MapleStory/Potential System

This page describes the potential and bonus 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. Mouse over the item to view the regular potential rank, bonus potential rank will remain hidden.
 * 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 3 tiers (4 tiers in GMS) 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
 * GMS 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)
 * Special Potential Scroll (100% pass, untradeable)
 * 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)

You can gain the above-mentioned scrolls from the following methods (All scrolls are tradable and permanent unless specified):
 * Potential Scroll
 * Monster Drops (super low chance)
 * 5 Miracle Cube Fragments (from using 5 Miracle Cubes) -> 1 Potential Scroll


 * Advanced Potential Scroll
 * Boss Drops (super low chance)
 * 10 Miracle Cube Fragments (from using 10 Miracle Cubes) -> 1 Potential Scroll


 * Special Potential Scroll
 * 7 Red Cube Fragments (from using 7 Red Cubes) -> 1 Special Potential Scroll


 * Epic Potential Scrolls (success rate varies)
 * Union/Legion Coin Shop (140 coins, 50% pass, untradeable, each character can buy 3 per week, expires in 10 days)
 * Elite Boss (50% pass)
 * Mu Lung Dojo (15,000 Points, 50% pass, untradeable, each character can buy 1 per week, expires in 7 days)
 * 30 Super Miracle Cube Fragments (from using 30 Super Miracle Cubes) -> 1 Epic Potential Scroll 80%
 * Sudden Missions (low chance to obtain, 50% pass, untradeable, expires in 7 days)
 * Oz Tower (low chance to obtain from Rank 4 or better boxes, 50% pass)
 * Ursus (30 Bones + 30 Fur + 20 Quality Leather + 3 Tooth + 10 Horns -> 1 Epic Potential Scroll 50%, untradeable, expires in 7 days)
 * (Reboot World Only): Yu Garden Shop (50% pass)
 * Bounty Portal Pouches (low chance to obtain from Intermediate pouches, 50% pass, untradeable, expires in 7 days)
 * Monster Collection (6 or 24 hour exploration, 50% pass, untradeable, expires in 7 days)
 * Event Shops (usually 50% pass, untradeable, expires in 7 days)
 * Cash Shop Events (usually 100% from Grand Red Cube packages)
 * Fairy Bros' Daily Gift Day 26 (50% pass, untradeable, expires in 7 days)


 * Unique Potential Scrolls (success rate varies)
 * Monster Park Tuesday (low chance to obtain if completed on Tuesdays, 100% pass, untradeable, expires in 7 days)
 * Certain Events (when they are generous, usually once per year)
 * Cash Shop Events (usually 30% from Grand Black Cube packages)


 * Legendary Potential Scrolls (success rate varies)
 * Certain Events (when they are really generous, which only happened twice till date)
 * Maplehood Watch Tuesdays (50% pass, expires in 7 days)

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 equipment level <70 and level 90+ Insight for equipment level <120.

Reveal Potential Cost
EquipmentLevel2 × Constant, where constant equals to Note:
 * 0 when Equipment Level Requirement is 30 or less
 * 0.5 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 Bonus Stat Equipment Level Reduction.
 * Prices for Equipment Level 70 or less (before Bonus Stat Level Reduction) are fully waived if your Insight Trait is Level 60-89.
 * Prices for Equipment Level 120 or less (before Bonus Stat 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 bonuses. Normally, when a potential scroll is used on an item without potential, there is a 75% chance of it being 2 lines and a 25% chance of it being 3 lines. If a higher graded potential scroll is used on an item with potential, the number of lines will be inherited.

