MapleStory/Potential System

The potential system is a bonus to item stats previously set. If you pick up an item, there might be a notice in your chat window saying, "You have found an item with hidden potential." That item will have a coloured border around it based on the potential or bonus potential rank. The colour corresponding to the rank is based on the higher rank out of normal potential and bonus potential but if eithee of them is unrevealed, the border will be red.
 * If the item has a red outline, it means it has hidden potential or hidden bonus potential.
 * If the item has a blue outline, it's a rare item with both revealed potentials exist at rare rank or below.
 * If the item has a purple outline, it's an epic item with both revealed potentials exist at epic rank or below.
 * If the item has a yellow outline, it's an unique item with both revealed potentials exist at unique rank or below.
 * If the item has a green outline, it's a legendary item with both revealed potentials exist at legendary rank or below.

There are 4 tiers of normal potential items and bonus potentials for weapons:
 * Level 0-30 gear items can get: 1% on rare, 2% on epic, 3% on unique, 6% on legendary
 * Level 31-70 gear items can get: 2% on rare, 4% on epic, 6% on unique, 9% on legendary
 * Level 71-200 gear items can get: 3% on rare, 6% on epic, 9% on unique, 12% on legendary
 * GlobalMS only: Level 151-200 gear items can 4% on rare, 7% on epic, 10% on unique, 13% on legendary
 * All stat % are 1 rank below the stated rank.

There are 5 tiers of bonus potentials for accessories and armors:
 * Level 0-20 gear items can get: 1% on rare, 1% on epic, 2% on unique, 3% on legendary
 * Level 21-50 gear items can get: 1% on rare, 2% on epic, 3% on unique, 4% on legendary
 * Level 51-90 gear items can get: 1% on rare, 3% on epic, 4% on unique, 5% on legendary
 * Level 91-200 gear items can get: 2% on rare, 4% on epic, 5% on unique, 7% on legendary
 * GlobalMS only: Level 151-200 gear items can 3% on rare, 5% on epic, 6% on unique, 8% on legendary
 * All stat % are 1 rank below the stated rank.

You will need to reveal the equipment by clicking the magnifying glass icon in your inventory to reveal the potential, which costs a certain amount of mesos based on the level of the equipment. It will be free if your Insight traits allow. Level 30+ for level <30, Level 60+ Insight for equipments level <70 and level 90+ Insight for equipments level <120.

Items with potential will have either 2 or 3 lines of stat additions. This can be changed through the use of Silver Awakening Stamps (50% pass) or Gold Awakening Stamps (which have an 80% paas rate.) Red Cubes and Black Cubes are NX items that are used to make a rare, epic, unique or legendary item return to the hidden potential item status. It also resets the stats and the potential class of the item, making it able to remain the same status or reach a higher one. Once an item reaches epic status then it will never go down to rare, and once its unique, it will never go down from that status, unless a suspicious cube is used (only usable on rare/epic and never raise rank to Unique unless the cube states so). The difference is that Black cube remembers your potential stats before you reset it so you can choose which set of potential stats you would want to apply (before reset or after reset). Both Red and Black cubes are usable till Legendary rank. An alternative would be the Master Craftsman Cube and the Meister cube, which you can obtain by crafting or from elite monsters and elite boss bonus stages. It costs no NX at all so these cubes are technically free but you need to work for them by either crafting (which has a cooldown of 5 minutes betweem craft) or hunting from normal and elite monsters (very low drop rate), elite bosses (at a miserable rate of about 1 Master Craftsman or Meister cube per boss which takes 2 hours of non-stop killing to spawn) and raid bosses (High drop rate of about 1 cube every 3-5 bosses but you are limited to the daily entry count). However, the Master Craftsman cube can only be used up till Unique and the chance to increase rank is terrible. The Meister cube works just like the Red cube but has a slightly lower chance of increasing the rank and lower chance of getting desired useful stats.

