MapleStory/Formulas

The sections of this article detail various formulas and tables within the game.

Please keep the following in mind when calculating:
 * Any decimal that appears within the formula's output is truncated, not rounded (i.e. 96.12 and 96.736 Damage will both be effectively 96). This is important when weighing WA versus Stats. This does not apply to defense damage percentage reduction rate, dodge chance and hit rate.
 * Mastery is a decimal. If you do not have any mastery skill, use your initial mastery. If you have a mastery skill, input it as a decimal and add it up with your initial mastery (such as "0.3").

Damage
Legend $$ AD = Actual Damage, TD% = Total Damage%, BD% = Boss Damage% $$ $$CD% = Critical Damage%, FDB = Final Damage Boost, MD% = Monster DEF%, ID% = IgnoreDEF% $$ $$ MR = Monster Elemental Resistance, IR% = Ignore Elemental Resistance%$$
 * Attack (ATT): $$(BonusATT)\times (1+Attack%/100) + Inner Ability ATT + Character Cards ATT$$
 * Total STR: $$[([BaseSTR \times (1+MW%)]+BonusSTR)\times (1+STR%+AllStat%)+AbilitySTR+CharacterCardSTR]$$
 * Total DEX: $$[([BaseDEX \times (1+MW%)]+BonusDEX)\times (1+DEX%+AllStat%)+AbilityDEX+CharacterCardDEX]$$
 * Total INT: $$[([BaseINT \times (1+MW%)]+BonusINT)\times (1+INT%+AllStat%)+AbilityINT+CharacterCardINT]$$
 * Total LUK: $$[([BaseLUK \times (1+MW%)]+BonusLUK)\times (1+LUK%+AllStat%)+AbilityLUK+CharacterCardLUK]$$
 * Stat Value (Except Xenon and Demon Avenger) : $$ Primary Stat \times 4 + Secondary Stat $$
 * Stat Value (Xenon) : $$3.5 \times (STR+DEX+LUK) $$
 * Stat Value (Demon Avenger) :
 * If Current HP is 50% or more, $$MaxHP/7 + STR $$,
 * If Current HP is less than 50% but more than 35%, $$ CurrentHP/3.5 + STR $$,
 * If Current HP is less than 35%, $$MaxHP/10 + STR $$
 * Shown Damage Range (Maximum): $$[Weapon Multiplier \times Stat Value\times ATT \times (1+TotalDamage%)]/100 + FinalDamageBoost$$
 * Shown Damage Range (Minimum): $$ Maximum Damage \times Mastery $$
 * Actual Damage Range : $$Weapon Multiplier \times Stat Value \times ATT/100$$
 * Maximum displayed damage range: 2,000,000 ~ 2,000,000
 * Maximum damage per line: Skill Damage Limit + Bonus Potential Stats. By default, skill damage limit is set as 50,000,000, which can be increased with the Level 200 Hyper Buff Skill.
 * Actual Skill Damage (on normal monsters): $$ [AD \times Skill% \times (1+TD%) \times CD%] \times (1-[MD% \times (1-ID%)]) \times (1+[MR \times (1-IR%)])+FDB$$
 * Actual Skill Damage (on boss monsters): $$ [AD \times Skill% \times (1+TD%+BD%) \times CD%] \times (1-[MD% \times (1-ID%)]) \times (1+[MR \times (1-IR%)])+FDB$$


 * Level Difference Damage Multiplier
 * If you are 11 levels or more lower than the monster's level, damage dealt is  decreased by 10%. Effect is applied after the regular damage is formulated fully.
 * If you are 11 levels or more higher than the monster's level, damage dealt is  increased by 10%. Effect is applied after the regular damage is formulated fully.
 * If you are within 10 levels above or below the monster's level, you will deal the regular damage.

Notes:
 * Skills that increases damage additively (denoted as +%p), are added to the Skill %.
 * Skills that increases damage multiplicatively are treated as Total Damage % and will add to TD%.
 * Skills that increases damage multiplicatively and are multiplied last are treated as Final Damage Boost and will add towards FDB. It will increase the regular damage before FDB by the stated percentage.
 * Bonus Stat excludes Inner Ability and Character cards, MW% stands for All Stats boost % in Maple Warrior Skill and Ability Stats stands for stat boost from Inner Abilities.
 * For magicians, change Attack into Magic Attack for spell skill damages.
 * ATT is rounded down before being formulated into the damage range.
 * All % in the above formulas are written in terms of decimals and are formulated into a numerical boost before rounded down. Multiple sources that provides the same boost are additive to each other.
 * If $$ (1-[MD% \times (1-ID%)]) < 0 $$ or $$ (1+[MR \times (1-IR%)]) = 0$$ Damage dealt will be 1 if it successfully lands a hit on the monster.
 * Final Damage Boost means effects that add a small amount to the actual damage dealt (Example: 3 Warrior/Magician cards Deck effect, Inner Abilities, Paladin and Ice/Lightning Mage and Thunder Breaker and Blaze Wizard and Buccaneer card effect). Some skills will also add Final Damage Boost as a percentage.


