MapleStory/Formulas

The sections of this article detail various formulas and tables within the game. For all percentage based stats, take it as a whole number.

Stats Related
There are 4 stats: STR, DEX, INT and LUK. When the game states All Stats, it simply means STR, DEX, INT and LUK, nothing else. There are a few components that contribute to your total stats.

Pure Stats
It is the stats that is permanently tied to the character when there are no effects applied to it. Each stat has a default value of 4 as pure stat and Ability Points (AP) is used to increase this. Each character starts with 4 AP, with character level (Level 1 inclusive) providing 5 AP, as well as 3rd Job and 4th Job Advancements giving 5 AP each. In general, total AP is as follows: The maximum number of AP that a Level 275 character will get is 1,389 AP.
 * Before 3rd Job: $$4+Level \times 5$$
 * 3rd Job: $$9+Level \times 5$$
 * 4th Job and beyond: $$14+Level \times 5$$

There are a few ways to identify the pure stats. For Demon Avenger's Pure HP, it is calculated as follows (assume all AP added into HP, each AP gives 15 Pure HP): Note: If AP has been forcefully reset by the game, there may be a permanent adjustment to old Demon Avengers' Pure HP.
 * In the Stats Window, the 4 stats (STR, DEX, INT, LUK) will be shown as: Total Stat (Pure Stat + Additional Stat)
 * When logging into the character before entering 2nd password, the stats shown at the right side is the pure stats.
 * 1st Job: $$220 + 90 \times Level $$
 * 2nd Job: $$395 + 90 \times Level $$
 * 3rd Job: $$470 + 90 \times Level $$ (additional Pure HP compared to 2nd job is given in the form of 5 additional AP)
 * 4th Job and beyond: $$545 + 90 \times Level $$ (additional Pure HP compared to 3rd job is given in the form of 5 additional AP)
 * MSEA: 2nd job and above Demon Avengers made before 30 January 2019: Pure HP +200

Added Stats
Any additional effects that are non-percentages and are affected by percentage increases, are considered as Added Stats. Basically, any sources of stats will be classified under this, except: For effects that increases based on a proportion of pure stats, increase amount is rounded down and classified as Added Stats. There are a few skills with such effects: For Totalling Ring, the increase in stats will be calculated first based on the sum of stats at the time of casting, rounded down, then classified as added stats.
 * Hyper Stats (STR, DEX, INT, LUK only)
 * Arcane Symbols
 * Ability (STR, DEX, INT, LUK only)
 * Maple Union Attacker Effects
 * 4th Job Maple Warrior: +1%~+16%
 * 5th Job Pirate's Banner: +10%~+25% for party members near the flag


 * Special Job Effects
 * Demon Avenger: HP (non percentage) on equipments and set effects is halved.
 * Kanna: MP (non percentage) on equipments is added as Added HP.

Base Total Stats is the sum of Pure Stats and Added Stats, rounded down. In other words: $$PureStats + AddedStats$$, rounded down.

Percentage Stats
Percentage Stats will increase the stat by a percentage of the base total stat. Percentage stats are mostly found in: For All Stats %, it is basically the same as STR %, DEX %, INT % and LUK %, just that all stats are increased at the same time at the same percentage. It is added to singular percentage increases and not multiplied.
 * Job Skills
 * Echo of Hero: +4% ATT and Magic ATT for 40 minutes, cooldown 2 hours (buff is applied to everyone in the same map when used)
 * Equipment Potentials
 * Certain Link Skills
 * Equipment Bonus Stats (STR, DEX, INT, LUK only)
 * Hyper Stats (HP and MP only)
 * Set Effects (usually only for HP and MP)
 * Dominator Pendant (+10% HP and MP), Chaos Horntail Necklace (+10% HP and MP), Source of Pain (+5% HP)
 * Alchemy Potion (All Stats +5%/10% for 40 minutes, cooldown 60/50 minutes respectively)

After increasing the base total stats by the percentage, the end result is rounded down.

Final Stats Increase
Final Stats is the non-percentage increases that are also not affected by percentages. There are only a few sources for this: For Final ATT/Magic ATT, it is only found in these sources:
 * Hyper Stats (STR, DEX, INT, LUK only)
 * Arcane Symbols
 * Ability (STR, DEX, INT, LUK only)
 * Maple Union Attacker Effects
 * Inner Ability Weapon ATT based on Level: +1 Final Weapon ATT every 10~16 character levels, rounded down
 * Inner Ability Magic ATT based on Level: +1 Final Magic ATT every 10~16 character levels, rounded down
 * Kanna's Elemental Blessing Beginner Skill: +1 Final Magic ATT every 700 MaxHP, rounded down
 * Monster Farm Luminous (Equilibrium): +1 Final ATT and Final Magic ATT every 20 character levels, rounded down

Final Total Stats
Essentially, the final total stats is calculated as follows: $$BaseTotalStats \times (1+Stat%/100) + FinalStats$$, rounded down.

All Stats, HP, MP, DEF, ATT and Magic ATT is calculated separately with each stat using the same stat throughout the calculation.

Damage Related
Damage is made up of various components.

Weapon Multiplier
It is the hidden multiplier that will affect damage dealt. It varies based on the weapon worn and the job. For most jobs, it is not so important as most jobs only have 1 weapon to choose.

