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 and dodge chance.
 * 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): $$ATT \times (1+ATT%) + FinalATT$$
 * Total Magic Attack (Magic ATT): $$MagicATT \times (1+MagicATT%) +FinalMagicATT$$
 * Total STR: $$floor[floor([BaseSTR \times (1+AP%)]+BonusSTR) \times (1+STR%+AllStat%)+FinalSTR]$$
 * Total DEX: $$floor[floor([BaseDEX \times (1+AP%)]+BonusDEX) \times (1+DEX%+AllStat%)+FinalDEX]$$
 * Total INT: $$floor[floor([BaseINT \times (1+AP%)]+BonusINT) \times (1+INT%+AllStat%)+FinalINT]$$
 * Total LUK: $$floor[floor([BaseLUK \times (1+AP%)]+BonusLUK) \times (1+LUK%+AllStat%)+FinalLUK]$$
 * Total HP (except Kanna and Demon Avengers): $$floor[(BaseHP + BonusHP) \times (1+HP%)] + FinalHP$$
 * Kanna Total HP: $$floor[(BaseHP + BonusHP + EquipMP) \times (1+HP%)] + FinalHP$$ (Only MP on equips will be considered, MP % does not affect HP)
 * Demon Avenger Total HP: $$floor[floor(BaseHP + BonusHP - EquipHP/2) \times (1+HP%)]+FinalHP $$, where Bonus HP takes in the full HP value in equipments (Arcane Symbol HP is excluded from BonusHP and EquipHP)
 * Maximum displayed damage range: 99,999,999 ~ 99,999,999
 * Total Final Damage %: 100×[(1+Final%1)×(1+Final%2)×...]-100
 * Maximum Damage per hit: 10,000,000,000 (10 Billion)


 * Notes:
 * Percentages apply to the formula as decimals.
 * All Stats % exclude AP invested stats % like Maple Warrior.
 * Stats are rounded down each time after applying the percentage increases (indicated by the "floor" function)
 * Final Stat sources: Abilities, Maple Union Attacker Effects, Hyper Stats and Arcane Symbols. Other sources are counted as Bonus.
 * Final Weapon/Magic ATT sources: Inner Ability Weapon ATT based on Level, Inner Ability Magic ATT based on Level and Kanna's Elemental Blessing (1 Final Magic ATT every 700 HP). All other sources giving Weapon/Magic ATT is counted under ATT/Magic ATT.
 * Note: Inner Ability lines "Weapon ATT Increase" and "Magic ATT Increase" are affected by Weapon/Magic ATT % and should be added under "Bonus Weapon/Magic ATT" respectively.
 * Final Damage % is non exhaustive.

Weapon Multipliers
For the job "Hero", Weapon Multiplier +0.10 For the jobs "Explorer Magicians" and "Blaze Wizard", Weapon Multiplier +0.20

Mastery
Mastery is capped at 99%.
 * 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 (+75%)


 * Kanna
 * Beginner Skill (+40%)
 * 4th job Fan Expert (+30% at Skill Level 29/30)


 * Evan
 * 2nd Job Spell Mastery (+50% at Skill Level 10)
 * 4th Job Magic Mastery (+20% at Skill Level 20)


 * 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)


 * Paladin
 * 4th Job Paladin Expert (+3% for all Skill Levels 1~30, stack with bottom)

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

Stat Value

 * Stat Value (Except Demon Avenger) : $$ Primary Stat \times 4 + Secondary Stat $$
 * Stat Value (Demon Avenger) : $$floor(BaseMaxHP/3.5) + 0.8 \times floor(TrueMaxHP-BaseMaxHP/3.5) + STR $$


 * Note
 * Base Max HP is the Pure Base HP and Washed HP (AP added into HP), before any % are applied and HP from other sources.
 * True Max HP ignores the 500,000 practical HP limit. Mouse over the "HP" section in the Ability Stats to view the True Max HP if your HP exceeded 500,000.
 * In other words, it means that your Base Pure HP and Washed HP (AP added into HP) worth 25% more than HP from other sources. However the 2 groups are rounded down (floor function) individually before summed up (which means that a difference of 1-3 HP may not change your damage range at all and the remainder of the 2 groups do not add up together)
 * As a general rule, for Demon Avengers, assuming all AP has been added into HP, the Base HP will be:
 * 1st Job: $$220 + 90 \times Level $$
 * 2nd Job: $$395 + 90 \times Level $$
 * 3rd Job: $$470 + 90 \times Level $$ (additional HP is given in the form of 5 additional AP)
 * 4th/5th Job: $$545 + 90 \times Level $$ (additional HP is given in the form of 5 additional AP)


 * Primary and Secondary Stats

Stats Effectiveness Comparison

 * Final damage % equivalent boost by an extra k% Primary Stat (except Demon Avengers): $$k/(1+PrimaryStat%+FinalPrimaryStat/TotalBeforeStat+SecondaryStat/4)$$
 * Final Damage % equivalent boost by an extra k Primary Stat (except Demon Avengers): $$100 \times k \times PrimaryStat% / [TotalBeforeStat+(FinalPrimaryStat+SecondaryStat/4)/(1+PrimaryStat%)]$$
 * Final Damage % equivalent boost by an extra k Final Primary Stat (except Demon Avengers): $$100 \times k/(TotalPrimaryStat+TotalSecondaryStat/4)$$


