MapleStory/Inner Ability

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

Ability Lines

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

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

Earning Honor Points
You can earn Honor points by the following methods:
 * Picking up Medal of Honor from monsters around your level (up to 20 levels above or below) and must be at least Level 50 to get 5-20 Honor Points.
 * Picking up Boss Medal of Honor from most Raid Boss Monsters to obtain 100-200 Honor Points.
 * Using Event Medal of Honor from Events or Dojo or Ursus to obtain a set amount (usually 10,000)
 * Fairy Bros Daily Gift Day 6 provides 10,000 Honor Points.
 * Using "The Seed Medal of Honor" fron clearing Oz Tower/Seed Tower to obtain 100 Honor Points.
 * Level Up (700 Honor per level up starting from Level 49, every 10 levels this value increases by 100, Zero only gets points after Level 100)
 * Clearing Blockbuster such as Black Heaven and Heroes of Maple.
 * Clearing Monster Park on Thursdays or Saturdays (at a chance for Saturdays).
 * Opening Basic Bounty Hunter Pouches for Basic Honor Medal at a chance (500 Honor)
 * Opening Intermediate and Advanced Bounty Hunter Pouches for Intermediate Honor Medal at a chance (1,000 Honor)
 * Opening Superior Bounty Hunter Pouches for Advanced Honor Medal at a chance (2,000 Honor)

Resetting Abilities
Honor points can be used for resetting all inner abilities, locking a certain ability rank to prevent it from dropping or lock multiple lines to prevent them from being reset.
 * You need to lock the rank before locking any lines. If you choose to lock the rank, rank retains but will not go up either.
 * Rare Abilities cannot be locked since it is the lowest rank and you cannot go below Rare.
 * Alternatively you can use Miracle Circulator from the Cash Shop or events, they can only be used Epic or higher but it does not drop rank. However you cannot lock lines if you use Miracle Circulator. Miracle Circulator always give the maximum value (Stat level in multiples of 6). You can also choose to revert to the old stats if the new stats are deemed undesirable by you.
 * Unique Circulators will reset your ability to the Unique rank, and all 3 lines will be forcefully reset (usable on Rare and Epic only). It can be obtained from Golden Apples at a low chance.
 * Legendary Circulators will reset your ability to the Legendary rank and all 3 lines will be forcefully reset (usable on Rare/Epic/Unique abilities only). It can be obtained from certain events.
 * Chaos Circulators will forcefully reset the value of each stat, but it will not change the rank. The possible values will be within the same "minimum rank" stated compared to your existing stat. The value can improve or become worse, and all 3 lines will be adjusted individually and not a combined application at once.

The rate of the rank changes are as follows (may not be accurate)
 * Honor Points reset (not applicable if rank is locked, rates are approximated)


 * Miracle Circulators

2nd/3rd line rank chances as follows (assumes Legendary Ability rank, values are estimated)

The logic of the lines being selected is as such.
 * No lines locked
 * 1) Select the first option according to the weight among the available options arranged in a predetermined order, based on the determined rank.
 * 2) Separation into upper/lower sections based on the location of the selected option
 * 3) Select options one by one according to the weight in each of the two sections based on the line's decided rank
 * 4) Final selection of one of the two selected options with uniform probability and set as the second option
 * 5) Select the third option in the same way, where the upper and lower section is counted up to the last obtainable line or an already chosen line, whichever is earlier.


 * 1 line locked
 * 1) Separation into upper/lower sections based on the location of the locked option
 * 2) Select options one by one according to the weight in each of the two sections based on the line's decided rank
 * 3) Final selection of one of the two selected options with uniform probability and set as the second option
 * 4) Select the third option in the same way, where the upper and lower section is counted up to the last obtainable line or an already chosen line, whichever is earlier.

(In other words, when 2 lines are locked, the pool of lines above the locked line that is higher in the sequence is 25% chance, the pool of lines below the locked line that is lower in the sequence is 25% chance, and the lines in between the 2 lines in the given sequence is 50% chance.
 * 2 lines locked
 * 1) Separation into upper/lower sections based on the location of the locked options
 * 2) Select options one by one according to the weight in each of the two sections based on the line's decided rank, where the upper and lower section is counted up to the last obtainable line or an already locked line, whichever is earlier.
 * 3) Final selection of one of the 4 selected options (if the upper/lower contains no available lines to pick, it would br 2 selected options) with uniform probability and set as the third option.