Mastery
Mastery is the weapon proficiency which allows more consistent damage. 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 all jobs, except Hayato and Kanna For Zero, there is no 2nd job mastery skill, instead it will come from Long/Broad Sword Mastery directly as a 4th Job equivalent skill.
 * All 2nd job Mastery: +14%~+50%
 * All 4th job Expert: +6%~+22% (it will be written as +56%~+72% but this value replaces the 2nd Job Mastery)
 * Additional Mastery
 * Hayato: Beginner Skill (+75%)
 * Kanna: Beginner Skill (+40%), 4th job Kasen (+11%~+27%)
 * Kinesis: 4th Job Critical Rush Skill (+1% every 30 to 49 Combo Kill)
 * Paladin: 4th Job Paladin Expert (+3%)

Stat Value

 * All Jobs except Demon Avenger: $$ Total Primary Stat \times 4 + Total Secondary Stat $$
 * Demon Avenger: $$floor(PureHP/3.5) + 0.8 \times floor((TotalHP-PureHP)/3.5) + STR $$


 * Note
 * Total HP ignores the 500,000 practical HP limit. Mouse over the "HP" section in the Ability Stats to view the Total HP if it exceeded 500,000.
 * Pure HP is worth 25% more compared to 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)
 * Primary and Secondary Stats reference below:

Damage %
Essentially the damage bonus applied additively. It is applied across all attacks including soul weapon summons.

Some sources of Damage % include: Certain sources will increase damage conditionally (not displayed in Damage % stat), such as:
 * (Reboot World only) Passive Effect: +1% per 2 Character Levels, rounded down (+137% for Level 275)
 * Job Specific Skills
 * Demon Avenger Link Skill: +5%/+10%/+15% for Skill Level 1/2/3 respectively
 * Kanna Link Skill: +5%/+10% for Skill Level 1/2 respectively
 * Illium Link Skill: +1%~+6%/+2%~+12% for moving frequently (Skill Level 1/2 respectively)
 * Ark Link Skill: +2%~+6%/+3%~+11%/+4%~+16% for attacking frequently (Skill Level 1/2/3 respectively)
 * Explorer Thief Link Skill: +3%/+6%/+9%/+12%/+15%/+18% for 10 seconds upon inflicting a debuff, cooldown 20 seconds, not affected by buff extensions, cooldown reset or cooldown reductions.
 * Angelic Buster Link Skill: +30%/+45%/+60% for 10 seconds, cooldown 90 seconds affected by buff duration extension rate and cooldown reset chances. Doubled increase if you are an Angelic Buster.
 * Adele Link Skill: +1%/+2% per party member including yourself up to 4 players
 * Hyper Stats: +3%~+45%
 * Weapon, Secondary and Emblem Potentials: +1%~+13% per line based on rank and equipment level
 * Bonus Stats on Weapons: +1%~+7%
 * Monster Farm Book Ghost: +1%
 * Monster Farm Viking Legion + Laid-Back Viking + Weary Viking + Chubby Viking + Sober Viking: +3% if you have all the mentioned monsters alive.
 * Monster Farm Pink Bean: +2%
 * Monster Farm Petite Cygnus: +3%
 * Monster Farm Scarecrow: +4%
 * Monster Farm Black Viking: +2%
 * Certain Equipment Sets
 * Noblesse Guild Skill "For the Guild!": +2%~+30% for 2~30 minutes, cooldown 1~2 hours
 * Alchemy potion: +5%/10% for 40 minutes, cooldown 60/50 minutes respectively
 * Job Specific Skills
 * Hyper Skill Reinforce
 * Cadena Link Skill: +3%/+6% per condition met (higher level than monster, abnormal status on monster)
 * Wild Hunter Union Attacker: +4%/+8%/+12%/+16%/+20% at 20% chance
 * Inner Ability's Damage increase to monsters inflicted by abnormal status: +2%~+10%
 * Explorer Magician Link Skill: +1%~+3%/+2%~+6%/+3%~+9% on the target with the curse stack
 * Ho Young Link Skill: +9%/+14% if the monster has 100% HP

Damage to Normal Monsters
Basically the same as Damage % but only works on normal monsters. Added to Damage % when calculating output.

Possible sources include:
 * Muspell Equipment Set: +2%/+6%/+12% total for 3/4/5 items worn respectively
 * Pensalir Equipment Set: +2%/+6%/+12%/+20% total for 3/4/5/6 items worn respectively
 * Expirable Event Overhead Titles
 * Inner Ability: +2%~+10%
 * Guild Skill: +3%~+12%
 * Certain Skills

Damage to Boss Monsters
Basically the same as Damage % but only applies to boss monsters. Added to Damage % when calculating output.

Some sources include: Certain sources will increase damage to boss monsters conditionally (not displayed in Damage to Boss Monsters % stat), such as:
 * Job Specific Skills
 * Demon Slayer Link Skill: +10%/+15% for Skill Level 1/2 respectively
 * Adele Link Skill: +2%/+4%
 * Hyper Stats: +3%~+55%
 * Inner Ability: +5%~+20%
 * Demon Avenger Union Attacker: +1%~+6% based on attacker's rank
 * Kanna Union Attacker: +1%~+6% based on attacker's rank
 * Union Grid Bonus: +1% per grid within the boundary covered up to +40% for maximum boundary.
 * Weapon and Secondary Potentials: +3%~+40% per line based on type of potential, rank and equip level.
 * Bonus Stats on Weapons: +2%~+14%
 * Augmented Soul on Weapons: +3%~+7% based on the boss
 * Health Cut Ring, Limit Ring: +4%/+6%/+8%/+10% for 9/11/13/15 seconds for Ring Skill Level 1/2/3/4 respectively, cooldown 180 seconds. Affected by cooldown reset chances but not buff duration extensions.
 * Monster Farm Petite Von Leon: +5%
 * Monster Farm Lil Moonbeam + Petite Eunwol: +8% if you have both alive.
 * Certain Equipments
 * Fafnir/Absolabs/Arcaneshade Weapon: +30%
 * Chaos Vellum Slayer Medal: +5%
 * Expirable Event Medals
 *  Overhead Title: +10%
 *  Overhead Title: +5%
 * <5 Years with Mu Gong> Overhead Title: +5%, expires on Sunday 11.59pm
 * <10 Years with Mu Gong> Overhead Title: +10%, expires on Sunday 11.59pm
 * Expirable Event Overhead Titles
 * Boss Slayer Badge: +1%/+3%/+5%
 * Inverse Codex from Kritias: +2%/+5% for item level 12/13 respectively
 * Certain Equipment Sets
 * Noblesse Guild Skill "Boss Slayer": +2%~+30% for 2~30 minutes, cooldown 1~2 hours
 * Alchemy potion: +10%/+20% for 40 minutes, cooldown 60/50 minutes respectively
 * Job Specific Skills
 * Hyper Skill Boss Slayer
 * Enhance Core Skill Level 70 Bonus Effect (unobtainable as of now)

