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Stat Planner

Allocate Ragnarok Zero: Global 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
32
Base SP
11

Derived stats (no gear)

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.

All formulas & sources →
1.31
ATK (status + gear)
i
ATK (status + gear)Our estimateUnknown
floor((gear_atk + refine_atk) * (1 + bonus_atk_percent / 100)) + status_atk= floor((0 + 0) * (1 + 0 / 100)) + status_atk = 1

ATK from your stats plus everything your equipment and its refines add, with percentage ATK bonuses applied to the equipment part. This is one named stage of a longer chain — weapon variance, mastery ATK, the vs-size/element/race multipliers and the melee/ranged/physical stages come after it, and the combat tab is where they land.

Not included yet: weapon damage variance, mastery ATK from passive skills, and the melee/ranged/physical multipliers.

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1
HIT
i
HITUnknown
hit + gear_hit= hit + 0 = 177

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

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177
MATK
i
MATKOur estimateUnknown
floor((status_matk + gear_matk + refine_matk) * (1 + bonus_matk_percent / 100))= floor((status_matk + 0 + 0) * (1 + 0 / 100)) = 1

Displayed total MATK: status MATK plus MATK from gear and refine (Zero weapons grant ATK and MATK at once), multiplied by the percentage MATK bonuses.

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1
DEF
i
DEFUnknown
soft_def + gear_def + refine_def= soft_def + 0 + 0 = 1

Displayed total DEF: soft DEF (from stats) plus hard DEF from gear and refine. In-game notation: “soft + hard”.

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1
FLEE
i
FLEEUnknown
flee + gear_flee= flee + 0 = 102

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).

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102
MDEF
i
MDEFUnknown
soft_mdef + gear_mdef= soft_mdef + 0 = 1

Displayed total MDEF: soft MDEF (from stats) plus hard MDEF from gear.

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1
Max HP
i
Max HPUnknown
floor((floor(base_hp * (1 + vit / 100)) + gear_hp) * (1 + bonus_hp_percent / 100))= floor((floor(32 * (1 + 1 / 100)) + 0) * (1 + 0 / 100)) = 32

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.

How the HP number itself is calculated is confirmed. How high the base curve runs is only measured for Acolyte and Thief — for every other class it is an estimate that can read 20-25% too high.

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32
Max SP
i
Max SPUnknown
floor((floor(base_sp * (1 + int / 100)) + gear_sp) * (1 + bonus_sp_percent / 100))= floor((floor(11 * (1 + 1 / 100)) + 0) * (1 + 0 / 100)) = 11

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.

Measured for Acolyte and Thief. For every other class the base curve is an estimate.

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11
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.

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1
Weight Limit
i
Weight LimitUnknown
2000 + job_weight_bonus + str * 30= 2000 + 0 + 1 * 30 = 2030

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

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2,030
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.

All formulas & sources →
1

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 →