The sequence of the stat is as follows: (Credits to http://www.southperry.net/showthread.php?t=58373) Struckthrough stats are no longer obtainable, but it is still listed below for clarity. For lines requiring a certain rank, they will be excluded if the decided rank is below the minimum, so the lines to sandwich has to be adjusted to a minimum-Unique rank if you are looking for a Unique rank stat.
 * 1) Final STR
 * 2) Final DEX
 * 3) Final INT
 * 4) Final LUK
 * 5) Jump (Originally Accuracy)
 * 6) Speed (Originally Avoidability)
 * DEF
 * 1) DEF (Originally Magic DEF)
 * 2) Max HP
 * 3) Max MP
 * 4) Jump (maximum Unique)
 * 5) Speed (maximum Unique)
 * 6) Weapon ATT (minimum Epic)
 * 7) Magic ATT (minimum Epic)
 * 8) Critical Rate (minimum Epic for Miracle Circulators, minimum Unique for resets)
 * 9) Final all stats
 * 10) Attack speed +1 (minimum Legendary)
 * 11) Final STR (Originally Weapon DEF to Magic DEF)
 * 12) Final DEX (Originally Magic DEF to Weapon DEF)
 * 13) Final INT (Originally Accuracy to Max MP)
 * 14) Final LUK (Originally Avoidability to Max HP)
 * 15) AP STR to Final DEX
 * 16) AP DEX to Final STR
 * 17) AP INT to Final LUK
 * 18) AP LUK to Final DEX
 * 19) Final Weapon ATT +1 every 10~16 levels (minimum Legendary)
 * 20) Final Magic ATT +1 every 10~16 levels (minimum Legendary)
 * 21) Max HP % (minimum Unique, Originally Accuracy %)
 * 22) Max MP % (minimum Unique, Originally Avoidability %)
 * 23) DEF % (minimum Unique)
 * 24) DEF % (minimum Unique, Originally Magic DEF %)
 * 25) Max HP % (minimum Unique)
 * 26) Max MP % (minimum Unique)
 * 27) Mesos Obtained (Originally Hit Rate %)
 * 28) Evasion Rate % (minimum Unique)
 * 29) Damage to Boss monsters % (minimum Unique)
 * 30) Damage to Normal monsters %
 * 31) Damage to towers in Aswan (minimum Epic)
 * 32) Instant kill chance of monsters in Aswan supply mode
 * 33) Damage to targets with status effects %
 * 34) Final Weapon ATT +1 every 10~20 levels (minimum Legendary, Originally Accuracy to Final Damage)
 * 35) DEF to Final Damage (minimum Unique)
 * 36) Final Magic ATT +1 every 10~20 levels (minimum Legendary, Originally Magic DEF to Final Damage)
 * 37) Critical Rate (minimum Epic, Originally Ignore Magical Damage based on Weapon DEF)
 * 38) Final all stats (Originally Ignore Physical Damage based on Magic DEF)
 * 39) Cooldown skip chance (minimum Unique)
 * 40) Passive skill levels +1 (minimum Legendary)
 * 41) Multi-target skills' max target +1 (minimum Legendary)
 * 42) Buff duration
 * 43) Item drop rate
 * 44) Mesos Obtained
 * 45) Final STR and Final DEX
 * 46) Final STR and Final INT
 * 47) Final STR and Final LUK
 * 48) Final DEX and Final INT
 * 49) Final DEX and Final LUK
 * 50) Final INT and Final LUK
 * 51) Final DEX and Final STR
 * 52) Final INT and Final STR
 * 53) Final LUK and Final STR
 * 54) Final INT and Final DEX
 * 55) Final LUK and Final DEX
 * 56) Final LUK and Final INT

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


 * If you want the locks, you have to pay for it every single reset and all the costs add up depending on how many locks you want.
 * Example: You reset a legendary ability. 100 points are needed for a reset. 10,100 points are needed per reset with a rank lock. 13,100 points are needed to reset with rank lock and single line lock. 18,100 points are needed for a reset with rank lock and double line lock. So if you want to reset 5 times with rank lock at legendary with double line lock it will cost you 18,100×5 = 90,500 points.