Final Damage
100×[(1+Final%1/100)×(1+Final%2/100)×...×(1+Final%n/100)]-100 The result is rounded off but when applied to the damage range, it is left in decimals. Final Damage is non exhaustive and each additional source will multiply on top of one another.
 * Total Final Damage % for n sources of final damage percentage increase:

It is usually only found in skills. Certain skills can provide final damage bonuses to party members, as follows:
 * Bishop: Pray (+5%~+45% based on user's INT and skill level)
 * Kanna: Spirit Domain (+5%~+33% based on skill level and stack level)
 * Mechanic: Reinforced Support Waver H-EX (+1%~+16% based on skill level and hyper passive applied to it)
 * Paladin: Elemental Force while using Divine Echo (+5%~21% based on skill level)

Ignore DEF
100-[100×(1-ID1/100)×(1-ID2/100)×...×(1-IDn/100)] The result is rounded up but when applied to the damage range, it is left in decimals.
 * Total Ignore DEF % for n sources of ignore DEF:

Ignore DEF is non exhaustive and each additional source will multiply on top of one another. Ignore DEF on the same equipment appearing multiple times, or skills with hyper passive to ignore DEF and 5th Job enhancement passive (Level 40), are treated as separate sources rather than added into 1 source. Example: 20% hyper passive + 20% 5th job level 40 skill enhancement = +36% Ignore DEF and not +40% Ignore DEF, then the 36% Ignore DEF can be treated as 1 source from the skill. (Ignore DEF value of new source)×[1-(Current Total Ignore DEF %)/100]
 * Ignore DEF % gained additively (when a new source is added):

Ignore DEF can be obtained by (Percentages are multiplied together using the conpliment value, which is the non-ignored DEF value):
 * Job Skills
 * 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
 * Ho Young Link Skill: +5%/+10%
 * Union Ignore DEF: +1% per grid within the boundary covered up to +40% for maximum boundary.
 * 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: +3%~+45%
 * Sharp Eyes Ignore Guard Hyper: +5% on Original Sharp Eyes
 * 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: +3%~+40% per line based on type of potential, rank and equip level
 * Augmented Soul on Weapons: +3%~+7% based on the boss
 * Certain Equipments
 * Fafnir Pants: +5%
 * Fafnir Top: +5%
 * Fafnir/Absolab Hat: +10%
 * Arcaneshade Hat: +15%
 * Absolab/Arcaneshade Overall: +10%
 * Fafnir/Absolab Weapon: +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
 * Inverse Codex from Kritias: +2%/5% for item level 10/11~13 respectively
 * Monster Farm Petite Magnus: +5%
 * Monster Farm Lapis: +5%
 * Monster Farm Tin Woodman: +6%
 * Certain Equipment Sets
 * Noblesse Guild Skill "Undeterred": +2%~+30% for 2~30 minutes, cooldown 1~2 hours
 * Alchemy potion: +10%/+20% for 40 minutes, cooldown 60/50 minutes respectively

Certain skills also give Ignore DEF conditionally, these are only applied when conditions are met (not shown in display). Such examples include:
 * Job Specific Skills
 * Hyper Passive Skills Ignore Guard
 * Hyper Passive effects on attack skills are multiplied (processed as multiple sources).
 * Hyper Passive effects on debuffs are added and processed as a single source.
 * Enhance Core Level 40 Bonus Effect: +20% for the attack skill only
 * Explorer Magician Link Skill: +1%~+3%/+2%~+6%/+3%~+9% on the target with the curse stacks


 * Final multiplier: $$1-[MonsterDEF%/100 \times (1-IgnoreDEF%/100)]$$

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 shows the impact of monster elemental resistance on the damage dealt to it.

Ignore Monster Elemental Resistance will be used to counter the resistance of the monster. It is multiplied rather than direct subtraction of percentage points (Example: 10% ignore on a strong resistance brings down the final damage reduction from 50% to 45% (50% × 0.9), not 40%).