 * Damage done to monsters in star force maps

Reveal Potential Cost
$$Cost = EquipmentLevelRequirement^2 \times Constant$$where constant equals to
 * 0 when $$ EquipmentLevelRequirement < 31 $$
 * 0.25 when $$ 30 < EquipmentLevelRequirement < 71 $$
 * 2.5 when $$ 70 < EquipmentLevelRequirement < 121 $$
 * 20 when $$ EquipmentLevelRequirement > 120 $$

Mastery

 * Physical melee: $$ 20% + Skill Mastery $$
 * Physical ranged: $$ 15% + Skill Mastery $$
 * Magic: $$ 25% + Skill Mastery $$

The following skills provide mastery for the following jobs:
 * Zero
 * Broad Sword Mastery (70% at Skill Level 29/30)
 * Long Sword Mastery (70% at Skill Level 29/30)


 * Hayato
 * Beginner Skill (+60%)


 * Kanna
 * Beginner Skill (+25%)
 * 4th job Fan Expert (+15% at Skill Level 29/30)


 * Evan
 * 4th Growth (50% at Skill Level 10)
 * 9th Growth (20% at Skill Level 29/30)


 * Blaze Wizard
 * 2nd Job Spell Mastery (50% at Skill Level 10)
 * 4th Job Pure Magic (20% at Skill Level 15)

The following skills provide mastery for other jobs:
 * All 2nd job Weapon Mastery (50% at Skill Level 10)
 * All 4th job Weapon Expert (20% at Skill Level 29/30)

Critical Rate
$$Skill Critical Rate + Equipment Potential Critical Rate + InnerPotentialCritical Rate + 5%$$

Defense

 * Weapon Defense (Weapon DEF):
 * $$ [STR \times 1.2 + (DEX +LUK)/2+ INT \times 0.4 + EquipWeaponDEF + SkillWeaponDEF] \times (1+WeaponDEF %)$$
 * Magic Defense (Magic DEF):
 * $$ [STR \times 0.4 + (DEX +LUK)/2 + INT \times 1.2 + EquipMagicDEF + SkillMagicDEF] \times (1+MagicDEF%)$$
 * Note
 * $$ WeaponDEF% $$ and $$ MagicDEF% $$ affects only Weapon DEF and Magic DEF respectively but both are additive and are expressed in decimal.
 * $$ EquipmentWeaponDEF $$ and $$SkillWeaponDEF $$ only affects Weapon DEF while $$ EquipmentMagicDEF $$ and $$ SkillMagicDEF$$ only affects Magic DEF.

Monster's Damage
Maximum monster damage: Whichever's lower.
 * Note:
 * All Damage reduction effect from skills and equipments are calculated after the regular defense formula.
 * This does not work on attacks that deals fixed damage (damage based on % of your HP, reducing HP value to 1, poison damage overtime, fall damage)
 * $$ (MonsterATT\times [1-\sqrt {CharacterDEF}/200+0.02\times (MonsterLevel-CharacterLevel)])\times (1-DamageAbsorbed %)$$ OR
 * $$ [MonsterATT- (CharacterDEF/4) + 4 \times (MonsterLevel-CharacterLevel)]\times (1-DamageAbsorbed%)$$
 * Minimum monster damage
 * $$ MaximumMonsterDamage \times 0.85 $$
 * Note:
 * If monster ATT is a weapon ATT, Character DEF will be weapon DEF; if the monster ATT is a magic ATT, Character DEF will be magic DEF.
 * $$ DamageAbsorbed% $$ is additive and is expressed in decimals, which works for all attacks except Damage based on % of your HP.
 * If $$(Character Level > MonsterLevel) $$, $$(MonsterLevel-CharacterLevel) = 0 $$
 * If $$MaximumMonsterDamage > MonsterATT$$, $$ MaximumMonsterDamage = MonsterATT$$
 * If $$ MaximumMonsterDamage < 1 $$, $$ MaximumMonsterDamage = 1 $$

