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This page covers the equipment bonus stat system that is applied to certain equipments even before any enhancements.
[[File:MS Item with bonus stats.jpg]]
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This page covers the equipment bonus stat system that increases the basic stats of certain equipment even before any enhancements. However, it will not affect scaled enhancements.


==Bonus Stats==
The Bonus Stats system always add stats and it will never deduct stats (unless you apply a Rebirth Flame on an old item that has been applied before, which resets the bonus stats). The bonuses generally '''increases with equipment level''' but some of the bonuses are not subjected to equipment level. Bonus stats on equipments will be written in '''green'''.
Bonus Stats is a system that replaces the randomisation of stats, which causes an item to be slightly better or worse than average.


The Bonus Stats system always add stats and it will never deduct stats (unless you apply a Rebirth Flame on an old item that has been applied before, which resets the bonus stats)
'''Note that the following equipment types cannot receive Bonus Stats'''.
*Rings
*Shoulderpad (Scarlet Shoulderpad can be flamed however)
*Medals
*Emblems
*Badges
*Android
*Android Hearts
*Secondary Weapons (including shield and  katara)
 
==Mechanics==
*For every line, there are 7 tiers in it. They are random and do not work like potentials. Every line has its own tier.
*For Elite Boss/Rune of Njord drops, the higher tier is '''only applied when it is first obtained''', usage of flames will treat it as a normal equipment (and hence limited to tiers 1~5).
*Certain items have a fixed tier for flame stats.
*Lines cannot be duplicated. All the possible stats have an equal chance of appearing.
A summary table is provided for convenience.
;Number of Lines
{|{{prettytable|notwide=1}}
!Normal Equips!!Elite Boss and Rune of Njord Equips!!Flame Advantage Equips
|-
|1~4 (2~4 for Meister crafting/fusing)||1~4 (2~4 for Meister crafting/fusing)||4
|}
;Tier Range
{|{{prettytable|notwide=1}}
!Method!!Normal Equips!!Elite Boss Equips!!Flame Advantage Equips
|-
|Crafting/Fusing (Level 1~10)||1~3||1~3||3~5
|-
|Powerful/Crimson/Obsidian Resurrection Flame, Fusing (Master Craftsman)||1~4||1~4||3~6
|-
|Bought from NPC/Equipment Shard, Crafting (Master Craftsman)||1~5||1~5||3~7
|-
|Monster Drop||1~5||3~7||3~7
|-
|Equipment Shard Chance Time, Eternal/Rainbow/Black Resurrection Flame, Crafting, Fusing (Meister)||2~5||2~5||4~7
|-
|Kuro Black Set / Frozen Set (from burning event/event characters), BEYOND set items||{{n/a}}||{{n/a}}||3
|}
 
For normal items (equipment without flame advantage), elite boss drops and rune of njord drops, the number of lines are determined with a set chance, and it varies based on the method of resetting the stats.
{|{{prettytable|notwide=1|text center=1}}
!Method!!1 line!!2 lines!!3 lines!!4 lines
|-
|Using a Resurrection Flame||40%||40%||16%||4%
|-
|Crafting (Master Craftsman)||21%||50%||25%||4%
|-
|Crafting (Meister)||{{n/a}}||56%||40%||4%
|-
|Others||41%||40%||15%||4%
|}


The bonuses generally '''increases with equipment level''' but some of the bonuses are not subjected to equipment level.
The probability of each tier is described as such.
;Equipment without flame advantage
{|{{prettytable|notwide=1}}
!Method/Item!!Tier 1!!Tier 2!!Tier 3!!Tier 4!!Tier 5
|-
|Monster Drop, Bought from NPC/Equipment Shard||25%||30%||30%||14%||1%
|-
|Equipment Shard Chance Time||{{n/a}}||30%||50%||19%||1%
|-
|Resurrection Flame Level 100/110/120/130/140/150||50%||40%||9%||1%||{{n/a}}
|-
|Powerful/Crimson/Obsidian Resurrection Flame||20%||30%||36%||14%||{{n/a}}
|-
|Eternal/Rainbow/Black Resurrection Flame||{{n/a}}||29%||45%||25%||1%
|-
|Crafting (Level 1~10), Fusing (Level 1~10)||50%||40%||10%||{{n/a}}||{{n/a}}
|-
|Crafting (Master Craftsman)||15%||30%||40%||14%||1%
|-
|Fusing (Master Craftsman)||25%||35%||30%||10%||{{n/a}}
|-
|Crafting (Meister)||{{n/a}}||19%||50%||30%||1%
|-
|Fusing (Meister)||{{n/a}}||40%||45%||14%||1%
|}


===Mechanics===
;Equipment with flame advantage
*You can get '''1 to 4 bonus stat lines''' on an equipment and on '''boss equipments, it will always receive 4 lines''' (except Elite Boss drops, which can get 1~4 lines).
*For every line, there are 7 stat levels in it. They are random and do not work like potentials and every line has its own stat level.
**Non-boss equipment will be limited to Stat Levels 1~5 (except Elite Boss drops)
**Boss equipment (and Elite Boss Drops) are limited to Stat Levels 3~7.
**For Elite Boss drops, it is '''only applied when it is first obtained''', usage of flames will treat it as a non-boss equipment (and hence limited to 1~5).
A summary table is provided for convenience.
{|{{prettytable|notwide=1}}
{|{{prettytable|notwide=1}}
! !!Normal Equips!!Elite Boss Equips!!Boss (except Elite Boss) Equips
!Method/Item!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
|Monster Drop, Bought from NPC/Equipment Shard||25%||30%||30%||14%||1%
|-
|Equipment Shard Chance Time||{{n/a}}||30%||50%||19%||1%
|-
|Resurrection Flame Level 100/110/120/130/140/150||97%||1%||1%||1%||{{n/a}}
|-
|-
!Number of Lines
|Powerful/Crimson/Obsidian Resurrection Flame||20%||30%||36%||14%||{{n/a}}
|1~4||1~4||4
|-
|-
!Stat Level Range (upon obtaining)
|Eternal/Rainbow/Black Resurrection Flame||{{n/a}}||29%||45%||25%||1%
|1~5||3~7||3~7
|-
|-
!Stat Level Range (Levelled/Black/Powerful flames)
|Crafting (Level 1~10), Fusing (Level 1~10)||50%||40%||10%||{{n/a}}||{{n/a}}
|1~4||1~4||3~6
|-
|-
!Stat Level Range (Eternal Flames)
|Crafting (Master Craftsman)||15%||30%||40%||14%||1%
|2~5||2~5||4~7
|-
|Fusing (Master Craftsman)||25%||35%||30%||10%||{{n/a}}
|-
|Crafting (Meister)||{{n/a}}||19%||50%||30%||1%
|-
|Fusing (Meister)||{{n/a}}||40%||45%||14%||1%
|-
|Kuro Black Set (from burning event/event characters)||100%||{{n/a}}||{{n/a}}||{{n/a}}||{{n/a}}
|}
|}


===Stats Quality by Equipments===
(For older items with flame advantage in MSEA, their tiers might be lower as the bonus stat is not changed after 8 August 2018)
*Dropped equipments and normal Rebirth Flames will '''usually not begin with the highest Stat Level''' that the equipment can possibly obtain.
*'''Master Craftsman level crafting''' ensures a '''higher chance of a Stat Level 4 (6 on boss equips)''' while '''Meister level crafting''' ensures an '''higher chance of a Stat Level 4~5 (Level 6~7 on boss equips)''' and the '''weakest Stat is Level 2, no chance of Stat Level 1 (lowest Level 4, no chance of Level 3 for boss equips)'''
*Newly obtained equipments '''automtically come with bonus stats''' (usually Stat Level 1~5 for non-boss equips, 3~7 for boss equips) and '''levelled Rebirth Flames cannot be used'''. However '''special flames from crafting can be used (on both new and old equips)'''. If the equip does not automatically come with bonus stats, then the levelled flames can be used.


===Rebirth Flames===
For Rune of Njord drops, '''the tier is decided once and applied to all the stats at once, and the tier will be 2 tiers above the stated of equipmemt without flame advantage'''. For other items, the tier is decided separately for each stat.
These flames give bonus stats to [[#Item Dots|Transparent Dot]] items whose level is '''equal or below the level stated in the flame'''. Powerful Rebirth Flame and Eternal Rebirth Flame can also be used on new items.
 