It 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%
 * Additional Effect Skills: +10%, choose 1 of the folowing only
 * Battle Mage's Weakening Aura - Elemental Decrease
 * Dawn Warrior's True Sight - Enhance
 * Blaze Wizard's Fires of Creation


 * Final multiplier: $$1+[Change%/100 \times (1-IgnoreResist%/100)]$$

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%~+26% 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%/+7%/+10% for Skill Level 1/2/3 respectively
 * Phantom Instinct Link Skill: +10%/+15%/+20% for Skill Level 1/2/3 respectively
 * Explorer Bowman Link Skill: +3%/+4%/+6%/+7%/+9%/+10%
 * Event Critical Rings (Dark Explorer, Zero): +15% or Explorer Critical Ring: +12%
 * Onyx Critical Rate Ring: +10%
 * Hyper Stats: +1%~+25% based on the Stat Level (+1% per level, with an extra +1% per level for Stat Level beyond 5)
 * Inner Ability: +5%~+30%
 * Primary Weapon, Secondary Weapon, Emblem Potential Stats: +1%~+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: +5%~+12% based on the Augmented Boss Soul applied as well as your luck when adding the soul.
 * Union Critical Rate: +1% per grid within the boundary covered up to +40% for maximum boundary.
 * Marksman/Crossbow Master Union Attacker: +1%~+5% based on Attacker Rank.
 * Night Lord Union Attacker: +1%~+5% based on Attacker Rank.
 * 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
 * Expirable Event Overhead Titles

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 is multiplied only when it is a critical hit, which happens at the chance dictated by critical rate.
 * Lower Critical Damage %: $$20+CriticalDamageStat% $$
 * Upper 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%~+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 +15%
 * Union Critical Damage: +0.50% per grid within the boundary covered up to +20.00% for maximum boundary.
 * Eunwol Union Attacker: +1%~+6% based on Attacker Rank.
 * Hayato Union Attacker: +1%~+6% based on Attacker Rank.
 * ZEN/Jett Union Attacker: +1%~+6% based on Attacker Rank.
 * Sharp Eyes Buff (original version): +1%~+16% 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: +7%/+14%/+21%/+28% for 9/11/13/15 seconds based on the Ring's Skill Level respectively.
 * Rawr Ring Buff: +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
 * Kinesis Link Skill (Judgement): +2%/+4% based on Link Skill level (Max Lv. 2).
 * Noblesse Guild Skill "Big Hit": +2%~+30% for 2~30 minutes, cooldown 1~2 hours

Critical Damage % is a random number between the lower and upper critical damage %.
 * Final multiplier: $$(1+CriticalDamage%/100)$$ when it is a critical hit, 1 when it is not a critical hit.

Damage Range

 * Upper Actual Damage Range: $$Multiplier \times Stat Value \times TotalJobATT/100$$, rounded off
 * Lower Actual Damage Range: $$UpperActual \times Mastery%/100$$, rounded off
 * Upper Shown Damage Range: $$UpperActual \times (1+Damage%/100) \times (1+Final%/100)$$, rounded down, display is capped at 99,999,999 but no limit for damage output application
 * Lower Shown Damage Range: $$1+LowerActual \times (1+Damage%/100) \times (1+Final%/100)$$, rounded down, display is capped at 99,999,999 but no limit for damage output application


 * Note:
 * Total Job ATT will be the Total Magic ATT when equipped with a Magician weapon, Total Weapon ATT when equipped with other weapons.
 * When damage is calculated against Normal/Boss Monsters, the actual damage range is used instead and Damage and Damage to Normal/Boss Monster bonus multipliers are formulated additively respectively.
 * When Ultimatum Ring Buff is active, Upper Actual Damage Range will be set to 2,000,000.
 * For Hayato, Shimada's Heart skill boost is critical damage % at the rate of 1 DEF = +0.005% critical damage up to +49.995%. Although it is critical damage, it is applied even for non-critical hits. Effect is 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
For this section, assume non-critical and no effect due to monster DEF and monster elemental resistances. Effects can be multiplied based on the values shown in the respective sections (Ignore DEF, Monster Elemental Resistance, Critical Damage, Star/Arcane Force Maps, Level Difference multiplier)
 * Legend
 * TD% = Total shown "Damage %" stat
 * BD% = Damage towards Boss monsters %, or colloquially Boss Damage %
 * NBD% = Damage to Normal Monsters %
 * Final% = Total multiplied "Final Damage %"


 * 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 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 multiply towards Final %. Multiple Final % sources are stacked multiplicatively with each other.
 * DEF to Damage Conversion Inner Ability is applied (to everything except Damage over time) additively after everything is calculated (not shown on formula).


 * Hit Damage per line is limited to 10,000,000,000 (10 Billion), or 7,000,000,000 (7 Billion) during Ring of Torment/Penance Ring buff.

Active Skills
It is subjected to the following effects:
 * Physical/Magic damage nullification
 * Critical Rate/Damage
 * Damage %
 * Damage to Boss monsters %
 * Damage to Normal Monsters %
 * Final Damage %
 * Monster DEF
 * Monster Elemental Resistance
 * Force Map Adjustments
 * Level Difference
 * Mastery

Skills include: Character summons (except Soul Weapon Summons), installed skills, attack skills.
 * Hit Damage (on normal monsters): $$ShownDamage/(1+TD%/100) \times Skill%/100 \times (1+(TD%+NBD%)/100)$$
 * Hit Damage (on boss monsters): $$ShownDamage/(1+TD%/100) \times Skill%/100 \times (1+(TD%+BD%)/100)$$


 * Note
 * Shown Damage is a random number between the upper and lower shown damage range.
 * Regular attacks have a Skill% value of 100.
 * 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
It is subjected to the following effects: It is not subjected to the following effects: Damage Over Time: $$ UpperActual \times Skill%/100 $$
 * Magic damage nullification
 * Monster Elemental Resistance
 * Force Map Adjustments
 * Level Difference
 * Mastery
 * Monster DEF
 * Critical Rate/Damage
 * Damage %
 * Damage to Boss monsters %
 * Damage to Normal Monsters %
 * Final Damage %

Note:
 * Force difference is counted as a negative final damage boost if you have insufficient Force.
 * UpperActual is the value of your Upper Actual Damage Range

Soul Weapon Summons
It is subjected to the following effects:
 * Physical/Magic damage nullification
 * Final Damage %
 * Level Difference
 * Mastery
 * Force Map Adjustments
 * Damage %

It is not subjected to the following effects: Soul Weapon Summon Damage: $$ ActualDamage \times Skill%/100 \times (1 + TD%/100) \times (1+Final%/100)$$
 * Critical Rate/Damage
 * Damage to Boss monsters %
 * Damage to Normal Monsters %
 * Monster DEF
 * Monster Resistance


 * Actual Damage is a random number between the upper and lower actual damage range.
 * Damage dealt is halved on boss monsters.