You can increase the number of lines from 2 to 3 using the following items:
 * Carved Silver Stamp (50% pass, potentials are not reset)
 * Carved Golden Stamp (80% pass, potentials are not reset)
 * Perfect Carved Stamp (100% pass, potentials are not reset, untradeable)

You can obtain Carved Silver Stamps and Carved Golden Stamps from the following methods (tradable and does not expire unless specified):
 * Carved Silver Stamps
 * Bounty Portal Pouches (low chance from Basic pouches, untradeable, expires in 7 days)
 * Monster Collection (low chance to obtain from 3/6/24 hour explorations, untradeable, expires in 7 days)
 * (Reboot World Only) Elite Boss
 * 10 Super Miracle Cube Fragments (from using 10 Super Miracle Cubes) -> 1 Carved Silver Stamp
 * Certain Events


 * Carved Golden Stamps
 * Union/Legion Coin Shop (40 coins, each character can buy 3 per week, untradeable, expires in 10 days)
 * Bounty Portal Pouches (low chance from Intermediate pouches, untradeable, expires in 7 days)
 * Monster Collection (low chance to obtain from 6 or 24 hour exploration, untradeable, expires in 7 days)
 * Event Shops (usually untradeable and expires in 7 days)
 * Certain Events (usually untradeable and expires in 7 days)


 * Perfect Carved Stamps (untradeable)
 * 10 Red Cube Fragments (from using 10 Red Cubes) -> 1 Perfect Carved Stamp
 * 10 Black Cube Fragmemts (from using 10 Black Cubes) -> 1 Perfect Carved Stamp

Reset Potentials
You can reset potentials using the following items (Item rank can increase at a small chance, it will never decrease unless Selection cube is used):
 * Red Cube (cost 1,200 NX cash (2,100 cash in MSEA), usable from Rare to Legendary)
 * Black Cube (cost 2,200 NX cash (3,500 cash in MSEA), usable from Rare to Legendary, choose between before or after reset)
 * Selection Cube (Event Sales, 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 (Event Sales, Cost 4,000 NX cash (6,000 cash in MSEA), 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)
 * Equality Cube (Event Sales, costs more than Hexa cube, usable from Rare to Epic, all 3 lines will be prime)
 * Occult Cube/Suspicious Cube (Usable from Rare to Epic, can be obtained through game methods)
 * Master Craftsman's Cube/Yellow Cube (Usable from Rare to Unique, can be obtained through game methods)
 * Meister's Cube/Purple Cube (Usable from Rare to Legendary, can be obtained through game methods)

During certain events, the chance of increasing the potential rank is doubled, and also allows a very small chance of a double rank-up in a single cube.

In general, outside the double miracle time event, the chance of the rank to increase is estimated as below. May be inaccurate.
 * GMS


 * KMS, MSEA

Obtaining Cubes
Cubes can be obtained from various methods.
 * Occult/Suspicious Cubes (tradable and permanent unless specified)
 * General Raid Bosses
 * Sudden Mission
 * Monster Collection (tradable within account, up to 5 can be obtained depending on duration of exploration)
 * Elite Boss (3~15 at once if you get it)
 * Elite Monsters
 * Bounty Portal Pouches (1 from Basic pouches, 5 from Intermediate pouches, 10 from Superior pouches, 20 from Premium pouches)


 * Master Craftsman/Yellow Cubes (tradable unless specified)
 * General Raid Bosses (GMS only, low drop rate, tradable within account, expires in 7 days)
 * Master Craftsman's Smithing Crafting (5 Cubic Blades + 5 Cube Fragments + minor materials --> 1 Yellow Cube, expires in 7 days)
 * Sudden Mission (low chance, expires in 7 days)
 * Elite Boss (low chance, expires in 7 days)
 * Elite Monsters (only in GMS, low drop rate, expires in 7 days)
 * Bounty Portal Pouches (low chance to obtain 1 from Intermediate/Advanced pouches, untradeable, expires in 7 days)
 * Monster Collection (low chance from 3/6/24 hours explorations, tradable within account, low chance to obtain 1 or 3 from Superior pouches, expires in 7 days)
 * Union/Legion Coin Shop (140 coins, each character can buy 3 per week, untradeable, expires in 10 days)
 * Oz Tower (low chance from Rank 4 or better boxes, expires in 7 days)
 * Event Shops (usually untradeable and expires in 7 days)