*Levelled Rebirth Flames (works like a Powerful Rebirth Flame with a higher tendency of giving lower tiers)
The same probabilities can be found on the Korean MapleStory website here: https://maplestory.nexon.com/Guide/OtherProbability/game/gameAddOption
**Rebirth Flame Level 100 (Gachapon, untradeable)
 
**Rebirth Flame Level 110 (Normal / Chaos Zakum, Omni CLN, Root Abyss, Easy / Normal Magnus)
The sample used to determine flame advantage probabilities are:
**Rebirth Flame Level 120 (Normal Hilla, Easy / Normal Von Leon, Easy / Normal / Chaos Horntail, Normal Pink Bean)
*Resurrection Flame Level 100/110/120/130/140/150 on an equipment without flame advantage: https://youtube.com/watch?v=J9hCDnYKT74
**Rebirth Flame Level 130 (Hard Hilla, Hard Von Leon, Chaos Pink Bean, Easy / Normal Arkarium)
*Resurrection Flame Level 100/110/120/130/140/150 on an equipment with flame advantage: https://youtube.com/watch?v=1TYXjZuIaeA
**Rebirth Flame Level 140 (Easy / Normal Empress Cygnus)
*Karma Black Resurrection Flame on Black Set: https://youtube.com/watch?v=NLS46Md9kiI
**Rebirth Flame Level 150 (Hard Magnus, Chaos Root Abyss, Normal / Hard Damien, Normal / Hard Lotus, Normal / Hard Lucid, Normal / Hard Will)
 
*Powerful Rebirth Flame (Master Craftsman Accessory Crafting)
==Flame Advantage==
**Has a '''higher chance''' of bonus stats being a '''Level 4''' instead of Level 1~3 (Level 3~5 with a chance of Level 6 for boss equips) compared to levelled flames.
Most equipment from raid bosses are classified as Flame Advantage equips, though some are excluded. Also, some equipment that are not awarded by slaying raid bosses are also classified as Flame Advantage equips. Flame Advantage equips gain much better bonus stats compared to normal equips.
*Eternal Rebirth Flame (Meister Accessory Crafting)
*It will always receive 4 lines.
**Bonus Stats will be guaranteed '''at least Level 2 (level 4 for boss equips)'''. While the item may state that it provides the "maximum possible Bonus Stats", it actually only ensures that all the lines are '''not of the lowest Stat Level''' and '''does not''' make all Bonus Stat lines automatically at '''max level''', Lines will be usually Level 2~4 with a small chance of it being Level 5 (Level 4~6, with a small chance of Level 7 for boss equips)
*Minimum and maximum flame tier from Powerful Rebirth Flame and Eternal Rebirth Flame is 2 tiers higher for flame advantage items vs non-flame advantage items
[[File:MS Flame advantage.jpg]]
[[File:MS Normal item.jpg]]
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Pink Holy Grail is a Flame Advantage item while Xiamen Earring is a normal item.
 
==Resetting Bonus Stats==
Bonus Stats can be reset using Rebirth Flames by double clicking on the flame. It will then bring you to the equipment tab, where equipment that the flame cannot be used on will have its box coloured red.
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[[File:MS Inventory while using flame.jpg]]
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Upon successful usage, there will be a notice on the chatbox.
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[[File:MS Using flame notice.jpg]]
 
Item type will determine whether or not the flame can be used. The type of flame used as well as whether or not the equipment has Flame Advantage, will determine the stat quality.


===Item Dots===
===Item Dots===
On the top left of the item icon in the item stats, there will be a dot in the icon which determines whether or not levelled flames can be applied.
On the top left of the item icon in the item stats, there will be a dot in the icon which determines whether or not levelled flames can be applied.
*Transparent Dot (If an item has a Transparent dot then all flames can be used on it however, levelled flames cannot be used on a level 160 item with a transparent dot, since these flames only work on items up to level 150)
*Transparent Dot (If an item has a Transparent dot then all flames can be used on it however, flames with item level restrictions cannot be used on a level 151 and above item with a transparent dot, since these flames only work on items up to level 150)
*White Dot (If an item has a White dot then only Powerful and Eternal flames can be used on it)
*White Dot (If an item has a White dot then only flames without item level restrictions can be used on it)


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


;Levelled Rebirth Flames
;Levelled Rebirth Flames (sorted in order by each respective boss's crystal price):
*Gachapon: Level 100 ('''untradeable''')
*Level 100: Gachapon ('''untradable''')
*Normal Zakum, Chaos Zakum, Normal Root Abyss, Omni CLN, Easy Magnus, Normal Magnus: Level 110
*Level 110: Normal Zakum, Easy Papulatus, Easy Magnus, Chaos Zakum, Normal Root Abyss, Julieta, OMNI-CLN / Kawoong, Normal Magnus, Normal Papulatus, Chaos Papulatus
*Normal Hilla, Easy Von Len, Normal Von Leon, Easy Horntail, Normal Horntail, Chaos Horntail, Normal Pink Bean: Level 120
*Level 120: Normal Hilla, Normal Mori Ranmaru, Easy Horntail, Normal Horntail, Easy Von Leon, Julieta, Chaos Horntail, Normal Pink Bean, Normal Von Leon
*Hard Hilla, Hard Von Leon, Chaos Pink Bean, Easy Arkarium, Normal Arkarium: Level 130
*Level 130: Easy Arkarium, Julieta, Hard Von Leon, Normal Arkarium, Hard Mori Ranmaru, Hard Hilla, Chaos Pink Bean
*Easy Cygnus, Normal Cygnus: Level 140
*Level 140: Easy Cygnus, Normal Cygnus, Princess No
*Hard Magnus, Chaos Root Abyss, Normal Damien, Hard Damien, Normal Lotus, Hard Lotus, Normal Lucid, Hard Lucid, Normal Will, Hard Will: Level 150
*Level 150: Chaos Root Abyss, Hard Magnus, Akechi Mitsuhide, Normal Lotus, Normal Damien, Normal Guardian Angel Slime, Easy Lucid, Normal Lucid, Normal Will, Normal Gloom / Dusk, Normal Darknell / Djunkel, Hard Damien, Hard Lotus, Hard Lucid, Hard Will, Chaos Guardian Angel Slime, Chaos Gloom / Dusk, Hard Darknell / Djunkel, Hard Verus Hilla / Heretic Hilla, Hard Chosen Seren / Serene, Black Mage
*Harvesting: Any flames at a random chance when succeeding in Gold Flower, Mysterious Flower, Legendary Mysterious Flower, Heartstone, Mysterious Vein, Legendary Mysterious Vein
 
These can be extracted for Rebirth Fragments to craft Powerful and Eternal Rebirth Flames.
'''These can be extracted for Rebirth Fragments to craft Powerful, Eternal and Black Rebirth Flames.''' Additionally, harvesting special herbs and mines can also award Rebirth Flames Level 110/120/130/140/150 randomly.


