- When you press Alt + Q / Stats button in the Basic Character Info, your character's stats information will be shown.
- Maximum Stats Points are 99 for RRO, while Bonus Stats do not have a limit.
Gaining of Stats Points[]
Stats Points can be obtained each time your Base Level increases
The amount of stats you will gain for the next Level Up can be calculated using this formula:
- [(Current Base Lv + 1) / 5] + 2 <Round up final Value>
For Example: I have a Base Lv of 93.
Amount of Stats Points I'll gain for Next Lv up = [( 93 + 1 ) / 5] + 2 = 19.2 + 2 = 21.2 = 22 <Rounded Up>
The Stats Table[]
Stats Tab[]
- Indicates the 6 different Stats: Str, Agi, Vit, Int, Dex, Luk
Base Stats[]
Base Stats are the Stats that you add using Status Points.
- Reseting of Stats will give you a full refund on your Stats Points.
Bonus Stats[]
Bonus Stats are the stats that you obtained through
- Buffs (e.g. Blessing, Increase Agility, Improve Conc., True Sight)
- Equipments (e.g. Apple of Archer)
- Cards (e.g Kukre Card)
- Job Bonus
When reseting
- Bonus Stats will not be converted into Stats Points.
- Buffs / Equips / Cards giving a fix Stats Bonus will remain (e.g. Blessing, Ulle's Cap, Bapho Jr. Card)
- Those giving percentage Bonus dependent on Base Stats will be affected (e.g. Improve Conc., Observation Card)
Stats Cost[]
This indicated the amount of Stats Points you will need to increase that particular Attribute by 1.
Stats Cost more & more when additional attributes are added.
The amount of Stats Point need for 1 additional point into a particular attribute can be calculated by:
- (Current Base Stat / 10) + 1, result Rounded Up.
Example: I have 28 Base Dex now. How many Stats Points do I need to get it to 29?
- Answer: ( 28 / 10 ) + 1 = 3.8, Rounding it up will give '4'.
- So 4 Stats Points are needed to get Base Dex form 28 to 29.
Physical Attack[]
This indicates your Character's Attack Power.
- The Value Infront is your Attack Power with a bare weapon.
- The Value Behind is obtained from refining the weapon, as well as card effects. (Percentage card effects not reflected here)
Magic Attack[]
This indicates your Character's Magical Attack Power.
The Values show your range of possible magic damage when casting a spell.
Hit Rating[]
Your Physical Attack's accuracy.
- The higher it is, the more likely you will be able to land a blow onto your foe.
- The complete opposite of Flee.
When refering to some Database, you will see a value labled "Hit (100%)".
This indicates the "Hit" that is required for you to attack your target with 100% accuracy. Hit percentage can be calculated by using: 100 - Hit (100%) + Your Hit. For Example: I have 276 Hit, what is my chance of hitting Ifrit?
- Ifrit have a Hit (100%) of 299.
- So the chance that I can hit it = {100 - 299 + 276}% = 77%
Critical Rate[]
Simply the percentage chance of you landing a critical hit onto your target.
A critical hit disregards Traget's flee & defense. Meaning it hits 100% of the time, dealing damage as if the Traget have 0 Armor Defense.
Physical Defense[]
Your Character's Defense Vs. Physical Attacks.
Front Value is also called "Armor / Equipment Defense".
- Simply the Defense granted by Equipments. Each Armor Defense gives a 1% reduction to any Physical Damage.
- Additional Equipment Defense can be obtained form Refining your equipments.
Back Value is refered as "Vit Defense". Defense given by Vitality.
- Vit Defense reduces all incoming Physical Damage by 0.8. A damage of 100 will be reduces to 99.2 with 1 Vit Defence... (ewww....)
Magic Defense[]
Your Character's Defense Vs. Magic Attacks.
Front Value is also called "Armor / Equipment Magic Defense".
- Simply the Defense granted by Equipments.
- Each Armor Magic Defense gives a 1% reduction to any Magical Damage.
Back Value is refered as "Intel Defense". Defense given by Intelligence.
- Int Defense reduces all incoming Magical Damage by 0.8. A damage of 100 will be reduces to 99.2 with 1 Int Defence... (ewww again)
Flee[]
How well your character dodges a Physical Attack The front value is the "Normal Flee".
- Flee received form Agility, Equipments, Cards falls into here.
The rear value is the "Perfect Dodge".
- Perfect Dodge gives a chance of Dodging a physical attack completely, regardless of critical.
The 2 Values are calculated seperately & should not be added to get "Total Flee".