Level Difference Multiplier
This will be applied after all calculations above as final damage, before adding "DEF to Damage" Inner Ability.

Non-Reboot Worlds

 * 0 or more levels above monster level: +10%, followed by +2% per level above, max +20% total
 * 1 to 5 levels below monster level: -2.5% per level below, up till -10% total (reduced amount is truncated). For every level above (5 levels below monster level), gain +2% final damage up to +10% (multiplied)
 * 6 or more levels below monster level: -2.5% per level below monster level (-100% total at 40 levels, reduced amount is truncated)

Reboot Worlds

 * 0 or more levels above monster level: +2% per level above, max +10% total
 * 1 to 20 levels below monster level: -5% per level below.
 * 11 or more levels below monster level: Additional -10% of your remaining final damage for each level below, up to 100% (multiplied).

Return of the Legends
This is used instead of the above tables for both worlds in "The Legends Return" (a PvP event in MapleStory, used to be in Star Planet).
 * -15% per level below monster level (-100% at 7 levels below)

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. This will be applied after all calculations above as final damage, before adding "DEF to Damage" Inner Ability.

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.
 * 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. This will be applied after all calculations above as final damage, before adding "DEF to Damage" Inner Ability.

Arcane Force can be obtained from equipping Arcane Symbols and other ways. There are 6 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 : Esfera

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
 * Vanishing Journey: $$2370000 + 7130000 \times SymbolLevel $$
 * Others: $$12440000 + 6600000 \times SymbolLevel $$

Therefore the theoretical maximum Arcane Force possible purely from Arcane Symbols as of now is 1,320 Arcane Force.

Arcane Force also comes from :
 * Certain event expirable overhead titles
 * Hyper Stats: +5~+100
 * Guild Skill: +15~+30

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: +2~+25
 * Hyper Stats: +1~+25
 * Willpower Trait: +1 per 5 Willpower level, rounded down, up till +20
 * Union Abnormal Status Resistance: +1 per grid within the boundary covered up to +40 for maximum boundary.
 * 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 +6
 * Legendary Potential on Pants, Unique/Legendary Additional Potential on Armors and Accessories: +2~+10 per line based on equipment type, equip level, potential rank and potential type.
 * Level 140 Empress set: +10 for 4 items 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

Knockback Resistance
Knockback Resistance, also known as Stance, is the chance of resisting small knockback when you are hit by monster attacks of minimum 1 damage (except damage over time effects, which does not cause knockbacks). Certain monster attacks or certain maps will ignore knockback resistance and will knock you back if you got hit, regardless of knockback resistance (even if it is 100%). Certain monster attacks will also cause super knockback and pushes you a fair distance backwards, leaving you immobile until your invincibility after attack has ended. However, for super knockbacks, it may or may not ignore knockback resistance.

Knockback Resistance can be obtained by:
 * Job Skills
 * Mihile Link Skill: +100% for 90/110/130 seconds with 180 seconds cooldown. Affected by buff extensions and cooldown resets.
 * Hyper Stats: +2%~+20%
 * Union Knockback Resistance: +1% per grid within the boundary covered up to +40% for maximum boundary.

The following effects will replace stance rate rather than increasing on top of other effects:
 * Stance Shift Ring (Level 1/2): Replace Knockback Resistance 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% Knockback Resistance, excluding Xenon (unless all AP is added to LUK).
 * Stance Shift Ring (Level 3/4): Replace Knockback Resistance 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% Knockback Resistance, excluding Xenon (unless all AP is added to LUK).

The Warrior Common 5th Job skill Impenetrable Skin and certain job skills will resist all knockbacks, including those attacks that ignore knockback resistance when the buff is active.

Attack Delay
Attack Delay is influenced 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 (Does not stack with Speed Infusion)
 * Speed Infusion: -2 (Does not stack with Decent Speed Infusion)
 * 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. In simpler terms, for every 0.1% of monster HP dealt by only the bind itself, bind duration extends by 1% (0.1 second if the base is 10 seconds)
 * 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

 * Final Buff Duration: $$(BaseDuration + HyperDuration) \times (1+Buff%/100)$$, where Buff% is additive to one another 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: +7%~+50%
 * Empathy Trait: +1% every 10 Empathy level rounded down, up to +10%
 * Mechanic Union Attacker: +5%/+10%/+15%/+20%/+25% based on attacker rank
 * Union Buff Duration: +1% per grid within the boundary covered up to +40% for maximum boundary.
 * 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:
 * Certain Job Skills (mostly Mechanics)
 * Captain/Corsair Union Attacker: +4%/+6%/+8%/+10%/+12% based on attacker rank
 * Monster Farm "Yeti" Category: +1%~+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%