Accuracy

 * Weapon Accuracy:
 * $$ [DEX \times 1.2 + LUK + EquipmentAccuracy + SkillAccuracy] \times (1+Accuracy %)$$
 * Magic Accuracy:
 * $$ [INT + LUK \times 1.2 + EquipmentAccuracy + SkillAccuracy] \times (1+Accuracy %)$$
 * Maximum Accuracy Cap: $$ 9999 \times (1+SkillAccuracy%) $$
 * Note:
 * $$ Accuracy% $$ affects both weapon and magic accuracy, is additive and expressed in decimals.
 * Only $$SkillAccuracy% $$ affects the Accuracy Cap.
 * $$ EquipmentAccuracy $$ and $$ SkillAccuracy $$ affects both weapon and magic accuracy.

Hit Rate
Hit Rate (in %)
 * $$100 + \sqrt{CharacterAccuracy} - \sqrt{Monster Avoidability} - (MonsterLevel-CharacterLevel) \times 2$$
 * Note:
 * If it is a weapon attack, Weapon accuracy is used for Character Accuracy; if a magic attack is used, magic accuracy will be used.
 * If $$ (100+\sqrt{CharacterAccuracy} - \sqrt {MonsterAvoidability}) > 100$$, $$(100+\sqrt {CharacterAccuracy}-\sqrt {MonsterAvoidability}) = 100 $$, before level difference accuracy penalty is applied.
 * If $$ Hit Rate > 100 $$, $$ HitRate=100% $$


 * In general $$ \sqrt{MonsterAvoidability} = MonsterLevel/10 $$. Special cases are Zakum where $$ \sqrt{MonsterAvoidability} = \sqrt{144} = 12 $$, and Pink Bean where $$ \sqrt{Monster Avoidability} = \sqrt{625} = 25 $$.

Avoidability

 * Weapon Avoidability:
 * $$ [DEX + LUK \times 2 + EquipmentAvoidability + Skill Avoidability] \times (1+Avoidability %) $$
 * Magic Avoidability:
 * $$ [INT + LUK \times 2 + EquipmentAvoidability + SkillAvoidability] \times (1+Avoidability %)$$
 * Note
 * $$ Avoidability% $$ applies to both Weapon and Magic Avoidability, is additive and is expressed in decimal.
 * $$ EquipmentAvoidability $$ and $$ SkillAvoidbability $$ applies to both Weapon and Magic Avoidability.

Dodge rate
Note: Skills that have its own dodge mechanism will work before the regular avoidability formula. Evasion rate boost works differently and only adds to the avoidability dodge rate.


 * Dodge Chance (in %):
 * $$[\sqrt {Character Avoidability} - \sqrt {Monster Accuracy} - 5 \times (Monster Level - Character Level)] \times (1+Evasion Rate %)$$


 * Note:
 * If Monster ATT is Weapon ATT, Character Avoidability will be weapon avoidability; if Monster ATT is magic ATT, Character avoidability will be magic avoidability.
 * $$ EvasionRate% $$ is expressed in decimal and is additive.
 * If $$Character Level > Monster Level $$, $$(Monster Level - Character Level) = 0 $$
 * If $$Dodge Chance > 90% $$, $$ Dodge Chance = 90% $$

Experience
Monster level and character level difference EXP penalty: $$(Monster Level - Character Level - 20) \times 5%$$
 * If $$(Character Level + 20) > Monster Level $$, EXP penalty = $$0%$$
 * Maximum EXP penalty = $$60%$$
 *  Base EXP received by you when in party (when you are eligible for leech): $$Round [MonsterEXP \times (0.2 \times Damage Dealt / Monster HP + 0.8 \times Level / Party Level)]$$
 * Party Bonus EXP: $$ [Round (ReceivedMonsterEXP \times Party Bonus Multiplier) + 1] $$
 * Excess damage dealt when the monster's HP is depleted to 0 is disregarded.
 * Received Monster EXP means the amount of EXP received by you after a monster is killed by your party.
 * Round means round off to the nearest integer.
 * Attacking Members means the number of people in your party fighting that exact same monster. That monster when killed will then give slightly more party bonus.
 * Leechable member means that the party member is eligible for a share of the monster's EXP after being killed by the party. (Does not apply if the level difference between the highest level member and the lowest level member is 41 or more.)

