MapleStory/Bonus Stats



This page covers the equipment bonus stat system that increases the basic stats of certain equipment even before any enhancements. However, it will not affect scaled enhancements.

The Bonus Stats system always add stats and it will never deduct stats (unless you apply a Rebirth 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 bonuses are not subjected to equipment level. Bonus stats on equipments will be written in green.

Note that the following equipment types cannot receive Bonus Stats.
 * Rings
 * Shoulderpad (Scarlet Shoulderpad can be flamed however)
 * Medals
 * Emblems
 * Badges
 * Android
 * Android Hearts
 * Secondary Weapons (including shield and katara)

Mechanics
A summary table is provided for convenience.
 * For every line, there are 7 tiers in it. They are random and do not work like potentials. Every line has its own tier.
 * For Elite Boss/Rune of Njord drops, the higher tier is only applied when it is first obtained, usage of flames will treat it as a normal equipment (and hence limited to tiers 1~5).
 * Certain items have a fixed tier for flame stats.
 * Lines cannot be duplicated. All the possible stats have an equal chance of appearing.
 * Number of Lines
 * Tier Range

For normal items (equipment without flame advantage), elite boss drops and rune of njord drops, the number of lines are determined with a set chance, and it varies based on the method of resetting the stats.

The probability of each tier is described as such.
 * Equipment without flame advantage


 * Equipment with flame advantage

(For older items with flame advantage in MSEA, their tiers might be lower as the bonus stat is not changed after 8 August 2018)

For elite boss and Rune of Njord drops, the tier is decided once and applied to all the stats at once, and the tier will be 2 tiers above the stated of equipmemt without flame advantage. For other items, the tier is decided separately for each stat.

The same probabilities can be found on the Korean MapleStory website here: https://maplestory.nexon.com/Guide/OtherProbability/game/gameAddOption

Flame Advantage
Most equipment from raid bosses are classified as Flame Advantage equips, though some are excluded. Also, some equipment that are not awarded by slaying raid bosses are also classified as Flame Advantage equips. Flame Advantage equips gain much better bonus stats compared to normal equips.
 * It will always receive 4 lines.
 * It will receive 2 tiers higher than normal equips.

Pink Holy Grail is a Flame Advantage item while Xiamen Earring is a normal item.

Resetting Bonus Stats
Bonus Stats can be reset using Rebirth Flames by double clicking on the flame. It will then bring you to the equipment tab, where equipment that the flame cannot be used on will have its box coloured red.



Upon successful usage, there will be a notice on the chatbox.



Item type will determine whether or not the flame can be used. The type of flame used as well as whether or not the equipment has Flame Advantage, will determine the stat quality.

Item Dots
On the top left of the item icon in the item stats, there will be a dot in the icon which determines whether or not levelled flames can be applied.
 * Transparent Dot (If an item has a Transparent dot then all flames can be used on it however, flames with item level restrictions cannot be used on a level 151 and above item with a transparent dot, since these flames only work on items up to level 150)
 * White Dot (If an item has a White dot then only flames without item level restrictions can be used on it)

Rebirth Flames
There are a few types of flames with varying performance. Karma type flames can only be used on untradable items, and the performance follows that of the normal type flames. These flames give bonus stats to Transparent Dot items whose level is equal or below the level stated in the flame. Has a higher chance of bonus stats being a Tier 4 instead of Tiers 1~3 (Tiers 3~5 with a chance of Tier 6 for Flame Advantage equips) compared to levelled flames. Bonus Stats will be guaranteed at least Tier 2 (Tier 4 for Flame Advantage equips). Lines will be usually Tiers 2~4 with a 1% chance of it being Tier 5 (Tiers 4~6, with a 1% chance of Tier 7 for Flame Advantage equips) Bonus Stats tier are the same as Powerful Rebirth Flame, additionally allows you to choose before and after bonus stats results. Bonus Stats tier are the same as Eternal Rebirth Flame, additionally allows you to choose before and after bonus stats results.
 * Rebirth Flames Level 100/110/120/130/140/150
 * Powerful Rebirth Flame
 * Eternal Rebirth Flame
 * Obsidian Flame
 * Black Rebirth Flame

Flame Acquisition Methods
You can get flames through various methods. All flames are tradable unless specified.