Any of the following stats can be improved through potentials: INT, LUK, STR, DEX, HP, MP, Accuracy, Avoid, Defense, Magic Defense, Speed, Jump as well as special stats and effects.

Other possible benefits include: new skills, increase in damage, all skills get extra levels, ignore certain amount of damage by a certain % of chance, reflect damage, reduce abnormal status time, resistance increase.

Skills you can get:
 * Glove: Decent Sharp Eyes, Decent Speed Infusion (self only)
 * Shoes: Decent Haste, Decent Combat Orders (self only)
 * Overall/Bottom: Decent Hyper Body (self only)
 * Helmet: Decent Advanced Bless, Decent Mystic Door (self use only), requires 2 Magic Rocks

Weapons are the only item that can get Attack, Magic Attack, and other bonuses like:
 * Ignore monsters DEF/M.DEF by a certain %
 * Deal extra damage to bosses by a certain %
 * Damage up by a certain %
 * Seal, stun, slow, freeze, poison enemies by a certain %
 * Critical rate up by a certain %
 * Chance to recover some HP or MP when attacking

Potential Scrolls and Advanced Potential Scrolls can be used to add a potential to an item. They have a 70% and 90% chance of succeeding, respectively. However, they will destroy your item if they fail. There are also varying percentages of Epic Potential Scrolls, which, depending on the scroll, pass at a 40% to 80% rate and MAY destroys at a 20% rate when failed, depending on the scroll. There are also Unique Potential Scrolls 50% and 60%, which, as expected, bring the item to Unique at the stated rate.

For bonus potentials, there are Bonus Potential Scrolls which can be obtained from events and cash shop sales. They have varying success rates but the most common ones are as follows.
 * 50% success, 50% boom chance if fail (event)
 * 60% success, no boom (event shops)
 * 60% success, 100% boom (gachapon)
 * 100% success (cash shop)

When used it can give 2-3 lines of bonus potentials. Note that he item must already have normal potentials in order to use this. There is a higher chance than normal potentials that the iten will end up as epic or unique after using a Bonus Potential Scroll. The following items can be used to increase from 2 lines to 3 lines for bonus potentials:
 * Basic Awakening Stamp (20% success, no boom, from elite boss, untradeable)
 * Intermediate Awakening Stamp (40% success, no boom, from elie boss, untradeable)
 * Superior Awakening Stamp (60% success, 100% boom, obtained from boss raids, untradeable)
 * Superior Awakening Stamp (60% success, no boom, from event shop (untradeable), murgoth dungeon event (tradable))

The only way to reset Bonus Potentials is by buying the Master Bonus Potential Cube from the cash shop which sells it at a certain period only. However it costs more than a Red Cube and it is harder to obtain desired stats so it is not advisable to cube bonus potential unless you have maximised your normal potentials or when it is double miracle time. The other cubes (Red, Black, Master Craftsman, Meister, Occult) will not affect Bonus Potentials and Bonus Potential Cubes will also not affect Normal Potentials.

Potential stats
These are possible stats, as of GMS Firepower update but Potentials for Level 151+ may be inaccurate. Note: Possible stats for each rank is denoted as follows: Rank (Primary) and Rank (Secondary). Example: You can get STR +5 and STR +10 on the same equipment Rare rank.

10% chance to show rage for 10 seconds when being attacked. (Hat)
Equip level requirement: 0 or higher.

10% chance to show happy for 10 seconds when being attacked. (Hat)
Equip level requirement: 0 or higher.

10% chance to fall in love for 10 seconds when being attacked. (Hat)
Equip level requirement: 0 or higher.

10% chance to feel deeply moved for 10 seconds when being attacked. (Hat)
Equip level requirement: 0 or higher.

10% chance to show angry for 10 seconds when being attacked. (Hat)
Equip level requirement: 0 or higher.

