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)
 * 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 Scrol
 * 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 if the pouch contains it, 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


 * 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


 * 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 equipments level <70 and level 90+ Insight for equipments level <120.

Reveal Potential Cost
EquipmentLevelRequirement^2 × 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 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)
 * 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)

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 to obtain if it says so, untradeable, expires in 7 days)
 * Monster Collection (low chance to obtain from any duration of exploration, 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 to obtain if it says so, 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)
 * Fairy Bros' Daily Gift (not in GMS, 1 given on Day 8, 2 given on Day 22, untradeable, expires in 7 days)
 * Certain Events


 * 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):
 * 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.
 * Suspicious/Occult Cubes (tradable and permanent unless specified)
 * General Raid Bosses (except GMS)
 * 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 (up to 20 depending on pouch quality)


 * Master Craftsman/Yellow Cubes (tradable unless specified)
 * General Raid Bosses (GMS only, low drop rate, tradable within account, expires in 7 days)
 * Master Craftsman Smithing Crafting (5 Cubic Blades + 5 Occult 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 if the pouch says so, untradeable, expires in 7 days)
 * Monster Collection (low chance from all explorations except 1 hour explorations, tradable within account, 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 Occult 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 if the pouch says so, untradeable, expires in 7 days)
 * Monster Collection (low chance from all explorations except 1 hour explorations, tradable within account, expires in 7 days)
 * Oz Tower (low chance from Rank 2 or better boxes, expires in 7 days)

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.
 * Cash Shop
 * 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)
 * All other cubes are bought from the cash shop only (Mileage cannot be used).

Occult 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):


 * Occult 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)

Potential Stats List
These are possible stats, as of V 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, 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, abnormal status 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.
 * There is also a small chance for the 2nd and 3rd line to give the maximum value (1st line will always give the maximum value)

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)

Rare (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

🇨🇴

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

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

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

DEF Increase (Armor and Accessory)
Weight: 30

STR % Increase
Weight: 3

DEX % Increase
Weight: 3

INT % Increase
Weight: 3

LUK % Increase
Weight: 3

MaxHP % Increase (Armor and Accessory)
Weight: 3

🇨🇴

MaxMP % Increase (Armor and Accessory)
Weight: 3

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

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

MaxHP % Increase
Weight: 3

MaxMP % Increase
Weight: 3

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

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

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

MaxHP % Increase (Armor and Accessory)
Weight: 3

MaxMP % Increase (Armor and Accessory)
Weight: 3

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

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. 5th job skills not affected.

All Skill Levels +2 (Hat)
Weight: 2

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

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%, Critical Damage +8%, 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.

🇨🇴

Legendary (Primary)
🇨🇴

STR % Increase
Weight: 3

DEX % Increase
Weight: 3

INT % Increase
Weight: 3

LUK % Increase
Weight: 3

MaxHP % Increase (Armor and Accessory)
Weight: 3

MaxMP % Increase (Armor and Accessory)
Weight: 3

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

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

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

All Stats % Increase
Weight: 2

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. 5th job skills not affected.

All Skill Levels +3 (Hat)
Weight: 2

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

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 except Belts)
Weight: 5

MP cost reduction as listed.

MP Cost Reduction (Accessory except Belts)
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.

If the skill cooldown is below 10 secons before % cooldown reductions, cooldown reduces by 5% of the remaining cooldown instead of 1 second (minimum cooldown 5 seconds)

Skill Cooldown -2 seconds (Hat)
Weight: 3

Equip level requirement: 120 or higher

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

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 except Belts)
Weight: 5

Maximum +100% from equipment Potentials and Additional Potentials.

Item Drop Rate % Increase (Accessory except Belts)
Weight: 5

Maximum +300% from equipment Potentials and Additional Potentials.

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. 5th job skills not affected.

Decent Advanced Bless enabled. (Hat)
Weight: 5

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.

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.

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%, 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)

§===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 or swapping 10 Bonus Potential Cube Fragments from using 10 Bonus Potential Cubes, 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.)

Weight denotes the chance of obtaining a line. The percentage chance is derived by taking the Weight of the line, divided by the sum of the Weight of all possible lines.

Rare (Secondary)
🇨🇴

STR Increase
Weight: 2

DEX Increase
Weight: 2

INT Increase
Weight: 2

LUK Increase
Weight: 2

Weapon ATT Increase
Weight: 1

Magic ATT Increase
Weight: 1

Speed Increase
Weight: 3

Jump Increase
Weight: 3

🇨🇴

MaxHP Increase
Weight: 3

MaxMP Increase
Weight: 3

DEF Increase
Weight: 3

10% chance to feel happy for 5 seconds after a successful dodge. (Hat)
Weight: 2

Equip level requirement: 0 or higher

10% chance to feel angry for 5 seconds after a successful dodge. (Hat)
Weight: 2

Equip level requirement: 0 or higher

10% chance to feel loved for 5 seconds after a successful dodge. (Hat)
Weight: 2

Equip level requirement: 0 or higher

10% chance to feel annoyed for 5 seconds after a successful dodge. (Hat)
Weight: 2

Equip level requirement: 0 or higher

10% chance to feel serious for 5 seconds after a successful dodge. (Hat)
Weight: 2

