primary stat for spellcasters, and this is used to increase their MATK and MDEF. Every 1 INT provides the following:
 Increase of MATK (See chart below)
 Bonus to minimum MATK every 7 INT
 Bonus to maximum MATK every 5 INT
 INTbased MDEF +1 (approximately)
 Maximum SP +1%.
 SP restoration items effectiveness +1%
 Every 6 INT: natural SP regeneration +1
 Alchemists: brewing success rate +0.05% (half the benefits of DEX of LUK)
 Resistance vs. the following Status Effects:
MATK chart:






Every 100 SP will provide 1 more SP regenerated during natural regeneration state. You gain 1 INTbased MDEF for every 1 INT you increase. INTbased MDEF is taken into account after all other factors such as cards, your itembased 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:
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 minmax damage rate, allowing you to do better average damage output, eventually almost always only doing topend 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 1 DEX provides the following:
 Increased damage of bows, guns, whip and instrument attacks
 +1 minimum and maximum damage, additional bonus at every increments of 10 DEX (see table below)
 Hit (chance to land hit on enemy) +1
 Cast time 1/180 (180 DEX = instant cast)
 Thiefs: Steal success rate +0.01x
 Rogues: divesting success rate +0.2%
 Blacksmiths: forging success rate +0.1%
 Alchemists: brewing success rate +0.1%
 Cooking success rate +0.2%
 Increases minimum damage of attacks
 Level 1 weapons: minimum damage +1
 Level 2 weapons: minimum damage +1.2
 Level 3 weapons: minimum damage +1.4
 Level 4 weapons: minimum damage +1.6
 Slightly ASPD increase 0.1% base time between attacks (more information in ASPD discussion)
 Every 5 DEX: melee damage +1
DEX  10  20  30  40  50  60  70  80  90  100  110  120  130  140  Each additional 10 DEX 

Bonus damage at this increment  1  3  5  7  9  11  13  15  17  19  21  23  25  27  DEX / 10] * 2  1 
Total bonus damage  1  4  9  16  25  36  49  64  81  100  121  144  169  196  [DEX / 10]^2 
Total damage from DEX  11  24  39  56  75  96  119  144  171  200  231  264  299  336  DEX + [DEX / 10]^2 
DEX specific:
LUK
Luck: Each 1 LUK provides the following:
 Critical rate (DEF ignoring attack) +0.3%,
 Perfect dodge +0.1%
 Blacksmiths: forging success rate +0.1%
 Alchemists: brewing success rate +0.1%
 Hunters: each 3 points increases in 1% the chance of AutoBlitz Beat be triggered, requires a Falcon and the skill Blitz Beat
 Cooking success rate +0.1%
 Every 5 LUK: reduces enemy's chance of landing critical attack by 1%
 Every 5 LUK: ATK +1
 Resistance to some 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
LUK does not effect ingame drop rates, or chances to get a rarer item when killing. Its simply based on ingame percents not LUK as a stat.
 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
Leveling Up
 Going from level x to x+1 gives ROUNDDOWN( x / 5 ) + 3 stat points. ( ex. from level 94 to 95 is ROUNDDOWN( 94 / 5 ) + 3 = 21 status points gained )
 Going from level 1 to 99 gives a total of 1225 stat points.
 Stats increased during character creation are worth another 48 points, for a total of 1273 stat points.
 A newly rebirthed (or transcended) Novice has 100 stat points to invest at level 1, unlike normal Novices who has only 48 points to invest in stats. Other than this difference, stat points gathered as transcended classes are same as their nontranscended counterpart.
Level Range  14  59  1014  1519  2024  2529  3034  3539  4044  4549  5054  5559  6064  6569  7074  7579  8084  8589  9094  9598 

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 [(x1) / 10] + 2 points.
 Raising a stat from 1 to 99 costs a total of 628 stat points.
Level Range  111  1221  2231  3241  4251  5261  6271  7281  8291  9299 

Increase Cost  2  3  4  5  6  7  8  9  10  11 
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 Reset Girl NPC in Brasilis (152,205) can reset a character by paying him 1 NyanPoint and some Zeny.
 The Zeny cost is different depending on the character's current level. The formular is (BaseLevel * BaseLevel) * 10.
 Stats Soul Potion can be used to reduce a stats by 1 point, and return it to unallocated stat points.
Substats
There are also secondary stats which are determined by stats you have (along with gears and abilities).
ATK
Attack: Your physicaloriented 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 magicaloriented 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.)
See MATK chart for a table of MATK at each level of INT.
DEF
See DEF for more detail.
Defense: Your defense rating against physical damage. It is shown as A + B in the stat window, where A is itembased DEF rate, and B is VITbased DEF rate. The itembased DEF rate cuts damage by %, whereas VITbased 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 itembased DEF, however damage is calculated with each + providing only 70% of 1 DEF (so 0.7 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 the same way as plain DEF in terms of mechanics.
Each point of hard MDEF also provides 1% resistance to Frozen and Stone Curse statuses.
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 with the exception of Focused Arrow Strike. Critical Hit also ignore FLEE but not PERFECT DODGE.
The critical 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 bonuses from equips/cards. The real crit rate is a little different. Formula : LUK*0.3 + bonuses.
When you attack a monster or a player, the target's LUK influences your critical hit rate. Every 5 LUK that the target has, you lose 1% crit (Which isn't shown in the status window). For example if you hit Angeling, that has 100 LUK, you'll lose 100/5 = 20 crit. This crit tolerance is also known as "Crit Shield" on Doddler's monster database.
Critical is doubled when you use Katar type weapon.
FLEE
For the Monk skill, see: Flee (Skill).
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 WoE Maps, as players can have 100% dodge rate in these maps.
ASPD
ASPD is Attack Speed. 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 ASPD or 5 hits per second.
QuasiStats
The following are values which while not directly visible in the game on 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. However, If the player attempts to attack while outside of melee range the client will move to range 1. Bows get a range of 5 (Initially) and some special weapons have longer range (Such as the Long Mace). An attack is considered a melee attack if the attacker is < 4 cells away from the target when attacking. An attack is considered a ranged attack if the attacker is => 4 cells away from the target. Additionally, all skills have an Attack Range too.
Base Stats vs. Total Stats
Base stats mean the stats alone without the bonus part (which is indicated by +X part in your status window). Total stats include both base and any bonus stats you may have.
Be warned any investment in stats cannot be reversed except through stat reset NPC (very rare that this NPC is put in the game, so don't hope for one), or by rebirthing to prepare for transcendence classes.