 * Levelled Rebirth Flames (sorted in order by each respective boss's crystal price):
 * Level 100: Gachapon (untradable)
 * Level 110: Normal Zakum, Easy Papulatus, Easy Magnus, Chaos Zakum, Normal Root Abyss, Julieta, OMNI-CLN / Kawoong, Normal Magnus, Normal Papulatus, Chaos Papulatus
 * Level 120: Normal Hilla, Normal Mori Ranmaru, Easy Horntail, Normal Horntail, Easy Von Leon, Julieta, Chaos Horntail, Normal Pink Bean, Normal Von Leon
 * Level 130: Easy Arkarium, Julieta, Hard Von Leon, Normal Arkarium, Hard Mori Ranmaru, Hard Hilla, Chaos Pink Bean
 * Level 140: Easy Cygnus, Normal Cygnus, Princess No
 * Level 150: Chaos Root Abyss, Hard Magnus, Akechi Mitsuhide, Normal Lotus, Normal Damien, Normal Guardian Angel Slime, Easy Lucid, Normal Lucid, Normal Will, Normal Gloom / Dusk, Normal Darknell / Djunkel, Hard Damien, Hard Lotus, Hard Lucid, Hard Will, Chaos Guardian Angel Slime, Chaos Gloom / Dusk, Hard Darknell / Djunkel, Hard Verus Hilla / Heretic Hilla, Hard Chosen Seren / Serene, Black Mage

These can be extracted for Rebirth Fragments to craft Powerful, Eternal and Black Rebirth Flames. Additionally, harvesting special herbs and mines can also award Rebirth Flames Level 110/120/130/140/150 randomly.


 * Powerful Rebirth Flames/Crimson Resurrection Flame
 * Master Craftsman Accessory crafting recipe (x30 Mana Crystal, x5 Rebirth Fragment, x30 Fine Spell Essence, x5 Unrelenting Flame, expires in 7 days)
 * Legion Coin Shop (100 Union/Legion coin each, each character can buy 3 per week, untradable, expires in 10 days)
 * Mu Lung Dojo (25,000 Points, 1 per week, untradable, expires in 7 days)
 * Ursus (x40 Animal Bone, x40 Animal Fur, x20 Stiff Leather, x5 Ursus Paw, x1 Ursus Soul Fragment, No limits on the amount that can be purchased, untradable, expires in 7 days)
 * Bounty Hunter Pouches (low chance from Superior/Premium pouches, untradable, expires in 7 days)
 * Monster Collection exploration 6 or 24 hours (low chance, tradable within account, expires in 7 days)
 * Elite Monsters and Champions (low chance in GMS, very low chance and drop rate increases with monster level in non-GMS, expires in 7 days)
 * The following bosses as of the Maple LIVE update (sorted in order by each respective boss's crystal price):
 * Normal Lotus, Normal Damien, Normal Guardian Angel Slime, Easy Lucid, Normal Lucid, Normal Will, Normal Gloom / Dusk, Normal Darknell / Djunkel, Hard Damien, Hard Lotus, Hard Lucid, Hard Will, Chaos Guardian Angel Slime, Chaos Gloom / Dusk, Hard Darknell / Djunkel, Hard Verus Hilla / Heretic Hilla, Hard Chosen Seren / Serene, Black Mage


 * Karma Powerful Rebirth Flames/Karma Crimson Resurrection Flames
 * Events, Event shops (usually untradable and expires in 7 days)
 * Legion Coin Shop (50 Union/Legion coin each, each world can buy 20 per week, untradable, expires in 10 days)


 * Eternal Rebirth Flames/Rainbow Resurrection Flame
 * Meister Accessory crafting recipe (x40 Mana Crystal, x10 Rebirth Fragment, x20 Grand Spell Essence, x5 Forever Unrelenting Flame, expires in 7 days)
 * Bounty Hunter Pouches (low chance from Premium pouches, untradable, expires in 7 days)
 * Monster Collection exploration 24 hours (low chance, tradable within account, expires in 7 days)
 * Elite Monsters and Champions (low chance in GMS, very low chance and drop rate increases with monster level in non-GMS, expires in 7 days)
 * Event shops (usually untradable and expires in 7 days)
 * The following bosses as of the Maple LIVE update (sorted in order by each respective boss's crystal price):
 * Normal Guardian Angel Slime, Easy Lucid, Normal Lucid, Normal Will, Normal Gloom / Dusk, Normal Darknell / Djunkel, Hard Damien, Hard Lotus, Hard Lucid, Hard Will, Chaos Guardian Angel Slime, Chaos Gloom / Dusk, Hard Darknell / Djunkel, Hard Verus Hilla / Heretic Hilla, Hard Chosen Seren / Serene, Black Mage


