MapleStory/Formulas

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

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

Damage
Damage is made up of various components.

Basic Raw Stats

 * Total Weapon Attack (ATT or Weapon ATT): $$ATT \times (1+ATT%/100)$$
 * Total Magic Attack (Magic ATT): $$MagicATT \times (1+MagicATT%/100)$$
 * Total STR: $$[([BaseSTR \times (1+MW%)]+BonusSTR) \times (1+STR%+AllStat%)+AbilitySTR+CardSTR+HyperSTR]$$
 * Total DEX: $$[([BaseDEX \times (1+MW%)]+BonusDEX) \times (1+DEX%+AllStat%)+AbilityDEX+CardDEX+HyperDEX]$$
 * Total INT: $$[([BaseINT \times (1+MW%)]+BonusINT) \times (1+INT%+AllStat%)+AbilityINT+CardINT+HyperINT]$$
 * Total LUK: $$[([BaseLUK \times (1+MW%)]+BonusLUK) \times (1+LUK%+AllStat%)+AbilityLUK+CardLUK+HyperLUK]$$
 * Maximum displayed damage range: 2,000,000 ~ 2,000,000
 * Maximum damage per line: $$(50,000,000 + Flat Increase) \times (1+CapIncrease%) $$
 * Weapon Multipliers

Mastery is capped at 99%.
 * Mastery
 * Physical melee: $$ 20% + Skill Mastery $$
 * Physical ranged: $$ 15% + Skill Mastery $$
 * Magic: $$ 25% + Skill Mastery $$

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


 * Hayato
 * Beginner Skill (+60%)


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


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


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


 * Kinesis
 * 2nd Job Mastery Skill (+50% at Skill Level 10)
 * 4th Job Mastery Skill (+20% at Skill Level 10)
 * 4th Job Critical Rush Skill (+1% every 30 to 49 Combo Kill)

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


 * Notes:
 * If you have ATT % or Magic ATT %, the total amount of ATT or Magic ATT is rounded down immediately after applying the total percentage boost. Percentages apply to the formula as decimals.
 * All Stats % exclude the All Stats % from the skill Maple Warrior since the boost from this skill is already applied as MW%. However it is applied to the stat increase due to Maple Warrior.
 * Stats are rounded down after applying the percentage increases.
 * Ability stands for the stats found in your Inner Ability, Cards stands for the bonus from Character Cards excluding Unique Set Effects, which are counted as Bonus Stat and Hyper stands for the stat boost from adding Hyper Stats for the respective stat.
 * Unless the source is listed separately, all other sources providing the same particular stat is counted under Bonus.
 * For Damage Cap, the flat increases are applied first before the percentages one do. Percentage cap increases stack additively with each other. There are a few exceptions to this rule, but this is generally the case.

Derived Values

 * Stat Value (Except Demon Avenger) : $$ Primary Stat \times 4 + Secondary Stat $$
 * Stat Value (Demon Avenger, may be inaccurate) : $$0.1125 \times (4 \times BaseMaxHP/15 + TheoryMaxHP) + STR $$
 * Base Max HP is the Pure Base HP and Washed HP (AP added into HP), before any % are applied and HP from other sources.
 * Theory Max HP is the full value of your Maximum HP before it is limited to 500,000.
 * In other words, it means that your HP is multiplied by 0.1125 or 9/80 (or divided by about 8.89), with your Base Pure HP and Washed HP (AP added into HP) worth 4/15 more (or 26.667% more) than HP from other sources.
 * Primary and Secondary Stats


 *  Actual Damage Range (Maximum): $$Weapon Multiplier \times Stat Value \times ATT/100$$, rounded off
 *  Actual Damage Range (Minimum): $$MaximumActualDamage \times Mastery% $$, rounded off
 * Shown Damage Range (Maximum): $$Maximum Actual Damage \times (1+TotalDamage%) + FinalDamageBoost$$, rounded down
 * Shown Damage Range (Minimum): $$Minimum Actual Damage \times (1+TotalDamage%) \times Mastery% + FinalDamageBoost $$, rounded up


