MapleStory/Potential System

This page describes the potential and additional potential system used by equipment items.

Regular Potentials
The potential system is a bonus to item stats previously set. If you pick up an item, there might be a notice in your chat window saying, "You get the Rare/Epic/Unique/Legendary Item.", depending on rank. That item will have a coloured border around it based on the potential or bonus potential rank. The colour corresponding to the rank is based on the higher rank out of normal potential and bonus potential but if either of them is unrevealed, the border will be red.
 * If the item has a red outline, it means it has hidden potential or hidden bonus potential.
 * If the item has a blue outline, it's a rare item with both revealed potentials exist at rare rank or below.
 * If the item has a purple outline, it's an epic item with both revealed potentials exist at epic rank or below.
 * If the item has a yellow outline, it's an unique item with both revealed potentials exist at unique rank or below.
 * If the item has a green outline, it's a legendary item with both revealed potentials exist at legendary rank or below.

Tiers
There are 4 tiers of normal potential items and bonus potentials for weapons:
 * Level 0-30 gear items can get: 1% on rare, 2% on epic, 3% on unique, 6% on legendary
 * Level 31-70 gear items can get: 2% on rare, 4% on epic, 6% on unique, 9% on legendary
 * Level 71+ gear items can get: 3% on rare, 6% on epic, 9% on unique, 12% on legendary
 * GlobalMS only: Level 151+ gear items can 4% on rare, 7% on epic, 10% on unique, 13% on legendary
 * All stat % are 1 rank below the stated rank.

Potential Scrolls
An item without potential can gain potential using the following items:
 * Potential Scroll (70% pass)
 * Advanced Potential Scroll (90% pass)
 * Epic Potential Scroll (40%/50%/80% pass depending on scroll, potential rank is set to Epic, usable on Rare rank potentials too)
 * Unique Potential Scroll (40%/50%/60%/80%/100% pass depending on scroll, potential rank is set to Unique, usable on Rare and Epic rank potentials too)
 * Legendary Potential Scroll 50% (50% pass, potential rank is set to Legendary, usable on Rare, Epic and Unique potentials too)

Reveal Potential
You will need to reveal the equipment by clicking the magnifying glass icon in your inventory to reveal the potential, which costs a certain amount of mesos based on the level of the equipment. It will be free if your Insight traits allow. Level 30+ for level <30, Level 60+ Insight for equipments level <70 and level 90+ Insight for equipments level <120.

Reveal Potential Cost
$$EquipmentLevelRequirement^2 \times Constant$$, where constant equals to Note:
 * 0 when Equipment Level Requirement is 30 or less
 * 0.25 when Equipment Level Requirement is 31 to 70
 * 2.5 when Equipment Level Requirement is 71 to 120
 * 20 when Equipment Level Requirement is 121 or more
 * Prices formulated in the above formulas are based on the original Equipment Level Requirement, that means excluding Additional Option Equipment Level Reduction.
 * Prices for Equipments Level 70 or less (before Additional Option Level Reduction) are fully waived if your Insight Trait is Level 60-89.
 * Prices for Equipments Level 120 or less (before Additional Option Level Reduction) are fully waived if your Insight Trait is Level 90 or higher.

Increasing Potential Lines
Items with potential will have either 2 or 3 lines of stat additions. You can increase the number of lines from 2 to 3 using the following items:
 * Carved Silver Seal (50% pass, potentials are not reset)
 * Carved Golden Seal (80% pass, potentials are not reset)
 * Premium Miracle Cube (25% chance of adding 1 line if the item has 2 lines, reset potentials, usable till Unique)
 * Revolutionary Miracle Cube (25% chance of adding 1 line if the item has 2 lines, reset potentials, usable till Legendary)

