⚔️ Ragnarok Online Stat Calculator
Plan your STR, AGI, VIT, INT, DEX & LUK distribution for any job class in classic RO
| Stat Range | Cost Per Point | Cumulative Cost |
|---|---|---|
| 1 – 10 | 1 point | 10 total |
| 11 – 20 | 2 points | 30 total |
| 21 – 30 | 3 points | 60 total |
| 31 – 40 | 4 points | 100 total |
| 41 – 50 | 5 points | 150 total |
| 51 – 60 | 6 points | 210 total |
| 61 – 70 | 7 points | 280 total |
| 71 – 80 | 8 points | 360 total |
| 81 – 90 | 9 points | 450 total |
| 91 – 99 | 10 points | 540 total |
| Stat | Primary Effect | Secondary Effect |
|---|---|---|
| STR | ATK (STR x 3) | Weight capacity |
| AGI | ASPD (AGI / 4) | Flee rate +1/AGI |
| VIT | DEF (VIT / 2) | Max HP bonus |
| INT | MATK (INT x 3) | Max SP bonus |
| DEX | HIT rate +1/DEX | Cast time reduction |
| LUK | Critical rate | Perfect dodge |
| Job | Bonus Stats |
|---|---|
| Swordsman | +10 STR |
| Knight | +12 STR, +5 VIT |
| Wizard | +12 INT, +5 DEX |
| Priest | +10 INT, +8 VIT |
| Hunter | +12 DEX, +8 AGI |
| Thief | +10 AGI, +5 LUK |
Note: This article is based on information gathered from different sources and guides of the community of Ragnarok Online.
Statistics form the six basic attributes of players in Ragnarok Online. They can make or break a player. Every stat starts at value 1 and one can increase it until 99.
How Stats Work in Ragnarok Online
Players of third class receive the option to push stats higher in some versions until 120 or even 130 according to the setup of the server. Baby classes have lower ceilings, maxing at 80 for normal classes and 117 for babies of third class.
The six main stats are Force, Agility, Vigour, Intelligence, Dexterity and Luck. One assigns points during the process of leveling, and those main stats with gear and buffs create secondary stats. Players start with 100 points to spend on stats.
At every level one gets extra stat points, and bigger levels give more. When a player reaches base level, the earned stat points match to the base level divided by ten, with minimum three.
Here however is the catch. A higher stat costs more points to raise. The cost starts at 2 points for a stat between 1 and 9, then it keeps growing.
Becuase of that planning ahead is very important.
Force directly strengthens the physical attack. It works for most types of weapons except guns, instruments, whips and bows. With enough Force a player can deal damage even without carrying a weapon.
It sounds quite surprising, if one thinks about that.
Stats and skills of players are fully adjustable, and all choices affect the path that the player follows. With many different options for classes that means that players become unique adventurers. A calculator for stats helps to figure out numbers.
Such tools help players in fights against monsters, against players and against bosses. They show attack, defence, magic attack, magic defence, hit rate, dodge, critical chance and more, according too the chosen stats.
The whole system of stats got a renewal during Renewal. The ceiling for high levels raised the maximum of stats until 130. The increase of available stat points means real hybrid classes.
When one becomes fourth class and passes base level 200, normal stat points for Force, Agility, Vigour, Intelligence, Dexterity and Luck stop appearing. Instead, players receive points for traits, that help to strengthen new traits.
Some commonly used builds of stats go around in the community. A build for a smith could be 89 Force, 80 Agility, 40 Vigour, 1 Intelligence, 40 Dexterity and 20 Luck for a normal player. Priests and support classes usually stress high Vigour and Intelligence, with the rest going to Dexterity.
Options to reset stats exist on some servers for those that want to test other builds. There are also stat foods and usable items that cantemporarily boost stats, which is useful during fights against players.
