MapleStory/Inner Ability

This page describes about the Inner Ability System. Inner Potential is the same as Inner Abilities (or Abilities as per in game).

For a list of recommended setups (credits to redditor jlijlij): https://old.reddit.com/r/Maplestory/comments/qspl5s/maplestory_on_air_inner_ability_guide_w_lara/

Consolidated minimum rates: https://media.discordapp.net/attachments/707571615365464124/948473930727976990/ability_rates.png
 * Assumes Legendary rank
 * Rates shown are per usage, not per line
 * Rate increase due to excluded line ("no duplicates" rule) is not reflected. Actual probability will be equal or slightly higher, but it varies with what stats are picked and locked.
 * Miracle Circulator resets all 3 lines at once.
 * For 2nd and 3rd lines, the minimum stat excludes values that are obtained as the 1st line.
 * Probabilities shown are based on minimum stat for 1st line, and minimum stat for 2nd/3rd lines (basically, the probabitity of getting the specified stat with the same value or higher). It is rounded down to the 4th decimal place in %. Stat equivalences are excluded from the calculation as each character's equivalences are different.

Ability Lines

 * To earn ability lines, talk to Maple Administrator for a quest at Level 50. Quest name: The Eye Opener / Awakening Abilities
 * To change ability lines, go to your Ability stat window and click on the reset button beside your honor point balance. Ability rank may drop unlike potential cubing.

Default lines (not affected by % stat): Default rank: Rare (can be increased to Epic, Epic to Unique, Unique to Legendary by resetting Abilities without locking any line)
 * Final All Stat +1
 * Final All Stat +3
 * Final All Stat +5

Earning Honor Points
You can earn Honor points by the following methods:
 * Picking up Medal of Honor from monsters around your level (up to 20 levels above or below) and must be at least Level 50 to get 10 Honor Points per medal picked up.
 * Picking up Boss Medal of Honor from most Raid Boss Monsters to obtain 150 Honor Points per medal picked up. Bosses can either drop 1 or multiples of it depending on difficulty, up to Chaos Papulatus/Normal Akechi Mitsuhide.
 * Using Large Boss Medal of Honor to gain 5,000 Honor Points. It can be obtained at a chance from Normal Lotus/Damien and above.
 * Using Event Medal of Honor from Events or Dojo or Ursus to obtain a set amount (usually 10,000)
 * Fairy Bros Daily Gift Day 9 and Day 23 provides 10,000 Honor Points.
 * Using "The Seed Medal of Honor" fron clearing Oz Tower/Seed Tower to obtain 100 Honor Points.
 * Level Up (700 Honor per level up starting from Level 49, every 10 levels this value increases by 100, Zero only gets points after Level 100)
 * Clearing Blockbuster such as Black Heaven and Heroes of Maple.
 * Clearing Monster Park on Thursdays or Saturdays (at a chance for Saturdays).
 * Opening Basic Bounty Hunter Pouches for Basic Honor Medal at a chance (500 Honor)
 * Opening Intermediate and Advanced Bounty Hunter Pouches for Intermediate Honor Medal at a chance (1,000 Honor)
 * Opening Superior Bounty Hunter Pouches for Advanced Honor Medal at a chance (2,000 Honor)

Resetting Abilities
Honor points can be used for resetting all inner abilities and locking multiple lines before resetting to retain the same stat during each reset.
 * If you choose to lock any lines, the locked line will remain the same, and the overall rank will not go up.
 * Rare and Epic Abilities cannot be locked.
 * Miracle Circulator from the Cash Shop or certain events can be used on Epic or higher but it does not drop rank. However you cannot lock lines if you use Miracle Circulator. Miracle Circulator always give the maximum value for a particular rank. You can also choose to revert to the old stats if the new stats are deemed undesirable by you, but you can only choose all 3 to be before reset or all 3 to be after reset.
 * Unique Circulators will reset your ability to the Unique rank, and all 3 lines will be forcefully reset (usable on Rare and Epic only). It can be obtained from Golden Apples at a low chance.
 * Legendary Circulators will reset your ability to the Legendary rank and all 3 lines will be forcefully reset (usable on Rare/Epic/Unique abilities only). It can be obtained from certain events.
 * Chaos Circulators will forcefully reset the value of each stat, but it will not change the rank. Can only be used from Unique and Legendary. The possible values will be within the same line rank stated compared to your existing stat. The value can improve or become worse, and all 3 lines will be adjusted individually and not a combined application at once. The probability of a particular value follows that of the "value's chance for the same rank (honor)". It can be obtained from certain events.
 * Black Circulators are basically Chaos Circulators, but you can choose to revert back to the original result (however, you cannot nitpick a particular result, which means that either all 3 must be before reset or all 3 must be after reset). It can be obtained from certain events.