 * Note:
 * Only 1 formula of the above can be used at a time, for changes in multiple variables at once (Stat, Final Stat, % Stat), please use proportion instead: 100×[1-(Stat Value After)/(Stat Value Before)].
 * Total Before Stat is the primary stat after AP%, before stat % is applied.
 * Total Stat is the amount shown in the stats window.
 * k is the increment amount.
 * Percentages are expressed in decimals.
 * Equivalent means that it behaves like final damage but it is not final damage(since the boost is applied based on your current stats and changes with your stats)

Damage Range

 *  Actual Damage Range (Maximum): $$Round (Multiplier \times Stat Value \times TotalATT/100) \times (1+Final%)$$, rounded off
 *  Actual Damage Range (Minimum): $$Up [Round (Multiplier \times Stat Value \times TotalATT/100) \times Mastery%] \times (1+Final%) $$, rounded off
 * Shown Damage Range (Maximum): $$Down [Round (Multiplier \times Stat Value \times TotalATT/100) \times (1+Damage%)] \times (1+Final%)$$, rounded off
 * Shown Damage Range (Minimum): $$Down |Up [Round (Multiplier \times Stat Value \times TotalATT/100) \times (1+Damage%)] \times Mastery%| \times (1+Final%)$$, rounded off

Up: Round up, Down: round down, round: round off


 * Note:
 * For magicians, Total Magic Attack will be used for Total ATT for magic skill damages (however for normal attack, Weapon Attack is used instead). For other jobs, Total Weapon Attack will be used for Total ATT.
 * 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.
 * 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) before Final Damage % 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.
 * For Hayato job, Shimada's Heart skill boost is final damage % at the rate of 1 DEF = +0.005% final damage up to +49.995% (not displayed in final%, displayed only for maximum damage range but minimum damage range is still 95% of the displayed maximum for output, it is additive with critical damage).

Output

 * Legend
 * AD = Actual Damage Range (A random number within the Actual Damage Range, can go beyond 99,999,999 if possible)
 * TD% = Total Damage %
 * BD% = Damage towards Boss monsters %, or colloquially Boss Damage %
 * Final% = Total Final Damage %
 * CD% = Critical Damage % (A random number wihin the Critical Damage % Range only for Critical Hits. Critical Damage Stat % will increase this value. Damage Over Time and Summons cannot be critical)
 * FDB = Final Damage Boost (DEF to Final Damage Inner Ability)
 * 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:
 * 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 % and will add towards Final %. It will increase the regular damage (before FDB) by the stated percentage. Multiple Final % sources are stacked multiplicatively with each other.
 * Final Damage Boost refers to effects that add a small amount to the actual damage dealt (DEF to Damage Conversion Inner Abilities), applied after Final %.
 * 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 %, which stacks multiplicatively).

Active Skills
Skills include: Character summons (except Soul Weapon Summons), installed skills, attack skills.
 * Non-critical Hit Damage (on normal monsters): $$ [AD \times Skill% \times (1+TD%)] \times (1-[MD% \times (1-ID%)]) \times (1+[MR \times (1-IR%)])+FDB$$
 * Critical Hit Damage (on normal monsters): $$ [AD \times Skill% \times (1+TD%) \times (1+CD%)] \times (1-[MD% \times (1-ID%)]) \times (1+[MR \times (1-IR%)])+FDB$$
 * Non-critical Hit Damage (on boss monsters): $$ [AD \times Skill% \times (1+TD%+BD%)] \times (1-[MD% \times (1-ID%)]) \times (1+[MR \times (1-IR%)])+FDB$$
 * Critical Hit Damage (on boss monsters): $$ [AD \times Skill% \times (1+TD%+BD%) \times (1+CD%)] \times (1-[MD% \times (1-ID%)]) \times (1+[MR \times (1-IR%)])+FDB$$

Note:
 * Regular attacks have a Skill% value of 1.
 * Shadow partner or any equivalent doppelganger's Hit Damage will have its original Skill% value multiplied by the constant of the doppelganger.

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

Note:
 * Force difference is counted as a negative final damage boost if you have insufficient Force.
 * ADmax is the Value of your Actual Damage Range (Maximum) at 0% final damage

Soul Weapon Summons
Damage dealt is the same for normal and boss monsters, it cannot be critical and not affected by Damage %, Damage towards Boss monsters % and final damage % but is affected by final damage boost (DEF to Damage Inner Ability). Note that soul weapon summon uses the old accuracy system.
 * Soul Weapon Summon Damage: $$ AD/(1+Final%) \times Skill% \times (1-[MD% \times (1-ID%)]) \times (1+[MR \times (1-IR%)]) +FDB$$
 * Hit Chance % (up to 100%): $$100-2 \times (CharacterLevel - Monster Level)$$

Non-Reboot Worlds

 * 0 or more levels above monster level: +10%, followed by +2% per level above, max +20% total
 * 1 to 4 levels below monster level: +10%, followed by -5% per level below, up till -20% (final damage -10%)
 * 5 or more levels below monster level: -10%, followed by -2.5% per level below (-100% total at 40 levels)