Reset Potentials
You can reset potentials using the following items (Item rank can increase at a small chance, it will never decrease):
 * RED Cube (cost 1,100 NX cash, usable from Rare to Legendary)
 * Black Cube (cost 2,400 NX cash, usable from Rare to Legendary, choose between before or after reset)
 * Miracle Cube (Usable from Rare to Unique)
 * Super Miracle Cube (Usable from Rare to Legendary)
 * Revolutionary Miracle Cube (Usable from Rare to Legendary, can add 1 line to 2 lined items)
 * Super Miracle Cube (Usable from Rare to Unique, can add 1 line to 2 lined items)
 * Enlightening Miracle Cube (Usable from Rare to Legendary, has higher chance of providing Primary line stats on Secondary lines)
 * Reflect Miracle Cube (Usable from Rare to Legendary, has higher chance of reflecting 2nd line to give same stats as 1st line)
 * Selection Cube (Usable on weapons only, from Rare to Legendary, potentials chosen are from a fixed pool that reshuffles every 20 minutes, rank can decrease)
 * Violet Cube/Hexa Cube (Cost 4,000 NX cash, sold only during certain events, usable from Rare to Legendary, choose 2 lines from 4 lines for 2 lined items, choose 3 lines from 6 lines for 3 lined items)
 * Occult Cube/Suspicious Cube (Usable from Rare to Epic, can be obtained through game methods)
 * Master Craftsman Cube/Yellow Cube (Usable from Rare to Unique, can be obtained through game methods)
 * Meister Cube/Purple Cube (Usable from Rare to Legendary, can be obtained through game methods)

Obtaining Cubes
Cubes can be obtained from various methods. All other cubes are bought from the cash shop only. Cubes found in the cash shop will give a Cube Fragment that you can use to exchange for items after collecting a certain number of them.
 * Suspicious Cubes can be obtained from general raid bosses (except GMS and EMS), Sudden Mission, Monster Collection Boxes, Elite Bosses, Elite Monsters and Bounty Hunter Frito or Flame Wolf Portals.
 * Yellow Cubes and Purple Cubes can be obtained from general raid bosses (GMS and EMS only), Sudden Mission, Monster Collection Boxes, Elite Bosses, Elite Monsters (Yellow cube only), Bounty Hunter Frito or Flame Wolf Portals and smithing crafting.
 * RED Cube can be bought from Mileage shop for 1,100 Mileage Points, max 5 per month, reset on 1st day of the month (GMS and EMS only)
 * Black Cube can be bought from Mileage shop for 2,400 Mileage Points, max 5 per month, reset on 1st day of the month (GMS and EMS only)

Potential Stats List
These are possible stats, as of GMS Firepower update but Potentials for Level 151+ may be inaccurate.

Any of the following stats can be improved through potentials: INT, LUK, STR, DEX, HP, MP, Accuracy, Avoid, Defense, Magic Defense, Speed, Jump as well as special stats and effects.

Other possible benefits include: new skills, increase in damage, all skills get extra levels, ignore certain amount of damage by a certain % of chance, reflect damage, reduce abnormal status time, resistance increase.

Skills you can get from Potentials:
 * Glove: Decent Sharp Eyes, Decent Speed Infusion (self only)
 * Shoes: Decent Haste, Decent Combat Orders (self only)
 * Overall/Bottom: Decent Hyper Body (self only)
 * Helmet: Decent Advanced Bless, Decent Mystic Door (self use only), requires 2 Magic Rocks

Weapons are the only item that can get Attack, Magic Attack, and other bonuses like:
 * Ignore monsters DEF by a certain %
 * Deal extra damage to bosses by a certain %
 * Damage up by a certain %
 * Seal, stun, slow, freeze, poison enemies by a certain %
 * Critical rate up by a certain %
 * Chance to recover some HP or MP when attacking

Note: Possible stats for each rank is denoted as follows: Rank (Primary) and Rank (Secondary). Example: You can get STR +5 and STR +10 on the same equipment Rare rank. Lines can be the same for multiple lines.

