MapleStory/Bonus Stats

This page covers the equipment bonus stat system by both GlobalMS as well as other MapleStory Services. GlobalMS uses the Nebulite system while other servers use the Additional Options system.

Nebulites
Nebulites are items that can be used to increase an item's stats without consuming an upgrade slot. However it will consume the socket slot, which most equipments will have 1. However once you applied a Nebulite into the equipment the equipment will be stuck with the Nebulite stats unless you remove it by paying 500 NX (US $0.50). There are 5 ranks of Nebulites: D, C, B, A and S, though S rank is no longer obtainable. Monsters can drop the Nebulite box at a super rare rate (estimated to be 1 in 100 thousands to 1 million?), which when opened will give a D rank Nebulite. You can fuse Nebulites in order to have a chance for a better ranked Nebulite but the rank may drop if you fuse using a lower Nebulite rank. B rank Nebulites and higher ranks require Fusion Tickets in order to be fused, which can be obtained by buying in cash shop.

Stats
These are the possible stats for Nebulites. Note that the stats on the Nebulite is applied on the equipment when used on it, so that means you can choose what stats you want for the equipment (if you have the Nebulite, you can use it and get the stats written on it).

STR increase
+1 or +2

DEX increase
+1 or +2

INT increase
+1 or +2

LUK increase
+1 or +2

HP increase
+10 or +20 or +30

MP increase
+10 or +20 or +30

Accuracy increase
+2 or +6

Avoidability increase
+2 or +6

Weapon DEF increase (Armors and Accessories)
+10 or +20 or +30

Magic DEF increase (Armors and Accessories)
+10 or +20 or +30

10% chance to make an emotion for 10 seconds when attacked. (Hats)
Possible emotions:
 * Fall in love
 * Happy
 * Rage
 * Furious
 * Deeply moved

Speed increase (Shoes)
+1 or +2

Jump increase (Shoes)
+1 or +2

Weapon ATT increase (Weapons)
+1

Magic ATT increase (Weapons)
+1

STR increase
+3 or +4

DEX increase
+3 or +4

INT increase
+3 or +4

LUK increase
+3 or +4

HP increase
+40 or +50 or +60

MP increase
+40 or +50 or +60

All Stats increase
+4

Accuracy increase
+10 or +12

Avoidability increase
+10 or +12

STR % increase
+1%

DEX % increase
+1%

INT % increase
+1%

LUK % increase
+1%

Accuracy % increase
+1%

Avoidability % increase
+1%

Weapon DEF increase (Armors and Accessories)
+40 or +50 or +60 or +70 or +80 or +90

Magic DEF increase (Armors and Accessories)
+40 or +50 or +60 or +70 or +80 or +90

Weapon DEF % increase (Armors and Accessories)
+1%

Magic DEF % increase (Armors and Accessories)
+1%

HP % increase (Armors and Accessories)
+1%

MP % increase (Armors and Accessories)
+1%

Speed increase (Shoes)
+3 or +4

Jump increase (Shoes)
+3 or +4

Recover HP every 4 seconds. (Accessories)
2 or 6 or 12 or 20 or 24

Recover MP every 4 seconds. (Accessories)
2 or 6 or 12 or 20 or 24

Weapon ATT increase (Weapons)
+2

Magic ATT increase (Weapons)
+2

Weapon ATT % increase (Weapons)
+1%

Magic ATT % increase (Weapons)
+1%

Critical Rate increase (Weapons)
+4%

Total Damage % increase (Weapons)
+1% or +2%

3% chance to recover HP when attacking. (Weapons)
10 or 15 or 20

3% chance to recover MP when attacking. (Weapons)
10 or 15 or 20

10% chance to inflict Poison when attacking. (Weapons)
Level 1 or Level 2 or Level 3 or Level 4 or Level 5 or Level 6

5% chance to inflict Stun when attacking. (Weapons)
Level 1 or Level 2

10% chance to inflict Slow when attacking. (Weapons)
Level 1 or Level 2

10% chance to inflict Darkness when attacking. (Weapons)
Level 1 or Level 2 or Level 3