;Powerful Rebirth Flames
;Powerful Rebirth Flames/Crimson Resurrection Flame
*Master Craftsman Accessory crafting recipe (x30 Mana Crystal, x5 Rebirth Fragment, x30 Fine Spell Essence, x5 Unrelenting Flame, expires in 7 days)
*Master Craftsman Accessory crafting recipe (x30 Mana Crystal, x5 Rebirth Fragment, x30 Fine Spell Essence, x5 Unrelenting Flame, expires in 7 days)
*[[MapleStory/Maple Union#Union Coin Shop|Legion Coin Shop]] (100 Union/Legion coin each, each character can buy 3 per week, '''untradeable''', expires in 10 days)
*[[MapleStory/Maple Union#Union Coin Shop|Legion Coin Shop]] (100 Union/Legion coin each, each character can buy 3 per week, '''untradable''', expires in 10 days)
*[[MapleStory/Mu Lung Dojo|Mu Lung Dojo]] (25,000 Points, 1 per week, '''untradeable''', expires in 7 days)
*[[MapleStory/Mu Lung Dojo|Mu Lung Dojo]] (25,000 Points, 1 per week, '''untradable''', expires in 7 days)
*[[MapleStory/Ursus|Ursus]] (x40 Animal Bone, x40 Animal Fur, x20 Stiff Leather, x5 Ursus Paw, x1 Ursus Soul Fragment, No limits on the amount that can be purchased, '''untradeable''', expires in 7 days)  
*[[MapleStory/Ursus|Ursus]] (x40 Animal Bone, x40 Animal Fur, x20 Stiff Leather, x5 Ursus Paw, x1 Ursus Soul Fragment, No limits on the amount that can be purchased, '''untradable''', expires in 7 days)  
*Bounty Hunter Pouches (low chance from Superior/Premium pouches, '''untradeable''', expires in 7 days)
*Bounty Hunter Pouches (low chance from Superior/Premium pouches, '''untradable''', expires in 7 days)
*Monster Collection exploration 6 or 24 hours (low chance, '''tradable within account''', expires in 7 days)
*Monster Collection exploration 6 or 24 hours (low chance, '''tradable within account''', expires in 7 days)
*[[MapleStory/Elite Monsters and Elite Bosses#Elite Boss|Elite Boss]] (random chance, expires in 7 days)
*[[MapleStory/Elite Monsters and Elite Bosses#Elite Monster|Elite Monsters and Champions]] (low chance in GMS, very low chance and drop rate increases with monster level in non-GMS, expires in 7 days)
*Event shops ('''usually untradeable''' and expires in 7 days)
*The following bosses as of the Maple LIVE update (sorted in order by each respective boss's crystal price):
*Sudden Missions (low chance, expires in 7 days)
**Normal Lotus, Normal Damien, Normal Guardian Angel Slime, Easy Lucid, Normal Lucid, Normal Will, Normal Gloom / Dusk, Normal Darknell / Djunkel, Hard Damien, Hard Lotus, Hard Lucid, Hard Will, Chaos Guardian Angel Slime, Chaos Gloom / Dusk, Hard Darknell / Djunkel, Hard Verus Hilla / Heretic Hilla, Hard Chosen Seren / Serene, Black Mage
*[[MapleStory/Tower of Oz|Oz Tower]] (low chance, requires box Rank 4 or better, low chance, expires in 7 days)
*Fairy Bros' Daily Gift (not in GMS, 1 given on Day 10, x2 for MVP Bronze II or higher, '''untradeable''', expires in 7 days)
*Harvesting Gold Flower, Mysterious Flower, Legendary Mysterious Flower, Heartstone, Mysterious Vein, Legendary Mysterious Vein successfully (only in GMS, expires in 7 days)
*Raid boss monsters at a very low chance.


;Eternal Rebirth Flames
;Karma Powerful Rebirth Flames/Karma Crimson Resurrection Flames
*Events, Event shops ('''usually untradable''' and expires in 7 days)
*[[MapleStory/Maple Union#Union Coin Shop|Legion Coin Shop]] (50 Union/Legion coin each, each world can buy 20 per week, '''untradable''', expires in 10 days)
 
;Eternal Rebirth Flames/Rainbow Resurrection Flame
*Meister Accessory crafting recipe (x40 Mana Crystal, x10 Rebirth Fragment, x20 Grand Spell Essence, x5 Forever Unrelenting Flame, expires in 7 days)
*Meister Accessory crafting recipe (x40 Mana Crystal, x10 Rebirth Fragment, x20 Grand Spell Essence, x5 Forever Unrelenting Flame, expires in 7 days)
*Bounty Hunter Pouches (low chance from Premium pouches, '''untradeable''', expires in 7 days)
*Bounty Hunter Pouches (low chance from Premium pouches, '''untradable''', expires in 7 days)
*Monster Collection exploration 24 hours (low chance, '''tradable within account''', expires in 7 days)
*Monster Collection exploration 24 hours (low chance, '''tradable within account''', expires in 7 days)
*[[MapleStory/Elite Monsters and Elite Bosses#Elite Boss|Elite Boss]] (random chance, expires in 7 days)
*[[MapleStory/Elite Monsters and Elite Bosses#Elite Monster|Elite Monsters and Champions]] (low chance in GMS, very low chance and drop rate increases with monster level in non-GMS, expires in 7 days)
*Event shops ('''usually untradeable''' and expires in 7 days)
*Event shops ('''usually untradable''' and expires in 7 days)
*Sudden Missions (low chance, expires in 7 days)
*The following bosses as of the Maple LIVE update (sorted in order by each respective boss's crystal price):
*[[MapleStory/Tower of Oz|Oz Tower]] (low chance, requires box Rank 2 or better, low chance, expires in 7 days)
**Normal Guardian Angel Slime, Easy Lucid, Normal Lucid, Normal Will, Normal Gloom / Dusk, Normal Darknell / Djunkel, Hard Damien, Hard Lotus, Hard Lucid, Hard Will, Chaos Guardian Angel Slime, Chaos Gloom / Dusk, Hard Darknell / Djunkel, Hard Verus Hilla / Heretic Hilla, Hard Chosen Seren / Serene, Black Mage
*Fairy Bros' Daily Gift (not in GMS, 1 given on Day 25, x2 for MVP Gold or higher, '''untradeable''', expires in 7 days)
*Harvesting Gold Flower, Mysterious Flower, Legendary Mysterious Flower, Heartstone, Mysterious Vein, Legendary Mysterious Vein successfully (only in GMS, expires in 7 days)
*Raid boss monsters at a very low chance.


Unrelenting Flames and Forever Unrelenting Flames are also needed (together with Rebirth Fragments and other materials) to craft Powerful Rebirth Flames and Eternal Rebirth Flames respectively.
;Karma Eternal Rebirth Flames/Karma Rainbow Resurrection Flames
*Events, Event shops ('''usually untradable''' and expires in 7 days)
*[[MapleStory/Maple Union#Union Coin Shop|Legion Coin Shop]] (150 Union/Legion coin each, each world can buy 20 per week, '''untradable''', expires in 10 days)
*Fairy Bros.' Daily Gift (18 given on Day 11, x2 for MVP Bronze IV or higher, '''untradable''', expires in 7 days)
 
;Obsidian Rebirth Flames
*Gachapon events
 
;Black Rebirth Flame/Black Resurrection Flames
*Meister Accessory crafting recipe (x500 Mana Crystal, x30 Rebirth Fragment, x50 Grand Spell Essence, x5 Forever Unrelenting Black Flame, expires in 7 days)
*[[MapleStory/Elite Monsters and Elite Bosses#Elite Monster|Elite Monsters and Champions]] (low chance in GMS, very low chance and drop rate increases with monster level in non-GMS, expires in 7 days)
*The following bosses as of the Maple LIVE update (sorted in order by each respective boss's crystal price):
**Normal Gloom / Dusk, Normal Darknell / Djunkel, Hard Damien, Hard Lotus, Hard Lucid, Hard Will, Chaos Guardian Angel Slime, Chaos Gloom / Dusk, Hard Darknell / Djunkel, Hard Verus Hilla / Heretic Hilla, Hard Chosen Seren / Serene, Black Mage
 
;Karma Black Rebirth Flames/Karma Black Resurrection Flames
*Events, Event shops ('''usually untradable''' and expires in 7 days)
*[[MapleStory/Maple Union#Union Coin Shop|Legion Coin Shop]] (250 Union/Legion coin each, each world can buy 20 per week, '''untradable''', expires in 10 days)
*Fairy Bros.' Daily Gift (1 given on Day 25, x2 for MVP Gold or higher, '''untradable''', expires in 7 days)
 
