STR:
• +1 base damage per point for melee weapons.
• A bonus of (Str/10)^2 total (ie, at 50 Str, 25 points total) for melee weapons where Str/10 is rounded down.
• +1 base damage per 5 points for missile weapons.
• +30 carrying capacity per point of Base Str (the left hand part of Str only).
AGI:
• +1 flee per point.
• Increased attack speed per point (complicated, but based on the atk speed of the weapon you are using in the class you are in).
VIT:
• +1% to MaxHP per point.
• +0.8 weapon damage reduction (defensive) per point.
• Healing items effect increased by +2% per point.
• Every 5 full points of VIT increases HP Recovery Power by 1 (see substats page for more details).
• For monsters, there is a bonus to damage reduction of rnd(0,[VIT/20]^2-1).
• For players, there is a bonus to damage reduction of [VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1)).
• There is a hidden bonus of +1 Int style MDEF per 2 points.
• Increasing VIT also decreases the chance of being afflicted by the negative status affects of Poison, Silence and Stun.
INT:
• +1 Base MAtk per point.
• +1% to MaxSP per point.
• SP Recovery items effect increased by +2% per point.
• Every 6 full points of INT increases SP Recovery Power by 1 and past 120 INT, every 2 INT gives a bonus to SP Recovery Power of 1 (see substats page for more details).
• A bonus to MinMAtk of (Int/7)^2 total where (Int/7) is rounded down.
• A bonus to MaxMatk of (Int/5)^2 total where (Int/5) is rounded down.
• +1 spell damage reduction (defensive) per point.
• Increasing INT also decreases the chance of being afflicted by the negative status affects of Blind, Sleep and Stone Curse.
DEX:
• +1 to hit per point.
• Increased attack speed per point (complicated, but based on the atk speed of the weapon you are using in the class you are in and worth 1/4 of Agi).
• +1 base damage per point for missile weapons.
• Bonus of (Dex/10)^2 total (ie, at 50 Dex, 25 points total) for missile weapons where dex/10 is rounded down.
• +1 base damage per 5 points for melee weapons.
• +1 minimum damage per point for melee weapons. If Dex exceeds the Atk value of the melee weapon, use the Atk of the melee weapon for the min value (ie. max and min values become the same).
• Reduces spell casting time by a percentage calculated as Dex/1.5 (ie. 30 Dex = 20% casting time reduction).
• +0.1% forging and refining rates for Blacksmiths.
LUK:
• +1 base damage per 5 points of Luk for missile and melee weapons.
• +1 crit chance per 3 points of Luk.
• +1 "lucky" dodge chance (the right hand part of your flee value) per 10 points of Luk.
• +0.1% forging and refining rates for Blacksmiths per point.
• Increasing LUK also decreases the chance of being afflicted by any negative status affect (but not as much as the effect of VIT and INT in most cases). About Status Points:
• At each Base Level you gain a number of Status Points. These points can be used to improve your 6 main Stats. The number of points gained at each Base Level can be calculated as [BaseLevel / 5] + 2.
• The cost of improving a Stat increases as the Stat rises (the base amount only). The cost to increase a Stat by one can be calculated as [(BaseOfStat - 1)/ 10] + 2. For instance, if you have 29+3 Dex, then it will cost [29/10]+2 = 2+2 = 4 Status Points to improve it to 30+3.