The rate of the rank changes are as follows
 * Honor Points reset (not applicable if rank is locked)


 * Miracle Circulators

2nd/3rd line rank chances as follows (applicable to Honor EXP, Ability Circulators and Miracle Circulators) The rank is decided individually and the previous line's rank does not affect the result.

Honor EXP Cost
Ability rank may increase if you did not lock any lines. Honor Points Cost Table below shows the Honor Points needed to perform the reset at normal times. During certain event periods, the cost will be reduced to half.

When you lock a line, the overall rank is automatically locked.


 * If you want the locks, you have to pay for it every single reset and all the costs add up depending on how many locks you want.
 * Example: You reset a legendary ability. 8,000 points are needed for a reset. 11,000 points are needed to reset with rank lock and single line lock. 16,000 points are needed for a reset with rank lock and double line lock. So if you want to reset 5 times with rank lock at legendary with double line lock it will cost you 16,000×5 = 80,000 points.

Sequence Display Logic
Each line of your ability has a theoretical position and the displayed position. Displayed position is in terms of descending rank, and theoretical position is the sequence of the stat generated by the system. If the rank is tied, then it will be arranged in theoretical position.
 * If your theoretical 2nd line has a lower rank than your theoretical 3rd line, then your theoretical 3rd line will appear to swap places when resetting if your 2nd theoretical 2nd line has the same rank.
 * Results shown by miracle circulators are in theoretical positions.
 * For older characters (ability stat is obtained before Unlimited/Unleashed/Season2 update), theoretical 2nd/3rd lines can attain the maximum rank, and they appear to be the 1st line as they are the highest rank. When those lines are locked and the ability is reset, they are treated as theoretical 2nd/3rd lines, so for these characters, it is possible to obtain more than 1 legendary rank lines.

Ability Stat List
Here are the list of possible abilities that you can get. There are a total of 45 lines (31 lines are available at Rare, 34 lines are available at Epic, 40 lines are available at Unique and 43 lines are available at Legendary)
 * Only your top-most line follows the minimum rank congruently, your other 2 lines will be at least 1 rank below the ability rank (meaning you can have Legendary rank but these 2 lines can still be at Rare rank). Maximum rank for bottom 2 lines is 1 rank below your ability rank (Unique if your ability is Legendary).
 * You cannot have multiple lines of the exact same stats.
 * All Flat Stat Bonuses are not affected by its % variants and are added after the % is added. Other stat increases (including ATT and Magic ATT) are affected by % increases as they are coded the same way as other sources of the same stats, which are affected by % increases. Coding source: http://www.southperry.net/showthread.php?t=58373
 * Probabilities shown are based on the minimum probability, where the 1st line is reset, for a particular rank. If there are locked lines or if it is not the first unlocked line to be reset, that particular stat will be excluded from the possible stat, and the probabilities will be redistributed proportionally. The stat for a particular line is determined based on the particular rank's probability for that stat, after the line's rank is decided by probability.
 * Values in bold are the maximum value for that line's rank. Miracle circulators will guarantee the maximum value for that particular rank, where resets using honor EXP would be subjected to the chance as stated (at least 10% chance for maximum value).
 * For older characters (ability stat is obtained before Unlimited/Unleashed/Season2 update) with unreset ability stats, values in between the maximum value of a particular rank and the minimum value of the directly higher rank are treated as the higher rank (the old system has a much bigger variance, where the minimum value is lower and the maximum value remains the same). Use a chaos/black circulator to reset its value to the "correct" value ranges for the higher rank.
 * For older characters (ability stat is obtained before Unlimited/Unleashed/Season2 update), the displayed 1st line might be a theoretical 2nd/3rd line. Locking those lines and resetting the ability will treat it as a theoretical 2nd/3rd line, allowing multiple lines of the highest rank.