Equip level requirement: 0 or higher

🇨🇴

Rare (Primary) / Epic (Secondary)
🇨🇴

STR Increase
Weight: 2

DEX Increase
Weight: 2

INT Increase
Weight: 2

LUK Increase
Weight: 2

Weapon ATT Increase
Weight: 1

Magic ATT Increase
Weight: 1

MaxHP Increase
Weight: 3

MaxMP Increase
Weight: 3

DEF Increase
Weight: 3

🇨🇴

Speed Increase
Weight: 2

Jump Increase
Weight: 2

STR % Increase
Weight: 1

DEX % Increase
Weight: 1

INT % Increase
Weight: 1

LUK % Increase
Weight: 1

DEF % Increase
Weight: 2

MaxHP % Increase
Weight: 2

MaxMP % Increase
Weight: 2

All Stats Increase
Weight: 2

🇨🇴

Epic (Primary) / Unique (Secondary)
🇨🇴

STR Increase
Weight: 3

DEX Increase
Weight: 3

INT Increase
Weight: 3

LUK Increase
Weight: 3

Weapon ATT Increase
Weight: 2

Magic ATT Increase
Weight: 2

MaxHP Increase
Weight: 3

MaxMP Increase
Weight: 3

DEF Increase
Weight: 3

🇨🇴

Speed Increase
Weight: 3

Jump Increase
Weight: 3

STR % Increase
Weight: 2

DEX % Increase
Weight: 2

INT % Increase
Weight: 2

LUK % Increase
Weight: 2

MaxHP % Increase
Weight: 3

MaxMP % Increase
Weight: 3

DEF % Increase
Weight: 3

All Stats % Increase
Weight: 1

🇨🇴

Unique (Primary) / Legendary (Secondary)
🇨🇴

STR Increase
Weight: 3

DEX Increase
Weight: 3

INT Increase
Weight: 3

LUK Increase
Weight: 3

Weapon ATT Increase
Weight: 2

Magic ATT Increase
Weight: 2

DEF Increase
Weight: 3

MaxHP Increase
Weight: 3

MaxMP Increase
Weight: 3

🇨🇴

Speed Increase
Weight: 3

Jump Increase
Weight: 3

STR % Increase
Weight: 2

DEX % Increase
Weight: 2

INT % Increase
Weight: 2

LUK % Increase
Weight: 2

MaxHP % Increase
Weight: 3

MaxMP % Increase
Weight: 3

DEF % Increase
Weight: 3

All Stats % Increase
Weight: 1

Elemental Resistance Increase
Weight: 1

Abnormal Status Resistance Increase
Weight: 15

STR +1 per 10 Character Levels
Weight: 1

Equip level requirement: 30 or higher

DEX +1 per 10 Character Levels
Weight: 1

Equip level requirement: 30 or higher

INT +1 per 10 Character Levels
Weight: 1

Equip level requirement: 30 or higher

LUK +1 per 10 Character Levels
Weight: 1

Equip level requirement: 30 or higher

Potion HP Recovery Increase
Weight: 3

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

🇨🇴

Legendary (Primary)
🇨🇴

STR Increase
Weight: 3

DEX Increase
Weight: 3

INT Increase
Weight: 3

LUK Increase
Weight: 3

Weapon ATT Increase
Weight: 2

Magic ATT Increase
Weight: 2

DEF Increase
Weight: 3

MaxHP Increase
Weight: 3

MaxMP Increase
Weight: 3

Speed Increase
Weight: 3

Jump Increase
Weight: 3

STR % Increase
Weight: 2

DEX % Increase
Weight: 2

INT % Increase
Weight: 2

🇨🇴

LUK % Increase
Weight: 2

MaxHP % Increase
Weight: 3

MaxMP % Increase
Weight: 3

DEF % Increase
Weight: 3

Critical Damage % Increase (gloves)
Weight: 1

Critical Damage % Increase (armor)
Weight: 1

All Stats % Increase
Weight: 10

All Skill Levels +1 (hat)
Weight: 5

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

Elemental Resistance % Increase
Weight: 15

Abnormal Status Resistance Increase
Weight: 15

STR +2 per 10 Character Levels
Weight: 1

Equip level requirement: 30 or higher

DEX +2 per 10 Character Levels
Weight: 1

Equip level requirement: 30 or higher

INT +2 per 10 Character Levels
Weight: 1

Equip level requirement: 30 or higher

LUK +2 per 10 Character Levels
Weight: 1

Equip level requirement: 30 or higher

Skill MP Cost Reduction (accessory)
Weight: 3

MP cost reduction as listed.

Potion HP Recovery Increase
Weight: 3

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: 100 or higher

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

Meso Drop Rate % Increase
Weight: 3

Maximum +100% from equipment Potentials and Additional Potentials.

Item Drop Rate % Increase
Weight: 3

Maximum +300% from equipment Potentials and Additional Potentials. 🇨🇴

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)
🇨🇴

Speed Increase
🇨🇴

DEF Increase
🇨🇴

Rare (Primary) / Epic (Secondary)
🇨🇴

DEF Increase
🇨🇴

All Stats 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

🇨🇴

Unique (Primary) / Legendary (Secondary)
🇨🇴

MaxMP % Increase
🇨🇴

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

🇨🇴

Legendary (Primary)
🇨🇴

MaxMP % Increase
🇨🇴

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

🇨🇴