Reboot Worlds

 * 0 or more levels above monster level: +2% per level above, max +10% total
 * 1 to 10 levels below monster level: -5% per level below, up till -50%
 * 11 or more levels below monster level: -50%, followed by -9.5%, -8.5%, ..., -0.5% for each level below -10 respectively (-100% total at 20 levels)

Ignore DEF

 * Displayed Value (in %): [100- RoundDown[100×(1-ID1)×(1-ID2)×...]]
 * Actual Ignore DEF Applied: [100-[100×(1-ID1)×(1-ID2)×...]]
 * Ignore DEF % gained additively (when a new source is added): (Ignore DEF value of new source)×[1-(Current Actual Ignore DEF)/100]

IDn is non-exhaustive and takes every single Ignore DEF source as a separate source (where n is an integer). 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): Certain skills also give Ignore DEF conditionally, these are only applied when conditions are met (not shown in display).
 * Zero Rhinne's Blessing Link Skill (2%/4%/6%/10% for Skill Level 1/2/3/5 respectively)
 * Luminous Light Wash Link Skill (10%/15%/20% for Skill Level 1/2/3 respectively)
 * Union Ignore DEF (up to 40%)
 * Blaster Union Attacker (1%/2%/3%/5%/6% for Attacker Rank B/A/S/SS/SSS respectively)
 * Beast Tamer Union Attacker (1%/2%/3%/5%/6% for Attacker Rank B/A/S/SS/SSS respectively)
 * Ambition Trait (0.5% per 5 levels of Ambition rounded down, up till 10%)
 * Hyper Stats (Up till 30%)
 * Certain Job Skills (Hyper Skill Passives are added to the stated skill's Ignore DEF rate)
 * Sharp Eyes Ignore Guard Hyper (5%)
 * Berserker Ring (20%/30%/40%/50% ignore DEF for 9/11/13/15 seconds based on Ring's Skill level respectively with 3 minute cooldown)
 * Pew Pew Ring (10%/20%/30%/40% for 5/9/13/17 seconds based on Ring Grade respectively)
 * Weapon, Secondary Weapon, Emblem Potentials and Additional Potentials
 * Certain Equipments
 * Fafnir/Absolab Weapon (10%)
 * Fafnir Pants (5%)
 * Fafnir Top (5%)
 * Fafnir/Absolab Hat (10%)
 * Arcaneshade Hat (15%)
 * Absolab/Arcaneshade Overall (10%)
 * Arcaneshade Weapon (20%)
 * Corrupted Empress Savior Medal (5%)
 * Chaos Von Bon Killer Medal (5%)
 * Monster Park Medal (10% for that "day", or permanently if all 7 days medals are obtained)
 *  Overhead Title (5%)
 *  Overhead Title (10%)
 * Event Overhead Titles and Event Medals (with expiry date for the stats)
 * Monster Park Badge (10% for that "day", or permanently if all 7 days badges are obtained)
 * Monster Farm Petite Magnus (5%)
 * Monster Farm Lapis (5%)
 * Monster Farm Tin Woodman (6%)
 * Certain Equipment Sets
 * Noblesse Guild Skill "No. 1 Defense" (up to 20% for up to 30 minutes, cooldown 1 to 2 hours)
 * Alchemy potion (10%/20% for 40 minutes, cooldown 50 minutes)

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

Arcane Force Maps
If the map requires a certain Arcane Force, your damage dealt will be adjusted accordingly based on how far away are your Arcane Force from the requirement.

Arcane Force can be obtained from equipping Arcane Symbols. There are 5 Arcane Symbols available.
 * Arcane Symbol (quest item, replaced by Arcane Symbol : Road to Extinction)
 * Arcane Symbol : Road to Extinction
 * Arcane Symbol : Chew Chew Island
 * Arcane Symbol : Lacheln
 * Arcane Symbol : Arcana
 * Arcane Symbol : Moras

Arcane Symbol starts with 30 Arcane Force (Level 1), it can be enhanced up to Level 20. Once there is sufficient number of Duplicate symbols, you can pay mesos to level up the Symbol. Each level up provides extra 10 Arcane Force.


 * Required number of symbols to level up: $$SymbolLevel^2 +11 $$
 * Required mesos to level up: $$12440000 + 6600000 \times SymbolLevel $$

Therefore the theoretical maximum Arcane Force possible as of now is 1,100 Arcane Force.

Abnormal Status Resistance
Abnormal Status Resistance reduces duration of Abnormal Status inflicted on you. Duration is shorter when your Abnormal Status Resistance is higher, at a reducing rate. Duration of Abnormal Status are in exact time and not rounded down, so each percentage point of reduction will contribute to the duration even though it might just be a fraction of a second.
 * Duration Reduction in %: $$28 \times lg(Resist) +1 $$, rounded down.

