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.
- 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.
Level STR as the main stat for all melee fighters (Knight, Crusader, Blacksmith), often up to 90−99; ranged classes and mages do not need it.
- 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.
The backbone of agi builds: assassins, dancers/bards, agi-knights. AGI is leveled together with STR (physical damage) or DEX (bow).
- 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.
The main stat for Crusader/Paladin, vit-knights and any tank; in PvP/MVP almost everyone takes some VIT for the resistances.
- 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.
The main stat for Wizard, Sage, Priest — leveled to 99 on pure casters; hybrids do fine with moderate INT for SP and resistance.
- 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.
For archers/hunters DEX is the main stat (often 99). Casters level DEX for cast time, and fighters for HIT against evasive enemies.
- 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.
The main stat for crit-assassins and crit-archers; other classes do fine with a little LUK for perfect dodge and curse resistance.
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 2−3 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.
Formulas verified against the uAthena engine (pre-renewal, Episode 11.2).