Unrelenting Flames, Forever Unrelenting Flames and Forever Unrelenting Black Flames are also needed (together with Rebirth Fragments and other materials) to craft Powerful Rebirth Flames, Eternal Rebirth Flames and Black Rebirth Flames respectively.
;Unrelenting Flames  
;Unrelenting Flames  
*Harvesting Gold Flower, Mysterious Flower, Legendary Mysterious Flower, Heartstone, Mysterious Vein, Legendary Mysterious Vein successfully
*[[MapleStory/Towns/Kritias#The Kritias shop|Kritias Shop]] (Kritias Commemorative Coin x5, 25 Coins needed to make one Powerful Rebirth Flame)
*[[MapleStory/Towns/Kritias#The Kritias shop|Kritias Shop]] (Kritias Commemorative Coin x5, 25 Coins needed to make one Powerful Rebirth Flame)
*[[MapleStory/Tower of Oz|Oz Tower]] (low chance, requires box Rank 4 or better, low chance)
*[[MapleStory/Elite Monsters and Elite Bosses#Elite Monster|Elite Monsters and Champions]] (low chance in GMS, very low chance and drop rate increases with monster level in non-GMS)
*Sudden Missions (low chance)
*The following bosses as of the Maple LIVE update (sorted in order by each respective boss's crystal price):
**Hard Damien, Hard Lotus, Hard Lucid, Hard Will, Chaos Guardian Angel Slime, Chaos Gloom / Dusk, Hard Darknell / Djunkel, Hard Verus Hilla / Heretic Hilla, Hard Chosen Seren / Serene, Black Mage


;Forever Unrelenting Flames
;Forever Unrelenting Flames
*Harvesting Gold Flower, Mysterious Flower, Legendary Mysterious Flower, Heartstone, Mysterious Vein, Legendary Mysterious Vein successfully
*[[MapleStory/Towns/Kritias#The Kritias shop|Kritias Shop]] (Kritias Commemorative Coin x10, 50 Coins needed to make one Eternal Rebirth Flame)
*[[MapleStory/Towns/Kritias#The Kritias shop|Kritias Shop]] (Kritias Commemorative Coin x10, 50 Coins needed to make one Eternal Rebirth Flame)
*[[MapleStory/Tower of Oz|Oz Tower]] (low chance, requires box Rank 2 or better, low chance)
*[[MapleStory/Elite Monsters and Elite Bosses#Elite Monster|Elite Monsters and Champions]] (low chance in GMS, very low chance and drop rate increases with monster level in non-GMS)
*Sudden Missions (low chance)
*The following bosses as of the Maple LIVE update (sorted in order by each respective boss's crystal price):
**Hard Damien, Hard Lotus, Hard Lucid, Hard Will, Chaos Guardian Angel Slime, Chaos Gloom / Dusk, Hard Darknell / Djunkel, Hard Verus Hilla / Heretic Hilla, Hard Chosen Seren / Serene, Black Mage
 
;Forever Unrelenting Black Flames
*[[MapleStory/Elite Monsters and Elite Bosses#Elite Monster|Elite Monsters and Champions]] (low chance in GMS, very low chance and drop rate increases with monster level in non-GMS)
*The following bosses as of the Maple LIVE update (sorted in order by each respective boss's crystal price):
**Hard Damien, Hard Lotus, Hard Lucid, Hard Will, Chaos Guardian Angel Slime, Chaos Gloom / Dusk, Hard Darknell / Djunkel, Hard Verus Hilla / Heretic Hilla, Hard Chosen Seren / Serene, Black Mage
 
==Flame Score==
Flame score is a social construct to easily measure the power of a set of stats provided by the bonus stat system. Generally, this is used on non-weapons where stats provided can be ambiguous in whether it is truly better or worse.
 
It involves utilising stat equivalence ratios. One such example of a set of ratios are:
*1 secondary stat = 0.125 primary stat
*1 job ATT = 4 primary stat
*1% all stats = 10 primary stat
Then, by using the primary stat equivalent as the basis of comparison, we could determine the power of a set of stats easily. This primary stat equivalent value (the damage increase is very similar to adding that number of base primary stat directly) is called '''flame score'''.
 
It is more accurate to determine the correct stat equivalent for your character, as each character's stat configuration can differ quite wildly. As per the stat equivalence logic, it only applies to the current stat configuration, and any changes to the stats can change such ratios as well. Be careful when making judgements (it should not be too severe in the case of bonus stats).
 
Some ways to find out your stat equivalence easily can be found below.
*https://amph.shinyapps.io/starforce/ (tap on "Equivalence Calculator", credits to amphs of MapleSEA)
*https://docs.google.com/spreadsheets/d/1Q1Dj-2xEovBE1Ldlcqrdcjl1il7IfqF7opJJ2ZXyWl4 (Maple Meta Calculator (Google Sheets version), credits to redditor Masterobert)
 
The recommended flame score for items are lined out below, and it is calculated based on the example ratios given (in particular, 1% all stats = 10 primary stat ratio). '''This is just a general guideline, you should always reset the weakest set of bonus stat, and take into account flame advantages''' (items without flame advantage have much lower flame scores in general)
 
Also, '''jumping between these sample guidelines have a wide gap due to combination probability''', so when crossing from average to above average, you might need '''hundreds or thousands of flames'''. Please be careful. For instance, the guidelines are set based on '''Rainbow/Black Resurrection Flame''' standards.
*Starters: 80th percentile (5 rainbow/black flames / 10 crimson flames)
*Average: 95th percentile (20 rainbow/black flames / 50 crimson flames)
*Above Average: 99th percentile (100 rainbow/black flames / 300 crimson flames)
*Minmax: 99.9th percentile (1,000 rainbow/black flames / >5,000 crimson flames)
For starters and average, the equivalent crimson resurrection flames needed would be about double this value. For above average, the crimson resurrection flames needed would be about triple to quadruple the value. For minmax, you are better off using rainbow resurrection flames. <s>(that is why it is called minmax)</s>
 
;Items with flame advantage
*Level 250+ items: 80 flame score for starters, 115 flame score for average, 140 flame score for above average, 175 flame score for minmax
*Level 200~249 items: 75 flame score for starters, 105 flame score for average, 130 flame score for above average, 160 flame score for minmax
*Level 160~199 items: 65 flame score for starters, 90 flame score for average, 115 flame score for above average, 140 flame score for minmax
*Level 140~159 items: 60 flame score for starters, 80 flame score for average, 105 flame score for above average, 125 flame score for minmax


===Stats===
;Items without flame advantage
Here are the possible stats. '''Different lines that add the same stat will be combined together to show the total bonus stats''' instead of displaying separately. Bonus stats on equipments will be written in '''green'''.
*Level 160~199 items: 20 flame score for starters, 35 flame score for average, 50 flame score for above average, 75 flame score for minmax
*The maximum scaling of stats to equip level is currently unknown so based on the pattern, the tables will show possible stats up till equip level 275.
*Level 140~159 items: 20 flame score for starters, 30 flame score for average, 45 flame score for above average, 70 flame score for minmax
*Duplicate lines are not possible (note that Single Stat increase is considered a different line than Double Stat increase, even though they might contain the same stat.)
*Level 120~139 items: 20 flame score for starters, 30 flame score for average, 45 flame score for above average, 65 flame score for minmax


;Note that the following equipment types cannot receive Bonus Stats and they will use the old above/below average system instead.
For '''Xenons''', you would just need to look at All Stats %, Weapon ATT, as well as STR+DEX+LUK. All Stats % and Weapon ATT would have a higher weight (about 1.5x to 2x) than other jobs due to the structure of Xenon's stat composition. For the flame score, we assume that:
*Rings
*1 job ATT = 8 primary stat
*Shoulderpad (Scarlet Shoulderpad can be flamed however)
*1% all stats = 20 primary stat
*Medals
*1 STR = 1 DEX = 1 LUK = 1 primary stat
*Emblems
**If we compare the equivalent chance of a set value of all stat % against that of a set value of a single stat %, they are pretty similar (3% all stat is similar to 9% single stat on epic, 6% all stat is similar to 15% single stat on unique, 9% all stat is similar to 18% single stat on legendary). However, even though the chance is similar, the "all stats %" configuration would add more damage, so we can assume that all xenons should go for "all stats %" potentials regardless of the stage of the game, so the power of each primary stat should be similar.
*Badges
 
*Android
;Items with flame advantage
*Android Hearts
*Level 250+ items: 175 flame score for starters, 245 flame score for average, 275 flame score for above average, 310 flame score for minmax
*Secondary Weapons (including katara)
*Level 200~249 items: 165 flame score for starters, 225 flame score for average, 255 flame score for above average, 290 flame score for minmax
*Level 160~199 items: 150 flame score for starters, 200 flame score for average, 225 flame score for above average, 260 flame score for minmax
*Level 140~159 items: 140 flame score for starters, 180 flame score for average, 205 flame score for above average, 240 flame score for minmax
 
;Items without flame advantage
*Level 160~199 items: 60 flame score for starters, 80 flame score for average, 105 flame score for above average, 145 flame score for minmax
*Level 140~159 items: 50 flame score for starters, 75 flame score for average, 96 flame score for above average, 135 flame score for minmax
*Level 120~139 items: 45 flame score for starters, 70 flame score for average, 90 flame score for above average, 130 flame score for minmax
 
For '''Demon Avengers''', no flame score is needed. Just focus on HP and Weapon ATT. In general, '''2 Weapon ATT is similar to +1 tier of HP''', so it can be converted to number of tiers of HP or Weapon ATT easily. Since the wildcards available to Demon Avengers are very wide (only requires 2 out of 4 desirable lines), there are no complex ratios to be used.
 
