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Stat Planner

Allocate Ragnarok Online 3 attributes with a live point budget — costs, caps and job bonuses come from the game data, and the link in your address bar is the build.

Infinity / Infinity ptsOpen in Skill Planner →Open in Build Planner →

Attributes

1 = 1
next 2
1 = 1
next 2
1 = 1
next 2
1 = 1
next 2
1 = 1
next 2
1 = 1
next 2

Type a value or use +/− (Shift for ±10). Job bonuses (+n) follow the job level and don't cost points.

Summary

STR1
AGI1
VIT1
INT1
DEX1
LUK1
Spent
0 pts
Remaining
Infinity pts
Playable from level
1
Base HP
40
Base SP
12

Derived stats (no gear)

MDEF
i
MDEFUnknown
int + gear_mdef= 1 + 0 = 1All formulas & sources →
1
HIT
i
HITUnknown
base_level + dex= 1 + 1 = 2All formulas & sources →
2
ATK
i
ATKUnknown
str + gear_atk + refine_atk= 1 + 0 + 0 = 1All formulas & sources →
1
FLEE
i
FLEEUnknown
base_level + agi= 1 + 1 = 2All formulas & sources →
2
Status-ATK (melee)
i
Status-ATK (melee)Unknown
floor(str + dex / 5 + luk / 3 + base_level / 4)= floor(1 + 1 / 5 + 1 / 3 + 1 / 4) = 1All formulas & sources →
1
Status-ATK (ranged)
i
Status-ATK (ranged)Unknown
floor(dex + str / 5 + luk / 3 + base_level / 4)= floor(1 + 1 / 5 + 1 / 3 + 1 / 4) = 1All formulas & sources →
1
Status-MATK
i
Status-MATKUnknown
int + floor(int / 2) + floor(dex / 5) + floor(luk / 3) + floor(base_level / 4)= 1 + floor(1 / 2) + floor(1 / 5) + floor(1 / 3) + floor(1 / 4) = 1All formulas & sources →
1
Soft DEF
i
Soft DEFUnknown
floor((base_level + vit) / 2 + agi / 5)= floor((1 + 1) / 2 + 1 / 5) = 1All formulas & sources →
1
Soft MDEF
i
Soft MDEFUnknown
floor(int + base_level / 4 + (dex + vit) / 5)= floor(1 + 1 / 4 + (1 + 1) / 5) = 1All formulas & sources →
1
CRIT
i
CRITUnknown
1 + luk * 0.3 + floor(base_level / 10) / 10= 1 + 1 * 0.3 + floor(1 / 10) / 10 = 1.3All formulas & sources →
1.3
MATK
i
MATKUnknown
int + gear_matk + refine_matk= 1 + 0 + 0 = 1All formulas & sources →
1
DEF
i
DEFUnknown
floor(vit / 2) + gear_def + refine_def= floor(1 / 2) + 0 + 0 = 0All formulas & sources →
0
CRIT
i
CRITUnknown
(crit + gear_crit) * (is_katar_weapon >= 1 ? 2 : 1)= (crit + 0) * (0 >= 1 ? 2 : 1) = 1.3

Final critical hit rate in percent: stat CRIT plus gear bonuses. With a katar equipped the total is doubled.

Not yet verified in-game on RO Zero Global — Zero-specific rebalancing is possible. Measured values are welcome via the correction feature.

All formulas & sources →
1.3
HIT
i
HITUnknown
hit + gear_hit= hit + 0 = 2

Final hit value: stat HIT plus flat HIT bonuses from gear.

Not yet verified in-game on RO Zero Global — Zero-specific rebalancing is possible. Measured values are welcome via the correction feature.

All formulas & sources →
2
FLEE
i
FLEEUnknown
flee + gear_flee= flee + 0 = 2

Final flee value: stat FLEE plus flat FLEE bonuses from gear.

Applies to the single-attacker case. From the third attacker on, the effective dodge chance drops (renewal: −10% per additional attacker; softened on Zero per community reports, exact value unconfirmed).

All formulas & sources →
2
Max HP
i
Max HPUnknown
floor((floor(base_hp * (1 + vit / 100)) + gear_hp) * (1 + bonus_hp_percent / 100))= floor((floor(40 * (1 + 1 / 100)) + 0) * (1 + 0 / 100)) = 40

Maximum HP: the class base value for the level (from the HP curve), increased by 1% per point of VIT, plus flat HP bonuses from gear, then multiplied by percentage Max-HP bonuses.

Curve trust varies by class (spec §12.10/§12.11). Acolyte: fitted to 13 measured status windows, every measurement matched within 1 HP, extrapolation confirmed at the level cap. Thief: the ×0.79 transfer was checked against a clean level-up pair and holds within 1 HP, while plain renewal would need negative gear HP there. Other first classes (Swordsman, Mage, Archer, Merchant, Novice): the same ×0.79, but untested for them. Everything else: unmeasured renewal placeholder known to run ~20-25% too high. The staging (VIT multiplier, flat gear HP, then MaxHP%) is verified independently of the curve.

All formulas & sources →
40
Max SP
i
Max SPUnknown
floor((floor(base_sp * (1 + int / 100)) + gear_sp) * (1 + bonus_sp_percent / 100))= floor((floor(12 * (1 + 1 / 100)) + 0) * (1 + 0 / 100)) = 12

Maximum SP: the class base value for the level (from the SP curve), increased by 1% per point of INT, plus flat SP bonuses from gear, then multiplied by percentage Max-SP bonuses.

Curve trust varies by class (spec §12.10/§12.11). Acolyte: fitted to 13 measured status windows, every SP measurement matched exactly — its SP curve is a shape change (higher start, flatter slope), not a scaling. Thief: measured to match plain renewal SP exactly, which is why the Acolyte fit is deliberately NOT transferred to other classes. Other classes: renewal, unmeasured.

All formulas & sources →
12
HP Regeneration
i
HP RegenerationOur estimateUnknown
max(1, floor(max_hp / 200))

Natural HP regeneration per tick (~6s standing): a two-hundredth of Max HP, at least 1.

Sources disagree: rAthena adds a fifth of VIT on top, the TW calculator does not. The TW variant is used here; an in-game measurement settles it.

All formulas & sources →
1
SP Regeneration
i
SP RegenerationUnknown
floor(int / 6) + floor(max_sp / 100) + 1 + (int >= 120 ? floor((int - 120) / 2) + 4 : 0)= floor(1 / 6) + floor(max_sp / 100) + 1 + (1 >= 120 ? floor((1 - 120) / 2) + 4 : 0) = 1

Natural SP regeneration per tick (8s standing, 4s sitting): a sixth of INT plus a hundredth of Max SP plus 1. From 120 INT (reachable with gear) a jump bonus is added.

Not yet verified in-game on RO Zero Global — Zero-specific rebalancing is possible. Measured values are welcome via the correction feature.

All formulas & sources →
1
Weight Limit
i
Weight LimitUnknown
2000 + job_weight_bonus + str * 30= 2000 + 600 + 1 * 30 = 2630

Maximum carry weight (in display units as in the game): base 2000, plus class bonus, plus 30 per point of STR.

Not yet verified in-game on RO Zero Global — Zero-specific rebalancing is possible. Measured values are welcome via the correction feature.

All formulas & sources →
2,630

Computed from the same formula set as the build planner, with nothing equipped — your allocated points alone. To factor in gear, cards, refine and buffs, open this build in the Build Planner →