Leech condition
Party Level is calculated as the sum of the levels of all eligible members of the party. Ineligible members are excluded from all calculations, and receive no EXP. Eligible party members must meet one of the following requirements:
 * Do damage to the monster.
 * Within 5 levels of the monster
 * Within 5 levels of a character in the party who meets both requirements.
 * Level gap between the highest levelled character and the lowest levelled character must be 40 or less. If it exceeds this gap limit, the killer gets all the EXP while the other members will not receive any leech EXP including high levelled characters who exceeded monster level. If this happens EXP is distributed solely on damage, without giving any party bonus EXP.

Party Bonus is increased based on the number of members attacking the same monsters. However if you are lazy do not bother trying to trigger this bonus as it caps at 3 members and only gives 10% EXP which adds with normal party bonus. However this will encourage people to fight the same monster for more bonus.

EXP stacking

 * Additive multipliers such as elven blessing is added after the multiplicative multipliers. Example: I have Holy Symbol and Level 1 Elven blessing. My EXP Multiplier will be 100% × 1.5 + 10% = 160% and not 165%
 * Multipliers of the same group cannot stack, so the higher multiplier will be taken(only for Group 1 and 2).
 * For the Additive EXP Buffs, Skill Additive EXP Bonuses are calculated together before it is truncated. Example: I have S rank Zero Card (+8%) and Level 2 Elven Blessing (+15%). The Additive line will multiply the base EXP by a total of 23% before truncating it.
 * However, for Potion EXP, Buff EXP and Equip Item Bonus, the EXP is truncated after calculating all the bonus EXP in the individual Bonus EXP lines. This means that the EXP is truncated once for Additive line, once for Potion EXP, once for Buff Bonus EXP and once for Equip Item Bonus, which may cause you to lose about 3 EXP since under each Bonus EXP line, truncation happens as compared to adding all the EXP additive multipliers as one and trunate only after adding all the EXP up.
 * If the monster is meant to give EXP but the Bonus EXP is calculated to give less than 1 EXP due to the low amount of monster EXP given, each line will give 1 EXP minimum.
 * Party Bonus EXP uses a Round Off system rather than a truncation system.

EXP Boost List
 * Group 1 (Cash shop coupons)
 * 20% coupon = 1.2x
 * 50% coupon = 1.5x
 * 2x 1 hour/4 hour/1-Day/3-Day special coupon = 2x
 * Periodic 2x EXP coupon = 2x EXP during the specified timing on the coupon.


 * Group 2 (Free coupons)
 * Happy winter = 1.2x for 1 hour
 * Part time job: Effective rest (20/30/40/50/60 minutes) = 1.3x EXP for 20/30/40/50/60 minutes respectively.
 * 30% monster park coupon = 1.3x for 30 minutes
 * Enjoyable winter = 1.5x for 30 minutes
 * 1.5x EXP coupon from event quest = 1.5x
 * 2x EXP coupon from event quest = 2x
 * Server 1.5x event = 1.5x
 * Server 2x event = 2x
 * Server 3x event = 3x
 * Star Planet 2x EXP Coupon: 2x EXP for 15/30/45/60 minutes
 * Star Planet 2x Time 2x EXP Coupon: 2x EXP for 30/60/90/120 minutes

All skill special EXP effects are separate groups, so they can be stacked over one another as long as it is not the same skill. Skill list (may not be exhaustive)
 * Group 3 (Skill effects)
 * Holy Symbol: 1.21x ~ 1.50x depending on skill level
 * Showdown: 1.01x ~ 1.10x depending on skill level
 * Demon Cry: 1.05x ~ 1.20x depending on skill level
 * Kanna's Spirit Monkey: 1.11x ~ 1.30x depending on skill level

EXP Buff names will be displayed here. Note that all EXP Bonuses listed after this group are also additive but they are separated from this line.
 * Additive
 * Elven Blessing = +10/15/20% (Level 1/2/3)
 * Zero character card = +4/6/8/10% (Card rank B/A/S/SS)
 * Monster farm Petite Orchid: +3%

Potion effects that are currently in use that provides bonus EXP are listed here. It is separated from the Additive line.
 * Potion EXP
 * EXP acquisition potion = +10% for 2 hours

Equipments that give bonus EXP rate are listed here. They are separated from the Additive line.
 * Equip Item Bonus
 * Unique/Legendary Additional Potential on Hats = +1/2/3/4/5% depending on Equipment Level and Additional Potential Rank.
 * Spirit pendant = +10/20/30% (<1 hour/ 1~2 hour/> 2 hours)