Skill Cooldown
All skills except Hyper Skills are affected by cooldown reduction.
 * Final Skill Cooldown (applies to all skills including skills unaffected by cooldown resets, except hyper skills): $$BaseCooldown \times (1-CDR%/100)-PotentialCDR $$
 * PotentialCDR will not apply if the cooldown after reductions is less than 5 seconds.
 * PotentialCDR will apply at the rate of 0.05% reduction for every 0.01 second of cooldown reduction if the cooldown after reductions is 5~10 seconds. Cooldown cannot be lower than 5 seconds. The conversion happens as soon as the cooldown is lowered below 10 seconds, even if it is due to potential CDR itself
 * Example: 12 seconds skill cooldown with SS Mercedes Union Attacker (5%) and 5 seconds reduction from potentials, so the cooldown is 11.4 seconds after CDR%, then the first 1.4 seconds will be reduced normally (to 10 seconds) and the remaining 3.6 seconds is converted to 18% reduction, final skill cooldown will be 8.2 seconds)
 * CDR% sources include: Hyper Cooldown Cutter, Mercedes Union Attacker (2%~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)

Cooldown Reset
At a chance, cooldown is not applied. This stat is not applied to Hyper Skills, 5th Job Skills and skills which specifically states so. You can gain the chance by the following methods:
 * Ability: +5%~+20%
 * Monster Farm Big Operator's Balloon: +2%
 * Monster Farm Petite Eunwol: +4%

Defense

 * Defense: $$ [1.5 \times STR + 0.4 \times (DEX + LUK) + AddedDEF] \times (1+DEF %/100)$$

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.

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 * Value of A
 * Higher level than monster

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 * 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), multiplied to the value of A.
 * Damage Absorption works on all attacks except for damage that deals %HP, multiplied to the value of A.
 * 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 (15.5% of monster ATT at maximum if you are 10 or more levels above monster level), 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. Multiplied to the value of A (Example: An initial value of A at 0.85 with a 30%~49% star force met will result in the value of A being: 0.85×2.4 = 2.04). Does not apply to %HP attacks.


 * 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 % up to 90%): $$[\sqrt {DEX + 2 \times LUK} - \sqrt {Monster Accuracy} - 2 \times (Monster Level - Character Level)] \times (1+Evasion%/100)$$


 * Note:
 * Monster will ignore 2%p 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).

Death EXP Loss
Refer to Ambition Trait for the basic loss (4th~5th Job characters)
 * For Beginner and 1st~1st+ Job characters, Basic Loss is 0%.
 * For 2nd~3rd+ Job characters, Basic Loss will be 5%p lower than stated.

Final EXP Lost %: $$BasicLoss% \times (1-ReduceLoss%/100) $$, where ReduceLoss% is additive with one another, expressed in decimals.

You can obtain ReduceLoss% from the following:
 * Guild Skill "Fearless": +10%~+30% based on skill level
 * Monster Farm "Undead" Category: +1%~+7% based on highest rank monster owned and alive.
 * Safety Charm: +100%

Total SP
The total amount of Skill Points (SP) a character will have at any level varies per job. SP cannot be used across job advancements.

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
 * Mihile - 1 extra SP for 1st job.

Maple Heroes, Nova, 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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Resistance

 * Beginner: $$1 \times Level$$ up to Level 10 (max 9 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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Child Of God, Zero
The starting SP will be automatically invested as such
 * Total SP (on Zero Alpha and Zero Beta each): $$ 10+3 \times (Level-100)$$ up till Level 200 (max 310 SP)
 * 8 SP on 'Long Sword Mastery' for Zero Alpha and 'Great Sword Mastery' for Zero Beta.
 * 1 SP on 'Moon Strike' for Zero Alpha and 'Rising Slash' on Zero Beta.
 * 1 SP on 'Piercing Thrust' for Zero Alpha and 'Air Raid' 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, 1 AP
 * Level 150: 1 SP
 * Level 160: 1 AP
 * Level 165: 1 SP
 * Level 180: 1 SP
 * Level 190: 1 SP, 1 AP
 * Total: 5 SP, 3 AP

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 181~275: $$20000 \times Level - 3070000$$


 * 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 160~275: $$0.02 \times Round(Level^2/50)$$

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 241~249: 10x HP, 3.7x EXP
 * Level 250~275: 11x HP, 3.85x EXP

Monster EXP
Monsters of the same level will give the same number of EXP which is known as the default EXP, as listed below. Certain monsters will give more EXP than the default EXP.

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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, 1.4x 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 100~275: 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 220~275: 1.7x HP, 2.3x EXP

Experience
Experience (EXP) is mainly gained by killing monsters and other methods. Monsters will give a fixed value of EXP if you depleted its HP completely on your own (pro-rated if your HP depleted is less than the total HP depleted), which can be directly affected by comparing your level against the monster level, cursed runes, and accursed effects on the character.

Level Difference
EXP adjustments applied is applied directly to basic EXP, which means all your EXP Boosts will also be affected by this. Not applicable to certain monsters.
 * 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, which is applied directly to the basic EXP. 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 3 (15:00~19:59 after rune/bait spawned): -80%
 * Cursed Rune Stage 4 (20:00 and beyond after rune/bait spawned): -100%

Accursed Effects
When a monster inflicts an accursed effect on the character, the character receives half the EXP and is applied directly to the basic EXP.

You can simply use an All Cure Potion to remove the curse or other similar methods to remove abnormal statuses, or wait for it to end.