;Items with flame advantage
*Starters: Tier 4 HP
*Average: (Tier 4 HP + Tier 4 Weapon ATT) or Tier 6 HP
*Above Average: (Tier 5 HP + Tier 6 Weapon ATT) or (Tier 6 HP + Tier 4 Weapon ATT)
*Minmax: (Tier 6 HP + Tier 6 Weapon ATT) or (Tier 7 HP + Tier 4 Weapon ATT)
 
;Items without flame advantage
*Starters: Tier 1 Weapon ATT or Tier 1 HP (Tier 1 HP is stronger, but the probability is too low to fulfill the "Starters" classification)
*Average: (Tier 1 HP + Tier 4 Weapon ATT) or (Tier 2 HP + Tier 2 Weapon ATT) or Tier 3 HP
*Above Average: (Tier 2 HP + Tier 5 Weapon ATT) or (Tier 3 HP + Tier 3 Weapon ATT) or (Tier 4 HP + Tier 1 Weapon ATT)
*Minmax: (Tier 4 HP + Tier 4 Weapon ATT) or (Tier 5 HP + Tier 2 Weapon ATT)
 
==Stats==
Here are the possible stats. '''Different lines that add the same stat will be combined together to show the total bonus stats''' instead of displaying separately.
 
'''The chance of a particular line appearing (before tier considerations) is equal, and duplicate lines are not possible''' (note that Single Stat increase is considered a different line than Double Stat increase, even though they might contain the same stat.)


====STR increase====
===STR increase===
{|{{prettytable|notwide=1}}
{|{{prettytable|notwide=1}}
!Equip level!!Stat level 1!!Stat level 2!!Stat level 3!!Stat level 4!!Stat level 5!!Stat level 6!!Stat level 7
!Equip level!!Tier 1!!Tier 2!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
|-
|0-19||1||2||3||4||5||6||7
|0-19||1||2||3||4||5||6||7
Line 151: Line 332:
|180-199||10||20||30||40||50||60||70
|180-199||10||20||30||40||50||60||70
|-
|-
|200-219||11||22||33||44||55||66||77
|200-229||11||22||33||44||55||66||77
|-
|-
|220-239||12||24||36||48||60||72||84
|230+||12||24||36||48||60||72||84
|-
|240-259||13||26||39||52||65||78||91
|-
|260-275||14||28||42||56||70||84||98
|}
|}


====DEX increase====
===DEX increase===
{|{{prettytable|notwide=1}}
{|{{prettytable|notwide=1}}
!Equip level!!Stat level 1!!Stat level 2!!Stat level 3!!Stat level 4!!Stat level 5!!Stat level 6!!Stat level 7
!Equip level!!Tier 1!!Tier 2!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
|-
|0-19||1||2||3||4||5||6||7
|0-19||1||2||3||4||5||6||7
Line 184: Line 361:
|180-199||10||20||30||40||50||60||70
|180-199||10||20||30||40||50||60||70
|-
|-
|200-219||11||22||33||44||55||66||77
|200-229||11||22||33||44||55||66||77
|-
|-
|220-239||12||24||36||48||60||72||84
|230+||12||24||36||48||60||72||84
|-
|240-259||13||26||39||52||65||78||91
|-
|260-275||14||28||42||56||70||84||98
|}
|}


====INT increase====
===INT increase===
{|{{prettytable|notwide=1}}
{|{{prettytable|notwide=1}}
!Equip level!!Stat level 1!!Stat level 2!!Stat level 3!!Stat level 4!!Stat level 5!!Stat level 6!!Stat level 7
!Equip level!!Tier 1!!Tier 2!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
|-
|0-19||1||2||3||4||5||6||7
|0-19||1||2||3||4||5||6||7
Line 217: Line 390:
|180-199||10||20||30||40||50||60||70
|180-199||10||20||30||40||50||60||70
|-
|-
|200-219||11||22||33||44||55||66||77
|200-229||11||22||33||44||55||66||77
|-
|220-239||12||24||36||48||60||72||84
|-
|240-259||13||26||39||52||65||78||91
|-
|-
|260-275||14||28||42||56||70||84||98
|230+||12||24||36||48||60||72||84
|}
|}


====LUK increase====
===LUK increase===
{|{{prettytable|notwide=1}}
{|{{prettytable|notwide=1}}
!Equip level!!Stat level 1!!Stat level 2!!Stat level 3!!Stat level 4!!Stat level 5!!Stat level 6!!Stat level 7
!Equip level!!Tier 1!!Tier 2!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
|-
|0-19||1||2||3||4||5||6||7
|0-19||1||2||3||4||5||6||7
Line 250: Line 419:
|180-199||10||20||30||40||50||60||70
|180-199||10||20||30||40||50||60||70
|-
|-
|200-219||11||22||33||44||55||66||77
|200-229||11||22||33||44||55||66||77
|-
|220-239||12||24||36||48||60||72||84
|-
|-
|240-259||13||26||39||52||65||78||91
|230+||12||24||36||48||60||72||84
|-
|260-275||14||28||42||56||70||84||98
|}
|}


====STR and DEX increase====
===STR and DEX increase===
{|{{prettytable|notwide=1}}
{|{{prettytable|notwide=1}}
!Equip level!!Stat level 1!!Stat level 2!!Stat level 3!!Stat level 4!!Stat level 5!!Stat level 6!!Stat level 7
!Equip level!!Tier 1!!Tier 2!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
|-
|0-39||1||2||3||4||5||6||7
|0-39||1||2||3||4||5||6||7
Line 273: Line 438:
|160-199||5||10||15||20||25||30||35
|160-199||5||10||15||20||25||30||35
|-
|-
|200-239||6||12||18||24||30||36||42
|200-249||6||12||18||24||30||36||42
|-
|-
|240-275||7||14||21||28||35||42||49
|250+||7||14||21||28||35||42||49
|}
|}


====STR and INT increase====
===STR and INT increase===
{|{{prettytable|notwide=1}}
{|{{prettytable|notwide=1}}
!Equip level!!Stat level 1!!Stat level 2!!Stat level 3!!Stat level 4!!Stat level 5!!Stat level 6!!Stat level 7
!Equip level!!Tier 1!!Tier 2!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
|-
|0-39||1||2||3||4||5||6||7
|0-39||1||2||3||4||5||6||7
Line 292: Line 457:
|160-199||5||10||15||20||25||30||35
|160-199||5||10||15||20||25||30||35
|-
|-
|200-239||6||12||18||24||30||36||42
|200-249||6||12||18||24||30||36||42
|-
|-
|240-275||7||14||21||28||35||42||49
|250+||7||14||21||28||35||42||49
|}
|}


====STR and LUK increase====
===STR and LUK increase===
{|{{prettytable|notwide=1}}
{|{{prettytable|notwide=1}}
!Equip level!!Stat level 1!!Stat level 2!!Stat level 3!!Stat level 4!!Stat level 5!!Stat level 6!!Stat level 7
!Equip level!!Tier 1!!Tier 2!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
|-
|0-39||1||2||3||4||5||6||7
|0-39||1||2||3||4||5||6||7
Line 311: Line 476:
|160-199||5||10||15||20||25||30||35
|160-199||5||10||15||20||25||30||35
|-
|-
|200-239||6||12||18||24||30||36||42
|200-249||6||12||18||24||30||36||42
|-
|-
|240-275||7||14||21||28||35||42||49
|250+||7||14||21||28||35||42||49
|}
|}