Critical rate % increase (weapon)
Equip level requirement: 0 or higher, Critical rate: +4%

Ignores Monster's DEF when attacking. (Weapon)
Equip level requirement: 30 or higher, Ignores 15% DEF

Critical rate % increase (weapon)
Equip level requirement: 0 or higher, Critical rate: +8%

Ignore Monster's DEF when attacking. (Weapon)
Equip level requirement: 50 or higher, ignores 15% of Monster DEF.

Invincibility time increase (top and overall)
Equip level requirement: 0 or higher, invincibility time +1 second

Abnormal status duration reduction (top and overall)
Equip level requirement: 50 or higher, abnormal status duration reduced by 2 seconds.

Skill Level increase (hat)
Equip level requirement: 30 or higher, All skill level +1, does not go beyond maximum level.

Skill Level increase (hat)
Equip level requirement: 70 or higher, All skill level +2, does not go beyond maximum level.

Ignore Monster's DEF when attacking. (Weapon)
Equip level requirement: 50 or higher, ignore 30% of Monster DEF.

5% chance to ignore % of monster damage dealt. (Armor and katara)
Equip level requirement: 20 or higher, ignores 20% of damage dealt.

5% chance to ignore % of monster damage dealt. (Armor and katara)
Equip level requirement: 40 or higher, ignores 40% of damage dealt.

Invincibility time increase (top and overall)
Equip level requirement: 0 or higher, invincibility time +2 seconds.

Damage % increase towards Boss Monsters (weapon)
Equip level requirement: 50 or higher, Boss Damage +20%

Damage % increase towards Boss Monsters (weapon)
Equip level requirement: 100 or higher, Boss Damage +30%

Auto steal chance (gloves)
Equip level requirement: 20 or higher, chance: 1%

Auto steal chance (gloves)
Equip level requirement: 40 or higher, chance: 2%

Decent Haste enabled. (Shoes)
Equip level requirement: 70 or higher

Decent Mystic Door enabled. (Hat)
Equip level requirement: 70 or higher

Decent Sharp Eyes enabled. (Gloves)
Equip level requirement: 120 or higher

Decent Hyper Body enabled. (Bottom)
Equip level requirement: 70 or higher

Skill Level increase (hat)
Equip level requirement: 30 or higher, All skill level +2, does not go beyond maximum level.

Skill Level increase (hat)
Equip level requirement: 30 or higher, All skill level +3, does not go beyond maximum level.

Ignore Monster's DEF when attacking. (Weapon)
Equip level requirement: 50 or higher, ignore 35% of Monster DEF.

Ignore Monster's DEF when attacking. (Weapon)
Equip level requirement: 100 or higher, ignore 40% of Monster DEF.

10% chance to ignore % of monster damage dealt. (Armor and katara)
Equip level requirement: 20 or higher, ignores 20% of damage dealt.

10% chance to ignore % of monster damage dealt. (Armor and katara)
Equip level requirement: 40 or higher, ignores 40% of damage dealt.

Invincibility time increase (top and overall)
Equip level requirement: 0 or higher, invincibility time +3 seconds.

Skill cooldown reduction (hat)
Equip level requirement: 70 or higher, skill cooldown reduced by 1 second.

Skill cooldown reduction (hat)
Equip level requirement: 120 or higher, skill cooldown reduced by 2 seconds.

Damage % increase towards Boss Monsters (weapon)
Equip level requirement: 50 or higher, Boss Damage +30%

Damage % increase towards Boss Monsters (weapon)
Equip level requirement: 100 or higher, Boss Damage +35%

Damage % increase towards Boss Monsters (weapon)
Equip level requirement: 100 or higher, Boss Damage +40%