5% chance to inflict Freeze when attacking. (Weapons)
Level 1 or Level 2

5% chance to inflict Seal when attacking. (Weapons)
Level 1 or Level 2

Ignore Monster's DEF when attacking. (Weapons)
15%

STR increase
+5 or +6

DEX increase
+5 or +6

INT increase
+5 or +6

LUK increase
+5 or +6

HP increase
+70 or +80 or +90

MP increase
+70 or +80 or +90

Accuracy increase
+18 or +22 or +26

Avoidability increase
+18 or +22 or +26

STR % increase
+2%

DEX % increase
+2%

INT % increase
+2%

LUK % increase
+2%

Accuracy % increase
+2%

Avoidability % increase
+2%

Weapon DEF increase (Armors and Accessories)
+100 or +110 or +120

Magic DEF increase (Armors and Accessories)
+100 or +110 or +120

Weapon DEF % increase (Armors and Accessories)
+2%

Magic DEF % increase (Armors and Accessories)
+2%

HP % increase
+2%

MP % increase
+2%

All Stats % increase
+1% or +2%

Speed increase (Shoes)
+5 or +6

Jump increase (Shoes)
+5 or +6

Recover HP every 4 seconds. (Accessories)
2 or 6 or 12 or 20 or 24

Recover MP every 4 seconds. (Accessories)
2 or 6 or 12 or 20 or 24

Weapon ATT increase (Weapons)
+3 or +4

Magic ATT increase (Weapons)
+3 or +4

Weapon ATT % increase (Weapons)
+2%

Magic ATT % increase (Weapons)
+2%

Critical Rate increase (Weapons)
+5% or +6%

Total Damage % increase (Weapons)
+3% or +4%

3% chance to recover HP when attacking. (Weapons)
20 or 25 or 30

3% chance to recover MP when attacking. (Weapons)
20 or 25 or 30

Ignore Monster's DEF when attacking. (Weapons)
18%

Invincibility time increase (Tops and Overalls)
+1 second

Abnormal status duration (Tops and Overalls)
Reduces by 2 seconds.

15% chance to recover HP after killing an enemy. (Gloves)
40 or 50 or 60

15% chanace to recover MP after killing an enemy. (Gloves)
40 or 50 or 60

20% chance to ignore damage when attacked. (Shields and Kataras)
3 or 9 or 15

25% chance to ignore damage when attacked. (Shields and Kataras)
5 or 14 or 23

30% chance to ignore damage when attacked. (Shields and Kataras)
7 or 19 or 31

STR increase
+7 or +8

DEX increase
+7 or +8

INT increase
+7 or +8

LUK increase
+7 or +8

HP increase
+100 or +110 or +120

MP increase
+100 or +110 or +120

Accuracy increase
+28 or +30 or +32 or +34

Avoidability increase
+28 or +30 or +32 or +34

STR % increase
+3% or +4%

DEX % increase
+3% or +4%

INT % increase
+3% or +4%

LUK % increase
+3% or +4%

Accuracy % increase
+3% or +4%

Avoidability % increase
+3% or +4%

Weapon DEF increase (Armors and Accessories)
+130 or +140 or +150

Magic DEF increase (Armors and Accessories)
+130 or +140 or +150

Weapon DEF % increase (Armors and Accessories)
+3% or +4%

Magic DEF % increase (Armors and Accessories)
+3% or +4%

HP % increase (Armors and Accessories)
+3% or +4%

MP % increase (Armors and Accessories)
+3% or +4%

HP recovery items and skills increase
+10% or +20%

All Stats % increase
+3% or +4%

All skill levels increase (Hats)
Level +1

Speed increase (Shoes)
+7 or +8

Jump increase (Shoes)
+7 or +8

Auto steal chance (Gloves)
1% or 2%

Weapon ATT increase (Weapons)
+5 or +6

Magic ATT increase (Weapons)
+5 or +6

Weapon ATT % increase (Weapons)
+3% or +4%

Magic ATT % increase (Weapons)
+3% or +4%

Critical Rate increase (Weapons)
+7% or +8%

Total Damage % increase (Weapons)
+5% or +6%

Boss Damage % increase (Weapons)
+20% or +25%

Ignore Monster's DEF when attacking. (Weapons)
21%

Invincibility time increase (Tops and Overalls)
+2 seconds

2% chance to be invincible when attacked. (Tops and Overalls)
Invincibility time: 5 seconds

Abnormal status duration (Tops and Overalls)
Reduces by 2 seconds.