You can obtain Abnormal Status Resistance from the following ways (may not be exhaustive):
 * Various Job Skills
 * Resistance Potion (+30 for 2 hours)
 * Cygnus Link Skills (Up till +25)
 * Hyper Stats (Up till +15)
 * Willpower Trait (+1 per 5 Willpower level, rounded down, up till +20)
 * Union Abnormal Status Resistance (up to +40)
 * Demon Slayer Union Attacker (+1/2/3/4/5 for Attacker Rank B/A/S/SS/SSS respectively)
 * 5th Job Decent Combat Orders skill (+1 per 5 skill level, rounded up, up till +5)
 * Legendary Potential on Pants, Unique/Legendary Additional Potential on Armors and Accessories
 * Level 140 Empress set (+10 for 4 set effects)
 * Cleansing Ring (+10/20/30/40 after recovering from Abnormal Status every 180 seconds for 9/11/13/15 seconds respectively)
 * Monster Farm Tarantulos (+1)
 * Monster Farm Grown up Mir (+5)
 * Monster Farm Giant Spider (+3)

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. (Does not stack with Decent Sharp Eyes)
 * Decent Sharp Eyes Buff: +10% (Does not stack with original Sharp Eyes)
 * Beast Tamer's Link Skill: +4% for Skill Level 1, +7% for Skill Level 2, +10% for Skill Level 3
 * Phantom Instinct Link Skill: +10% for Skill Level 1, +15% for Skill Level 2, +20% for Skill Level 3
 * Event Critical Rings (Dark Explorer, Zero): +15% or Explorer Critical Ring: +12%
 * 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)
 * Inner Ability: Up till 30%
 * 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.
 * Union Critical Rate: Up to +40%
 * Marksman/Crossbow Master Union Attacker: +1% to +5% based on Attacker Rank.
 * Night Lord Union Attacker: +1% to +5% based on Attacker Rank.
 * Primary Weapon Nebulites (only in GMS): +4% to +10% based on Nebulite rank and the value that comes with it.
 * Monster Farm Romantic King Slime: +3%
 * Monster Farm Petite Horntail: +3%
 * Monster Farm Petite Phantom: +4%
 * Monster Farm Lazuli: +5%
 * Alchemy Potion: +3%/5%/10% for 2 hours depending on potion quality

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 9 seconds (Skill level 1) / 11 seconds (Skill level 2) 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 13 seconds (Skill level 3) / 15 seconds (Skill level 4). 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).

Critical Damage
Critical Damage Stat % is treated as an integer (basically the one displayed on your abilities list).
 * Minimum Critical Damage %: $$20+CriticalDamageStat% $$
 * Maximum Critical Damage %: $$50+CriticalDamageStat% $$

You can increase your Critical Damage Stat by a few ways.
 * Various Job Skills: Based on Job and its respective Skill Level.
 * Onyx Critical Damage Ring: +5%
 * Glove Legendary Potential: +1% to +8% based on Equipment Level and type of Potential (Normal or Additional)
 * Event Critical Rings (Dark Explorer, Zero): +3% or Explorer Critical Ring: +1%
 * Hyper Stats: +1% per Hyper Stat level, up till +10%
 * Union Critical Damage: Up to +20.00%
 * Eunwol Union Attacker: +1% to +6% based on Attacker Rank.
 * Hayato Union Attacker: +1% to +6% based on Attacker Rank.
 * ZEN/Jett Union Attacker: +1% to +6% based on Attacker Rank.
 * Sharp Eyes Buff (original version): +1% to +15% based on Skill Level. (Does not stack with Decent Sharp Eyes)
 * Decent Sharp Eyes Buff: +8% (Does not stack with original Sharp Eyes)
 * Crit Damage Ring Buff: Critical Damage +7%/14%/21%/28% for 9/11/13/15 seconds based on the Ring's Skill Level respectively.
 * Rawr Ring Buff: Critical Damage +5%/15%/25%/35% for 5/8/11/14 seconds based on ring's grade respectively.
 * Monster Farm Petite Hilla: +2%
 * Master Craftsman Smithing "Smithing Mastery": +3% for 30 minutes, cooldown 1 hour
 * Meister Smithing "Advanced Smithing Mastery": +5% for 40 minutes, cooldown 50 minutes

Attack Delay
Attack Delay is influnced by the weapon's Attack Speed, which ranges from a scale of 2 to 9 (Faster, Fast, Normal, Slow, Slower). Note that Attack Speed of the same category may have different Attack Speed values. To avoid confusion, the scale will be identified as "Attack Delay Level" as it may contradict that a lower attack speed actually means faster striking speed.

Attack Speed/Attack Delay Level can also be modified from the following (may not be exhaustive, negative means the Delay Level is reduced so you attack faster):
 * Various Job Skills (usually -2 for booster and -1 for passive if available)
 * Pharaoh Snake debuff (+2)
 * Inner Ability (-1)
 * Decent Speed Infusion (-1)
 * Speed Infusion (-2)
 * V Buff (-1 for 30 minutes)
 * Rune of Swiftness (-3 for 3~4.5 minutes, surpass limit)
 * Rune of Destruction (-1 for 3~4.5 minutes, surpass limit)
 * Extreme Green Potion (-1 for 30 minutes, surpass limit)
 * Swift Ring (-2 for 9/11/13/15 seconds based on Ring's Skill level respectively with 3 minute cooldown, surpass limit)


 * Note:
 * Attack Delay Level has a minimum limit of 2.
 * If you have at least a modifier that surpass limit, Attack Delay Level can be reduced to 0 (need not be only modifiers that surpass limit).