Sources:
 * https://maplestory.nexon.com/Guide/OtherProbability/ability/reputevalue
 * https://maplestory.nexon.com/Guide/OtherProbability/ability/miraclecirculator

Rating suggestion ranges from A (most recommended) to F (not recommended/useless) to help in decision making. You should aim for 3 of the stats graded A or B as that is the maximum benefit given.
 * "Bossing" refers to the conventional guides leading your character to fight Raid Bosses.
 * "Training" refers to somewhat disposable characters (link/union mules) that will probably never fight a raid boss (excluding Weekly Dojo, if you do not mind the low performance inside.

STR Increase
Increase Final STR. Not affected by any stat % increases.
 * Rating Suggestion (bossing)
 * Non-magicians except Thieves without STR secondary stat: E
 * Magicians, Thieves without STR secondary stat: F
 * Rating Suggestion (training)
 * Jobs with STR primary stat: C
 * Non-magicians except Thieves without STR secondary stat: E
 * Magicians, Thieves without STR secondary stat: F


 * Chance to obtain the stat

DEX Increase
Increases Final DEX. Not affected by any stat % increases.
 * Rating Suggestion (bossing)
 * Non-Magicians except Demon Avenger: E
 * Magicians, Demon Avenger: F
 * Rating Suggestion (training)
 * Jobs with DEX primary stat: C
 * Jobs with STR or LUK primary stat: E
 * Magicians, Demon Avenger: F


 * Chance to obtain the stat

INT Increase
Increase Final INT. Not affected by any stat % increases.
 * Rating Suggestion (bossing)
 * Magicians: E
 * Everyone else: F
 * Rating Suggestion (training)
 * Magicians: C
 * Everyone else: F


 * Chance to obtain the stat

LUK Increase
Increase Final LUK. Not affected by any stat % increases.
 * Rating Suggestion (bossing)
 * Magicians, Thieves: E
 * Everyone else: F
 * Rating Suggestion (training)
 * Thieves: C
 * Magicians: D
 * Everyone else: F


 * Chance to obtain the stat

DEF Increase
Increase DEF stat. Affected by DEF % increases.
 * Rating Suggestion (bossing)
 * Everyone: F
 * Rating Suggestion (training)
 * Characters with low HP (~<20,000) and low DEF (~<5,000): E
 * Everyone else: F


 * Chance to obtain the stat

HP Increase
Increases your Maximum HP. Affected by HP % increases.
 * Rating Suggestion (bossing)
 * Demon Avenger: E
 * Everyone else: F
 * Rating Suggestion (training)
 * Demon Avengers: C
 * Characters with low HP: E
 * Everyone else: F


 * Chance to obtain the stat

MP Increase
Increases your Maximum MP. Affected by MP % increases.
 * Rating Suggestion (bossing)
 * Xenon: E
 * Everyone else: F
 * Rating Suggestion (training)
 * Characters with low MP: E
 * Everyone else: F


 * Chance to obtain the stat

Jump Increase
Increase jump height. Cannot exceed 123%. Unobtainable as a Legendary 1st ability or a Miracle Circulator result.
 * Rating Suggestion (bossing, training)
 * Everyone: F


 * Chance to obtain the stat

Movement Speed Increase
Improves walking speed. Cannot exceed Movement Speed cap. Unobtainable as a Legendary 1st ability or a Miracle Circulator result.
 * Rating Suggestion (bossing, training)
 * Everyone: F


 * Chance to obtain the stat

All Stats Increase
Increases final all stats. Not affected by any stat % increases.
 * Rating Suggestion (bossing)
 * Everyone: E
 * Rating Suggestion (training)
 * Everyone except Demon Avenger: C
 * Demon Avenger: E


 * Chance to obtain the stat

DEX increase by % of AP into STR
Increases Final DEX based on a percent of AP into STR. Not affected by any stat % increases.
 * Rating Suggestion (bossing)
 * Jobs with STR primary stat: E
 * Everyone else: F
 * Rating Suggestion (training)
 * Jobs with STR primary stat: D
 * Everyone else: F