5% chance to ignore damage when attacked. (Shields and Kataras)
20%

STR increase
+9 or +10 or +11

DEX increase
+9 or +10 or +11

INT increase
+9 or +10 or +11

LUK increase
+9 or +10 or +11

HP increase
+130 or +140 or +150

MP increase
+130 or +140 or +150

Accuracy increase
+36 or +40 or +42

Avoidability increase
+36 or +40 or +42

All Stats increase
+5 or +6 or +7

STR % increase
+5% or +6%

DEX % increase
+5% or +6%

INT % increase
+5% or +6%

LUK % increase
+5% or +6%

Accuracy % increase
+5% or +6%

Avoidability % increase
+5% or +6%

Weapon DEF increase (Armors and Accessories)
+160 or +170 or +180 or +190 or +200

Magic DEF increase (Armors and Accessories)
+160 or +170 or +180 or +190 or +200

Weapon DEF % increase (Armors and Accessories)
+5% or +6%

Magic DEF % increase (Armors and Accessories)
+5% or +6%

HP % increase (Armors and Accessories)
+5% or +6%

MP % increase (Armors and Accessories)
+5% or +6%

HP recovery items and skills increase
+30%

All Stats % increase
+5% or +6%

Skill cooldown duration (Hats)
Reduced by 1 second or 2 seconds.

Speed increase (Shoes)
+9 or +10

Jump increase (Shoes)
+9 or +10

Auto steal chance (Gloves)
3% or 4%

Minimum Critical Damage increase (Gloves)
+2% or +4% or +6%

Maximum Critical Damage increase (Gloves)
+2% or +4% or +6%

Weapon ATT increase (Weapons)
+7 or +8

Magic ATT increase (Weapons)
+7 or +8

Weapon ATT % increase (Weapons)
+5% or +6%

Magic ATT % increase (Weapons)
+5% or +6%

Critical Rate increase (Weapons)
+9% or +10%

Total Damage % increase (Weapons)
+7% or +8%

Boss Damage % increase (Weapons)
+30% or +35%

Ignore Monster's DEF when attacking. (Weapons)
24%

Invincibility time increase (Tops and Overalls)
+3 seconds

3% chance to be invincible when attacked. (Tops and Overalls)
Invincibility time: 6 seconds

Elemental resistance increase (Tops and Overalls)
+5% or +10%

Abnormal Status Resistance increase (Pants)
+5% or +10%

10% chance to ignore damage when attacked. (Shields and Kataras)
40%

Reflect damage at a chance. (Pants)
Possible stats:
 * 10% chance, 20% damage
 * 10% chance, 30% damage
 * 20% chance, 35% damage
 * 30% chance, 35% damage

Skill MP cost (Accessories)
Reduces by 5% or 10%.

Mesos obtained increase (Accessories)
+10% or +15% or +20%

Drop rate increase (Accessories)
+10% or +15% or +20%

Additional Options
Additional Options is a system that replaces the randomisation of stats, which causes an item to be slightly better or worse than average. The Additional Options system always add stats and it will never deduct stats (unless you apply a Resurrection Flame on an old item that has been applied before, which resets the bonus stats) The bonuses generally increases with equipment level but some of the items have no level limit. You can get 1 to 4 additional option lines on an equipment and on boss equipments, it will always receive 4 lines. For every line, there are 5 levels in it. They are random and do not work like potentials and every line has its own pevel (though most of them are within Level 1 to 3). Dropped equipments and normal Resurrection Flames will usually begin with a Level 1 to 3 options (Boss equips have a higher chance of Level 2 or 3 option). Master Craftsman level crafting ensures a higher chance of a Level 4 or 5 option while Meister level crafting ensures an even higher chance of a Level 4 or 5 option and the minimum option is Level 2. (No chance of Level 1) Dropped new equipments automtically come with additional options (usually Level 1 to 3) and nornal Resurrection Flames cannot be used. However special ones from crafting can be used (on both new and old equips). Equips from Elite Bosses have a much higher chance of getting Level 4 or Level 5 option as well as maximum Special Additional Options.