 * Attack Delay (in milliseconds): $$30 \times RoundUp [BaseDelay \times (10+AttackDelayLevel) / 480] $$

Note:
 * Certain skills are not affected, such as Hurricane (these skills have a fixed Delay instead of a Base Delay that is influenced by Attack Speed)
 * Normal Attack is also influenced by Attack Speed.

Bind Skill Duration
Based on the damage done by the bind skill, the bind duration varies. The bind has a minimum duration based on the skill level (10 second at maximum) and can be increased by another 100% of this base duration, depending on the damage done by the bind skill itself.
 * Bind Skill Duration Extension % (max 100% extension): $$BindDamage/MonsterHP \times 1000$$

The exact same monster can be binded only once every 90 seconds by any bind skill with the duration extension mechanic. However, Kanna's Vanquisher Bind and Hyper Attack skill, as well as Zero's Critical Bind have separate resistance cooldown.

Skill Duration, Cooldown Reduction

 * Final Buff Duration: $$(BaseDuration + HyperDuration)(1+Buff%)$$, where Buff% is additive to one another, expressed in decimals and does not affect 5th job skills, Hyper skills, Oz/Detectives Ring skills and skills that specifically states so.

You can obtain Buff Duration % (Buff%) from the following:
 * Certain Job Skills
 * Inner Ability: Up to +50%
 * Empathy Trait: +1% every 10 Empathy level rounded down
 * Mechanic Union Attacker: +5%/10%/15%/20%/25% based on attacker rank
 * Union Buff Duration: Up to +40%
 * Monster Farm Petite Arkarium: +5%
 * Monster Farm Von Bon: +5%
 * Monster Farm Commander Will: +6%

Same logic applies but buff duration % affects buffs only while summon creature duration % affects summons only (excluding 5th job skills).
 * Summon Creature Duration

You can obtain Summon Creature Duration % from the following:
 * Captain/Corsair Union Attacker: +4%/6%/8%/10%/12% based on attacker rank
 * Monster Farm "Yeti" Category: +1% to +7% based on highest rank monster owned and alive.
 * Monster Farm Spiderling: +1%
 * Monster Farm Bully Jack: +6%
 * Monster Farm Yeti Couple in Love: +7%


 * Final Skill Cooldown: $$BaseCooldown(1-CDR%)-PotentialCDR $$
 * PotentialCDR will not apply if the cooldown (after CDR%) is 5.000 seconds or less.
 * Each source of PotentialCDR will be converted to 5% CDR (different sources are summed up, then multiplied by the remaining cooldown) if the base cooldown (before CDR%) is between 5.001 to 9.999 seconds. Minimum cooldown is 5 seconds after factoring in PotentialCDR (other sources of CDR can bypass this limit).
 * CDR% sources include: Hyper Cooldown Cutter, Mercedes Union Attacker (2% to 6% based on attacker rank)
 * PotentialCDR can be obtained from Legendary Potentials on Hats (1 or 2 seconds) and Legendary Additional Potentials on Hats (1 second)

Defense

 * Defense: $$ [1.5 \times STR + 0.4 \times DEX + 0.4 \times LUK + EquipDEF + SkillDEF] \times (1+DEF %)$$
 * Note:
 * DEF % is additive with each other and expressed in decimals.

Monster's Damage

 * Minimum monster damage: $$A \times (0.85 \times MonsterATT - B \times DEF) $$, where $$(B \times DEF)$$ is '''capped at 68% of Monster ATT value.
 * Maximum monster damage: $$A \times (MonsterATT - B \times DEF) $$, where $$(B \times DEF)$$ is '''capped at 80% of Monster ATT value.

🇨🇴
 * Value of A
 * Higher level than monster

🇨🇴 🇨🇴
 * Lower level than monster
 * Value of B


 * Note:
 * The DEF formula does not apply to %HP Attacks.
 * If your DEF is still high enough to receive minimum monster damage even after the reduction of DEF effectiveness due to higher monster levels, you will receive the minimum damage as though the penalty did not exist if you got hit.
 * There are 2 types of further Damage reduction: Damage from enemy attacks reduction and Damage Absorption
 * Damage Reduction only works on attacks with a variance in damage (basically does not work on attacks with fixed damage)
 * Damage Absorption works on all attacks except for damage that deals %HP.
 * All Damage reduction effect from skills and equipments are calculated after the regular defense formula. Different sources of the same type adds up while the 2 different types will stack multiplicatively using each type's sum.

In general, to receive the absolute minimum damage according to the Defense logic, it should match 80% of the monster's ATT value, assuming that the monster is not higher levelled than you.

Map-based Monster Damage Modifier
If it is a Star Force Map or an Arcane Force Map, monster damage dealt (not Monster ATT) will be multiplied by a constant based on your force levels, applied after the standard calculations.


 * Star Force


 * Arcane Force

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 %):
 * $$[\sqrt {DEX + 2 \times LUK} - \sqrt {Monster Accuracy} - 2 \times (Monster Level - Character Level)] \times (1+Evasion Rate %)$$


 * Note:
 * $$ EvasionRate% $$ is expressed in decimal and is additive with each other.
 * Monster will ignore some of your dodge chance if you are lower levelled than the monster.
 * Dodge chance is limited to 90%.
 * For Crossbow Master/Marksman's Extreme Archery: Crossbow/Reckless Hunt:Crossbow skill, the value of DEX + 2×LUK is reduced by 5% per Skill Level (50% reduction at max).