Weight determines the chance to obtain the line in a particular set. Some legendary potentials' weight may be inaccurate. To find the exact chance please apply: (Weight of Line)/(Sum of weight of all possible lines)

STR Increase
Weight: 20

DEX Increase
Weight: 20

INT Increase
Weight: 20

LUK Increase
Weight: 20

MaxHP Increase
Weight: 20

MaxMP Increase
Weight: 20

Accuracy Increase
Weight: 20

Avoidability Increase
Weight: 20

Speed Increase (Shoes)
Weight: 20

Jump Increase (Shoes)
Weight: 20

Weapon ATT Increase (Weapon, Secondary Weapon and Emblem)
Weight: 15

Magic ATT Increase (Weapon, Secondary Weapon and Emblem)
Weight: 15

Weapon DEF Increase (Armor and Accessory)
Weight: 30

Magic DEF Increase (Armor and Accessory)
Weight: 30

10% chance to show rage for 10 seconds when being attacked. (Hat)
Weight: 10

Equip level requirement: 0 or higher.

10% chance to show happy for 10 seconds when being attacked. (Hat)
Weight: 10

Equip level requirement: 0 or higher.

10% chance to fall in love for 10 seconds when being attacked. (Hat)
Weight: 10

Equip level requirement: 0 or higher.

10% chance to feel deeply moved for 10 seconds when being attacked. (Hat)
Weight: 10

Equip level requirement: 0 or higher.

10% chance to show angry for 10 seconds when being attacked. (Hat)
Weight: 10

Equip level requirement: 0 or higher.

Rare (Primary) / Epic (Secondary)
🇨🇴

STR Increase
Weight: 20

DEX Increase
Weight: 20

INT Increase
Weight: 20

LUK Increase
Weight: 20

MaxHP Increase
Weight: 20

MaxMP Increase
Weight: 20

Accuracy Increase
Weight: 20

Avoidability Increase
Weight: 20

Speed Increase (Shoes)
Weight: 20

Jump Increase (Shoes)
Weight: 20

Weapon ATT Increase (Weapon, Secondary Weapon and Emblem)
Weight: 15

Magic ATT Increase (Weapon, Secondary Weapon and Emblem)
Weight: 15

Weapon DEF Increase (Armor and Accessory)
Weight: 30

Magic DEF Increase (Armor and Accessory)
Weight: 30

STR % Increase
Weight: 3

DEX % Increase
Weight: 3

INT % Increase
Weight: 3

LUK % Increase
Weight: 3

Accuracy % Increase
Weight: 3

Avoidability % Increase
Weight: 3

MaxHP % Increase (Armor and Accessory)
Weight: 3

MaxMP % Increase (Armor and Accessory)
Weight: 3

Weapon DEF % Increase (Armor and Accessory)
Weight: 5

Magic DEF % Increase (Armor and Accessory)
Weight: 5

Weapon ATT % Increase (Weapon, Secondary Weapon and Emblem)
Weight: 3

Magic ATT % Increase (Weapon, Secondary Weapon and Emblem)
Weight: 3

Total Damage % Increase (Weapon, Secondary Weapon and Emblem)
Weight: 3

Critical Rate +4% (Weapon, Secondary Weapon and Emblem)
Weight: 3

Equip level requirement: 0 or higher

All Stats Increase
Weight: 5

🇨🇴

Recover HP every 4 seconds. (Accessory)
Weight: 10

HP recovered as listed.

Recover MP every 4 seconds. (Accessory)
Weight: 10

MP recovered as listed.

3% chance to recover HP when attacking. (Weapon, Secondary Weapon and Emblem)
Weight: 10

HP recovered as listed.

3% chance to recover MP when attacking. (Weapon, Secondary Weapon and Emblem)
Weight: 10

MP recovered as listed.

10% chance to inflict darkness when attacking. (Weapon, Secondary Weapon and Emblem)
Weight: 5

Not applicable to boss monsters.

10% chance to inflict slow when attacking. (Weapon, Secondary Weapon and Emblem)
Weight: 5

Not applicable to boss monsters.

10% chance to inflict poison when attacking. (Weapon, Secondary Weapon and Emblem)
Weight: 5

Not applicable to boss monsters.

5% chance to inflict stun when attacking. (Weapon, Secondary Weapon and Emblem)
Weight: 5

Not applicable to boss monsters.

5% chance to inflict mute when attacking. (Weapon, Secondary Weapon and Emblem)
Weight: 5

Not applicable to boss monsters.

5% chance to inflict freeze when attacking. (Weapon, Secondary Weapon and Emblem)
Weight: 5

Not applicable to boss monsters.

