Allocable Stat Points by Tier
Light: Allocable as if it were Layer 256.
Finger: Allocable as if it were Layer 8.
Neck: Allocable as if it were Layer 8.
Shield: Allocable as if it were Layer 256.
Wrist: Allocable as if it were Layer 8.
Wielded: See HELP WEAPON STAT ALLOCATION.
Held: Allocable as if it were Layer 256.
Ears: Allocable as if it were Layer 32.
Back: Allocable as if it were Layer 32.
Face: Allocable as if it were Layer 32.
Ankle: Allocable as if it were Layer 8.
Head: Allocable as if it were Layer 128.
Eyes: Allocable as if it were Layer 128.
How to Allocate Stat Points:
+1 stat: Costs 1 stat points.
+2 stat: Costs 2 stat points.
+3 stat: Costs 4 stat points.
+4 stat: Costs 8 stat points.
+5 stat: Costs 15 stat points.
+6 stat: Costs 30 stat points.
+7 stat: Costs 40 stat points.
+8 stat: Costs 70 stat points.
+9 stat: Costs 90 stat points.
+10 stat: Costs 110 stat points.
+11 stat: Costs 130 stat points.
+12 stat: Costs 150 stat points.
+13 stat: Costs 180 stat points.
+14 stat: Costs 210 stat points.
+15 stat: Costs 240 stat points.
+16 stat: Costs 280 stat points.
+17 stat: Costs 320 stat points.
+18 stat: Costs 360 stat points.
+19 stat: Costs 410 stat points.
+20 stat: Costs 570 stat points.
Statistics may not exceed +20.
You may have a deficit of up to -20 in order to allocate stat
points elsewhere. You obtain allocable stat points in the same
method as listed above.
Tier 0 (0)
Layer 1: 0
Layer 2: 0
Layer 4: 0
Layer 8: 0
Layer 16: 0
Layer 32: 0
Layer 64: 0
Layer 128: 0
Layer 256: 0
Tier 1 (5k)
Layer 1: 0
Layer 2: 0
Layer 4: 0
Layer 8: 1
Layer 16: 1
Layer 32: 2
Layer 64: 2
Layer 128: 3
Layer 256: 3
Tier 2 (100k)
Layer 1: 1
Layer 2: 1
Layer 4: 1
Layer 8: 2
Layer 16: 2
Layer 32: 3
Layer 64: 3
Layer 128: 6
Layer 256: 6
Tier 2.5 (1m) - Treated as Tier 2 items
Tier 3 (10m)
Layer 1: 2
Layer 2: 2
Layer 4: 2
Layer 8: 3
Layer 16: 3
Layer 32: 5
Layer 64: 5
Layer 128: 9
Layer 256: 9
Tier 4 (100m)
Layer 1: 3
Layer 2: 3
Layer 4: 3
Layer 8: 5
Layer 16: 5
Layer 32: 9
Layer 64: 9
Layer 128: 14
Layer 256: 14
Tier 5 (1b)
Layer 1: 5
Layer 2: 5
Layer 4: 5
Layer 8: 9
Layer 16: 9
Layer 32: 14
Layer 64: 14
Layer 128: 23
Layer 256: 23
Tier 6 (10b)
Layer 1: 9
Layer 2: 9
Layer 4: 9
Layer 8: 14
Layer 16: 14
Layer 32: 23
Layer 64: 23
Layer 128: 37
Layer 256: 37
Tier 7 (50b)
Layer 1: 14
Layer 2: 14
Layer 4: 14
Layer 8: 23
Layer 16: 23
Layer 32: 37
Layer 64: 37
Layer 128: 50
Layer 256: 50
Tier 8 (100b)
Layer 1: 23
Layer 2: 23
Layer 4: 23
Layer 8: 37
Layer 16: 37
Layer 32: 50
Layer 64: 50
Layer 128: 87
Layer 256: 87
Tier 9 (250b)
Layer 1: 37
Layer 2: 37
Layer 4: 37
Layer 8: 50
Layer 16: 50
Layer 32: 87
Layer 64: 87
Layer 128: 137
Layer 256: 137
Tier 10 (500b)
Layer 1: 50
Layer 2: 50
Layer 4: 50
Layer 8: 87
Layer 16: 87
Layer 32: 137
Layer 64: 137
Layer 128: 224
Layer 256: 224
Tier 11 (1t)
Layer 1: 87
Layer 2: 87
Layer 4: 87
Layer 8: 137
Layer 16: 137
Layer 32: 224
Layer 64: 224
Layer 128: 351
Layer 256: 351
Tier 12 (10t)
Layer 1: 87
Layer 2: 87
Layer 4) 137
Layer 16: 224
Layer 32: 224
Layer 64: 351
Layer 128: 351
Layer 256: 575
Items may not have a PL requirement above 10t.
Items with no layers or that take up multiple layers combine the stat
points of all stacks they occupy, multiplied by 0.75. For example, a
10m PL layer 24 waist item, which takes up the 16 and 32 slots, would
have a maximum of 6 allocable stat points ((3 + 5)*0.75). This number
is always rounded down.
