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Mechanics · stats

Stats

Each stat gives several effects. Here is exactly what one point of each of the six stats grants, with formulas. Below — an interactive widget: enter your values (or load a character) and see all derived numbers at once.

STR STR (Strength) is the main melee stat. It directly raises your physical ATK, so it is leveled by swordmen, knights, blacksmiths and anyone who hits up close.
  • Raises status ATK by the formula: STR + floor(STR÷10)² + floor(DEX÷5) + floor(LUK÷5). The square means the payoff grows faster and faster.
  • Every 10 STR gives an extra ATK jump from the floor(STR÷10)² term: at 10 STR that is +1, at 50 it is +25, at 90 it is +81 on top.
  • Each point of STR raises your weight limit by +30, so a strong character carries more loot and consumables.
  • Important: for ranged attacks (bow, gun) ATK is calculated from DEX, not STR — an archer barely needs STR.
Aim for the round tens (10, 20, 30…): that is exactly where the squared term kicks in and ATK jumps noticeably.

Level STR as the main stat for all melee fighters (Knight, Crusader, Blacksmith), often up to 9099; ranged classes and mages do not need it.

AGI AGI (Agility) is the speed and evasion stat. It makes you nimble: you hit more often, and enemies miss you more often.
  • Each point of AGI gives +1 FLEE (evasion), so monsters miss you more often.
  • AGI lowers the delay between hits, meaning it raises ASPD (attack speed) — this is the main way to attack faster.
  • High ASPD multiplies your damage over time: even weak hits add up to a lot of DPS.
ASPD has breakpoints: sometimes a couple of extra AGI points grant one more hit per second, and sometimes nothing. Check an ASPD calculator for your class and weapon.FLEE works worse against a crowd: each extra enemy beyond three lowers your chance to dodge (the so-called mob penalty).

The backbone of agi builds: assassins, dancers/bards, agi-knights. AGI is leveled together with STR (physical damage) or DEX (bow).

VIT VIT (Vitality) is the survival stat. It grants health, armor and resistance to nasty status effects, so it is the main stat for tanks and anyone standing in the thick of the fight.
  • Each point of VIT adds +1% to MaxHP — it is a percentage, so at 100 VIT you double your base HP pool.
  • Grants soft DEF (physical damage reduction) by floor(VIT÷2): at 80 VIT that is 40 defense, which noticeably cuts incoming damage.
  • Resistance to stun and poison is 3 + VIT%: at 80 VIT that is 83%, and around 100 VIT you are practically immune to stun.
  • Boosts HP regen — out of combat your health recovers noticeably faster.
VIT 100 is the tank milestone: doubled HP plus near-total immunity to stun.

The main stat for Crusader/Paladin, vit-knights and any tank; in PvP/MVP almost everyone takes some VIT for the resistances.

INT INT (Intelligence) is the main stat for mages and healers. It fuels magic attack, your mana pool and magic defense.
  • Each point of INT adds +1% to MaxSP, so a high-INT mage has a large mana pool for spells.
  • Raises MATK (magic attack): the lower bound = INT + floor(INT÷7)², the upper bound = INT + floor(INT÷5)². The square makes the payoff grow faster.
  • Grants soft MDEF (magic defense) by INT + floor(VIT÷2) — your main shield against enemy magic.
  • Boosts SP regen and adds resistance to sleep.
Like STR, the squared terms make round INT values more efficient — closer to 99 each ten gives a big MATK gain.

The main stat for Wizard, Sage, Priest — leveled to 99 on pure casters; hybrids do fine with moderate INT for SP and resistance.

DEX DEX (Dexterity) is the accuracy and cast stat. Everyone needs it: some for landing hits, others for fast spells, and archers for damage too.
  • Each point of DEX gives +1 HIT (accuracy), so you miss evasive enemies less often.
  • DEX shortens spell cast time: the more DEX, the faster your spells fire.
  • Raises your minimum ATK (narrows the damage spread), so your hits become more consistent, without weak lows.
  • For ranged attacks (bow, gun) DEX is the MAIN attack stat, calculating ATK instead of STR.
DEX 150 (with all buffs and bonuses) gives instant cast — spells fire with no delay. This is the key milestone for casters.

For archers/hunters DEX is the main stat (often 99). Casters level DEX for cast time, and fighters for HIT against evasive enemies.

LUK LUK (Luck) is the crit and fortune stat. It grants critical hits, rare perfect dodges and a little of everything.
  • Raises crit chance: CRIT = LUK × 0.3 + 1, so at 100 LUK that is about 31% critical hits (crits ignore enemy DEF).
  • Grants perfect dodge = (LUK + 10) ÷ 10 %: at 90 LUK that is a 10% chance to fully avoid any hit, even a guaranteed one.
  • Adds a bit of ATK and MATK — roughly +1 for every 5 LUK.
  • Boosts resistance to curse.
For crit builds LUK is leveled together with AGI (frequent crit hits) — crits never miss and bypass enemy defense.

The main stat for crit-assassins and crit-archers; other classes do fine with a little LUK for perfect dodge and curse resistance.

Stat-raising cost

Every time your character gains a new base level, you get a handful of stat points. You spend these points on the six core attributes: STR, AGI, VIT, INT, DEX and LUK. They are what make your hero strong, fast, tanky or accurate — there is no single correct spread, it all depends on who you want to be.

The most important thing to grasp from the start: raising a stat costs points, and that price GROWS. The first few points are cheap, but the higher the stat, the more expensive each next point becomes. The formula is simple: to raise a stat from value S to S+1 costs floor(S÷10) + 2 points. So every 10 points, the price goes up by one more point.

Because of this, maxing a single stat to 99 is very expensive, and you will never have enough points for everything. That is why players do not spread points thinly — they pick 23 main stats for their class and pour points into those.

  • From 1 to 2 costs only 2 points — the start is cheap.
  • From 10 to 11 is already 3 points, and from 50 to 51 it is a full 7 points for a single step.
  • From 90 to 91 it is 11 points, and from 98 to 99 it is also 11 points for one single point.
  • In total, raising a stat from 1 to 50 costs about 198 points, to 90 about 538, and to 99 a whole 637 points.
Bottom line: 99 in any stat is a luxury that eats over 600 points, so pick 23 main stats for your class and keep the rest at a minimum or just enough to hit small breakpoints.

Formulas verified against the uAthena engine (pre-renewal, Episode 11.2).