 * Chance to obtain the stat

STR increase by % of AP into DEX
Adds Final STR based on amount of AP invested into DEX. Not affected by any stat % increases.
 * Rating Suggestion (bossing)
 * Jobs with DEX primary stat: E
 * Everyone else: F
 * Rating Suggestion (training)
 * Jobs with DEX primary stat: D
 * Everyone else: F


 * Chance to obtain the stat

LUK increase by % of AP into INT
Increases Final LUK based on a percent of AP into INT. Not affected by any stat % increases.
 * Rating Suggestion (bossing)
 * Magicians: E
 * Everyone else: F
 * Rating Suggestion (training)
 * Magicians: D
 * Everyone else: F


 * Chance to obtain the stat

DEX increase by % of AP into LUK
Adds Final DEX based on AP added into LUK. Not affected by any stat % increases.
 * Rating Suggestion (bossing)
 * Thieves: E
 * Everyone else: F
 * Rating Suggestion (training)
 * Thieves: D
 * Everyone else: F


 * Chance to obtain the stat

Damage Increase to Normal Monsters
Deals more % damage to regular monsters only. Increase shows up in damage range as Damage% (this ability is ignored when calculating damage against boss monsters).
 * Rating Suggestion (bossing)
 * Everyone: F
 * Rating Suggestion (training)
 * Training on regular monsters: A
 * Training on monsters classified as boss monsters: F


 * Chance to obtain the stat

Damage Increase to Monster with Abnormal Status
Deal more % damage to monsters inflicted with any status. Tip: Magician Link Skill counts too
 * Rating Suggestion (bossing)
 * Jobs that can inflict such statuses: B
 * Joining a party with a member that can inflict such statuses: E
 * Everyone else: F
 * Rating Suggestion (training)
 * Jobs that can inflict such statuses: D
 * Everyone else: F


 * Chance to obtain the stat

Buff Duration Increase
Increase the time which buffs last for. Certain skills are not affected, like Hyper Skills, Oz Ring Buffs, 5th Job Skills and skills that specifically states so.
 * Rating Suggestion (bossing, training)
 * Jobs with useful buffs with cooldown or effects that scales with duration: A
 * Jobs with short buff durations in general: C
 * Everyone else except Eunwol: E
 * Eunwol: F


 * Chance to obtain the stat

Item Drop Rate Increase
Increase item drop chance from monsters.
 * Rating Suggestion (bossing)
 * Players with low drop rate boosts: B
 * Players with high drop rate boosts: D
 * Rating Suggestion (training)
 * Monster drops valuable items: B
 * Monster drops items of little value/mesos: D
 * Monster drops nothing / drops can be ignored: F


 * Chance to obtain the stat

Meso Obtained Increase
Increase amount of mesos obtained from monsters.
 * Rating Suggestion (bossing)
 * Farming characters especially Kanna, and especially in Reboot world: A
 * Everyone else: F
 * Rating Suggestion (training)
 * Characters that loots mesos: D
 * Everyone else / monsters do not drop mesos: F


 * Chance to obtain the stat

STR and DEX Increase
Add Final STR and Final DEX. Not affected by any stat % increases.
 * Rating Suggestion (bossing)
 * Non-magicians: E
 * Magicians: F
 * Rating Suggestion (training)
 * Jobs with STR primary stat: C
 * Jobs with DEX primary stat: D
 * Thieves, Demon Avenger: E
 * Magicians: F


 * Chance to obtain the stat

STR and INT Increase
Increase Final STR and Final INT. Not affected by any stat % increases.
 * Rating Suggestion (bossing)
 * Everyone: E
 * Rating Suggestion (training)
 * Jobs with STR primary stat: C
 * Magicians: D
 * Everyone else: E


 * Chance to obtain the stat

STR and LUK Increase
Add Final STR and Final LUK. Not affected by any stat % increases.
 * Rating Suggestion (bossing)
 * Everyone: E
 * Rating Suggestion (training)
 * Jobs with STR primary stat: C
 * Thieves: D
 * Everyone else: E


 * Chance to obtain the stat

DEX and INT Increase
Increase Final DEX and Final INT. Not affected by any stat % increases.
 * Rating Suggestion (bossing)
 * Everyone except Demon Avenger: E
 * Demon Avenger: F
 * Rating Suggestion (training)
 * Jobs with DEX primary stat: C
 * Magicians: D
 * Everyone else except Demon Avenger: E
 * Demon Avenger: F