Party EXP

 *  Base EXP received by you when in party (when you are eligible for leech): $$Round [MonsterEXP \times (0.2 \times YourHPDepleted / TotalHPDepleted + 0.8 \times Your Level / Party Level)]$$
 * Party Bonus EXP: $$ [Round (ReceivedEXP \times Party Bonus Multiplier) + 1] $$
 * Excess damage dealt when the monster's HP is depleted to 0 is disregarded.
 * Received EXP means the amount of basic 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 the following 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.
 * Do damage to the monster, or the character must be of level at least equal to 5 levels below the monster or the character must be of level at least equal to 5 levels below a character in the party who dealt damage to the monster.
 * 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 per additional attacker (20% EXP for 3~6 attackers) which adds with normal party bonus. However this will encourage people to fight the same monster for more bonus.

EXP stacking
Final EXP Multiplier will be as follows
 * 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.
 * Multi Kill EXP and Burning field Bonus EXP uses a truncaion system rather than a rounding off system.
 * GMS: (Group 1) × (Group 2) × (Group 3) × (Group 4) + Added multipliers
 * Non-GMS: (Group 1) × (Group 2 or Group 3, whichever's higher) × (Group 4) + Added multipliers

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.
 * 4 hour 2x EXP Cards: 2x EXP for 4 hours upon double clicking the coupon, stops applying when the character's level goes outside the stated level range on the card.

Rest Bonus activates when you did not log into the game for at least 1 calendar day consecutively (meaning, 1 whole calendar day with 0 login records). It will be given immediately when you log into the character with 1 empty Use slot, else the EXP buff can be obtained from the star icon at the left side of the screen. Expires 7 days after obtaining them, tradable within account, the buffs will stack in inventory and only take up 1 slot.
 * 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
 * Enjoyable winter: 1.5x for 30 minutes
 * 1.5x EXP coupon from event quest, Hekaton Top 50%/Top 30, Saturday/Sunday Monster Park Boxes, MVP daily gift: 1.5x
 * 2x EXP coupon from event quest, Fairy Bros Daily Gift Day 2, 9, 16, Saturday/Sunday Monster Park Boxes, Rest Bonus: 2x
 * Union EXP buff: 2x EXP for 10/20/30 minutes
 * Mu Lung Dojo EXP Coupon: 2x EXP for 30 minutes
 * 3x EXP coupon from event quest: 3x
 * 1 day offline: 3 15min 2x EXP Use buffs
 * 2 days offline: 4 15min 2x EXP Use buffs
 * 3 days offline: 5 15min 2x EXP Use buffs
 * 4 days offline: 6 15min 2x EXP Use buffs
 * 5 days offline or longer: 7 15min 2x EXP Use buffs


 * 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

Penance Ring effect, lasts 15 minutes with a 30 minutes cooldown, not affected by buff extensions and cooldown resets. Also reduces your final damage by 30%, applied after the damage cap.
 * Group 4
 * Penance Ring: 1.15x during the buff

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: +0.25% per grid within the boundary covered up to +10.00% for maximum boundary.
 * Eluna Event EXP Buff: +1%/+2%/+4%/+6%/+8%/+10%
 * Overhead Titles
 * Hyper Stats: +0.5%~+10%
 * Guild Skill "Guild Know-How": +5% for level 101~200 normal monsters

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. Spirit Pendant can be obtained from:
 * Equip Item Bonus
 * Spirit pendant: +10%/+20%/+30% (online time <1 hour/ 1~2 hour/ >2 hours, cannot be worn with Prepared Spirit Pendant)
 * Prepared Spirit Pendant: +30% (cannot be worn with Spirit Pendant)
 * Spirit Ring: +10%/+20%/+30% (online time <1 hour/ 1~2 hour/ >2 hours)
 * Fairy Bros Daily Gift Day 3, 17
 * Cash Shop
 * Monster Park on Sundays at a low chance
 * Mu Lung Dojo Shop (3,000 Dojo Points for 3 days pendant)

Prepared Spirit Pendant can be obtained at a low chance from monster park on Sundays, or events.

Online time is accumulated from 12am and resets to 0 at 12am. Based on the total online time, the EXP bonus rate is applied accordingly. Resets if you unequipped the item. If you stayed online past 12am, the EXP bonus may be adjusted downwards if you perform the actions listed below:
 * Change Channels: If your last login time is before 10pm, it stays at 30%.
 * Change Channels: If your last login time is within 10pm~12am, online time will be measured from the last login time and applied accordingly (accumulated online time will be lower but it does not matter until you log out, see below).
 * Log out: When you login, the accumulated time (resets to 0 at 12am) will be used to apply the EXP bonus rate.

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 70% longer, as well as event effects that can extend the duration or reduce the cooldown)
 * Monster Park Extreme Gold Potion: +10% for 30 minutes
 * Skills (may not be exhaustive)
 * Holy Symbol (user or party members near the user): +21% ~ +50% depending on skill level, does not stack with Decent Holy Symbol
 * Holy Symbol (party members away from the user): +10.5% ~ +25% depending on skill level, does not stack with Decent Holy Symbol
 * Hyper Holy Symbol (only for the user): +20% while Holy Symbol is active
 * Decent Holy Symbol: +20% ~ +35% 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 Equip Skill EXP: +2%/+4%/+6%/+8%/+10% for 10 minutes, cooldown 10 minutes
 * MVP Weather Buff or MVP 50% extra EXP buff or Mu Gong's Stamina Tonic: +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 20 seconds when the condition is met
 * "EXP Buff" (mushroom icon): +50% for 30 minutes
 * Party Play Booster (Cross World PQ shop): +10% for 30 minutes for the entire party (if you are not in party then it only applies to yourself)
 * Any stackable event EXP buffs

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, up to 4 wearers of the ring.

