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RagnaIdle Wiki

Guide

Attributes

Where to spend each point, and why the Mage raises INT while the Archer raises DEX. What each attribute gives, with the math combat runs underneath.

How points work

How many you get

Each base level: ⌊level ÷ 5⌋ + 3 points (3 at level 1, 22 near 99). Every hero starts with 12.

How much raising costs

Raising an attribute costs ⌊(value − 1) ÷ 10⌋ + 2. From 1 to 10 it costs 2 each; 11 to 20, 3; 91 to 100, 11. The cap per attribute is 130; from 121 on it is 14 points each.

Spreading out wastes points: focus on two or three attributes. Made a mistake? The Job Master redistributes them for a Job Crystal.

Golden rule of idle: surviving is farming. If the party falls on the map, your away earnings collapse. VIT and AGI are not "just defense": they are XP and zeny per hour. Never go 100% damage.

The six attributes

What each point gives. Values are per point, invested or from gear, unless the page says only invested points count.

STR Strength Melee physical damage

  • Status ATK: it goes fully into melee hits (and counts twice in damage: in the sum and the multiplier, so the return grows faster than linear).
  • Does nothing for magic.

It also feeds the Combo archetype: each invested point is worth 0.15% mastery (floor of 40).

Who wants it: Melee fighters: Rune Knight, Royal Guard, Sura, Mechanic, cart Genetic and the Star Emperor.

AGI Agility Speed · flee

  • Attack speed: +0.12 ASPD per point. The cap is 193 at 2nd job (7.1 hits/s) and 196 at 3rd job (8.3 hits/s, the 120 ms floor between hits).
  • Flee and move speed (+1.5 per point).
  • With daggers and katars, AGI is damage: on AGI-scaling skills it goes in fully and STR drops to a fifth, like DEX for bows.

It also feeds the Lethality archetype: each invested point is worth 0.15% mastery (floor of 40).

Who wants it: Guillotine Cross, Shadow Chaser, Taijutsu Kagerou and Oboro, and anyone who wants to dodge instead of relying on potions.

VIT Vitality HP · defense

  • Max HP: your class and level HP table × (1 + VIT × 1%), × 1.25 if you were reborn.
  • Physical DEF: +0.7 per point.
  • Direct damage reduction: +0.15% per point, up to 30% (cuts a slice of everything incoming, physical or magical).
  • Some skills turn your max HP into damage (Royal Guard, Rune Knight): there VIT is damage and defense.

It also feeds the Guardian archetype: each invested point is worth 0.15% mastery (floor of 40).

Who wants it: Royal Guard, the dragon Rune Knight, the tanky Sura — and a bit for everyone: it is your away-farming insurance.

INT Intelligence Magic damage

  • Status MATK: INT counts twice in magic damage, like STR does for physical.
  • Max SP and MDEF (+0.2 per point: cuts monsters’ magic hits).
  • Cooldown reduction: +0.25% per point. INT alone stops at 30%; the game cap is 60%, and the rest only comes from gear and buffs.

It also feeds the Summoner / Elemental archetype: each invested point is worth 0.15% mastery (floor of 40).

Who wants it: Warlock, Sorcerer, Arch Bishop, chemistry Genetic, Soul Reaper and the Ninja’s Ninjutsu.

DEX Dexterity Hit · ranged damage

  • Hit (accuracy) and a little ATK and MATK.
  • Attack speed: +0.09 ASPD per point.
  • With bows, instruments and guns the formula switches to the ranged version: DEX goes in fully and STR drops to a fifth. The archer’s "STR" is DEX.

It also feeds the Regency archetype: each invested point is worth 0.15% mastery (floor of 40).

Who wants it: Ranger, Minstrel, Wanderer and the Rebellion. Casters and melee take a little for hit.

LUK Luck Critical

  • Critical chance: +0.35% per point (LUK 100 ≈ 35%), capped at 95% chance.
  • Critical damage: a base critical hits +50%, and each point adds +0.15% (LUK 100 → +65%).
  • A little ATK and MATK (a third per point).
  • Classes that are not critical classes use half the chance; critical classes (the Thief line and the top of each family) use the full chance.

Who wants it: Guillotine Cross, Ranger and any build that prefers the critical path. Drop chance does not come from LUK.

Which attribute drives your damage

Each kind of hit has a main attribute: it is the one that weighs most on status ATK or MATK, and damage grows faster than a straight line with it. The other attributes count for less.

MeleeSTR
Ranged (bow, instrument, gun)DEX
Dagger and katarAGI
MagicINT

To see your hero’s exact number, with gear and buffs, build it in the Simulator: it runs the same math as the game.

The archetypes

Each attribute except LUK is also an archetype’s attribute: the multiplier worth the whole build. The archetypes →

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