 * Chance to obtain the stat

DEX and LUK Increase
Increases Final DEX and Final LUK. Not affected by any stat % increases.
 * Rating Suggestion (bossing)
 * Everyone except Demon Avenger: E
 * Demon Avenger: F
 * Rating Suggestion (training)
 * Jobs with DEX primary stat: C
 * Thieves: D
 * Everyone else except Demon Avenger: E
 * Demon Avenger: F


 * Chance to obtain the stat

INT and LUK Increase
Add Final INT and Final LUK. Not affected by any stat % increases.
 * Rating Suggestion (bossing)
 * Magicians, Thieves: E
 * Everyone else: F
 * Rating Suggestion (training)
 * Magicians: C
 * Thieves: D
 * Everyone else: F


 * Chance to obtain the stat

DEX and STR Increase
Increases Final DEX and Final STR. Not affected by any stat % increases.
 * Rating Suggestion (bossing)
 * Non-Magicians: E
 * Magicians: F
 * Rating Suggestion (training)
 * Jobs with DEX primary stat: C
 * Jobs with STR primary stat: D
 * Thieves, Demon Avenger: E
 * Magicians: F


 * Chance to obtain the stat

INT and STR Increase
Add Final INT and Final STR. Not affected by any stat % increases.
 * Rating Suggestion (bossing)
 * Everyone except Thieves without STR secondary stat: E
 * Thieves without STR secondary stat: F
 * Rating Suggestion (training)
 * Magicians: C
 * Jobs with STR primary stat: D
 * Everyone else except Thieves without STR secondary stat: E
 * Thieves without STR secondary stat: F


 * Chance to obtain the stat

LUK and STR Increase
Increases Final LUK and Final STR. Not affected by any stat % increases.
 * Rating Suggestion (bossing)
 * Everyone: E
 * Rating Suggestion (training)
 * Thieves: C
 * Jobs with STR primary stat: D
 * Everyone else: E


 * Chance to obtain the stat

INT and DEX Increase
Add Final INT and Final DEX. Not affected by any stat % increases.
 * Rating Suggestion (bossing)
 * Everyone except Demon Avenger: E
 * Demon Avenger: F
 * Rating Suggestion (training)
 * Magicians: C
 * Jobs with DEX primary stat: D
 * Everyone else except Demon Avenger: E
 * Demon Avenger: F


 * Chance to obtain the stat

LUK and DEX Increase
Increases Final LUK and Final DEX. Not affected by any stat % increases.
 * Rating Suggestion (bossing)
 * Everyone except Demon Avenger: E
 * Demon Avenger: F
 * Rating Suggestion (training)
 * Thieves: C
 * Jobs with DEX primary stat: D
 * Everyone else except Demon Avenger: E
 * Demon Avenger: F


 * Chance to obtain the stat

LUK and INT Increase
Add Final LUK and Final INT. Not affected by any stat % increases.
 * Rating Suggestion (bossing)
 * Magicians, Thieves: E
 * Everyone else: F
 * Rating Suggestion (training)
 * Magicians: C
 * Thieves: D
 * Everyone else: F


 * Chance to obtain the stat

Weapon ATT Increase
Increases Weapon ATT. Affected by Weapon ATT % increases.
 * Rating Suggestion (bossing)
 * Non-magicians: B
 * Magicians: F
 * Rating Suggestion (training)
 * Non-magicians: A
 * Magicians: F


 * Chance to obtain the stat

Magic ATT Increase
Increases Magic Attack. Affected by Magic ATT % increases.
 * Rating Suggestion (bossing)
 * Magicians: B
 * Non-magicians: F
 * Rating Suggestion (training)
 * Magicians: A
 * Non-magicians: F


 * Chance to obtain the stat

Critical Rate Increase
Increases chance of a critical hit.
 * Rating Suggestion (bossing)
 * Characters without 100% critical rate: A
 * Bowmans with 100% critical rate: D
 * Everyone else: F
 * Rating Suggestion (training)
 * Characters without 100% critical rate: A
 * 5th Job Bowmans with 100% critical rate: D
 * Everyone else: F