Ignores 15% of Monster's DEF when attacking. (Weapon, Secondary Weapon and Emblem)
Weight: 5

Equip level requirement: 30 or higher

🇨🇴

Epic (Primary) / Unique (Secondary)
🇨🇴

STR % Increase
Weight: 3

DEX % Increase
Weight: 3

INT % Increase
Weight: 3

LUK % Increase
Weight: 3

Accuracy % Increase
Weight: 3

Avoidability % Increase
Weight: 3

MaxHP % Increase
Weight: 3

MaxMP % Increase
Weight: 3

Weapon DEF % Increase (Armor and Accessory)
Weight: 5

Magic DEF % Increase (Armor and Accessory)
Weight: 5

Weapon ATT % Increase (Weapon, Secondary Weapon and Emblem)
Weight: 3

Magic ATT % Increase (Weapon, Secondary Weapon and Emblem)
Weight: 3

Total Damage % Increase (Weapon, Secondary Weapon and Emblem)
Weight: 3

Critical Rate +8% (Weapon, Secondary Weapon and Emblem)
Weight: 3

Equip level requirement: 0 or higher

All Stats % Increase
Weight: 2

3% chance to recover HP when attacking. (Weapon, Secondary Weapon and Emblem)
Weight: 10

HP recovered as listed.

🇨🇴

3% chance to recover MP when attacking. (Weapon, Secondary Weapon and Emblem)
Weight: 10

MP recovered as listed.

Ignore 15% of Monster's DEF when attacking. (Weapon, Secondary Weapon and Emblem)
Weight: 3

Equip level requirement: 50 or higher

20% chance to ignore monster damage dealt. (Armor and Secondary Weapon)
Weight: 5

Damage ignored as listed. % HP attacks not affected

20% chance to ignore monster damage dealt. (Armor and Secondary Weapon)
Weight: 5

Damage ignored as listed. % HP attacks not affected

30% chance to ignore monster damage dealt. (Armor and Secondary Weapon)
Weight: 5

Damage ignored as listed. % HP attacks not affected

Invincibility Time +1 second (Top and Overall)
Weight: 5

Equip level requirement: 0 or higher

Abnormal Status Duration -2 seconds (Top and Overall)
Weight: 5

Equip level requirement: 50 or higher

15% chance to recover HP when you killed a monster. (Gloves)
Weight: 10

HP recovered as listed.

15% chance to recover MP when you killed a monster. (Gloves)
Weight: 10

MP recovered as listed.

🇨🇴

Unique (Primary) / Legendary (Secondary)
🇨🇴

STR % Increase
Weight: 3

DEX % Increase
Weight: 3

INT % Increase
Weight: 3

LUK % Increase
Weight: 3

Accuracy % Increase
Weight: 3

Avoidability % Increase
Weight: 3

MaxHP % Increase (Armor and Accessory)
Weight: 3

MaxMP % Increase (Armor and Accessory)
Weight: 3

Weapon DEF % Increase (Armor and Accessory)
Weight: 5

Magic DEF % Increase (Armor and Accessory)
Weight: 5

Weapon ATT % Increase (Weapon, Secondary Weapon and Emblem)
Weight: 3

Magic ATT % Increase (Weapon, Secondary Weapon and Emblem)
Weight: 3

Total Damage % Increase (Weapon, Secondary Weapon and Emblem)
Weight: 3

🇨🇴

Critical Rate % Increase (Weapon, Secondary Weapon and Emblem)
Weight: 3

All Stats % Increase
Weight: 2

All Skill Levels +1 (Hat)
Weight: 2

Equip level requirement: 30 or higher, does not go beyond skill maximum level.

All Skill Levels +2 (Hat)
Weight: 2

Equip level requirement: 70 or higher, does not go beyond skill maximum level.