These EXP boosts are listed under Buff Bonus EXP (separated from the Additive EXP line which shows the names of the buff)
 * Buff Bonus EXP
 * Kritias EXP Entropy = +50% for 1 hour, only works within Kritias area including invasion.
 * Runes = +100% for 2 minutes, cooldown 15 minutes upon activation.
 * 1.5x Hekaton EXP Coupon = +50% for 30 minutes
 * Falling Shining Star! (Shining Star Atmospheric Effect): +20% for 30 minutes
 * Stackable Event 1.5x EXP Coupon (Example: Freud Ring): +50% for the specified duration.

For Party Bonus EXP, a different truncation system is used. $$PartyBonusEXP = [Round (BaseEXP \times PartyBonus%) + 1]$$ Special effects that increases Party Bonus EXP:
 * Party bonus EXP (Separated from the Additive line which shows the names of the buffs)
 * No Bishops in the party excluding yourself:
 * +25/55/90/130/175% with 2/3/4/5/6 leechable members, and 1 attacking member
 * +35/65/100/140/185% with 2/3/4/5/6 leechable members and 2 attacking members,  and
 * +75/110/150/195% with 3/4/5/6 leechable members and 3 or more attacking members or more
 * 1 Bishop in the party excluding yourself:
 * +45/75/110/150/195% with 2/3/4/5/6 leechable members and 1 attacking member,
 * +55/85/120/160/205% with 2/3/4/5/6 leechable members and 2 attacking members, and
 * +95/130/170/215% with 3/4/5/6 leechable members with 3 attacking members or more
 * 2 Bishops in the party excluding yourself:
 * +95/130/170/215% with 3/4/5/6 leechable members with 1 attacking member,
 * +105/140/180/225% with 3/4/5/6 leechable members with 2 attacking members and
 * +115/150/190/235% with 3/4/5/6 leechable members with 3 attacking members or more
 * 3 or more Bishops in the party excluding yourself:
 * +150/190/235% with 4/5/6 leechable members with 1 attacking member,
 * +160/200/245% with 4/5/6 leechable members with 2 attacking members and
 * +170/210/255% with 4/5/6 leechable members with 3 attacking members or more.
 * 2x Party Bonus EXP Server Event
 * Welcome Back Ring: +80% additively
 * Frozen Heroes during the MIB/Firepower patch: +5% per Frozen Hero, up till +20% additive bonus.


 * Combat Bonus
 * Multi kill = +1/2/3/3.3/3.6/3.9/4.2/4.5% EXP per monster for 3/4/5/6/7/8/9/10+ Multi kill count (In other words, killing 3/4/5/6/7/8/9/10+ monster within an attack skill.)

Combo Kill
Combo kill happens when you kill multiple monsters quickly. It activates when you kill the second monster within 10 seconds after the first monster is killed by you and it activates subsequently with more monsters getting killed. A combo orb is made on the map at the area which the monsters die during the attack per 50 combo kills made based on combo kill count. Maximum combo kill count is 999 but combo orbs will continue to appear after 999 combo kills every 50 combo kills. The bonus EXP received is based on the combo orb and the lower levelled regular monster, which means that if you are training on a map that contains 2 different levelled monsters, your combo kill bonuses are based on the exp of the lower levelled regular monsters. Boss monsters are not taken into account. In addition, you will receive a speed and jump boost for 5 seconds after absorbing a combo orb.

What this means is that if you were to kill multiple monsters at once, you will still receive the same amount of combo kill bonus EXP as if you were to kill a monster at a time, making multi kills unfavourable.


 * 50 to 300 combo kill


 * 350 to 700 combo kill

As you can see, combo kill EXP bonus gets worse as you kill more monsters within a combo kill while the multi kill EXP bonus does not cover up the lost EXP after 350 combo kills. Therefore it is best to use projectile-based attacks (such as magic arrows of bowmasters, Bat Swarm of Demon Avengers) to accumulate combo kill quickly than to kill many monsters at once since the bonus EXP rate simply decreases heavily.
 * 750 combo kills and beyond (every 50 combo kills)

Multi kill
Multi kill happens when you kill 3 or more monsters within a killing spree (1 skill). It ranges from 3 monsters to 10+ monsters. You also receive bonus EXP from this and the bonus is also calculated only once but the bonus is given based on the number of monsters killed.