Auto steal chance (gloves)
Equip level requirement: 20 or higher, chance: 3%

Auto steal chance (gloves)
Equip level requirement: 40 or higher, chance: 5%

Auto steal chance (gloves)
Equip level requirement: 60 or higher, chance: 7%

Decent Combat Orders enabled. (Shoes)
Equip level requirement: 70 or higher

Decent Advanced Bless enabled. (Hat)
Equip level requirement: 120 or higher

Decent Speed Infusion enabled. (Gloves)
Equip level requirement: 120 or higher

Additional Potential Stats
You can get extra potential on equipments now! However, the stats boost are far worse than normal potentials. It is however supposedly easier to raise its rank and weapons can reach stats boost with the exact same amount as normal potentials. They can only be resetted by Master Additional Potential Cube, which is only put up on sale in the cash shop during promotion periods.


 * These are possible stats as of GMS Firepower Update though some Level 151+ Potentials may be inaccurate. However, stat bonuses are worse than regular potentials and you can get most stats without equipment type limit unlike normal potentials. (You can get ATT +10 on any eq for instance.)


 * For weapon Equipments only:
 * If the bonus potential line is actually an available regular potential line, the bonus potential boost will be balanced to be equal to the regular potential boost. (Excludes Boss Damage% and Ignore DEF%). Example: A weapon can have 12% ATT as bonus potential (matches with regular potential) while also getting 7% MaxHP as it too (only exclusive to bonus potential).
 * Possible Bonus Potential list have been made in a way such that weapons with at least an Epic rank can only get % based stats (including Boss damage, Ignore DEF), stat increase every 10 Character levels, lines exclusive to weapons only as well as lines that can be obtained in both Rare and Epic rank (only for Epic rank); all other lines are not obtainable, which means that there will be lesser useless lines when you reset Bonus Potential on Weapons. However, since the Boss Damage Increase and Ignore DEF Increase boost is still lower as compared to regular potential, it is recommended to obtain ATT% on Bonus Potentials and leave Boss Damage and Ignore DEF for Regular Potentials.

10% chance to feel happy for 5 seconds after a successful dodge. (Hat)
Equip level requirement: 0 or higher

10% chance to feel angry for 5 seconds after a successful dodge. (Hat)
Equip level requirement: 0 or higher

10% chance to feel loved for 5 seconds after a successful dodge. (Hat)
Equip level requirement: 0 or higher

10% chance to feel annoyed for 5 seconds after a successful dodge. (Hat)
Equip level requirement: 0 or higher

10% chance to feel serious for 5 seconds after a successful dodge. (Hat)
Equip level requirement: 0 or higher

Critical rate % increase
Equip level requirement: 100 or higher, Critical rate +2%

Weapon ATT % increase
Equip level requirement: 100 or higher, Weapon ATT +1%

Magic ATT % increase
Equip level requirement: 100 or higher, Magic ATT +1%

Total Damage % increase
Equip level requirement: 100 or higher, Total Damage +1%

Critical rate % increase
Equip level requirement: 100 or higher, Critical rate +1%

STR increase per 10 character levels
Equip level requirement: 30 or higher, STR +1 per 10 character levels

DEX increase per 10 character levels
Equip level requirement: 30 or higher, DEX +1 per 10 character levels

INT increase per 10 character levels
Equip level requirement: 30 or higher, INT +1 per 10 character levels

LUK increase per 10 character levels
Equip level requirement: 30 or higher, LUK +1 per 10 character levels

Skill Level increase (hat)
Equip level requirement: 30 or higher, All Skill Levels +2, does not go beyond maximum level.

STR increase per 10 character levels
Equip level requirement: 30 or higher, STR +2 per 10 character levels

DEX increase per 10 character levels
Equip level requirement: 30 or higher, DEX +2 per 10 character levels

INT increase per 10 character levels
Equip level requirement: 30 or higher, INT +2 per 10 character levels

LUK increase per 10 character levels
Equip level requirement: 30 or higher, LUK +2 per 10 character levels

Skill Cooldown reduction (hat)
Equip level requirement: 100 or higher, Skill cooldown time reduces by 1 second.