 * Meister/Purple Cubes
 * General Raid Bosses (GMS only, low drop rate, tradable within account, expires in 7 days)
 * Meister Smithing Crafting (5 Chaos Cubic Blades + 10 Cube Fragments + minor materials --> 1 Purple Cube, expires in 7 days)
 * Sudden Mission (low chance, expires in 7 days)
 * Elite Boss (low chance, expires in 7 days)
 * Bounty Portal Pouches (low chance from Premium pouches, untradeable, expires in 7 days)
 * Monster Collection (low chance from 6/24 hour explorations, tradable within account, expires in 7 days)
 * Oz Tower (low chance from Rank 2 or better boxes, expires in 7 days)


 * Cash Shop Cubes
 * Red Cube
 * (GMS) Bought from Maple Rewards shop for 1,200 Reward Points, max 5 per month per account, reset on 1st day of the month
 * Fairy Bros' Daily Gift Day 14 (cube expires in 7 days upon claiming)
 * 1 Red Cube if you are MVP Bronze 2 or lower
 * 2 Red Cubes if you are MVP Bronze 3 or higher


 * Black Cube
 * (GMS) Bought from Maple Rewards shop for 2,200 Reward Points, max 5 per month per account, reset on 1st day of the month
 * Fairy Bros' Daily Gift Day 28 (cube expires in 7 days upon claiming)
 * 1 Black Cube if you are not qualified for MVP Bronze 1
 * 2 Black Cubes if you are MVP Bronze 1 ~ Bronze 4
 * 3 Black Cubes if you are MVP Silver
 * 4 Black Cubes if you are MVP Gold
 * 5 Black Cubes if you are MVP Diamond and above

All other cubes (Red, Black, Bonus Potential, White Bonus Potential, Hexa/Violet, Equality, Selection) are bought from the cash shop only (Reward Points/Mileage cannot be used). Events may give out some of these cubes for free but it is quite rare.

White Bonus Potential cubes, Hexa/Violet cubes, Selection Cubes and Equality Cubes are only sold during event periods 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.

Cube Fragments (not the one from using Cash Shop Cubes) and Cubic Blades/Chaos Cubic Blades (along with other materials) are needed to craft the Yellow/Purple Cubes respectively. They can be obtained as such (all of them are tradable and permanent):


 * Cube Fragments
 * Extraction of Occult Cubes
 * General Raid Bosses (GMS only)


 * Cubic Blades
 * Harvesting Gold Flower, Mysterious Flower, Legendary Mysterious Flower, Heartstone, Mysterious Vein, Legendary Mysterious Vein successfully
 * Kritias Shop (Kritias Commemorative Coin x4, 20 Coins needed to make one Yellow Cube)
 * Oz Tower (low chance, requires box Rank 4 or better, low chance)
 * Sudden Missions (low chance)


 * Chaos Cubic Blades
 * Harvesting Gold Flower, Mysterious Flower, Legendary Mysterious Flower, Heartstone, Mysterious Vein, Legendary Mysterious Vein successfully
 * Kritias Shop (Kritias Commemorative Coin x8, 40 Coins needed to make one Purple Cube)
 * Oz Tower (low chance, requires box Rank 4 or better, low chance)
 * Sudden Missions (low chance)

Potentials List
These are the list of possible stats for regular potentials. Possible stats for each rank is denoted as follows: Rank (Non-prime) and Rank (Prime). Example: You can get STR +12% and STR +9% on the same equipment Legendary rank. Lines can be the same for multiple lines.
 * There is also a small chance for the 2nd and 3rd line to give the maximum value (also known as prime), 1st line will always give the maximum value, unless the Hexa/Violet cube is used. Equality cubes ensure that it is 100% chance of prime lines. For the other cash cubes, the chance of the rank is dependent on the cube and the line's position, meaning that if the 2nd line is not a prime line, the chance of the 3rd line being a prime line still remains the same. The rate is stated as such.