 * Karma Eternal Rebirth Flames/Karma Rainbow Resurrection Flames
 * Events, Event shops (usually untradable and expires in 7 days)
 * Legion Coin Shop (150 Union/Legion coin each, each world can buy 20 per week, untradable, expires in 10 days)
 * Fairy Bros.' Daily Gift (18 given on Day 11, x2 for MVP Bronze IV or higher, untradable, expires in 7 days)


 * Obsidian Rebirth Flames
 * Gachapon events


 * Black Rebirth Flame/Black Resurrection Flames
 * Meister Accessory crafting recipe (x500 Mana Crystal, x30 Rebirth Fragment, x50 Grand Spell Essence, x5 Forever Unrelenting Black Flame, expires in 7 days)
 * Elite Monsters and Champions (low chance in GMS, very low chance and drop rate increases with monster level in non-GMS, expires in 7 days)
 * The following bosses as of the Maple LIVE update (sorted in order by each respective boss's crystal price):
 * Normal Gloom / Dusk, Normal Darknell / Djunkel, Hard Damien, Hard Lotus, Hard Lucid, Hard Will, Chaos Guardian Angel Slime, Chaos Gloom / Dusk, Hard Darknell / Djunkel, Hard Verus Hilla / Heretic Hilla, Hard Chosen Seren / Serene, Black Mage


 * Karma Black Rebirth Flames/Karma Black Resurrection Flames
 * Events, Event shops (usually untradable and expires in 7 days)
 * Legion Coin Shop (250 Union/Legion coin each, each world can buy 20 per week, untradable, expires in 10 days)
 * Fairy Bros.' Daily Gift (1 given on Day 25, x2 for MVP Gold or higher, untradable, expires in 7 days)

Unrelenting Flames, Forever Unrelenting Flames and Forever Unrelenting Black Flames are also needed (together with Rebirth Fragments and other materials) to craft Powerful Rebirth Flames, Eternal Rebirth Flames and Black Rebirth Flames respectively.
 * Unrelenting Flames
 * Kritias Shop (Kritias Commemorative Coin x5, 25 Coins needed to make one Powerful Rebirth Flame)
 * Elite Monsters and Champions (low chance in GMS, very low chance and drop rate increases with monster level in non-GMS)
 * The following bosses as of the Maple LIVE update (sorted in order by each respective boss's crystal price):
 * Hard Damien, Hard Lotus, Hard Lucid, Hard Will, Chaos Guardian Angel Slime, Chaos Gloom / Dusk, Hard Darknell / Djunkel, Hard Verus Hilla / Heretic Hilla, Hard Chosen Seren / Serene, Black Mage


 * Forever Unrelenting Flames
 * Kritias Shop (Kritias Commemorative Coin x10, 50 Coins needed to make one Eternal Rebirth Flame)
 * Elite Monsters and Champions (low chance in GMS, very low chance and drop rate increases with monster level in non-GMS)
 * The following bosses as of the Maple LIVE update (sorted in order by each respective boss's crystal price):
 * Hard Damien, Hard Lotus, Hard Lucid, Hard Will, Chaos Guardian Angel Slime, Chaos Gloom / Dusk, Hard Darknell / Djunkel, Hard Verus Hilla / Heretic Hilla, Hard Chosen Seren / Serene, Black Mage


 * Forever Unrelenting Black Flames
 * Elite Monsters and Champions (low chance in GMS, very low chance and drop rate increases with monster level in non-GMS)
 * The following bosses as of the Maple LIVE update (sorted in order by each respective boss's crystal price):
 * Hard Damien, Hard Lotus, Hard Lucid, Hard Will, Chaos Guardian Angel Slime, Chaos Gloom / Dusk, Hard Darknell / Djunkel, Hard Verus Hilla / Heretic Hilla, Hard Chosen Seren / Serene, Black Mage

Flame Score
Flame score is a social construct to easily measure the power of a set of stats provided by the bonus stat system. Generally, this is used on non-weapons where stats provided can be ambiguous in whether it is truly better or worse.