Ignore 30% of Monster's DEF when attacking. (Weapon, Secondary Weapon and Emblem)
Weight: 3

Equip level requirement: 50 or higher

5% chance to ignore 20% of monster damage dealt. (Armor and Secondary Weapon)
Weight: 5

Equip level requirement: 20 or higher, % HP attacks not affected

5% chance to ignore 40% of monster damage dealt. (Armor and Secondary Weapon)
Weight: 5

Equip level requirement: 40 or higher, % HP attacks not affected

Invincibility Time +2 seconds (Top and Overall)
Weight: 5

Equip level requirement: 0 or higher

2% chance to be invincible when attacked. (Top and Overall)
Weight: 5

Invincibility time as listed.

Potion HP Recovery % Increase
Weight: 5

Does not apply to MP potion recovery (for dual heal potions, only HP is affected) and any % based potion heal.

Damage to Boss Monsters +20% (Weapon and Secondary Weapon)
Weight: 2

Equip level requirement: 50 or higher

Damage to Boss Monsters +30% (Weapon and Secondary Weapon)
Weight: 2

Equip level requirement: 100 or higher

1% Auto Steal Chance (Gloves)
Weight: 5

Equip level requirement: 20 or higher, the monster will drop an item while alive. Boss monsters not affected.

2% Auto Steal Chance (Gloves)
Weight: 5

Equip level requirement: 40 or higher, the monster will drop an item while alive. Boss monsters not affected.

Decent Haste enabled. (Shoes)
Weight: 5

Equip level requirement: 70 or higher

For 200 seconds, Movement Speed +20, Jump +10, does not break maximum movement speed and jump limit, does not stack with Haste, personal buff only.

Decent Mystic Door enabled. (Hat)
Weight: 5

Equip level requirement: 70 or higher

Use 2 Magic Rock to summon a temporary door that lasts for 120 seconds to town and from town to the map used.

Decent Sharp Eyes enabled. (Gloves)
Weight: 5

Equip level requirement: 120 or higher

For 240 seconds, Critical rate +10%, Maximum Critical Damage +15%, does not stack with Sharp Eyes, personal buff only.

Decent Hyper Body enabled. (Bottom)
Weight: 5

Equip level requirement: 70 or higher

For 240 seconds, MaxHP and MaxMP +40%, does not stack with Hyper Body, personal buff only.

STR +1 per 10 Character Levels
Weight: 5

Equip level requirement: 30 or higher

DEX +1 per 10 Character Levels
Weight: 5

Equip level requirement: 30 or higher

INT +1 per 10 Character Levels
Weight: 5

Equip level requirement: 30 or higher

LUK +1 per 10 Character Levels
Weight: 5

Equip level requirement: 30 or higher

🇨🇴

Legendary (Primary)
🇨🇴

STR % Increase
Weight: 3

DEX % Increase
Weight: 3

INT % Increase
Weight: 3

LUK % Increase
Weight: 3

Accuracy % Increase
Weight: 3

Avoidability % Increase
Weight: 3

MaxHP % Increase (Armor and Accessory)
Weight: 3

MaxMP % Increase (Armor and Accessory)
Weight: 3

Weapon DEF % Increase (Armor and Accessory)
Weight: 5

Magic DEF % Increase (Armor and Accessory)
Weight: 5

Weapon ATT % Increase (Weapon, Secondary Weapon and Emblem)
Weight: 3

Magic ATT % Increase (Weapon, Secondary Weapon and Emblem)
Weight: 3

Total Damage % Increase (Weapon, Secondary Weapon and Emblem)
Weight: 3

Critical Rate % Increase (Weapon, Secondary Weapon and Emblem)
Weight: 3

All Stats % Increase
Weight: 2

Minimum Critical Damage % Increase (Gloves)
Weight: 3

Maximum Critical Damage % Increase (Gloves)
Weight: 3

All Skill Levels +2 (Hat)
Weight: 2

Equip level requirement: 30 or higher, does not go beyond skill maximum level.

All Skill Levels +3 (Hat)
Weight: 2

Equip level requirement: 30 or higher, does not go beyond skill maximum level.