Some stats are limited up to 2 appearances on a single cube (different stats have their own separate limit)
 * Damage on boss monsters increase
 * Ignore monster DEF increase
 * Item Drop Rate increase
 * Chance to ignore % damage
 * Chance to become invincible

Some stats are limited up to 1 appearance on a single cube (different stats have their own separate limit)
 * All skill levels increase
 * Invincibility time increase

The weighted chance of each potential line is dependent on the cube used. The rates stated below exclude the prime/non-prime chances, where the definition are as follows.
 * Initial: When the item is obtained and it comes with potential automatically
 * In-game cubes: Suspicious Cubes, Yellow cubes, Purple cubes of any type
 * Cash cubes: Cubes sold in the cash shop. If the same cubes are also found in game (example: events), it will be treated as a cash cube.

For specific details on the probabilities for a particular stat, you can refer to http://whackybeanz.com/maple/extras/potential-list (Credits to whackybeanz of MapleSEA)

STR Increase

 * Chance to obtain the stat

DEX Increase

 * Chance to obtain the stat

INT Increase

 * Chance to obtain the stat

LUK Increase

 * Chance to obtain the stat

MaxHP Increase

 * Chance to obtain the stat

MaxMP Increase

 * Chance to obtain the stat

DEF Increase

 * Chance to obtain the stat

10% chance to show rage for 10 seconds when being attacked
Equip level requirement: 0 or higher.


 * Chance to obtain the stat

10% chance to show happy for 10 seconds when being attacked
Equip level requirement: 0 or higher.


 * Chance to obtain the stat

10% chance to fall in love for 10 seconds when being attacked
Equip level requirement: 0 or higher.


 * Chance to obtain the stat

10% chance to feel deeply moved for 10 seconds when being attacked
Equip level requirement: 0 or higher.


 * Chance to obtain the stat

10% chance to show angry for 10 seconds when being attacked
Equip level requirement: 0 or higher.


 * Chance to obtain the stat

STR Increase

 * Chance to obtain the stat

DEX Increase

 * Chance to obtain the stat

INT Increase

 * Chance to obtain the stat

LUK Increase

 * Chance to obtain the stat

MaxHP Increase

 * Chance to obtain the stat

MaxMP Increase

 * Chance to obtain the stat

DEF Increase

 * Chance to obtain the stat

STR % Increase

 * Chance to obtain the stat

DEX % Increase

 * Chance to obtain the stat

INT % Increase

 * Chance to obtain the stat

LUK % Increase

 * Chance to obtain the stat

MaxHP % Increase

 * Chance to obtain the stat

MaxMP % Increase

 * Chance to obtain the stat

DEF % Increase

 * Chance to obtain the stat

All Stats Increase

 * Chance to obtain the stat

STR % Increase

 * Chance to obtain the stat

DEX % Increase

 * Chance to obtain the stat

INT % Increase

 * Chance to obtain the stat

LUK % Increase

 * Chance to obtain the stat

MaxHP % Increase

 * Chance to obtain the stat

MaxMP % Increase

 * Chance to obtain the stat

DEF % Increase

 * Chance to obtain the stat

All Stats % Increase

 * Chance to obtain the stat

20% chance to ignore monster damage dealt
Damage ignored as listed. % HP attacks not affected


 * Chance to obtain the stat

20% chance to ignore monster damage dealt
Damage ignored as listed. % HP attacks not affected


 * Chance to obtain the stat

30% chance to ignore monster damage dealt
Damage ignored as listed. % HP attacks not affected


 * Chance to obtain the stat

STR % Increase
No exclusion
 * Chance to obtain the stat

Exclude "all skill levels increase"

Exclude "chance to ignore % damage"

Exclude "all skill levels increase" and "chance to ignore % damage"

DEX % Increase
No exclusion
 * Chance to obtain the stat

Exclude "all skill levels increase"

Exclude "chance to ignore % damage"

Exclude "all skill levels increase" and "chance to ignore % damage"

INT % Increase
No exclusion
 * Chance to obtain the stat

Exclude "all skill levels increase"