Monster HP
Standard regular monsters have a standard amount of HP based on its level. The formula is: $$BaselineHP \times LevelMultiplier$$


 * Baseline HP
 * Level 1~3: $$5 \times Level + 10$$
 * Level 4~10: $$15 \times Level - 25$$
 * Level 11~20: $$25 \times Level - 125$$
 * Level 21~25: $$30 \times Level - 225$$
 * Level 26~29: $$70 \times Level - 1240$$
 * Level 30~31: $$90 \times Level - 1800$$
 * Level 32~45: $$100 \times Level - 2100$$
 * Level 46~50: $$120 \times Level - 3000$$
 * Level 51~55: $$200 \times Level - 7000$$
 * Level 56~60: $$300 \times Level - 12500$$
 * Level 61~65: $$400 \times Level - 18500$$
 * Level 66~70: $$500 \times Level - 25000$$
 * Level 71~75: $$1000 \times Level - 60000$$
 * Level 76~125: $$2000 \times Level - 135000$$
 * Level 126~127: $$2000 \times Level - 134000$$
 * Level 128~150: $$5000 \times Level - 515000$$
 * Level 151~180: $$10000 \times Level - 1270000$$
 * Level 181~250: $$20000 \times Level - 3070000$$


 * Level Multipliers
 * Level 1~29: 1
 * Level 30~100: 2
 * Level 101~109: $$0.01 \times Round(Level^2/50)$$
 * Level 110~159: $$0.015 \times Round(Level^2/50)$$
 * Level 160~250: $$0.02 \times Round(Level^2/50)$$

Certain enhanced monsters will have stronger HP and gives more EXP.
 * Star Force Monsters
 * Any level: 5x HP, 3x EXP


 * Arcane Force Monsters
 * Level 200~209 (standard maps): 3x HP, 1.8x EXP
 * Level 209 (hidden maps): 5.2x HP, 3x EXP
 * Level 210~219: 6x HP, 3.5x EXP
 * Level 220~229: 7.3x HP, 3.5x EXP
 * Level 230~240: 8x HP, 3.65x EXP
 * Level 241~250: 10x HP, 3.7x EXP

Reboot Monster Stats
In Reboot world, monsters will have enhanced HP and EXP (compared to the exact same monsters in regular worlds), as follows.
 * Regular Monsters
 * Level 10~19: 1.5x HP, 1.35x EXP
 * Level 20~34: 2x HP, 1.5x EXP
 * Level 35~39: 2.5x HP, 1.7x EXP
 * Level 40~59: 3x HP, 1.9x EXP
 * Level 60~69: 4x HP, 2.4x EXP
 * Level 70~99: 4.5x HP, 2.5x EXP
 * Level 100~250: 5x HP, 2.7x EXP


 * Star Force Monsters
 * Any level: 1.5x HP, 1.2x EXP


 * Arcane Force Monsters
 * Level 200~209: 2.4x HP, 2.3x EXP
 * Level 210~219: 2.1x HP, 2.3x EXP
 * Level 220~250: 1.7x HP, 2.3x EXP

Level Difference
EXP adjustments applied is applied directly to basic EXP, which means all your EXP Boosts will also be affected by this.
 * Similar Level
 * 0 to 4 levels above or below monster's level: +10%
 * 5 to 9 levels above or below monster's level: +5%


 * Higher level than monsters
 * 11 levels or more above monster's level: -1% per 2 levels above after 10 levels above rounded up, up to -5% (20 levels above)
 * 21 levels or more above monster's level: -10%, followed by -1% for every level above after 20 levels above, max -30%.


 * Lower level than monsters
 * 11 to 20 levels below monster's level: -1% per level below after 10 levels below, up till -10% (20 levels below)
 * 21 levels or more below monster's level: -30%, followed by -4% for every level below after 20 levels below, max -90%.

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Cursed Runes
If runes/baits are not taken 5 minutes after it spawn, there will be a final EXP penalty. However, there are certain exceptions where you will not be affected by the cursed rune:
 * You have taken a rune/bait and the rune/bait is on cooldown.
 * A bait in the map has been taken within the past 5 minutes. (Timer will reset to 0 after taking the bait even though there are still baits in the map)

The EXP multipliers as follows (Combo Orbs are also affected by this):
 * Cursed Rune Stage 1 (5:00~9:59 after rune/bait spawned): -50%
 * Cursed Rune Stage 2 (10:00~14:59 after rune/bait spawned): -65%
 * Cursed Rune Stage 1 (15:00~19:59 after rune/bait spawned): -80%
 * Cursed Rune Stage 2 (20:00 and beyond after rune/bait spawned): -100%

Party EXP

 *  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: In addition, these requirements must also be fulfilled:
 * 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 this happens EXP is distributed solely on damage, without giving any party bonus EXP.
 * Members must be on active mode. If they are on inactive mode for 5 seconds (active mode switches to inactive mode after 5 seconds of no attacks), they will stop leeching EXP. The following situations describe what is counted as active (walking around is not counted as active):
 * Using buffs
 * Attacking (regardless whether or not it actually lands on a monster or not, summons are excluded)
 * Getting hit by monsters (regardless whether or not it deals damage or the character dodged it) / poisoned