Ability Stat List
Here are the list of possible abilities that you can get. There are a total of 46 lines (31 lines are available at Rare, 34 lines are available at Epic, 41 lines are available at Unique and 44 lines are available at Legendary) Rating suggestion ranges from A (most recommended) to F (not recommended/useless) to help in decision making. You should aim for 3 of the stats graded A or B as that is the maximum benefit given.
 * Note: You will see honor stat levels below, but they does almost nothing except to determine what amount you get and the possible ranks to achieve it. In fact it cannot be levelled up.
 * Only your top-most line follows the minimum rank congruently, your other 2 lines can disobey the rank (meaning you can have Legendary rank but these 2 lines can still be at Rare rank). Maximum rank for bottom 2 lines is Unique.
 * You cannot have multiple lines of the exact same stats.
 * All Flat Stat Bonuses are not affected by its % variants and are added after the % is added. Other stat increases (including ATT and Magic ATT) are affected by % increases as they are coded the same way as other sources of the same stats, which are affected by % increases. Coding source: http://www.southperry.net/showthread.php?t=58373
 * Note that stat level has been renumbered for this page to reduce confusion (since in a set of 10 stat level, the first 4 stat levels are unobtainable however they are still coded in the game)
 * Ranged stat levels mean that the probabilities are weighted, so a stat value with a higher range of stat level means that you will have a higher chance of getting that line.
 * "Bossing" refers to the conventional guides leading your character to fight Raid Bosses.
 * "Training" refers to somewhat disposable characters (link/union mules) that will probably never fight a raid boss (excluding Weekly Dojo, if you do not mind the low performance inside

Rare
🇨🇴

Damage Increase to Monster with Abnormal Status
Deal more % damage to monsters inflicted with any status.

Tip: Magician Link Skill counts too 🇨🇴
 * Rating Suggestion (bossing)
 * Jobs that can inflict such statuses: B
 * Joining a party with a member that can inflict such statuses: E
 * Everyone else: F
 * Rating Suggestion (training)
 * Jobs that can inflict such statuses: D
 * Everyone else: F

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

🇨🇴

🇨🇴

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

🇨🇴

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

🇨🇴

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

🇨🇴

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

🇨🇴

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

🇨🇴

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

🇨🇴

Meso Obtained Increase
Increase amount of mesos obtained from monsters. Stacks with values from equips, Phantom Union Attacker effect, Union's Wealth Buff and Rune of Greed. 🇨🇴
 * Rating Suggestion (bossing)
 * Everyone: F
 * Rating Suggestion (training)
 * Characters that loots mesos: D
 * Everyone else / monsters do not drop mesos: F

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

🇨🇴

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

🇨🇴

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

🇨🇴

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

🇨🇴

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

🇨🇴

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

🇨🇴

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

🇨🇴

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

🇨🇴

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

🇨🇴

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

🇨🇴

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

🇨🇴

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

🇨🇴

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

🇨🇴

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

🇨🇴

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

🇨🇴

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

🇨🇴

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

🇨🇴

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

🇨🇴

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

🇨🇴

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

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

🇨🇴

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

Epic
🇨🇴

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

Critical Rate Increase
Increases chance of a critical hit. +5%~+10% (Stats Level 1~6) is only possible from either circulators or Unique/Legendary regular resets. 🇨🇴
 * Rating Suggestion (bossing)
 * Characters without 100% critical rate: A
 * Bowmans with 100% critical rate: D
 * Everyone else: F
 * Rating Suggestion (training)
 * Characters without 100% critical rate: A
 * 5th Job Bowmans with 100% critical rate: D
 * Everyone else: F

🇨🇴

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

Unique
🇨🇴

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

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

🇨🇴

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

🇨🇴

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

🇨🇴

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

🇨🇴

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

🇨🇴

Avoidability Boost
Increase your Dodge Chance by a certain percentage multiplicatively (added as Evasion Rate %) 🇨🇴
 * Rating Suggestion (bossing)
 * Everyone: F
 * Rating Suggestion (training)
 * Characters with high LUK and DEX but low HP/DEF: D
 * Everyone else: F

Legendary
🇨🇴

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

🇨🇴

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

🇨🇴

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

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

🇨🇴

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

🇨🇴

🇨🇴