How to identify breakpoints and distinguish ordinary level scaling from a true behavior change.
A skill level can change damage, SP cost, cast time, cooldown, range, hit count, or a buff formula. Read these fields together. The largest displayed percentage is not automatically the best next point if the same level makes the skill too expensive or does not improve the rotation.
RO Codex groups level variants under a canonical base skill so search and sitemap entries do not create a separate thin page for every level.
A breakpoint is a level where gameplay changes more than the usual linear increase: an extra hit, shorter cooldown, new target scope, larger area, changed status chance, or newly satisfied prerequisite. Mark these levels before distributing the remaining points.
- Check the maximum level and required previous skill.
- Compare SP and timing with the damage gain.
- Read linked buffs and conditions at the chosen level.
- Verify rune or equipment effects that only affect named skills.
Some descriptions change with skill level. Compare the values shown for the selected level instead of treating one displayed sentence as a fixed rule for every level. If a value is unavailable, do not invent it.
Include prerequisites and inherited skills in the point budget. A high-tier skill can require points in an earlier job tier, and those prerequisite points still shape the final rotation.
This guide is based on the following player-facing evidence. Read the data quality standards for accuracy commitments and known limitations.
- Skill progression pages
- Published levels, branch requirements, prerequisites, and costs define the progression path.
- Linked skill effects
- Displayed level-specific effects, conditions, durations, and affected skill scopes explain each breakpoint.