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 are added after the multiplicative multipliers. Example: The character has 2x EXP event and Level 1 Elven blessing, so the EXP Multiplier will be 100% ×2 +10% = 210% and not (100%+10%) ×2 = 220%
 * Group 2 and Group 3 only stacks in GMS.
 * For the Additive EXP Buffs, Skill Additive EXP Bonuses are calculated together before it is rounded off. Example: The character has S rank Zero Union Attacker (+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 (minimum 1 EXP)

EXP Boost List
 * Group 1 (Cash shop coupons, only the highest multiplier is used)
 * 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, only the highest multiplier is used, does not stack with Group 3 except in GMS)
 * Happy winter: 1.2x for 1 hour
 * Union EXP buff: 2x EXP for 10/20/30 minutes
 * Enjoyable winter: 1.5x for 30 minutes
 * 1.5x EXP coupon from event quest, Hekaton, Saturday/Sunday Monster Park Boxes, MVP daily gift: 1.5x
 * 2x EXP coupon from event quest, Fairy Bros Daily Gift, Saturday/Sunday Monster Park Boxes: 2x
 * 3x EXP coupon from event quest: 3x


 * Group 3 (Server events, does not stack with Group 2 except in GMS)
 * Server 1.5x event: 1.5x
 * Server 2x event: 2x
 * Server 3x event: 3x

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 Union Attacker: +4/6/8/10/12% (Attacker rank B/A/S/SS/SSS)
 * Monster farm Petite Orchid: +3%
 * Monster Farm Petite Mercedes: +3%
 * Lucky Dice "6": +30%/40%
 * Union Obtained EXP: Up to +10.00%
 * Eluna Skill EXP Buff: +1%/2%/4%/6%/8%/10%

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
 * Spirit pendant: +10/20/30% (<1 hour/ 1~2 hour/> 2 hours)
 * Prepared Spirit pendant: +30%

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% (can be +150%/200% if event allows it) for 3 minutes, cooldown 15 minutes upon activation. (Duration can be extended with Evan Link Skill up till 50% longer as well as event effects)
 * Wolf Chair buff: +50% for 30 minutes after sitting on the chair for 30 minutes
 * Monster Park Extreme Gold Potion: +10% for 30 minutes
 * Skills (may not be exhaustive)
 * Holy Symbol: +21% ~ +50% depending on skill level, does not stack with Decent Holy Symbol
 * Decent Holy Symbol: +20% ~ +32% depending on skill level, does not stack with Holy Symbol
 * Showdown: +1% ~ +10% depending on skill level and hyper skill
 * Demon Cry: +5% ~ +20% depending on skill level
 * Kanna's Spirit Monkey: +11% ~ +30% depending on skill level
 * Eluna Skill EXP: +2%/4%/6%/8%/10% for 10 minutes, cooldown 10 minutes
 * Falling Shining Star Weather Effect: +20% for 30 minutes
 * MVP Weather Buff: +50% for 30 minutes
 * Ursun's Gift Weather Buff: +50% for 30 minutes
 * Lightning 's Gift Weather Buff: +100% for 30 minutes
 * Special Core Effects: +50% for the specified duration (10 or 20 seconds) when the condition is met

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


 * Party Ring Bonus
 * Welcome Back Ring: +80%

This can be obtained by either playing at a Local Area Network (LAN) Shop or having the "Premium Service Coupon" bought from Cash Shop.
 * Premium Bonus
 * Premium Bonus: +20%

The lines below use a truncation system rather than a rounding off system. +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.
 * Multi kill

+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 1 hour) and decreases when it is occupied (every 15 minutes).
 * Burning Field Bonus

Events can modify this bonus in various ways:
 * Maximum Burning Stage increased to 15 (+110% for Stage 11, +120% for Stage 12, +130% for Stage 13, +140% for Stage 14, +150% for Stage 15)
 * Burning Stage lasting time increase
 * Burning Stage increase time needed reduction

This is only applicable inside Splash Link during the event period. Note that Splash Link maps cannot have Burning Stage.
 * Splash Link Bonus
 * Splash Link Bonus: +120%

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 displayed is 9,999 but combo orbs will continue to appear after 9,999 combo kills every 50 combo kills. The bonus EXP received is based on the combo orb and the lower 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 lower 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 extremely unfavourable.

Assuming that monsters gave regular exp, if your character does not have Aran link skill, you have:
 * 50 to 300 combo kill


 * 350 to 700 combo kill


 * 750 to 1,950 combo kills


 * 2,000 combo kills and beyond (every 50 combo kills)

If your character has Level 1 Aran link skill, you have:
 * 50 to 300 combo kill


 * 350 to 700 combo kill


 * 750 to 1,950 combo kills


 * 2,000 combo kills and beyond (every 50 combo kills)

If your character has Level 2 Aran link skill, you have:
 * 50 to 300 combo kill


 * 350 to 700 combo kill


 * 750 to 1,950 combo kills


 * 2,000 combo kills and beyond (every 50 combo kills)

Assuming you have Level 3 Aran Link Skill (GMS only), you get:
 * 50 to 300 combo kill


 * 350 to 700 combo kill


 * 750 to 1,950 combo kills


 * 2,000 combo kills and beyond (every 50 combo kills)

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 in every single case, especially if you have the Aran Link Skill (in fact the multi kill bonus might as well be non-existent). Therefore it is best to use projectile-based attacks (such as magic arrows of bowmasters, Bat Swarm of Demon Avengers) or Hurricane-like skills to accumulate combo kill quickly than to kill many monsters at once since the bonus EXP rate simply decreases heavily, assuming kill rate is about the same. For monsters with amplified stats like Arcane River, the reduction effect will be less noticeable.