 * Note:
 * For magicians, change Attack into Magic Attack for magic skill damages.
 * ATT and Magic ATT is rounded down before being formulated into the damage range after applying ATT% or Magic ATT %.
 * All percentages are treated as decimals.
 * Final Damage Boost displayed are the ones from Inner Ability Damage Conversion and Character Card Bonus Damage only, not the final damage from skills.
 * When damage is calculated against Boss Monsters, the actual damage range is used instead and Total Damage and Damage towards Boss Monster bonus multipliers are formulated additively.
 * When Ultimatum Ring Buff is active,  Actual Damage Range (Maximum) will be set to 2,000,000.
 * The Maximum Actual Damage in the formulas refers to the rounded off value of the Actual Damage (Maximum), not the full or rounded down value. However for Minimum Actual Damage, the full value is used instead.

Output
Skills include: Character summons (cannot be critical, except Soul Weapon Summons), installed skills, attack skills.
 * Active Skills
 * Actual Skill Damage (on normal monsters): $$ [AD \times Skill% \times (1+TD%) \times (1+CD%)] \times (1-[MD% \times (1-ID%)]) \times (1+[MR \times (1-IR%)])+FDB$$
 * Actual Skill Damage (on boss monsters): $$ [AD \times Skill% \times (1+TD%+BD%) \times (1+CD%)] \times (1-[MD% \times (1-ID%)]) \times (1+[MR \times (1-IR%)])+FDB$$

Damage dealt is the same for normal and boss monsters, it is subjected to % final damage boost, magic damage nullification, elemental resistance and star force DEF (due to insufficient Star Force) but is not subjected to mastery and DEF. It cannot be critical and not affected by Total Damage % and Damage towards Boss monsters %. Damage over time Hyper Reinforce is final damage multiplier .
 * Damage Over Time
 * Damage Over Time: $$ ADmax \times Skill% \times (1+[MR \times (1-IR%)]) + FDB $$

Note:
 * Star Force DEF is counted as a negative final damage boost if you have insufficient Star Force.
 * ADmax is the Maximum Value of your Actual Damage Range.
 * Not affected by Ultimatum Ring Buff.

Damage dealt is the same for normal and boss monsters, it cannot be critical and not affected by Total Damage % and Damage towards Boss monsters %. It is affected by all final damage boost.
 * Soul Weapon Summons
 * Soul Weapon Summon Damage: $$ AD \times Skill% \times (1-[MD% \times (1-ID%)]) \times (1+[MR \times (1-IR%)])+FDB$$


 * Legend
 * AD = Actual Damage Range (A random number within the Actual Damage Range, can go beyond 2 million if possible)
 * TD% = Total Damage %
 * BD% = Damage towards Boss monsters %, or colloquially Boss Damage %
 * CD% = Critical Damage % (A random number wihin the Critical Damage % Range only for Critical Hits, if the hit is not critical this is set as 0. Damage Over Time and Summons cannot be critical)
 * FDB = Final Damage Boost (either Character Cards, Inner Ability ot specific Skills %)
 * MD% = Monster DEF %
 * ID% = Ignore DEF % (The full multiplicative value is used)
 * MR = Monster Elemental Resistance
 * IR% = Ignore Elemental Resistance % (Additive with each other)


 * Notes:
 * Your full, actual damage range is used rather than the displayed one (meaning this can be beyond 2 million)
 * Skills that increases damage additively (denoted as +% or +%p/percentage points), are added to the Skill % additively.
 * Skills that increases damage multiplicatively are treated as Total Damage % and will add to TD% (including Hyper Reinforce Skills except Damage Over Time Hypers and Splitter Hypers).
 * Skills that increases damage multiplicatively and are multiplied last are treated as Final Damage Boost and will add towards FDB. It will increase the regular damage before FDB by the stated percentage. Multiple FDBs are stacked multiplicatively with each other.
 * Final Damage Boost also includes Damage Over Time Hypers for Damage Over Time as well as Splitter Hypers (negative Final Damage Boost).
 * Final Damage Boost also includes Star Force DEF if you have insufficient Star Force (negative Final Damage Boost) in Star Force maps.
 * Also includes effects that add a small amount to the actual damage dealt (Example: 3 Warrior/Magician cards Deck effect, Weapon DEF/Magic DEF/Accuracy/Avoidability to Damage Conversion Inner Abilities, Paladin and Ice/Lightning Mage and Thunder Breaker and Blaze Wizard and Buccaneer card effect). These effects are applied before the percentages ones do.
 * All % in the above formulas are written in terms of decimals and are formulated into a numerical boost before rounded down. Multiple sources that provides the same boost are additive to each other (except for Final Damage Boosts, which stacks multiplicatively).
 * If your attack is accurate, minimum damage is 1.