Quest items, rare drops and supermob items are more powerful than
conventional items. The rarity and difficulty to obtain these
items increases their allocable stat points as follows:
Purchaseable/Inexpensive: 1x
Purchaseable/Expensive: 1.5x
Race-Restricted (One Race Only) - 1.5x (This modifier stacks with other
modifiers)
HC or SC Only - 1.25x (This mod stacks with other mods)
No-Transfer (possesses Nogive, Noauction, Nocontainer and
Groundrot/Deathrot flags - it must possess ALL of these for the
modifier to apply) - 1.1x (This modifier stacks with other modifiers)
(Less Than) 10% drop: 1.5x
1% drop: 2x
0.1% drop: 3x
0.01% drop: 6x
0.001% drop: 12x
0.0001% drop: 24x (etc etc)
Quest Reward: 2x
Supermob Item: 3x
RP Reward: 3x
Drop modifiers only apply if the mob only spawns in one place, is hard
to find, etc etc, this does not apply if the mob that drops the item
spawns frequently in the area or if the item is otherwise easy to obtain
(subject to discretion of a high admin).
You must obtain the permission of an Assistant Head Builder or higher
in order to apply these stat point allocation mods to an item.
Any items ABSOLUTELY MAY NOT exceed the above numbers and formulas
without the express consent of an Assistant Head Builder or higher.
Suggested Stat Point Allocation Methods - This is not a rule but a
guideline to those making areas who aren't sure where to place their
points. Using this system, early tier has 1-2 stats with +1 or +2 on
them, mid tiers will have multiple low +1-+2-+3s and, periodically,
a stronger item with +4 or +5, and later tiers will be focused on
specific builds in the majority of cases.
Early tiers it is suggested to give bonuses to Speed. Mid tiers it
is suggested to spread your increases for even bonuses. Later tiers
it is suggested to make a variance of spread bonuses, int/con, str/spd,
str/con, and int/spd pieces.
EXPENSIVE ITEMS
Some items are obscenely expensive for their powerlevel. These items
are difficult to raise the zeni for while gaining, and consequently,
qualify for the "expensive" modifier and obtain additional allocable
statpoints. These modifiers DO NOT stack with other modifiers, unless
those modifiers specifically state they stack.
Tier 1: 100k
Tier 2: 200k
Tier 3: 500k
Tier 0-2.5: 50k
Tier 3: 100k
Tier 4: 300k
Tier 5: 500k
Tier 6: 750k
Tier 7: 1m
Tier 8: 2m
Tier 9: 2.5m
Tier 10: 5m
Tier 11: 7m
Tier 12: 10m
ITEM PROCS
Some items have the potential to restore life force to a player, restore
ki to a player, or even restore focus points to a player. Items with
these types of special bonuses should remain EXTREMELY RARE and their
"procs" shall remain completely at the discretion of an Assistant Head
Builder or higher.
Generally, the following guidelines should be used in such instances:
- Non-consumable tems should use rand_progs for procs. These items
should NEVER use wear_prog, use_prog, remove_prog or act_prog to proc a
LF restore, ki restore, or focus restore effect.
- Consumable items do not follow these criteria and should be based on
rarity. Use your discretion for this, and ask an Assistant Head Builder
or higher for approval for a consumable restorative item as a drop or
an item in a shop.
- Non-consumable items should NEVER, EVER, EVER contain the line
mpplmult. Presenting an extreme case may, as always, make an exception.
This is such a rarity you may as well be spending your time on the
lottery instead.
- Consumable items may not include mpplmult without express consent of
an Assistant Head Builder or higher. These are rare as well but not
so much as non-consumables.
In the item's "rand_prog X", where X is a number, the following stat
point costs are used:
+10 LF: Costs 1x stat points.
+20 LF: Costs 4x stat points.
+30 LF: Costs 8x stat points.
+40 LF: Costs 13x stat points.
+50 LF: Costs 18x stat points.
+60 LF: Costs 24x stat points.
+70 LF: Costs 30x stat points.
+80 LF: Costs 37x stat points.
+90 LF: Costs 45x stat points.
+100 LF: Costs 55x stat points.
+100 ki: Costs 1x stat points.
+1000 ki: Costs 4x stat points.
+2000 ki: Costs 8x stat points.
+5000 ki: Costs 13x stat points.
+10000 ki: Costs 18x stat points.
+20000 ki: Costs 24x stat points.
+50000 ki: Costs 30x stat points.
+100000 ki: Costs 37x stat points.
+200000 ki: Costs 45x stat points.
+500000 ki: Costs 55x stat points.
mp_focusincrease: Does not function properly in regards to equippable
items at this time. See an Assistant Head Builder or higher.
GAINS INCREASING ITEMS
The following are guidelines for all gains increasing items regardless
of layer.
+0.5% gains: Costs 10 stat points.
+1% gains: Costs 30 stat points.
+2% gains: Costs 50 stat points.
+3% gains: Costs 70 stat points.
+4% gains: Costs 90 stat points.
+5% gains: Costs 120 stat points.
+6% gains: Costs 160 stat points.
+7% gains: Costs 210 stat points.
+8% gains: Costs 270 stat points.
+9% gains: Costs 340 stat points.
+10% gains: Costs 420 stat points.
Items may not exceed +10% gains.
Layer 256 items are reserved for extremely special cases or RP rewards. You
may not create these without the express consent of Assistant Head Builder
or higher.
See Also: WEAPONSTATS, MAXARMOR
Imported from the game’s own help, and only staff can change it — a help file that quietly stops matching the game reads as authoritative and is wrong. If it has changed in game, send the new text through the contact form and somebody will paste it in.
See also
- WEAPONSTATS
- MAXARMOR
History
- Imported from the game help.by Solao2026-08-28 17:42