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.

Death EXP Loss
Refer to Ambition Trait for the basic loss.

Final EXP Lost %: $$BasicLoss \times (1-ReduceLoss%) $$, where ReduceLoss% is additive with one another, expressed in decimals.

You can obtain ReduceLoss% from the following:
 * Guild Skill "Don't Fear Death: 2% to 5% based on skill level
 * Monster Farm "Undead" Category: 1% to 7% based on highest rank monster owned and alive.

Meso Drop
Monsters drop a varying amount of mesos, the higher the monster level, the more mesos it will drop if it drops mesos.

Reboot World Monsters will drop 5 times the amount compared to non-Reboot worlds. Amount shown above assumes non-Reboot, +0% mesos obtained and no penalty from level difference (within 10 levels).
 * Minimum mesos dropped: $$6 \times MonsterLevel $$
 * Maximum mesos dropped: $$9 \times MonsterLevel $$

Mesos are denoted by various item-looking sprites based on the amount dropped.
 * Bronze Coin: 1~49 mesos
 * Gold Coin: 50~99 mesos
 * Stack of Notes: 100~999 mesos
 * Coin Sack: 1,000~50,000 mesos

You can increase the mesos dropped by various ways (up to +300%), such as:
 * Legendary Potential on Accessory, Legendary Additional Potential on Armor and Accessory: Up to +100%
 * Phantom Union Attacker: +1% to +5% based on attacker rank
 * Union Wealth Buff: +50% for 10/20/30 minutes
 * Inner Ability: +3% to +20%
 * Monster Farm "Toys/Dolls" Category: +1% to +7% based on highest rank monster owned and alive.
 * Monster Farm Moon Bunny Thief: +4%
 * Rune of Greed: +100% during the 1st 60/78/90/108 seconds (Evan Link Skill Level 0/1/2/3 respectively) of the rune buff duration
 * Wealth Acquisition Potion: +20% for 2 hours

Additionally, the Guild Skill "Small Change" provides 2/4/6/8 mesos for each time mesos (must be dropped by a monster, not player) are picked up, either by the player himself/herself or by the party members.

Level Difference Penalty
Based on level difference between the character and the monster, it will drop a varying amount of mesos. This is applied as a final multiplier to the mesos dropped initially.

The penalty applied will be based on the level of the highest damager to the monster.

Multipliers below exclude GMS exclusive Reboot meso buff.

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Party Meso Splitting
For mesos obtained while hunting in a party, the following split ratio will be applied.
 * Looter: $$BaseMesos \times (0.2+0.8/PartySize)$$
 * Leecher (non looter): $$BaseMesos \times 0.8/PartySize$$

Mesos obtained increase effects will be applied based on the highest damager, applied directly into Base Mesos (intended amount dropped by the monster) before the split.

Party Size is the number of alive party members in the same map regardless of level.

Drop Rate Stacking
Drop rate boosts increases the chance which items drop. However, for some items such as Core Gemstones, Arcane Symbols, quest items and certain boss items, the drop rate increase is halved. (Example: Having +250% drop rate boost would mean only +125% will be applied on such items)


 * Inner Ability: Up till +20%
 * Wealth Acquisition Potion: +20% for 2 hours
 * Monster Farm Seruf: +2%
 * Monster Farm "Erdas" category: +1%~+7% based on highest rank active, only works in Arcane River
 * Holy Symbol Hyper: +30% (cannot stack with Decent Holy Symbol)
 * Decent Holy Symbol: +14%~+22% (cannot stack with Holy Symbol)
 * Various skills
 * Spider Familiars: +40%
 * Legendary Potential and Unique/Legendary Additional Potential (max +300%)
 * Buffs (only 1 can be used at any time)
 * Union Luck buff: +50% for 10/20/30 minutes
 * Cassandra Buff 5 buff: +50% for 30 minutes
 * Kota Kinabalu Chair: +100% for 30 minutes after sitting on the chair for 30 minutes
 * Bountiful Winter buff: +50% for 60 minutes
 * Lucky Winter buff: +100% for 30 minutes
 * 2x Drop buff: +100% for the specified duration on the Use buff
 * Event "Use" buffs: Based on coupon's description (1.5x = +50%, 2x = +100%, for the specified duration)
 * Cash item Twin Coupon: +100%
 * Server 1.5x: +50%
 * Server 2x: +100%
 * Server 3x: +200%

Drop rate is also affected by Cursed Runes and the final drop rate penalty follows that of the EXP rate.

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)

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

Total AP
Levelling AP: $$4+Level \times 5 $$
 * +5 AP for completing 3rd Job Advancement (automatically given for Zero)
 * +5 AP for completing 4th Job Advancement (automatically given for Zero)