Level Difference Damage Multiplier

 * If you are more than 10 levels below the monster's level, you will deal the regular damage.
 * Otherwise, your damage is increased by 20%. (Multiplied as Final Damage Boost)

Ignore DEF

 * Displayed Value (in %): [100- RoundDown[100 \times (1-ID 1) \times (1-ID n)]]
 * Actual Ignore DEF Applied: [100-[100 \times (1-ID 1) \times (1-ID n)]]

ID n is non-exhaustive and takes every single Ignore DEF source as a separate source. So for example, if your weapon has more than 1 line of Ignore DEF, they are treated separately and not summed up together before applying it as 1 source.
 * Note that the one displayed in your stats window is rounded up value but when used in calculation, the regular value without rounding up is used.

Ignore DEF can be obtained by (Percentages are multiplied together using the conpliment value, which is the non-ignored DEF value):
 * Zero Rhinne's Blessing Link Skill (2%/4%/6%/10%)
 * Luminous Light Wash Link Skill (10%/15%/20%)
 * Pirate Set Character Card Deck (2%/4%/6%/8%)
 * Ambition Trait (0.5% per 5 levels of Ambition rounded down, up till 10%)
 * Hyper Stats (Up till 30%)
 * Certain Job Skills
 * Weapon, Secondary Weapon, Emblem Potentials and Additional Potentials
 * Certain Equipments
 * Fafnir/Absolab Weapon (10%)
 * Fafnir Pants (5%)
 * Fafnir Top (5%)
 * Fafnir/Absolab Hat (10%)
 * Absolab Overall (10%)
 * Certain Equipment Sets

Monster Elemental Resistance
Monsters may have a certain level of resistance towards certain elements. Physical is also an element. In general, most bosses have strong resistance against all elements.

The table below shoes the impact of monster elemental resistance on the damage dealt to it (based on the above damage formula output'''.

Ignore Monster Elemental Resistance can be obtained by the following ways:
 * Insight Trait (0.5% every 10 levels of Insight rounded down, up till 5%)
 * Magician Elemental Reset Skills (10%)

Star Force Maps
If the map requires a certain Star Force, if you did not meet the requirement your damage dealt will be reduced accordingly based on how far away are your Star Force from the requirement.

Star Force can be obtained by Star Force Enhancement (can be used only when all upgrade slots are used.
 * Every 1 Star obtained on other equips except Overalls is equal to 1 Star Force.
 * Every 1 Star obtained on an Overall is equal to 2 Star Force.
 * Maximum Stars allowed on an equipment varies with type and level of the equipment, as well as the server (different server have different versions of Star Force Enhancement).
 * Non-Superior Equips
 * Superior Equips

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


 * Note:
 * 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.

Critical Rate
There are a few ways to obtain Critical Chance.
 * Basic Chance: +5% (including Beginners)
 * Job-based Critical Chance Increasing Skills: Varies based on Job and the Skill Level.
 * Sharp Eyes Buff (original version): +6% to +25% based on Skill Level and whether or not Sharp Eyes - Bonus Chance is added as Hyper Skill.
 * Decent Sharp Eyes Buff: +10%
 * Beast Tamer's Link Skill: +4% for Skill Level 1, +7% for Skill Level 2, +10% for Skill Level 3
 * Phantom's Instinct Link Skill: +10% for Skill Level 1, +15% for Skill Level 2, +20% for Skill Level 3
 * Event Critical Rings (Explorer, Zero): +15%
 * Onyx Critical Rate Ring: +10%
 * Hyper Stats: +1% to 15% based on the Stat Level (+1% per level, with an extra +1% per level for Stat Level beyond 5)
 * Primary Weapon, Secondary Weapon, Emblem Potential Stats: +1% to +12% for each Potential Line that adds Critical Rate, based on Equipment Level, the type of Potential (Normal or Additional) and the rank of the Potential.
 * Soul Weapon: Up till +12% based on the Augmented Boss Soul applied as well as your luck when adding the soul.
 * Marksman Character Card: +1% to +4% based on Card Rank.
 * Primary Weapon Nebulites (only in GMS): +4% to +10% based on Nebulite rank and the value that comes with it.