It involves utilising stat equivalence ratios. One such example of a set of ratios are: Then, by using the primary stat equivalent as the basis of comparison, we could determine the power of a set of stats easily. This primary stat equivalent value (the damage increase is very similar to adding that number of base primary stat directly) is called flame score.
 * 1 secondary stat = 0.125 primary stat
 * 1 job ATT = 4 primary stat
 * 1% all stats = 10 primary stat

It is more accurate to determine the correct stat equivalent for your character, as each character's stat configuration can differ quite wildly. As per the stat equivalence logic, it only applies to the current stat configuration, and any changes to the stats can change such ratios as well. Be careful when making judgements (it should not be too severe in the case of bonus stats).

Some ways to find out your stat equivalence easily can be found below.
 * https://amph.shinyapps.io/starforce/ (tap on "Equivalence Calculator", credits to amphs of MapleSEA)
 * https://docs.google.com/spreadsheets/d/1Q1Dj-2xEovBE1Ldlcqrdcjl1il7IfqF7opJJ2ZXyWl4 (Maple Meta Calculator (Google Sheets version), credits to redditor Masterobert)

The recommended flame score for items are lined out below, and it is calculated based on the example ratios given (in particular, 1% all stats = 10 primary stat ratio). This is just a general guideline, you should always reset the weakest set of bonus stat, and take into account flame advantages (items without flame advantage have much lower flame scores in general)

Also, jumping between these sample guidelines have a wide gap due to combination probability, so when crossing from average to above average, you might need hundreds or thousands of flames. Please be careful.


 * Items with flame advantage
 * Level 200+ items: 70 flame score for starters, 100 flame score for average, 120 flame score for above average, 150 flame score for minmax
 * Level 160~199 items: 65 flame score for starters, 90 flame score for average, 110 flame score for above average, 135 flame score for minmax
 * Level 140~159 items: 60 flame score for starters, 80 flame score for average, 100 flame score for above average, 125 flame score for minmax


 * Items without flame advantage
 * Level 160~199 items: 20 flame score for starters, 40 flame score for average, 55 flame score for above average, 80 flame score for minmax
 * Level 140~159 items: 20 flame score for starters, 40 flame score for average, 50 flame score for above average, 70 flame score for minmax
 * Level 120~139 items: 20 flame score for starters, 40 flame score for average, 50 flame score for above average, 65 flame score for minmax

For Xenons, you would just need to look at All Stats %, Weapon ATT, as well as STR+DEX+LUK. All Stats % and Weapon ATT would have a higher weight (about 1.5x to 2x) than other jobs due to the structure of Xenon's stat composition. For the flame score, we assume that:
 * 1 job ATT = 8 primary stat
 * 1% all stats = 20 primary stat
 * 1 STR = 1 DEX = 1 LUK = 1 primary stat
 * If we compare the equivalent chance of a set value of all stat % against that of a set value of a single stat %, they are pretty similar (3% all stat is similar to 9% single stat on epic, 6% all stat is similar to 15% single stat on unique, 9% all stat is similar to 18% single stat on legendary). So we can assume this to be largely true.


 * Items with flame advantage
 * Level 200+ items: 130 flame score for starters, 180 flame score for average, 250 flame score for above average, 300 flame score for minmax
 * Level 160~199 items: 120 flame score for starters, 160 flame score for average, 200 flame score for above average, 270 flame score for minmax
 * Level 140~159 items: 115 flame score for starters, 150 flame score for average, 180 flame score for above average, 250 flame score for minmax


 * Items without flame advantage
 * Level 160~199 items: 40 flame score for starters, 80 flame score for average, 95 flame score for above average, 130 flame score for minmax
 * Level 140~159 items: 40 flame score for starters, 80 flame score for average, 90 flame score for above average, 120 flame score for minmax
 * Level 120~139 items: 40 flame score for starters, 80 flame score for average, 90 flame score for above average, 115 flame score for minmax

For Demon Avengers, no flame score is needed. Just focus on HP and Weapon ATT. In general, 2 Weapon ATT is similar to +1 tier of HP, so it can be converted to number of tiers of HP or Weapon ATT easily. Since the wildcards available to Demon Avengers are very wide (only requires 2 out of 4 desirable lines), there are no complex ratios to be used.


 * Items with flame advantage
 * Starters: Tier 4 HP
 * Average: Tier 6 HP
 * Above Average: Tier 6 HP + Tier 3 Weapon ATT
 * Minmax: Tier 6 HP + Tier 6 Weapon ATT, or Tier 7 HP + Tier 4 Weapon ATT


 * Items without flame advantage
 * Starters: Tier 2 HP
 * Average: Tier 4 HP
 * Above Average: Tier 4 HP + Tier 1 Weapon ATT
 * Minmax: Tier 4 HP + Tier 4 Weapon ATT, or Tier 5 HP + Tier 2 Weapon ATT

Stats
Here are the possible stats. Different lines that add the same stat will be combined together to show the total bonus stats instead of displaying separately.