Elemental Resistance Increase (Top and Overall)
Weight: 3

Abnormal Status Resistance Increase (Bottom)
Weight: 3

Ignore 35% of Monster's DEF when attacking. (Weapon, Secondary Weapon and Emblem)
Weight: 3

Equip level requirement: 50 or higher

🇨🇴

Ignore 40% of Monster's DEF when attacking. (Weapon, Secondary Weapon and Emblem)
Weight: 3

Equip level requirement: 100 or higher

10% chance to ignore 20% of monster damage dealt. (Armor and Secondary Weapon)
Weight: 5

Equip level requirement: 20 or higher, % HP attacks not affected

10% chance to ignore 40% of monster damage dealt. (Armor and Secondary Weapon)
Weight: 5

Equip level requirement: 40 or higher, % HP attacks not affected

Invincibility Time +3 seconds (Top and Overall)
Weight: 5

Equip level requirement: 0 or higher

4% chance to become invincible when attacked. (Top and Overall)
Weight: 5

Invincibility time as listed.

Reflect damage at a chance. (Bottom)
Weight: 5

Reflect damage at a chance. (Bottom)
Weight: 5

MP Cost Reduction (Accessory)
Weight: 5

MP cost reduction as listed.

MP Cost Reduction (Accessory)
Weight: 5

MP cost reduction as listed.

Potion HP Recovery % Increase
Weight: 5

Does not apply to MP potion recovery (for dual heal potions, only HP is affected) and any % based potion heal.

Skill Cooldown -1 second (Hat)
Weight: 3

Equip level requirement: 70 or higher, minimum cooldown 5 seconds, calculated after % cooldown reduction.

Skill Cooldown -2 seconds (Hat)
Weight: 3

Equip level requirement: 120 or higher, minimum cooldown 5 seconds, calculated after % cooldown reduction.

Damage to Boss Monsters +30% (Weapon and Secondary Weapon)
Weight: 2

Equip level requirement: 50 or higher

Damage to Boss Monsters +35% (Weapon and Secondary Weapon)
Weight: 2

Equip level requirement: 100 or higher

Damage to Boss Monsters +40% (Weapon and Secondary Weapon)
Weight: 2

Equip level requirement: 100 or higher

Meso from Monsters % Increase (Accessory)
Weight: 5

Item Drop Rate % Increase (Accessory)
Weight: 5

3% Auto Steal Chance (Gloves)
Weight: 5

Equip level requirement: 20 or higher, the monster will drop an item while alive. Boss monsters not affected.

5% Auto Steal Chance (Gloves)
Weight: 5

Equip level requirement: 40 or higher, the monster will drop an item while alive. Boss monsters not affected.

7% Auto Steal Chance (Gloves)
Weight: 5

Equip level requirement: 60 or higher, the monster will drop an item while alive. Boss monsters not affected.

Decent Combat Orders enabled. (Shoes)
Weight: 5

Equip level requirement: 70 or higher

For 240 seconds, All Skill Levels +1, majority of 4th job skills can surpass Maximum Skill Level, does not stack with Combat Orders, personal buff only.

Decent Advanced Bless enabled. (Hat)
Weight: 5

Equip level requirement: 120 or higher

For 240 seconds, Weapon and Magic Attack +20, Weapon and Magic DEF +425, Accuracy and Avoidability +260, MaxHP and MaxMP +475, MP cost reduced by 12%. Does not stack with Advanced Bless, personal buff only.

Decent Speed Infusion enabled. (Gloves)
Weight: 5

Equip level requirement: 120 or higher

For 240 seconds, Attack Speed +1, does not go beyond Attack Speed limit unless already broken, does not stack with Speed Infusion, personal buff only.

STR +2 per 10 Character Levels
Weight: 5

Equip level requirement: 30 or higher

DEX +2 per 10 Character Levels
Weight: 5

Equip level requirement: 30 or higher

INT +2 per 10 Character Levels
Weight: 5

Equip level requirement: 30 or higher

LUK +2 per 10 Character Levels
Weight: 5

Equip level requirement: 30 or higher

Weapon ATT +1 per 10 Character Levels (Weapon, Secondary Weapon and Emblem)
Weight: 5

Equip level requirement: 30 or higher

Magic ATT +1 per 10 Character Levels (Weapon, Secondary Weapon and Emblem)
Weight: 5