====DEX and INT increase====
===DEX and INT increase===
{|{{prettytable|notwide=1}}
{|{{prettytable|notwide=1}}
!Equip level!!Stat level 1!!Stat level 2!!Stat level 3!!Stat level 4!!Stat level 5!!Stat level 6!!Stat level 7
!Equip level!!Tier 1!!Tier 2!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
|-
|0-39||1||2||3||4||5||6||7
|0-39||1||2||3||4||5||6||7
Line 330: Line 495:
|160-199||5||10||15||20||25||30||35
|160-199||5||10||15||20||25||30||35
|-
|-
|200-239||6||12||18||24||30||36||42
|200-249||6||12||18||24||30||36||42
|-
|-
|240-275||7||14||21||28||35||42||49
|250+||7||14||21||28||35||42||49
|}
|}


====DEX and LUK increase====
===DEX and LUK increase===
{|{{prettytable|notwide=1}}
{|{{prettytable|notwide=1}}
!Equip level!!Stat level 1!!Stat level 2!!Stat level 3!!Stat level 4!!Stat level 5!!Stat level 6!!Stat level 7
!Equip level!!Tier 1!!Tier 2!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
|-
|0-39||1||2||3||4||5||6||7
|0-39||1||2||3||4||5||6||7
Line 349: Line 514:
|160-199||5||10||15||20||25||30||35
|160-199||5||10||15||20||25||30||35
|-
|-
|200-239||6||12||18||24||30||36||42
|200-249||6||12||18||24||30||36||42
|-
|-
|240-275||7||14||21||28||35||42||49
|250+||7||14||21||28||35||42||49
|}
|}


====INT and LUK increase====
===INT and LUK increase===
{|{{prettytable|notwide=1}}
{|{{prettytable|notwide=1}}
!Equip level!!Stat level 1!!Stat level 2!!Stat level 3!!Stat level 4!!Stat level 5!!Stat level 6!!Stat level 7
!Equip level!!Tier 1!!Tier 2!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
|-
|0-39||1||2||3||4||5||6||7
|0-39||1||2||3||4||5||6||7
Line 368: Line 533:
|160-199||5||10||15||20||25||30||35
|160-199||5||10||15||20||25||30||35
|-
|-
|200-239||6||12||18||24||30||36||42
|200-249||6||12||18||24||30||36||42
|-
|-
|240-275||7||14||21||28||35||42||49
|250+||7||14||21||28||35||42||49
|}
|}


====Attack Power increase (Armors)====
===Attack Power increase (Non-weapons)===
Not affected by Equip Level.
Not affected by Equip Level. However, the item must be at least level 60 and above.
{|{{prettytable|notwide=1}}
{|{{prettytable|notwide=1}}
!Stat level 1!!Stat level 2!!Stat level 3!!Stat level 4!!Stat level 5!!Stat level 6!!Stat level 7
!Tier 1!!Tier 2!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
|-
|1||2||3||4||5||6||7
|1||2||3||4||5||6||7
|}
|}


====Attack Power increase (Weapons)====
===Attack Power increase (Weapons)===
Affected by Equip Level and also affected by Weapon's Base Attack Power. For weapons with base Attack Power and base Magic Attack before any bonus stats, it is calculated based on the base Attack Power, not Base Magic Attack.
Affected by Equip Level and also affected by Weapon's Base Attack Power. For weapons with base Attack Power and base Magic Attack before any bonus stats, it is calculated based on the base Attack Power, not Base Magic Attack.
The proportionality constant of the next tier is 10% higher than the previous tier, and it is stacked up to 4 times (46.41% higher than the lowest possible tier). For normal weapons, it is counted from tier 1, and for weapons with flame advantage, it is counted from tier 3.
;Normal Weapons (values shown are % of Weapon's base Attack Power, rounded up)
;Normal Weapons (values shown are % of Weapon's base Attack Power, rounded up)
*Levels 6~7 are only limited to Elite Boss drops (upon obtaining, any rebirth flames applied will be limited back to levels 1~5)
*Tiers 6~7 are only limited to Elite Boss drops (upon obtaining, any rebirth flames applied will be limited back to Tiers 1~5)
*'''Zero weapons and weapons from Elite Bosses are classified as normal weapons'''.
*'''Zero weapons and weapons from Elite Bosses are classified as normal weapons'''. Zero weapon is '''calculated off Lapis'''.
**Zero weapon is '''calculated off Lapis'''.
{|{{prettytable|notwide=1}}
{|{{prettytable|notwide=1}}
!Equip Level!!Stat Level 1!!Stat Level 2!!Stat Level 3!!Stat Level 4!!Stat Level 5!!Stat Level 6!!Stat Level 7
!Equip level!!Tier 1!!Tier 2!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
|0-39||1%||2.2%||3.63%||5.324%||7.3205%||8.7846%||10.2487%
|-
|40-79||2%||4.4%||7.26%||10.648%||14.641%||17.5692%||20.4974%
|-
|80-119||3%||6.6%||10.89%||15.972%||21.9615%||26.3538%||30.7461%
|-
|120-159||4%||8.8%||14.52%||21.296%||29.282%||35.1384%||40.9948%
|-
|160-199||5%||11%||18.15%||26.62%||36.6025%||43.923%||51.2435%
|-
|-
|0-39||1%||2.2%||3.65%||5.35%||7.3%||8.8%||10.25%
|200+||6%||13.2%||21.78%||31.944%||43.923%||52.7076%||61.4922%
|}
 
For an easier reference for Zero weapons
*Type 6: 6/13/21/30/41
*Type 7: 9/20/32/47/64
*Type 8: 11/23/38/56/76
*Type 9: 18/40/65/95/131
*Genesis: 21/46/75/110/151
 
;Flame Advantage Weapons (values shown are % of Weapon's base Attack Power, rounded up)
{|{{prettytable|notwide=1}}
!Equip level!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
|-
|40-79||2%||4.4%||7.3%||10.7%||14.6%||17.6%||20.5%
|0-39||3%||4.4%||6.05%||7.986%||10.2487%
|-
|-
|80-119||3%||6.6%||10.95%||16.05%||21.9%||26.4%||30.75%
|40-79||6%||8.8%||12.1%||15.972%||20.4974%
|-
|-
|120-159||4%||8.8%||14.6%||21.4%||29.2%||35.2%||41%
|80-119||9%||13.2%||18.15%||23.958%||30.7461%
|-
|-
|160-199||5%||11%||18.25%||26.75%||36.5%||44%||51.25%
|120-159||12%||17.6%||24.2%||31.944%||40.9948%
|-
|-
|200-239||6%||13.2%||21.9%||32.1%||43.8%||52.8%||61.5%
|160-199||15%||22%||30.25%||39.93%||51.2435%
|-
|-
|240-275||7%||15.4%||25.55%||37.45%||51.1%||61.6%||71.75%
|200+||18%||26.4%||36.3%||47.916%||61.4922%
|}
|}


;Boss Weapons (values shown are % of Weapon's base Attack Power, rounded up)
For an easier reference
{|{{prettytable|notwide=1}}
;Fafnir Weapons
!Equip Level!!Stat Level 3!!Stat Level 4!!Stat Level 5!!Stat Level 6!!Stat Level 7
{|{{prettytable|notwide=1|text center=1}}
!Weapon's base!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
!86
|11||16||21||28||36
|-
!119
|15||21||29||39||49
|-
!125
|15||22||31||40||52
|-
!126
|16||23||31||41||52
|-
!128
|16||23||31||41||53
|-
!153
|19||27||38||49||63
|-
!160
|20||29||39||52||66
|-
!164
|20||29||40||53||68
|-
!171
|21||31||42||55||71
|-
!175
|21||31||43||56||72
|-
!201
|25||36||49||65||83
|-
!204
|25||36||50||66||84
|}
 
;Absolabs Weapons
{|{{prettytable|notwide=1|text center=1}}
!Weapon's base!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
!103
|16||23||32||42||53
|-
!143
|22||32||44||58||74
|-
!150
|23||33||46||60||77
|-
!151
|23||34||46||61||78
|-
!154
|24||34||47||62||79
|-
!184
|28||41||56||74||95
|-
!192
|29||43||59||77||99
|-
!197
|30||44||60||79||101
|-
!205
|31||46||63||82||106
|-
!210
|32||47||64||84||108
|-
!241
|37||54||73||97||124
|-
!245
|37||54||75||98||126
|}
 