These items listed below are slightly more special as they totally replace the critical rate by its value rather than to add on to the existing one.
 * Critical Shift Ring (Level 1/2): Replace Critical Chance by 9% of the Base Main Stat (Number of AP added into HP for Demon Avengers, Base LUK only for Xenon) for a short time. Generally, it requires Level 219 or higher and adds all AP into the main stat for 100% Critical Chance, excluding Xenon (unless all AP is added to LUK).
 * Critical Shift Ring (Level 3/4): Replace Critical Chance by 10% of the Base Main Stat (Number of AP added into HP for Demon Avengers, Base LUK only for Xenon) for a short time. Generally, it requires Level 197 or higher and adds all AP into the main stat for 100% Critical Chance, excluding Xenon (unless all AP is added to LUK).

Minimum Critical Damage
You can increase your Minimum Critical Damage by a few ways. If your Minimum Critical Damage surpass your Maximum Critical Damage, your Applied Maximum Critical Damage will be your Theoretical Minimum Critical Damage and your Applied Minimum Critical Damage will be your Theoretical Maximum Critical Damage.
 * Basic: +20%
 * Various Job Skills: Based on Job and its respective Skill Level.
 * Onyx Minimum Critical Damage Ring: +10%
 * Glove Potential: +1% to +15% based on Equipment Level, Rank and type of Potential (Normal or Additional)
 * Event Critical Rings (Explorer, Zero): +5%
 * Hayato Character Card: +2% to +8% based on Card Rank.
 * Eunwol Character Card: +1% to +5% based on Card Rank.
 * ZEN Character Card: +1% to +4% based on Card Rank.

Maximum Critical Damage
You can increase your Maximum Critical Damage by a few ways. If your Minimum Critical Damage surpass your Maximum Critical Damage, your Applied Maximum Critical Damage will be your Theoretical Minimum Critical Damage and your Applied Minimum Critical Damage will be your Theoretical Maximum Critical Damage.
 * Basic: +50%
 * Various Job Skills: Based on Job and its respective Skill Level.
 * Sharp Eyes Buff (original version): +1% to +30% based on Skill Level.
 * Decent Sharp Eyes Buff: +20%
 * Onyx Maximum Critical Damage Ring: +10%
 * Glove Potential: +1% to +15% based on Equipment Level, Rank and type of Potential (Normal or Additional)
 * Eunwol Character Card: +1% to +5% based on Card Rank.
 * 3 Thief Cards Unique Deck Effect: +1% to +4% based on the highest average Deck Rank that contains 3 Thief Cards in the same deck.
 * Max Crit Ring Buff: Your Maximum Critical Damage will be multiplied by ×1.25 to ×2 based on the Ring's Skill Level.

Defense

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

Monster's Damage
Maximum monster damage: Whichever's lower.
 * Note:
 * All Damage reduction effect from skills and equipments are calculated after the regular defense formula.
 * This does not work on attacks that deals fixed damage (damage based on % of your HP, reducing HP value to 1, poison damage overtime, fall damage)
 * $$ (MonsterATT\times [1-\sqrt {CharacterDEF}/200+0.02\times (MonsterLevel-CharacterLevel)])\times (1-DamageAbsorbed %)$$ OR
 * $$ [MonsterATT- (CharacterDEF/4) + 4 \times (MonsterLevel-CharacterLevel)]\times (1-DamageAbsorbed%)$$
 * Note:
 * For Monster ATT, it goes through a random number generator from 85% to 100% of the ATT Value, before your DEF is applied. Does not apply to %HP Attacks.
 * If monster ATT is a weapon ATT, Character DEF will be weapon DEF; if the monster ATT is a magic ATT, Character DEF will be magic DEF.
 * $$ DamageAbsorbed% $$ is additive and is expressed in decimals, which works for all attacks except Damage based on % of your HP (unless the skill states so, then only that skill's value will be taken into account for %HP Attacks).
 * If $$(Character Level > MonsterLevel) $$, $$(MonsterLevel-CharacterLevel) = 0 $$
 * If $$MaximumMonsterDamage > MonsterATT$$, $$ MaximumMonsterDamage = MonsterATT$$
 * If $$ MaximumMonsterDamage < 1 $$, $$ MaximumMonsterDamage = 1 $$