Resurrection Flames
These flames give additional options to old items whose level is equal or below the level stated in the flame. Fierce Rebirth Flame and Rainbow Rebirth Flame can also be used on new items.
 * Resurrection Flame Level 100 (Gachapon, untradeable)
 * Resurrection Flame Level 110 (Zakum, Root Abyss, Horntail, Easy Magnus)
 * Resurrection Flame Level 120 (Hilla, Von Leon)
 * Resurrection Flame Level 130 (Arkarium)
 * Resurrection Flame Level 140 (Empress Cygnus)
 * Resurrection Flame Level 150 (Hard Magnus)
 * Fierce Rebirth Flame (Master Craftsman Accessory Crafting)
 * Has a higher chance of additional options being a Level 4 or 5 instead of Level 1 to 3.
 * Rainbow Rebirth Flame (Meister Accessory Crafting)
 * Additional Option will be Level 5 for at least 1 line.

Stats
Here are the possible stats. Stats obtained will add together with enhancement stats and different lines that add the same stat will be combined together to show the total bonus stats instead of displaying separately. The maximum scaling of stats to equip level is currently unknown so based on the pattern, the tables will show possible stats up till equip level 250. Duplicate lines are not possible (except Stat increase with Double Stat increase, in which Double Stat increases contain the stat in Stat increase)
 * Note: Stats may be inaccurate since it is based on experimental data and without extractions, so it may be inconclusive.

Weapon ATT increase (Armors)
Not affected by Equip Level.

Weapon ATT increase (Weapons)
Not affected by Equip Level but is affected by Weapon's Base ATT. For weapons with base Weapon ATT and base Magic ATT before any bonus stats, when this line is chosen, it is calculated based on the base Weapon ATT, not Magic ATT.
 * Derived formula (based off experimental values, may be inaccurate): $$OptionLevel \times BaseWeaponATT/25 $$, rounded up

Magic ATT increase (Armors)
Not affected by Equip Level.

Magic ATT increase (Weapons)
Not affected by Equip Level but is affected by Weapon's Base ATT. For weapons without base Magic ATT before bonus stats, when this line is chosen, it is calculated based on the base Weapon ATT. $$OptionLevel \times BaseWeaponATT/25 $$, rounded up, if there is no base Magic ATT.
 * Derived formula (based off experimental values, may be inaccurate): $$OptionLevel \times BaseMagicATT/25 $$, rounded up, if there is base Magic ATT,

HP increase
Minimum equip level: 10

MP increase
Minimum equip level: 10

Speed increase
Not affected by Equip Level.

Jump increase
Not affected by Equip Level.

Special Additional Options
These additional options are special in which it does not seem to have 5 levels. It is also very powerful (since 3 out of 4 of them are % based). They are all not affected by equip level. However in most cases, the bonuses is given within the first 3 values and rarely go past the 3rd value (except elite boss equips, which go past the 3rd value easily or when Fierce Rebirth Flame or Rainbow Rebirth Flame is used, which gives a higher chance of getting higher values)

All Stats % increase
1%, 2%, 3%, 4%, 5%, 6%, 7%

Boss Damage % increase (Weapons)
2%, 4%, 6%, 8%, 10%, 12%, 14%

Total Damage % increase (Weapons)
1%, 2%, 3%, 4%, 5%, 6%, 7%

Equip level requirement reduction
Note: The new required equip level is automatically displayed as Req Lvl but for additional options, potential tiers, star force cost, maximum stars, spell trace costs and stats, it is based off the original level requirement. The equip will show "Req Lvl: 150" but for potential stats, it still receives the 4th tier as the original requirement is Level 160. Applies to additional options, star force costs, maximum stars and spell trace stats and costs.
 * Example: A Level 160 weapon has this option: "Level requirement -10".

Requirement level -5/10/15/20/25/30/35/40
 * Possible values