 * Chance to obtain the stat

DEF Percentage Increase
Increase DEF by a percentage.
 * Rating Suggestion (bossing)
 * Everyone: F
 * Rating Suggestion (training)
 * Characters with low HP (~<20,000) and low DEF (~<5,000): E
 * Everyone else: F


 * Chance to obtain the stat

HP Percentage Increase
Increase HP by a percentage.
 * Rating Suggestion (bossing)
 * Demon Avenger: B
 * Everyone else: F
 * Rating Suggestion (training)
 * Demon Avenger: A
 * Characters with low HP (~<20,000): D
 * Everyone else: F


 * Chance to obtain the stat

MP Percentage Increase
Increase MP by a percentage.
 * Rating Suggestion (bossing)
 * Xenon: D
 * Everyone else: F
 * Rating Suggestion (training)
 * Characters with low MP (~<3,000) and needs MP: E
 * Everyone else: F


 * Chance to obtain the stat

Damage to Boss Monsters Increase
Increase damage towards boss monsters.
 * Rating Suggestion (bossing)
 * Everyone: A
 * Rating Suggestion (training)
 * Training at monsters classified as boss monsters: A
 * Training at maps where you can spawn Elite Monsters: D
 * Otherwise: F


 * Chance to obtain the stat

DEF to Damage Conversion
Increase final damage based on a portion of DEF. Example: You have 5000 DEF and 25% conversion rate, so your final damage increases by 5000×0.25 = 1250 damage points. If you were hitting 1,000,000,000 damage per hit prior, with this ability you will hit 1,000,001,250 damage per hit. Damage over time effects not affected.
 * Rating Suggestion (bossing, training)
 * Everyone: E


 * Chance to obtain the stat

Cooldown Skip Chance
Increases the chance where cooldown is not applied when you use a skill with cooldown. Certain skills are not affected, like revive skills, passive cooldown skills, Hyper Skills, 5th Job Skills and any other skills that specifically states that.
 * Rating Suggestion (bossing, training)
 * Jobs with useful 1st~4th job attack skills/buffs with cooldown: C
 * Everyone else: F


 * Chance to obtain the stat

Attack Speed Increase
Increase attack speed. Does not break Attack Speed cap (though if you have broken it, this line can boost it even further)
 * Rating Suggestion (bossing, training)
 * Jobs that can hit Attack Delay 2: A
 * Jobs that can hit Attack Delay 3 or more: B
 * Jobs that can hit Attack Delay 0 or 1, Jobs with bossing attack skill unaffected by Attack Speed: F


 * Chance to obtain the stat

Weapon ATT Increase by Level
Increase Final Weapon ATT by your character level. Not affected by Weapon ATT % increases. Weapon ATT increased is rounded down.
 * Rating Suggestion (bossing, training)
 * Non-magicians: C
 * Magicians: F


 * Chance to obtain the stat

Magic ATT Increase by Level
Increases Final Magic ATT based on character level. Not affected by Magic ATT % increases. Magic ATT increased is rounded down.
 * Rating Suggestion (bossing, training)
 * Magicians: C
 * Non-magicians: F


 * Chance to obtain the stat

Passive Skill Level Increase
Increase passive skill level (skill that gives effect permanently). Does not apply to active skills with passive effects (but passive skills with active effects are affected) '''4th Job Passive Skill Master Levels can be broken with this ability. 5th job skills, Hyper skills and Beginner skills are not affected.'''
 * Rating Suggestion (bossing, training)
 * Jobs that have useful 4th job passive skills: A~E depending on extent
 * Everyone else: F


 * Chance to obtain the stat

Attack Skill Target Increase
Increases number of monster hit by your attack skills. Affects all skills except skills which hit only 1 monster. Max targets: 15. Skill damage which scales with the difference between the maximum and actual target count hit, remains the same. Applied before skill effects that reduces target hit count.
 * Rating Suggestion (bossing)
 * Jobs with low target (2~3) spammable attack skills: D
 * Everyone else: F
 * Rating Suggestion (training)
 * Jobs with somewhat low target (2~6) spammable attack skills: B
 * Everyone else: F


 * Chance to obtain the stat