;Arcaneshade Weapons
{|{{prettytable|notwide=1|text center=1}}
!Weapon's base!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
!149
|27||40||55||72||92
|-
!206
|38||55||75||99||127
|-
!216
|39||58||79||104||133
|-
!218
|40||58||80||105||135
|-
!221
|40||59||81||106||136
|-
!264
|48||70||96||127||163
|-
!276
|50||73||101||133||170
|-
!283
|51||75||103||136||175
|-
!295
|54||78||108||142||182
|-
!302
|55||80||110||145||186
|-
!347
|63||92||126||167||214
|-
!353
|64||94||129||170||218
|}
 
;Genesis Weapons
{|{{prettytable|notwide=1|text center=1}}
!Weapon's base!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
!172
|31||46||63||83||106
|-
!237
|43||63||87||114||146
|-
!249
|45||66||91||120||154
|-
!251
|46||67||92||121||155
|-
!255
|46||68||93||123||157
|-
!304
|55||81||111||146||187
|-
!318
|58||84||116||153||196
|-
|-
|0-39||3%||4.4%||6.05%||8%||10.25%
!326
|59||87||119||157||201
|-
|-
|40-79||6%||8.8%||12.1%||16%||20.5%
!337
|61||89||123||162||208
|-
|-
|80-119||9%||13.2%||18.15%||24%||30.75%
!340
|62||90||124||163||210
|-
|-
|120-159||12%||17.6%||24.2%||32%||41%
!342
|62||91||125||164||211
|-
|-
|160-199||15%||22%||30.25%||40%||51.25%
!348
|63||92||127||167||214
|-
|-
|200-239||18%||26.4%||36.3%||48%||61.5%
!400
|72||106||146||192||246
|-
|-
|240-275||21%||30.8%||42.35%||56%||71.75%
!406
|74||108||148||195||250
|}
|}


====Magic Attack increase (Armors)====
===Magic Attack increase (Non-weapons)===
Not affected by Equip Level.
Not affected by Equip Level. However, the item must be at least level 60 and above.
{|{{prettytable|notwide=1}}
{|{{prettytable|notwide=1}}
!Stat level 1!!Stat level 2!!Stat level 3!!Stat level 4!!Stat level 5!!Stat level 6!!Stat level 7
!Tier 1!!Tier 2!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
|-
|1||2||3||4||5||6||7
|1||2||3||4||5||6||7
|}
|}


====Magic Attack increase (Weapons)====
===Magic Attack increase (Weapons)===
Affected by Equip Level and also affected by Weapon's Base Magic Attack. For weapons without base Magic Attack before bonus stats, it is calculated based on the base Attack Power.
Affected by Equip Level and also affected by Weapon's Base Magic Attack. For weapons without base Magic Attack before bonus stats, it is calculated based on the base Attack Power.
The proportionality constant of the next tier is 10% higher than the previous tier, and it is stacked up to 4 times (46.41% higher than the lowest possible tier). For normal weapons, it is counted from tier 1, and for weapons with flame advantage, it is counted from tier 3.
;Normal Weapons (values shown are % of Weapon's base Magic Attack, rounded up)
;Normal Weapons (values shown are % of Weapon's base Magic Attack, rounded up)
*Levels 6~7 are only limited to Elite Boss drops (upon obtaining, any rebirth flames applied will be limited back to levels 1~5)
*Tiers 6~7 are only limited to Elite Boss drops (upon obtaining, any rebirth flames applied will be limited back to Tiers 1~5)
*'''Zero weapons and weapons from Elite Bosses are classified as normal weapons'''.
*'''Zero weapons and weapons from Elite Bosses are classified as normal weapons'''. Zero weapon is '''calculated off Lapis'''.
**Zero weapon is '''calculated off Lapis'''.
{|{{prettytable|notwide=1}}
{|{{prettytable|notwide=1}}
!Equip Level!!Stat Level 1!!Stat Level 2!!Stat Level 3!!Stat Level 4!!Stat Level 5!!Stat Level 6!!Stat Level 7
!Equip level!!Tier 1!!Tier 2!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
|-
|0-39||1%||2.2%||3.65%||5.35%||7.3%||8.8%||10.25%
|0-39||1%||2.2%||3.63%||5.324%||7.3205%||8.7846%||10.2487%
|-
|-
|40-79||2%||4.4%||7.3%||10.7%||14.6%||17.6%||20.5%
|40-79||2%||4.4%||7.26%||10.648%||14.641%||17.5692%||20.4974%
|-
|-
|80-119||3%||6.6%||10.95%||16.05%||21.9%||26.4%||30.75%
|80-119||3%||6.6%||10.89%||15.972%||21.9615%||26.3538%||30.7461%
|-
|-
|120-159||4%||8.8%||14.6%||21.4%||29.2%||35.2%||41%
|120-159||4%||8.8%||14.52%||21.296%||29.282%||35.1384%||40.9948%
|-
|-
|160-199||5%||11%||18.25%||26.75%||36.5%||44%||51.25%
|160-199||5%||11%||18.15%||26.62%||36.6025%||43.923%||51.2435%
|-
|-
|200-239||6%||13.2%||21.9%||32.1%||43.8%||52.8%||61.5%
|200+||6%||13.2%||21.78%||31.944%||43.923%||52.7076%||61.4922%
|}
 
For an easier reference for Zero weapons
*Type 6: 6/13/21/30/41
*Type 7: 9/20/32/47/64
*Type 8: 11/23/38/56/76
*Type 9: 18/40/65/95/131
*Genesis: 21/46/75/110/151
 
;Flame Advantage Weapons (values shown are % of Weapon's base Magic Attack, rounded up)
{|{{prettytable|notwide=1}}
!Equip level!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
|0-39||3%||4.4%||6.05%||7.986%||10.2487%
|-
|40-79||6%||8.8%||12.1%||15.972%||20.4974%
|-
|-
|240-275||7%||15.4%||25.55%||37.45%||51.1%||61.6%||71.75%
|80-119||9%||13.2%||18.15%||23.958%||30.7461%
|-
|120-159||12%||17.6%||24.2%||31.944%||40.9948%
|-
|160-199||15%||22%||30.25%||39.93%||51.2435%
|-
|200+||18%||26.4%||36.3%||47.916%||61.4922%
|}
|}


;Boss set Weapons (values shown are % of Weapon's base Magic Attack, rounded up)
For an easier reference
{|{{prettytable|notwide=1}}
;Fafnir Weapons
!Equip Level!!Stat Level 3!!Stat Level 4!!Stat Level 5!!Stat Level 6!!Stat Level 7
{|{{prettytable|notwide=1|text center=1}}
!Weapon's base!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
!86
|11||16||21||28||36
|-
!119
|15||21||29||39||49
|-
!125
|15||22||31||40||52
|-
!126
|16||23||31||41||52
|-
!128
|16||23||31||41||53
|-
!153
|19||27||38||49||63
|-
!160
|20||29||39||52||66
|-
!164
|20||29||40||53||68
|-
!171
|21||31||42||55||71
|-
!175
|21||31||43||56||72
|-
!201
|25||36||49||65||83
|-
!204
|25||36||50||66||84
|}
 
;Absolabs Weapons
{|{{prettytable|notwide=1|text center=1}}
!Weapon's base!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
!103
|16||23||32||42||53
|-
!143
|22||32||44||58||74
|-
!150
|23||33||46||60||77
|-
!151
|23||34||46||61||78
|-
!154
|24||34||47||62||79
|-
!184
|28||41||56||74||95
|-
!192
|29||43||59||77||99
|-
!197
|30||44||60||79||101
|-
!205
|31||46||63||82||106
|-
!210
|32||47||64||84||108
|-
!241
|37||54||73||97||124
|-
!245
|37||54||75||98||126
|}
 
;Arcaneshade Weapons
{|{{prettytable|notwide=1|text center=1}}
!Weapon's base!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
!149
|27||40||55||72||92
|-
!206
|38||55||75||99||127
|-
!216
|39||58||79||104||133
|-
!218
|40||58||80||105||135
|-
!221
|40||59||81||106||136
|-
!264
|48||70||96||127||163
|-
!276
|50||73||101||133||170
|-
!283
|51||75||103||136||175
|-
!295
|54||78||108||142||182
|-
!302
|55||80||110||145||186
|-
!347
|63||92||126||167||214
|-
!353
|64||94||129||170||218
|}
 