When there are no Bishops in the party excluding yourself (resulting bonus is summed and not multiplied):
 * Party bonus EXP (Separated from the Additive line which shows the names of the buffs)
 * +25%/+55%/+90%/+130%/+175% with 2/3/4/5/6 leechable members, and 1 attacking member
 * +20% per bishop in the party excluding yourself, up to +60%.
 * +10% per attacking member of the specific same monster, up to +20%.

Applied to the entire party in the same map as the party member with the ring when a party member equips the ring and is in the same map as at least 1 other party member, regardless of user's leech status.
 * 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. If Group 1 is applied, this will not be applied.
 * Premium Bonus
 * Premium Bonus: +20%

The lines below use a truncation system rather than a rounding off system. Multi kill happens when you kill 3 or more monsters within a killing spree (1 skill). It ranges from 3 monsters to 10+ monsters. The truncation is applied after the calculation and not per monster.
 * Multi kill

+10% per burning stage. It increases as it remains vacant every 1 hour and decreases when it is occupied and monsters are killed every 15 minutes. +100% for Burning Stage 10 maximum.
 * Burning Field Bonus

Events can modify this bonus in various ways:
 * Maximum Burning Stage increased to 15 (+150% for Stage 15)
 * Burning Stage lasting time increase (15 minutes -> 20 minutes)
 * Burning Stage increase time needed reduction (1 hour -> 45 minutes)

This is only applicable inside Splash Link during the event period. Note that Splash Link maps cannot have Burning Stage (so its equivalent to a permanent Stage 12 Burning map)
 * 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.

Combo Orbs are affected by Cursed Runes and if you are more than 20 levels below the lowest monster level in the map, no EXP is given. It is also not affected by level difference EXP multipliers if the character is eligible to gain combo orb EXP from the map.

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.

Meso Drop
Monsters drop a varying amount of mesos, the higher the monster level, the more mesos it will drop if it drops mesos (base chance of 60%, affected by drop rate increasing effects).

Reboot World Monsters will drop 5 times (6 times in GMS Reboot) 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

Cash Item Twin Coupon will increase the base mesos dropped to 2x the original.

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: +2%~+20% per line based on type of legendary potential, up to +100% total
 * Phantom Union Attacker: +1%~+5% based on attacker rank
 * Consumable Buffs (only the latest one used is applied)
 * Union Wealth Buff: +50% for 10/20/30 minutes
 * Cassandra Buff 2 buff: +50% for 60 minutes
 * Cassandra Buff 4 buff: +100% for 30 minutes
 * Any other event use buffs (1.5x = +50%, 2x = +100%)
 * Inner Ability: +3%~+20%
 * Monster Farm "Toys/Dolls" Category: +1%~+7% based on highest rank monster owned and alive.
 * Monster Farm Moon Bunny Thief: +4%
 * Wealth Acquisition Potion: +20% for 2 hours
 * Familiars: +20%~+100% for the familiar's duration
 * "Increases meso drop rate by a small amount": +30% (Common/Rare)
 * "Increases meso drop rate": +50% (Rare/Epic) / +60% (Epic/Unique)
 * "Increases meso drop rate by a large amount": +100% (Epic/Unique)
 * "Increases item and meso drop rate by a small amount": +20% (Rare/Epic) / +25% (Epic/Unique)
 * "Increases item and meso drop rate": +40% (Epic/Unique)
 * "Increases item and meso drop rate by a large amount": +50%/+60% (Unique/Legendary)

Additionally, the Guild Skill "Spotting Small Change" provides 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.

🇨🇴
 * Higher leveled than monster

🇨🇴 🇨🇴
 * Lower leveled than monster

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.
 * For Reboot worlds, party members are counted into the party size regardless of status such as alive/dead, same/different map and online/offline.

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 effect will be less effective.

Certain items, such as Absolabs and Arcaneshade equipment from Hard Lotus/Damien and Hard Lucid/Will, are not affected by drop rate increasing effects.

Reboot World Passive (5x boss equipment drop chance) is also affected by restrictions above.

Cash Item Twin Coupon raises the base drop rate to 2x of the original.

The following effects are subjected to +200% maximum:
 * Legendary Potential and Unique/Legendary Additional Potential: +2%~+20% per line based on type of legendary potential
 * Greed Pendant: +20% (only for Equipment drop)

Buffs or Server Events (only 1 can be used at any time) can increase by up to 100% increase on top of the above.
 * Cassandra Buff 3 buff: +50% for 60 minutes
 * Cassandra Buff 5 buff: +100% 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 or 3x 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)
 * Familiars: +20%~+100% for the familiar's duration
 * "Increases item drop rate by a small amount": +30% (Common/Rare)
 * "Increases item drop rate": +50% (Rare/Epic) / +60% (Epic/Unique)
 * "Increases item drop rate by a large amount": +100% (Epic/Unique)
 * "Increases item and meso drop rate by a small amount": +20% (Rare/Epic) / +25% (Epic/Unique)
 * "Increases item and meso drop rate": +40% (Epic/Unique)
 * "Increases item and meso drop rate by a large amount": +50%/+60% (Unique/Legendary)
 * Server 1.5x: +50% (MSEA: +0%)
 * Server 2x: +100% (MSEA: +0%)

The following effects can be stacked above without limit:
 * Inner Ability: +3%~+20%
 * Union Luck buff: +50% for 10/20/30 minutes
 * 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% only when you are near the user (cannot stack with Decent Holy Symbol)
 * Decent Holy Symbol: +14%~+24% (cannot stack with Holy Symbol)
 * Various skills

Drop rate is also affected by Cursed Runes and the final drop rate penalty follows that of the EXP rate, which is multiplied rather than added.