Stats

Stats, and sub-stats, are the values that each character in Ragnarok Online has. And there are a bunch of them.

They are all visible and accessible by opening your character's stat menu, usually accessible by pressing ALT+A (you can change it on Shortcuts).

They are the values that are controlled, in a way, by the player since one can add base points on them, equip gear, and even use consumables and/or buffs to increase further their values.

From all those values, we can divide them into three sections:

Each time a player levels up, some points to spend on the base Stats will added and the player may decide on where to place them.

Since there are different roles with different ideas of what is important, we will divide those into roles. That way each player understands how different roles work.

* Physical Damage Dealer
* Magical Damage Dealer
* Tank
* Full Support
* Tank Hybrid Tank

Each role will have three distinct sections to be easier to understand how things work:

 complementary stat | as the name, says, complements the build with useful sub-stats

## Roles

### Physical Damage Dealer

*\** Means that the main stat depends on the build played

#### Main Stats

Main Stat is something that depends on the type of damage dealt:

##### Strength

* If you're playing a melee damage build, you want to have at least 90 - 120 points here since your damage depends a lot on this stat to work.
* More is better but depending on the latest update of your server, 120 may be a lot to invest to some while it's nothing for others to the point where 130 is still perfectly fine.

##### Dexterity

* If you're playing a ranged damage build with it as the main stat, you want to have at least 90 - 125 points here since your damage depends a lot on this stat to work.
* You will also need it for cast so it's a nice 2 in 1 to have.
* Builds with Strength as main damage stat that still have Cast Time bars on their skills may want this as their second main stat to reduce/remove it unless they use gear, cards, and pets to remove it completely.
* Yes, you can remove the Cast Time by stacking -% VCT gear, cards, and pets up to 100% and ignore this last point although it's not always the best thing to do. It may force you to sacrifice a lot of slots to achieve it and that means losing precious damage.

##### Luck

* If your build also focus on critical damage, you will have to do an extra effort and also add Luck because adding points there add CRIT and you need it to deal Critical Hits.
* Even if you're not using it for that in the begin (Critical Rate is hard to get in the begin of the game), in some cases where the class may have a very low value of HIT, like  Guillotine Cross in a   Rolling Cutter build, adding some points here may be beneficial in the long run since it also adds it.
* Adding something like 30 to 100 points here (this depends **A LOT** on the needs of your build since in this case we're talking about katars and they double your Critical Rate - this isn't displayed on your stat menu -, a luxury that others don't have), isn't a bad investment since it also opens space to make the class hybrid later on depending on what your class can do and has access in terms of skills.

#### Supportive Stats

**Supportive Stats** are stats that help the main stats be more efficient.

They're displayed in order of priorities and the investment will always depend on what one expects from the build. There aren't exactly fixed values for any of them. It's all about preference.

##### Vitality

* The base part is to always invest into Vitality first because if your Health Points drop to zero, you die.

##### Intelligence

* Intelligence will be, most of the time (some builds, like   Cart Cannon from  Genetic, use it as a second main stat instead and are physical damage dealers), where you add leftover points after the build being done.
* It doesn't even matter if your Spell Points (SP) are kinda low, it's not really worth the investment unless you don't really have any other need for your stat points. You're always better with gear that adds more SP, like a  Verit Card, than adding points here and get more/better potions that restore more SP points.

##### Agility

* Your main objective is to use it for Attack Speed. After reaching the wanted value, adding more is basically optional, unless you're using it for something like, for example, a Shadow Chaser build since some skills require it to boost the damage a bit more.
* If you want a bit more of flee, because it's needed to dodge something, you can add a bit more, but don't make it a main thing unless it's really needed.

##### Strength

* If you're playing a ranged damage build, adding points here is mostly for the extra weight to carry more items. There are exceptions because some gears may ask some points here for extra benefits but outside of that, that's the main reason to add anything from 20-90 points.
* If you're not playing a ranged damage build, this is your main damage stat and dunno why you're reading this (sorry ).

##### Dexterity

* If your build needs HIT, you should invest 40-100 points into it. This depends heavily on the class, build, and skills available since some have skills that increase it, like   Concentration, and some others already make use of it to reach faster/instant cast.
* If you're playing a ranged damage build, this is your main damage stat and dunno why you're reading this (sorry ).
* If you don't really care about HIT, you simply use it for an extra Attack Speed value or two and that's it.

#### Complementary Stat

**Complementary Stat** are stats that complement the build to make it work a bit better. They're not mandatory to make the build work but if you've extra points to spare, or need a small boost to make it work better, investing a bit here isn't exactly bad but it's entirely optional.

