Tools
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.
Attributes
Type a value or use +/− (Shift for ±10). Job bonuses (+n) follow the job level and don't cost points.
Summary
- Spent
- 0 pts
- Remaining
- Infinity pts
- Playable from level
- 1
- Base HP
- 32
- Base SP
- 11
Derived stats (no gear)
- CRIT
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CRITUnknown(crit + gear_crit) * (is_katar_weapon >= 1 ? 2 : 1)= (crit + 0) * (0 >= 1 ? 2 : 1) = 1.3Final 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)
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ATK (status + gear)Our estimateUnknownfloor((gear_atk + refine_atk) * (1 + bonus_atk_percent / 100)) + status_atk= floor((0 + 0) * (1 + 0 / 100)) + status_atk = 1ATK 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.
All formulas & sources → - 1
- HIT
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HITUnknownhit + gear_hit= hit + 0 = 177Final hit value: stat HIT plus flat HIT bonuses from gear.
All formulas & sources → - 177
- MATK
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MATKOur estimateUnknownfloor((status_matk + gear_matk + refine_matk) * (1 + bonus_matk_percent / 100))= floor((status_matk + 0 + 0) * (1 + 0 / 100)) = 1Displayed total MATK: status MATK plus MATK from gear and refine (Zero weapons grant ATK and MATK at once), multiplied by the percentage MATK bonuses.
All formulas & sources → - 1
- DEF
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DEFUnknownsoft_def + gear_def + refine_def= soft_def + 0 + 0 = 1Displayed total DEF: soft DEF (from stats) plus hard DEF from gear and refine. In-game notation: “soft + hard”.
All formulas & sources → - 1
- FLEE
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FLEEUnknownflee + gear_flee= flee + 0 = 102Final 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 → - 102
- MDEF
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MDEFUnknownsoft_mdef + gear_mdef= soft_mdef + 0 = 1Displayed total MDEF: soft MDEF (from stats) plus hard MDEF from gear.
All formulas & sources → - 1
- Max HP
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Max HPUnknownfloor((floor(base_hp * (1 + vit / 100)) + gear_hp) * (1 + bonus_hp_percent / 100))= floor((floor(32 * (1 + 1 / 100)) + 0) * (1 + 0 / 100)) = 32Maximum 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.
All formulas & sources → - 32
- Max SP
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Max SPUnknownfloor((floor(base_sp * (1 + int / 100)) + gear_sp) * (1 + bonus_sp_percent / 100))= floor((floor(11 * (1 + 1 / 100)) + 0) * (1 + 0 / 100)) = 11Maximum 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.
All formulas & sources → - 11
- HP Regeneration
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HP RegenerationOur estimateUnknownmax(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
- Weight Limit
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Weight LimitUnknown2000 + job_weight_bonus + str * 30= 2000 + 0 + 1 * 30 = 2030Maximum carry weight (in display units as in the game): base 2000, plus class bonus, plus 30 per point of STR.
All formulas & sources → - 2,030
- SP Regeneration
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SP RegenerationUnknownfloor(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) = 1Natural 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 →