Flee (95%)[]
When refering to some Database, you will see a value labled "Flee (95%)".
- This indicates the "Flee" that is required for you to Dodge 95% of incoming Physical Attacks.
- It doesn't matter if your flee is 999 & the monster's "Flee (95%)" is 1, it still has a 5% chance of hitting you.
- Flee percentage can be calculated by using: 95 - Flee (95%) + Your Flee.
For Example: I have 305 Flee, what is my chance of Dodging an attack from Ifrit?
- Ifrit has a Flee (95%) of 373.
- So the chance that I can Dodge its attack = {95 - 373 + 305}% = 27%
Attack Speed (ASPD)[]
Shows the attack speed of your character.
- The Maximum is 190 for RRO.
- Player's Attack Speed can be calculated by: [4.0 - ( ASPD x 0.02 )] sec/hit.
- For example, with 187 ASPD, I'll attack once every [4.0 - ( 187 x 0.02)] = 0.26 sec.
Stats Points []
Simply shows the Remaining Stats Points you can deploy
Guild[]
Displays the name of the guild your character is currently in.
Effect of Stats on your Character[]
Str (Strength) []
- Each point invested in Str will give you +30 Maximum Weight Capacity.
- Each point into Str will give +1 Attack ( All Wepons except fo Projectile Weapons )
- Every 10 Total Str will give you ( Str / 5 ) Bonus Attack.
Str Attack Bonus Example[]
- I'm currently having 98+31 Str
- It means that I'm having 129 Total Str, & I'll need 1 more Str to receive a Bonus in Attack
- So after adding 1 to Str, I'll receive (99+31)/5 = 130/5 = 26 Bonus Attack
Agi (Agility) []
- Each point invested in Agi will give you +0.25 ASPD, to a maximum of 190
- Each point into Agi gives a +1 to Flee
- Each point into Agi gives 0.526% Reduction in 1st & 2nd Skills' After Cast Delay, unless stated otherwise.
Vit (Vitality) []
Each point invested in Vit will give you +1% Maximum HP, dependent on your Root HP
Every point gives +1 Vit Defense Every point gives +1% Resistance to the status Stun, External Bleeding, Silence
Root HP []
Root HP refers to the HP you have at 0 Vit.
- Root HP will be (Current HP) / [ 1 + ( Total Vit / 100 )]
- Root HP only Increases with Level.
- Each Level adds approx. 1.5% to Max Root HP, percentage reduces by 0.52% of the previous percentage with each Lv.
For Eaxmple, I have 1010 HP with 1+ 0 Vit
- In this case it will be ( 1010 ) / [ 1+ (1 /100)] = 1000 HP
- With a Root HP of 1000, Every Vit will give (1000 x 1%) = 10 HP
Int (Intelligence) []
Each point invested in Int will give you +1% Maximum SP, dependent on your Root SP
- Each point into Int gives +1 Int Magic Defense
- Each point into Int will give you +1 M.Atk
- Each point into Int gives +1% Resistance to the Sleep Status
Root SP []
- Root SP refers to the SP you have at 0 Int.
- So the Root SP will be (Current SP) / [ 1 + ( Total Int / 100 )]
- Root SP only Increases with Level.
- Each Level adds approx. 1.875% to Max Root SP.
Lets say... I have 202 SP with 1+0 Int
- In this case it will be ( 202 ) / [ 1+ (1 /100)] = 200 SP
- With a Root SP of 200, Every Int will give me (200 x 1%) = 2 SP
Dex (Dexterity) []
- Every point into Dex will give you +1 Attack (Weapons using Projectiles only)
- Each point into Dex will give +1 Hit
Each Dex gives 0.526% Reduction in all Skills with Cast time, unless stated otherwise. 150 Dex will give Instant Cast.
- One Dex will give +0.0697 ASPD
- Every 10 Total Dex will give you ( Dex / 5 ) Bonus Attack.
Dex Attack Bonus Example[]
I'm currently having 98+31 Dex It means that I'm having 129 Total Dex, & I'll need 1 more Dex to receive a Bonus in Attack So after adding 1 to Dex, I'll receive (99+31)/5 = 130/5 = 26 Bonus Attack
Luk (Luck)[]
- Every point put into Luk will give +0.3 Critical Rate
- Each point contributes to +0.1 to Perfect Dodge
- Each point gives 1% Resistance Vs. Freeze every point
- Each point Increases chance of auto casting Blitz Beat by 0.3% with every point (Hunter / Sniper / Ranger)