Exclude "chance to ignore % damage"

Exclude "all skill levels increase" and "chance to ignore % damage"

LUK % Increase
No exclusion
 * Chance to obtain the stat

Exclude "all skill levels increase"

Exclude "chance to ignore % damage"

Exclude "all skill levels increase" and "chance to ignore % damage"

MaxHP % Increase
No exclusion
 * Chance to obtain the stat

Exclude "all skill levels increase"

Exclude "chance to ignore % damage"

Exclude "all skill levels increase" and "chance to ignore % damage"

MaxMP % Increase
No exclusion
 * Chance to obtain the stat

Exclude "all skill levels increase"

Exclude "chance to ignore % damage"

Exclude "all skill levels increase" and "chance to ignore % damage"

DEF % Increase
No exclusion
 * Chance to obtain the stat

Exclude "all skill levels increase"

Exclude "chance to ignore % damage"

Exclude "all skill levels increase" and "chance to ignore % damage"

All Stats % Increase
No exclusion
 * Chance to obtain the stat

Exclude "all skill levels increase"

Exclude "chance to ignore % damage"

Exclude "all skill levels increase" and "chance to ignore % damage"

All Skill Levels +1
All Skill Levels increase can only appear up to 1 time on a single cube.

Equip level requirement: 30 or higher, does not go beyond skill maximum level. Beginner and 5th job skills not affected.

No exclusion
 * Chance to obtain the stat

Exclude "all skill levels increase"

Exclude "chance to ignore % damage"

Exclude "all skill levels increase" and "chance to ignore % damage"

All Skill Levels +2
All Skill Levels increase can only appear up to 1 time on a single cube.

Equip level requirement: 70 or higher, does not go beyond skill maximum level. Beginner and 5th job skills not affected.

No exclusion
 * Chance to obtain the stat

Exclude "all skill levels increase"

Exclude "chance to ignore % damage"

Exclude "all skill levels increase" and "chance to ignore % damage"

5% chance to ignore 20% of monster damage dealt
Chance to ignore percentage damage can only appear up to 2 times on a single cube.

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

No exclusion
 * Chance to obtain the stat

Exclude "all skill levels increase"

Exclude "chance to ignore % damage"

Exclude "all skill levels increase" and "chance to ignore % damage"

5% chance to ignore 40% of monster damage dealt
Chance to ignore percentage damage can only appear up to 2 times on a single cube.

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

No exclusion
 * Chance to obtain the stat

Exclude "all skill levels increase"

Exclude "chance to ignore % damage"

Exclude "all skill levels increase" and "chance to ignore % damage"

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

No exclusion
 * Chance to obtain the stat

Exclude "all skill levels increase"

Exclude "chance to ignore % damage"

Exclude "all skill levels increase" and "chance to ignore % damage"

Decent Mystic Door enabled
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.

No exclusion
 * Chance to obtain the stat

Exclude "all skill levels increase"

Exclude "chance to ignore % damage"

Exclude "all skill levels increase" and "chance to ignore % damage"

STR % Increase

 * Chance to obtain the stat

DEX % Increase

 * Chance to obtain the stat

INT % Increase

 * Chance to obtain the stat

LUK % Increase

 * Chance to obtain the stat

MaxHP % Increase

 * Chance to obtain the stat

MaxMP % Increase

 * Chance to obtain the stat

DEF % Increase

 * Chance to obtain the stat

All Stats % Increase

 * Chance to obtain the stat

All Skill Levels +2
All Skill Levels increase can only appear up to 1 time on a single cube.

Equip level requirement: 30 or higher, does not go beyond skill maximum level. Beginner and 5th job skills not affected.


 * Chance to obtain the stat

All Skill Levels +3
All Skill Levels increase can only appear up to 1 time on a single cube.

Equip level requirement: 70 or higher, does not go beyond skill maximum level. Beginner and 5th job skills not affected.