They're displayed in order of priorities.

##### Luck

* If your class doesn't care about dealing critical hits, you simply use this stat for the extra Hit and that's it.
* The main point of it is being cheaper to invest after already having invested enough into Dexterity.
* Example: Getting +2 DEX points after getting 61 Base DEX points costs the same 16 points as +8 LUK with 0 points invested into it.
* In this specific case this grants +2 HIT with LUK vs +1 HIT with DEX (Luck also provides a tiny bit more of Attack if Strength is your main damage dealer stat but that's a very minimal increase).

### Magical Damage Dealer

*\** In some cases (check info below) it may not be needed. It's better to spend points in Supportive Stats.

#### Main Stats

Main Stats will always be both since magical classes need both Intelligence and Dexterity to remove the variable portion of the Cast Time of their skills (it may also need gears to remove the fixed cast portion but that will depend on the skill being used and, in this part, we don't look into that).

The exception in here (**Note:** This is very specific and in some cases may even ask for a few MVP cards, do not go blind into this thinking that it's the best, it's not, it's heavily dependent on gear available and in some cases you're better with a full DEX/INT build due to the gear available) is in case you already deal a lot of damage and are using gears and/or pets to remove the entire cast, Variable and Fixed portions of the Cast Time . In this particular case, investing into other sections may be better since it also increases your survival rate.

Of course some investment into Intelligence is always nice for the extra SP although if you don't have problems with it, because you don't mind to use SP Potions, for example, it ends being pretty much whatever.

This happens because both stats don't increase a lot the final damage of the character (130 DEX plus 130 INT add around 250 MATK in total) due to the formula being, in short, a full multiplication of values.

**Example**

2550 MATK with 2 30% multipliers - 2500 \* 1.3 \* 1.3 = 4309
2300 MATK with 2 30% multipliers - 2300 \* 1.3 \* 1.3 = 3887
This is close to a 10% difference in damage, which may look like a lot for a new player (it's a big difference when you start) but it's not a lot later on (unless you need it to one-shot a specific monster). You can always compensate here and there with other items and still get close to the higher value such as trading 10% of each multiplier for a new 20% multiplier:

2300 MATK with 3 20% multipliers - 2300 \* 1.2 \* 1.2 \* 1.2 = 3974
And with this we reduced our difference to something close to 8%, which is still not a huge difference.

In exchange we got points to invest into, for example, Vitality for extra Health Points (you can pretty much double your Health Points with 120 points of Vitality) or into Agility to get extra Attack Speed.

##### Dexterity

* This is the main stat to reduce the variable portion of the Cast Time since each point here counts as 2 points in the 530 formula.

##### Intelligence

* Second important stat to reduce variable portion of the Cast Time since each points is worth 1 point in the 530 formula.
* It also adds MATK so if you need or miss some damage to kill something faster, this is the way to go.

#### Supportive Stats

**Supportive Stats** are stats that help the main stats be more efficient.

They're displayed in order of priorities and the investment will always depend on what one expects from the build. There aren't exactly fixed values for any of them. It's all about preference.

##### Agility

* Your main objective is to use it for Attack Speed because it reduces the animation delay and that enables you to do actions faster.
* After reaching the wanted value, adding more is basically optional.
* If you want a bit more of flee, because it's needed to dodge something, you can add a bit more, but don't make it a main thing unless it's really needed.

##### Vitality

* Since most magical classes usually attack from afar, this isn't super important to a certain extent to most magical builds unless you want the prevent status, like Stun, with it.
* The exception to this is for auto-cast characters since they go full head to head with the enemy to activate their auto-cast gear/skills. In those cases, having something like 80 to 120 points is actually useful to survive more.
* So, in short, it's more to give you some space to breath and panic less because your Health Points bar goes down slower since the Health Points are higher and that gives you more space to use potions or any other healing item.

##### Strength

* This is just for the extra weight. It helps a lot some classes to carry items such as swaps, gems, and consumables.

#### Complementary Stat

**Complementary Stat** are stats that complement the build to make it work a bit better. They're not mandatory to make the build work but if you've extra points to spare, or need a small boost to make it work better, investing a bit here isn't exactly bad but it's entirely optional.

They're displayed in order of priorities.

##### Luck

* You only add leftovers here for a bit of extra Magical Attack.
* Most Magical Builds already stress a lot with stats (as in not looking enough) unless you invest a lot into really good gear and play in parties for the buffs.