Equip level requirement: 30 or higher 🇨🇴

Additional Potentials
Additional Potential can be obtained on items with Regular Potential. It provides additional stats that is weaker compared to Regular Potentials (7% stat instead of 12% for example) but some stats are really powerful that Regular Potentials cannot give (example: 10 ATT on rare additional potential on armor/accessory)

Tiers
There are 5 tiers of bonus potentials for accessories and armors:
 * Level 0-20 gear items can get: 1% on rare, 1% on epic, 2% on unique, 3% on legendary
 * Level 21-50 gear items can get: 1% on rare, 2% on epic, 3% on unique, 4% on legendary
 * Level 51-90 gear items can get: 1% on rare, 3% on epic, 4% on unique, 5% on legendary
 * Level 91+ gear items can get: 2% on rare, 4% on epic, 5% on unique, 7% on legendary
 * GlobalMS only: Level 151+ gear items can 3% on rare, 5% on epic, 6% on unique, 8% on legendary
 * All stat % are 1 rank below the stated rank.

Additional Potential Scrolls
For bonus potentials, there are Bonus Potential Scrolls which can be obtained from events and cash shop sales. They have varying success rates but the most common ones are: 50%, 60%, 70% and 100%. When used it can give 2-3 lines of bonus potentials. Note that the item must already have normal potentials in order to use this. There is a higher chance than normal potentials that the iten will end up as epic or unique after using a Bonus Potential Scroll.

Increasing Lines
The following items can be used to increase from 2 lines to 3 lines for bonus potentials:
 * Basic Awakening Stamp (20% success, from elite boss, untradeable)
 * Intermediate Awakening Stamp (40% success, from elie boss, untradeable)
 * Superior Awakening Stamp (60% success, obtained from boss raids, untradeable)
 * Special Awakening Stamp (100% success, from event shop (untradeable)

Resetting Additional Potential
The only way to reset Bonus Potentials is by buying the Master Bonus Potential Cube from the cash shop which sells it at a certain period only. However it costs more than a Red Cube and it is harder to obtain desired stats so it is not advisable to cube bonus potential unless you have maximised your normal potentials or when it is double miracle time. The other cubes (Red, Black, Master Craftsman, Meister, Occult) will not affect Bonus Potentials and Bonus Potential Cubes will also not affect Normal Potentials.

Additional Potential Stats (Armor and Accessories)
These are possible stats as of GMS Firepower Update though some Level 151+ Potentials may be inaccurate. However, stat bonuses are worse than regular potentials and you can get most stats without equipment type limit unlike normal potentials. (You can get ATT +10 on any eq for instance.)

Rare (Secondary)
🇨🇴

MaxMP Increase
🇨🇴

10% chance to feel happy for 5 seconds after a successful dodge. (Hat)
Equip level requirement: 0 or higher

10% chance to feel angry for 5 seconds after a successful dodge. (Hat)
Equip level requirement: 0 or higher

10% chance to feel loved for 5 seconds after a successful dodge. (Hat)
Equip level requirement: 0 or higher

10% chance to feel annoyed for 5 seconds after a successful dodge. (Hat)
Equip level requirement: 0 or higher

10% chance to feel serious for 5 seconds after a successful dodge. (Hat)
Equip level requirement: 0 or higher

🇨🇴

Rare (Primary) / Epic (Secondary)
🇨🇴

Magic DEF Increase
🇨🇴

All Stats Increase
🇨🇴

Epic (Primary) / Unique (Secondary)
🇨🇴

Accuracy Increase
🇨🇴

Maximum Damage Cap Increase
🇨🇴

Unique (Primary) / Legendary (Secondary)
🇨🇴

Avoidability Increase
🇨🇴

STR +1 per 10 Character Levels
Equip level requirement: 30 or higher

DEX +1 per 10 Character Levels
Equip level requirement: 30 or higher

INT +1 per 10 Character Levels
Equip level requirement: 30 or higher

LUK +1 per 10 Character Levels
Equip level requirement: 30 or higher

Potion HP Recovery Increase
Does not apply to MP potion recovery (for dual heal potions, only HP is affected) and any % based potion heal.