Accuracy

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

Hit Rate
Hit Rate (in %)
 * $$100 + \sqrt{CharacterAccuracy} - \sqrt{Monster Avoidability} - (MonsterLevel-CharacterLevel) \times 2$$
 * Note:
 * If it is a weapon attack, Weapon accuracy is used for Character Accuracy; if a magic attack is used, magic accuracy will be used.
 * If $$ (100+\sqrt{CharacterAccuracy} - \sqrt {MonsterAvoidability}) > 100$$, $$(100+\sqrt {CharacterAccuracy}-\sqrt {MonsterAvoidability}) = 100 $$, before level difference accuracy penalty is applied.
 * If $$Character Level > Monster Level $$, then $$(MonsterLevel-CharacterLevel) = 0 $$.
 * If $$ Hit Rate > 100 $$, $$ HitRate=100% $$


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

Avoidability

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

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


 * Dodge Chance (in %):
 * $$[\sqrt {Character Avoidability} - \sqrt {Monster Accuracy} - 2 \times (Monster Level - Character Level)] \times (1+Evasion Rate %)$$


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

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

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

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

EXP stacking

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

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


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

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

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

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

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

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

Bonus EXP obtained from the Ring of Clan/Kin Ring.
 * Blood alliance Bonus
 * +10% Passively for yourself if you wear the ring.
 * +5% per party member equipped with the ring (including yourself) for the whole party, including yourself. Max 20%.

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

Each line uses a truncation system rather than a rounding off system.
 * Combat Bonus (Each effect is a separate line)
 * Multi kill = +1/2/3/3.3/3.6/3.9/4.2/4.5% EXP per monster for 3/4/5/6/7/8/9/10+ Multi kill count (In other words, killing 3/4/5/6/7/8/9/10+ monster within an attack skill.) Truncation happens only after adding up all the Monster EXP obtained within that skill and multiplying by its respective percentages.
 * Burning Field Bonus: +10%/20%/30%/40%/50%/60%/70%/80%/90%/100% for a Burning Field Level 1/2/3/4/5/6/7/8/9/10 respectively. Level increases as the amount of time it is vacant increases (every 2 hours) and decreases when it is occupied (every 10 minutes).

Combo Kill
Combo kill happens when you kill multiple monsters quickly. It activates when you kill the second monster within 10 seconds after the first monster is killed by you and it activates subsequently with more monsters getting killed. A combo orb is made on the map at the area which the monsters die during the attack per 50 combo kills made based on combo kill count. Maximum combo kill count is 999 but combo orbs will continue to appear after 999 combo kills every 50 combo kills. The bonus EXP received is based on the combo orb and the higher levelled regular monster's EXP (based on an unknown generic formula), which means that if you are training on a map that contains 2 different levelled monsters, your combo kill bonuses are based on the General EXP of the higher levelled regular monsters. Note that the Bonus EXP is the same regardless of the EXP and difficulty of the monster, so the boost is much lower if you are training on Star Force maps or certain special maps with super-buffed monsters. In addition, you will receive a max speed and max jump boost for 5 seconds after absorbing a combo orb.

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


 * 50 to 300 combo kill


 * 350 to 700 combo kill

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

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

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

Adventurers (except Dual Blades)

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

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Dual Blades

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

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Knight of Cygnus

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

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

Nova and Sengoku

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

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Heroes and Resistance

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

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

Child Of God, Zero

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

Hyper skill SP
Hyper skils have 2 categories of SP: SP and AP. SP stands for Skill-Passive Points and AP stands for Active-skill Points. Every job has its unique SP and AP skill list, since their active skills will differ from jobs and their skill upgrades will depend on its job skills.

Zero will not receive any Hyper Skill SP as they are the Transcendents of Time, so they will receive Transcedent Skills instead of Hyper Skills, which are automatically mastered when certain levels are met for the specific skills.


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