This article or section needs to be updated.ĭexterity: This stat affects the accuracy ( HIT) of the character in many aspects, allowing it to land hits easier, among other things. SP Recovery rate +4 (going from 119 to 120 INT gives +5 regeneration)Įvery 100 of Max SP provides 1 more SP regenerated during natural SP Recovery.SP Recovery rate +1 (only if INT past 120).Chaos: -2/3% chance from being inflicted.Silence: -1% chance from being inflicted.Blind: -1% chance from being inflicted, -1/15 second duration.the following Status Effects: ( verify for renewal) Alchemists: Brewing success rate +0.05% (half the benefits of DEX and LUK).Decreases Cast Time (at half the effectiveness of DEX).Intelligence: This stat affects the mental power of the character, allowing to deal magic damage even if no weapons are equipped if a sufficient amount of INT is invested. Mode Cold: reduces chance from being inflicted, decreases duration by 0.1s.Įvery 200 of Max HP provides 1 more HP regenerated during natural HP Recovery.Įffects of INT and DEX on the Cast Time for a normal spell.Freezing: reduces chance from being inflicted, decreases duration by 0.1s.Burning: reduces chance from being inflicted, decreases duration by 0.1s.Deadly Poison: -1% chance from being inflicted, decreases duration (exact value unknown).Poison: -1% chance from being inflicted, decreases duration (exact value unknown).Stun: -1% chance from being inflicted, decreases duration (exact value unknown).Vitality: This stat affects the endurance, HP, and restorative power of the character, allowing it to last longer against monsters and to regain more life with healing items. Does not affect Cast Time or Cast Delay but does shorten "animation delay" between casts.More details can be found in the entry for ASPD discussion. It can take between 1 and 20 AGI to increase ASPD by 1. The actual ASPD calculation depends on AGI, DEX, ASPD Potions and skills, the type of equipped weapon, and current job class. Bleeding: -1% chance from being inflicted.Decreases Vacuum Extreme duration by 0.04s.Īgility: This stat affects the speed of the character in many aspects, allowing it to attack faster and dodge attacks more often.When using "ranged-type" weapons such as Bows, Guns, Instruments and Whips, every 5 points of STR provide: Weapon ATK +0.5% (only on Base Weapon ATK, and this bonus is pseudo-elemental).When using "melee-type" weapons such as Axes, Books, Daggers, Katars, Knuckles, Maces, Spears or when Bare Handed, every point of STR provides: The STR value is also multiplied to the Weapon ATK value for even more damage increase. Strength: This stat affects the "melee" physical power of the character, allowing it to deal damage even if no weapons are equipped if a sufficient amount of STR is invested. Stat bonuses change depending on the job level of the player and the job class of the player. The + (value) next to the farthest left stat number is the stat points added by the players job level bonuses, bonuses due to equipment, and bonuses due to passive and active player skills. If the player has an ATK of 0, the following would apply. The ATK stat is increased by 1 for each 3 LUK. Since all stats start as a value of one, the starting stat of one essentially counts as a zero.
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Stat points are gained with base level increases, the amount increasing with higher levels. Base stats are increased by spending stat points, higher stats costing more to raise (particularly for base stats beyond 100).
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Third job characters can increase stats up to 130 (up to 117 on baby classes). Stats start out with a base value of 1 and can be raised as far as 99 (up to 80 on baby classes). Stats are the six fundamental character statistics that make (or break) a character.