🇨🇴

Legendary (Primary)
🇨🇴

INT % Increase
🇨🇴

All Skill Levels +2 (hat)
Equip level requirement: 30 or higher, does not go beyond maximum skill level.

STR +2 per 10 Character Levels
Equip level requirement: 30 or higher

DEX +2 per 10 Character Levels
Equip level requirement: 30 or higher

INT +2 per 10 Character Levels
Equip level requirement: 30 or higher

LUK +2 per 10 Character Levels
Equip level requirement: 30 or higher

Skill MP Cost Reduction (accessory)
MP cost reduction as listed.

Potion HP Recovery Increase
Does not apply to MP potion recovery (for dual heal potions, only HP is affected) and any % based potion heal.

Skill Cooldown -1 second (hat)
Equip level requirement: 100 or higher, minimum cooldown 5 seconds, calculated after % cooldown reduction.

Item Drop Rate % Increase
🇨🇴

Additional Potential Stats (Weapons)

 * For weapon Equipments only:
 * If the bonus potential line is actually an available regular potential line, the bonus potential boost will be balanced to be equal to the regular potential boost. (Excludes Boss Damage% and Ignore DEF%). Example: A weapon can have 12% ATT as bonus potential (matches with regular potential) while also getting 7% MaxHP as it too (only exclusive to bonus potential).
 * Possible Bonus Potential list have been made in a way such that weapons with at least an Epic rank can only get % based stats (including Boss damage, Ignore DEF), stat increase every 10 Character levels, lines exclusive to weapons only as well as lines that can be obtained in both Rare and Epic rank (only for Epic rank); all other lines are not obtainable, which means that there will be lesser useless lines when you reset Bonus Potential on Weapons. However, since the Boss Damage Increase and Ignore DEF Increase boost is still lower as compared to regular potential, it is recommended to obtain ATT% on Bonus Potentials and leave Boss Damage and Ignore DEF for Regular Potentials.

Rare (Secondary)
🇨🇴

MaxHP Increase
🇨🇴

Magic DEF Increase
🇨🇴

Rare (Primary) / Epic (Secondary)
🇨🇴

Accuracy Increase
🇨🇴

Maximum Damage Cap Increase
🇨🇴

Epic (Primary) / Unique (Secondary)
🇨🇴

MaxMP % Increase
🇨🇴

3% chance to recover HP when attacking.
HP recovered as listed.

3% chance to recover MP when attacking.
MP recovered as listed.

Ignore 3% of Monster's DEF when attacking.
Equip level requirement: 50 or higher

Maximum Damage Cap Increase
🇨🇴

Unique (Primary) / Legendary (Secondary)
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Accuracy % Increase
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Damage to Boss Monsters +12%
Equip level requirement: 50 or higher

Ignore 4% of Monster's DEF when attacking.
Equip level requirement: 50 or higher

15% chance to recover HP when attacking.
HP recovered as listed.

15% chance to recover MP when attacking.
MP recovered as listed.

STR +1 per 10 Character Levels
Equip level requirement: 30 or higher

DEX +1 per 10 Character Levels
Equip level requirement: 30 or higher

INT +1 per 10 Character Levels
Equip level requirement: 30 or higher

LUK +1 per 10 Character Levels
Equip level requirement: 30 or higher

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Legendary (Primary)
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MaxMP % Increase
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Damage to Boss Monsters +18%
Equip level requirement: 50 or higher

Damage to Boss Monsters +3%
Equip level requirement: 60 or higher

Ignores 5% of Monster's DEF when attacking.
Equip level requirement: 50 or higher

Ignores 3% of Monster's DEF when attacking.
Equip level requirement: 60 or higher

STR +2 per 10 Character Levels
Equip level requirement: 30 or higher

DEX +2 per 10 Character Levels
Equip level requirement: 30 or higher

INT +2 per 10 Character Levels
Equip level requirement: 30 or higher

LUK +2 per 10 Character Levels
Equip level requirement: 30 or higher

Weapon ATT +1 per 10 Character Levels
Equip level requirement: 30 or higher

Magic ATT +1 per 10 Character Levels
Equip level requirement: 30 or higher

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