 * Chance to obtain the stat

10% chance to ignore 20% of monster damage dealt
Chance to ignore percentage damage can only appear up to 2 times on a single cube.

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


 * Chance to obtain the stat

10% chance to ignore 40% of monster damage dealt
Chance to ignore percentage damage can only appear up to 2 times on a single cube.

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


 * Chance to obtain the stat

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


 * Chance to obtain the stat

Skill Cooldown -1 second
Equip level requirement: 70 or higher.

If the skill cooldown is 5~10 seconds after % cooldown reductions, cooldown reduces by 5% of the remaining cooldown instead of 1 second (minimum cooldown 5 seconds).

If the skill cooldown is more than 10 seconds after % cooldown reductions, but it is reduced below 10 seconds from this option, the number of seconds that will reduce below 10 seconds will be halved.


 * Chance to obtain the stat

Skill Cooldown -2 seconds
Equip level requirement: 120 or higher

If the skill cooldown is 5~10 seconds after % cooldown reductions, cooldown reduces by 10% of the remaining cooldown instead of 2 seconds (minimum cooldown 5 seconds).

If the skill cooldown is more than 10 seconds after % cooldown reductions, but it is reduced below 10 seconds from this option, the number of seconds that will reduce below 10 seconds will be halved.


 * Chance to obtain the stat

Decent Advanced Bless enabled
Equip level requirement: 120 or higher

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


 * Chance to obtain the stat

Bonus Potential
Bonus 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 bonus potential on armor/accessory)

Tiers
There are 4 tiers (5 tiers in GMS) 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
 * GMS 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.

Bonus 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%, 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.

Some of the ways to obtain Bonus Potential Scrolls include:
 * Cash Shop for Special Bonus Potential Scroll (100% success, always 3 lines)
 * 25 Black Cube Fragments (from using 25 Black Cubes) -> 100% Bonus Potential Scroll (untradeable)
 * 20 Bonus Potential Cube Fragments (from using 20 Bonus Potential Cubes) -> tradable 70% Bonus Potential Scroll
 * Ursus (40 Bones + 40 Fur + 20 Quality Leather + 3 Tooth + 1 Essence -> untradeable 50% scroll)
 * Dojo Shop (25,000 Dojo Points -> untradeable 50% scroll)
 * Maple Union Coin Shop (200 Union coins -> untradeable 50% scroll)
 * Elite Bosses (Obtain tradable 50% scroll from Rare Treasure Chest if you are lucky)
 * Event Shops

Increasing Lines
Normally, when a bonus potential scroll is used on an item without bonus potential, there is a 75% chance of it being 2 lines and a 25% chance of it being 3 lines. If a higher graded bonus potential scroll is used on an item with bonus potential, the number of lines will be inherited.

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 elite boss, untradeable)
 * Superior Awakening Stamp (60% success, obtained from boss raids, untradeable)
 * Special Awakening Stamp (100% success, from event shop or swapping 10 Bonus Potential Cube Fragments from using 10 Bonus Potential Cubes, untradeable)

Resetting Bonus Potential
You can reset Bonus Potentials by using the Bonus Potential Cube bought from the cash shop for 2,400 NX cash (4,000 cash in MSEA), but it costs more than a RED/Black 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. '''You can also get 1 Bonus Potential Cube from Fairy Bros' Daily Gift on Day 27. Expires in 7 days after claiming it. Events can also award the Bonus Potential Cube directly'''.

If the bonus potential is rated Rare, the Suspicious Additional Cube can also be used to reset the bonus potential, but it cannot increase the rank. Events and bosses of Lotus/Damien and above difficulty will drop Suspicious Additional Cubes (tradable for boss drop and untradeable/tradable within account otherwise).

During event sales, White Bonus Potential Cubes may be sold in the cash shop, it works like a Black Cube for Bonus Potentials.

The other cubes (Red, Black, Master Craftsman, Meister, Occult) will not affect Bonus Potentials and Bonus Potential Cubes will also not affect Normal Potentials.