The chance of a particular line appearing (before tier considerations) is equal, and duplicate lines are not possible (note that Single Stat increase is considered a different line than Double Stat increase, even though they might contain the same stat.)

Attack Power increase (Non-weapons)
Not affected by Equip Level. However, the item must be at least level 60 and above.

Attack Power increase (Weapons)
Affected by Equip Level and also affected by Weapon's Base Attack Power. For weapons with base Attack Power and base Magic Attack before any bonus stats, it is calculated based on the base Attack Power, not Base Magic Attack.

The proportionality constant of the next tier is 10% higher than the previous tier, and it is stacked up to 4 times (46.41% higher than the lowest possible tier). For normal weapons, it is counted from tier 1, and for weapons with flame advantage, it is counted from tier 3.


 * Normal Weapons (values shown are % of Weapon's base Attack Power, rounded up)
 * Tiers 6~7 are only limited to Elite Boss drops (upon obtaining, any rebirth flames applied will be limited back to Tiers 1~5)
 * Zero weapons and weapons from Elite Bosses are classified as normal weapons. Zero weapon is calculated off Lapis.

For an easier reference for Zero weapons
 * Type 6: 6/13/21/30/41
 * Type 7: 9/20/32/47/64
 * Type 8: 11/23/38/56/76
 * Type 9: 18/40/65/95/131
 * Genesis: 21/46/75/110/151


 * Flame Advantage Weapons (values shown are % of Weapon's base Attack Power, rounded up)

For an easier reference
 * Fafnir Weapons


 * Absolabs Weapons


 * Arcaneshade Weapons


 * Genesis Weapons

Magic Attack increase (Non-weapons)
Not affected by Equip Level. However, the item must be at least level 60 and above.

Magic Attack increase (Weapons)
Affected by Equip Level and also affected by Weapon's Base Magic Attack. For weapons without base Magic Attack before bonus stats, it is calculated based on the base Attack Power.

The proportionality constant of the next tier is 10% higher than the previous tier, and it is stacked up to 4 times (46.41% higher than the lowest possible tier). For normal weapons, it is counted from tier 1, and for weapons with flame advantage, it is counted from tier 3.


 * Normal Weapons (values shown are % of Weapon's base Magic Attack, rounded up)
 * Tiers 6~7 are only limited to Elite Boss drops (upon obtaining, any rebirth flames applied will be limited back to Tiers 1~5)
 * Zero weapons and weapons from Elite Bosses are classified as normal weapons. Zero weapon is calculated off Lapis.

For an easier reference for Zero weapons
 * Type 6: 6/13/21/30/41
 * Type 7: 9/20/32/47/64
 * Type 8: 11/23/38/56/76
 * Type 9: 18/40/65/95/131
 * Genesis: 21/46/75/110/151


 * Flame Advantage Weapons (values shown are % of Weapon's base Magic Attack, rounded up)

For an easier reference
 * Fafnir Weapons


 * Absolabs Weapons


 * Arcaneshade Weapons


 * Genesis Weapons

Speed increase (Non-Weapons)
Not affected by Equip Level.

Jump increase (Non-Weapons)
Not affected by Equip Level.

Special Bonus Stats
These bonus stats are special in which they are very powerful (since 3 out of 4 of them are % based).

They are all not affected by equip level. On Zero weapons, except for "Item Level Requirement Reduction" stat, the stat will be applied twice even though the displayed value on the item remains the same.

All Stats % increase
For non-weapons, the item must be at least level 70. There is no level requirement for weapons.

Damage to Boss Monsters % increase (Weapons)
Weapon must be at least level 90.

Equip level requirement reduction
Note: The new required equip level is automatically displayed as Required Level ("REQ LEV") to equip. However, its enhancement characteristics remains unchanged. The equip will show "REQ LEV : 150" but for potential stats, it still receives the 4th tier (assuming GMS) as the original requirement is Level 160. Applies to all sorts of enhancements, including costs.
 * Example: A Level 160 weapon has this bonus stat: "Required Level : -10".

Item must be at least level 1.
 * Possible values