Total SP
The total amount of SP a character will have at any level varies per job.

Adventurers (except Dual Blades)

 * Beginner: $$1 \times Level$$ up to Level 7 (max 6 SP)
 * First job: $$5 + 3 \times (Level - 10) $$ up to level 30 (max 65 SP)
 * Second job: $$4 + 3 \times (Level - 30) $$ up to Level 60 (max 94 SP)
 * Third job: $$4 + 3 \times (Level - 60) $$up to Level 100 (max 124 SP)
 * Fourth job: SP Allocation as shown.

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Dual Blades

 * Beginner: $$ 1 \times Level $$ up to Level 7 (max 6 SP)
 * 1st job: $$ 5 + 3 \times (Level - 10)$$ up to level 20 (Max 35 SP)
 * 1st+ job: $$ 5 + 3 \times (Level - 20)$$ up to level 30 (max 35 SP)
 * 2nd job: $$ 10 + 3 \times (Level - 30)$$ up to level 45 (max 55 SP)
 * 2nd+ job: $$ 10 + 3 \times (Level - 45) $$ up to level 60 (max 55 SP)
 * 3rd job: $$ 3 \times (Level - 60)$$ up to level 100 (max 120 SP)
 * 4th job: SP Allocation as shown.

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Knight of Cygnus

 * Beginner: $$1 \times Level$$ up to Level 7 (max 6 SP)
 * First job: $$4 + 3 \times (Level - 10) $$ up to level 30 (max 64 SP)
 * Second job: $$4 + 3 \times (Level - 30) $$ up to Level 60 (max 94 SP)
 * Third job: $$4 + 3 \times (Level - 60) $$up to Level 100 (max 124 SP)
 * Fourth job: SP Allocation as shown.

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 * Extra SP
 * All cygnus knights except Mihile - Job quest = 3 SP (3rd job)
 * Mihile - 1 extra SP for 1st job.

Nova and Sengoku

 * Beginner: $$1 \times Level$$ up to Level 7 (max 6 SP)
 * First job: $$5 + 3 \times (Level - 10) $$ up to level 30 (max 65 SP)
 * Second job: $$4 + 3 \times (Level - 30) $$ up to Level 60 (max 94 SP)
 * Third job: $$4 + 3 \times (Level - 60) $$up to Level 100 (max 124 SP)
 * Fourth job: SP Allocation as shown.

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Heroes and Resistance

 * Beginner: $$1 \times Level$$ up to Level 7 (max 6 SP)
 * First job: $$5 + 3 \times (Level - 10) $$ up to level 30 (max 65 SP)
 * Second job: $$4 + 3 \times (Level - 30) $$ up to Level 60 (max 94 SP)
 * Third job: $$4 + 3 \times (Level - 60) $$ up to Level 100 (max 124 SP)
 * Fourth job (Evan): $$4 + 3 \times (Level - 100) $$ up to Level 200 (max 304 SP)
 * Fourth job (others): SP Allocation as shown.

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 * Additional SP
 * Battle Mage - Clearing job quest after 2nd job advancement = 6 SP (2nd job)
 * Evan - Every 5 levels from level 10-60, receive 3 bonus SP under the correct growth based on level.

Child Of God, Zero

 * Total SP (on Zero Alpha and Zero Beta each): $$ 8+3 \times (Level-100)$$ up till Level 200 (max 308 SP each)
 * Note: The starting 8 SP will be automatically invested into 'Long Sword Mastery' for Zero Alpha and 'Great Sword Mastery' for Zero Beta.

Hyper skill SP
Hyper skils have 3 categories of SP: PP, SP and AP. PP stands for Passive Points. SP stands for Skill-Passive Points and AP stands for Active-skill Points. All jobs will have the same PP skill lists while every job has its unique SP and AP skill list, since their active skills will differ from jobs and their skill upgrades will depend on its job skills.
 * Zero will not receive any Hyper Skill SP as they are the Transcendents of Time, so they will receive Transcedent Skills instead of Hyper Skills, which are automatically mastered when certain levels are met for the specific skills.


 * Level 140: 1 SP, 1 PP.
 * Level 150: 1 SP, 1 AP.
 * Level 160: 1 SP, 1 PP.
 * Level 170: 1 SP, 1 AP.
 * Level 180: 1 PP.
 * Level 190: 1 SP, 1 PP.
 * Level 200: 1 SP, 1 PP, 1 AP.
 * Total: 6 SP, 5 PP, 3 AP.