When using the Bonus Potential Cube, if it is not at the maximum grade, there is a chance of increasing the grade 1 time normally, and up to 2 times during Double Miracle Time events on a single cube. The chance is stated as such.

The 1st option will always be a prime line (matches the rank), and the 2nd and 3rd option has a chance to match the rank, else it will be 1 rank lower. The chance of the rank matching depends on the rank itself, and the chance is applied individually. So for a triple prime legendary additional potential, it would be (1/201)^2 = 0.0024% chance (1 in 40,401). Good Luck!

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.)

The weighted chance of each potential line is dependent on the cube used.

Some stats are limited up to 2 appearances on a single cube (different stats have their own separate limit)
 * Damage on boss monsters increase
 * Ignore monster DEF increase
 * Item Drop Rate increase

This stat can only appear 1 time on a single cube.
 * All skill levels increase

For specific details on the probabilities for a particular stat, you can refer to http://whackybeanz.com/maple/extras/potential-list (Credits to whackybeanz of MapleSEA)

Bonus Potentials (Armor and Accessories)
These are available stats for armor and accessories.

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

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

All Skill Levels +1 (hat)
All Skill Levels increase can only appear up to 1 time on a single cube.

Equip level requirement: 30 or higher, does not go beyond maximum skill level. Beginner and 5th job skills not affected.

STR +2 per 10 Character Levels
This effect increases STR by 1 every 5 character levels.

Equip level requirement: 30 or higher

DEX +2 per 10 Character Levels
This effect increases DEX by 1 every 5 character levels.

Equip level requirement: 30 or higher

INT +2 per 10 Character Levels
This effect increases INT by 1 every 5 character levels.

Equip level requirement: 30 or higher

LUK +2 per 10 Character Levels
This effect increases LUK by 1 every 5 character levels.

Equip level requirement: 30 or higher

Skill Cooldown -1 second (hat)
Equip level requirement: 100 or higher

If the skill cooldown is 5~10 seconds after % cooldown reductions, cooldown reduces by 5% of the remaining cooldown instead of 1 second (minimum cooldown 5 seconds).

If the skill cooldown is more than 10 seconds after % cooldown reductions, but it is reduced below 10 seconds from this option, the number of seconds that will reduce below 10 seconds will be halved.

Meso Drop Rate % Increase
Maximum +100% from equipment Potentials and Bonus Potentials.

Item Drop Rate % Increase
Item Drop Rate increase can only appear up to 2 times on a single cube.

Maximum +200% from equipment Potentials and Bonus Potentials.

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

All Skill Levels +2 (hat)
All Skill Levels increase can only appear up to 1 time on a single cube.

Equip level requirement: 30 or higher, does not go beyond maximum skill level. Beginner and 5th job skills not affected.

Bonus Potential (Weapons)
These are the available stats for weapons, secondary weapons and emblems.

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.
Ignore Monster DEF can only appear up to 2 times on a single cube.

Equip level requirement: 50 or higher

Damage to Boss Monsters +12%
Damage to Boss Monsters increase can only appear up to 2 times on a single cube.

Equip level requirement: 50 or higher

Ignore 4% of Monster's DEF when attacking.
Ignore Monster DEF can only appear up to 2 times on a single cube.

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

Damage to Boss Monsters +18%
Damage to Boss Monsters increase can only appear up to 2 times on a single cube.

Equip level requirement: 50 or higher

Ignores 5% of Monster's DEF when attacking.
Ignore Monster DEF can only appear up to 2 times on a single cube.

Equip level requirement: 50 or higher

STR +2 per 10 Character Levels
This effect increases STR by 1 every 5 character levels.

Equip level requirement: 30 or higher

DEX +2 per 10 Character Levels
This effect increases DEX by 1 every 5 character levels.

Equip level requirement: 30 or higher

INT +2 per 10 Character Levels
This effect increases INT by 1 every 5 character levels.

Equip level requirement: 30 or higher

LUK +2 per 10 Character Levels
This effect increases LUK by 1 every 5 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