;Genesis Weapons
{|{{prettytable|notwide=1|text center=1}}
!Weapon's base!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
!172
|31||46||63||83||106
|-
!237
|43||63||87||114||146
|-
!249
|45||66||91||120||154
|-
!251
|46||67||92||121||155
|-
!255
|46||68||93||123||157
|-
!304
|55||81||111||146||187
|-
!318
|58||84||116||153||196
|-
|-
|0-39||3%||4.4%||6.05%||8%||10.25%
!326
|59||87||119||157||201
|-
|-
|40-79||6%||8.8%||12.1%||16%||20.5%
!337
|61||89||123||162||208
|-
|-
|80-119||9%||13.2%||18.15%||24%||30.75%
!340
|62||90||124||163||210
|-
|-
|120-159||12%||17.6%||24.2%||32%||41%
!342
|62||91||125||164||211
|-
|-
|160-199||15%||22%||30.25%||40%||51.25%
!348
|63||92||127||167||214
|-
|-
|200-239||18%||26.4%||36.3%||48%||61.5%
!400
|72||106||146||192||246
|-
|-
|240-275||21%||30.8%||42.35%||56%||71.75%
!406
|74||108||148||195||250
|}
|}


====Defense increase====
===Defense increase===
{|{{prettytable|notwide=1}}
{|{{prettytable|notwide=1}}
!Equip level!!Stat level 1!!Stat level 2!!Stat level 3!!Stat level 4!!Stat level 5!!Stat level 6!!Stat level 7
!Equip level!!Tier 1!!Tier 2!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
|-
|0-19||1||2||3||4||5||6||7
|0-19||1||2||3||4||5||6||7
Line 499: Line 1,016:
|180-199||10||20||30||40||50||60||70
|180-199||10||20||30||40||50||60||70
|-
|-
|200-219||11||22||33||44||55||66||77
|200-229||11||22||33||44||55||66||77
|-
|220-239||12||24||36||48||60||72||84
|-
|-
|240-259||13||26||39||52||65||78||91
|230+||12||24||36||48||60||72||84
|-
|260-275||14||28||42||56||70||84||98
|}
|}


====HP increase====
===HP increase===
{|{{prettytable|notwide=1}}
{|{{prettytable|notwide=1}}
!Equip level!!Stat level 1!!Stat level 2!!Stat level 3!!Stat level 4!!Stat level 5!!Stat level 6!!Stat level 7
!Equip level!!Tier 1!!Tier 2!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
|-
|0-19||30||60||90||120||150||180||210
|0-9||3||6||9||12||15||18||21
|-
|10-19||30||60||90||120||150||180||210
|-
|-
|20-29||60||120||180||240||300||360||420
|20-29||60||120||180||240||300||360||420
Line 552: Line 1,067:
|200-209||600||1,200||1,800||2,400||3,000||3,600||4,200
|200-209||600||1,200||1,800||2,400||3,000||3,600||4,200
|-
|-
|210-219||630||1,260||1,890||2,520||3,150||3,780||4,410
|210-219||620||1,240||1,860||2,480||3,100||3,720||4,340
|-
|-
|220-229||660||1,320||1,980||2,640||3,300||3,960||4,620
|220-229||640||1,280||1,920||2,560||3,200||3,840||4,480
|-
|-
|230-239||690||1,380||2,070||2,760||3,450||4,140||4,830
|230-239||660||1,320||1,980||2,640||3,300||3,960||4,620
|-
|-
|240-249||720||1,440||2,160||2,880||3,600||4,320||5,040
|240-249||680||1,360||2,040||2,720||3,400||4,080||4,760
|-
|-
|250-259||750||1,500||2,250||3,000||3,750||4,500||5,250
|250+||700||1,400||2,100||2,800||3,500||4,200||4,900
|-
|260-269||780||1,560||2,340||3,120||3,900||4,680||5,460
|-
|270-275||810||1,620||2,430||3,240||4,050||4,860||5,670
|}
|}


====MP increase====
===MP increase===
{|{{prettytable|notwide=1}}
{|{{prettytable|notwide=1}}
!Equip level!!Stat level 1!!Stat level 2!!Stat level 3!!Stat level 4!!Stat level 5!!Stat level 6!!Stat level 7
!Equip level!!Tier 1!!Tier 2!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
|-
|0-19||30||60||90||120||150||180||210
|0-9||3||6||9||12||15||18||21
|-
|10-19||30||60||90||120||150||180||210
|-
|-
|20-29||60||120||180||240||300||360||420
|20-29||60||120||180||240||300||360||420
Line 611: Line 1,124:
|200-209||600||1,200||1,800||2,400||3,000||3,600||4,200
|200-209||600||1,200||1,800||2,400||3,000||3,600||4,200
|-
|-
|210-219||630||1,260||1,890||2,520||3,150||3,780||4,410
|210-219||620||1,240||1,860||2,480||3,100||3,720||4,340
|-
|220-229||660||1,320||1,980||2,640||3,300||3,960||4,620
|-
|230-239||690||1,380||2,070||2,760||3,450||4,140||4,830
|-
|-
|240-249||720||1,440||2,160||2,880||3,600||4,320||5,040
|220-229||640||1,280||1,920||2,560||3,200||3,840||4,480
|-
|-
|250-259||750||1,500||2,250||3,000||3,750||4,500||5,250
|230-239||660||1,320||1,980||2,640||3,300||3,960||4,620
|-
|-
|260-269||780||1,560||2,340||3,120||3,900||4,680||5,460
|240-249||680||1,360||2,040||2,720||3,400||4,080||4,760
|-
|-
|270-275||810||1,620||2,430||3,240||4,050||4,860||5,670
|250+||700||1,400||2,100||2,800||3,500||4,200||4,900
|}
|}


====Speed increase====
===Speed increase (Non-Weapons)===
Not affected by Equip Level.
Not affected by Equip Level.
{|{{prettytable|notwide=1}}
{|{{prettytable|notwide=1}}
!Stat level 1!!Stat level 2!!Stat level 3!!Stat level 4!!Stat level 5!!Stat level 6!!Stat level 7
!Tier 1!!Tier 2!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
|-
|1||2||3||4||5||6||7
|1||2||3||4||5||6||7
|}
|}


====Jump increase====
===Jump increase (Non-Weapons)===
Not affected by Equip Level.
Not affected by Equip Level.
{|{{prettytable|notwide=1}}
{|{{prettytable|notwide=1}}
!Stat level 1!!Stat level 2!!Stat level 3!!Stat level 4!!Stat level 5!!Stat level 6!!Stat level 7
!Tier 1!!Tier 2!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
|-
|1||2||3||4||5||6||7
|1||2||3||4||5||6||7
|}
|}


====Special Bonus Stats====
===Special Bonus Stats===
These bonus stats are special in which they are very powerful (since 3 out of 4 of them are % based).
These bonus stats are special in which they are very powerful (since 3 out of 4 of them are % based).
They are all not affected by equip level.


=====All Stats % increase=====
They are all not affected by equip level. '''On Zero weapons, except for "Item Level Requirement Reduction" stat, the stat will be applied twice even though the displayed value on the item remains the same'''.
 
====All Stats % increase====
For non-weapons, the item must be at least level 70. There is no level requirement for weapons.
{|{{prettytable|notwide=1}}
{|{{prettytable|notwide=1}}
!Stat level 1!!Stat level 2!!Stat level 3!!Stat level 4!!Stat level 5!!Stat level 6!!Stat level 7
!Tier 1!!Tier 2!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
|-
|1%||2%||3%||4%||5%||6%||7%
|1%||2%||3%||4%||5%||6%||7%
|}
|}


=====Damage to Boss Monsters % increase (Weapons)=====
====Damage to Boss Monsters % increase (Weapons)====
Weapon must be at least level 90.
{|{{prettytable|notwide=1}}
{|{{prettytable|notwide=1}}
!Stat level 1!!Stat level 2!!Stat level 3!!Stat level 4!!Stat level 5!!Stat level 6!!Stat level 7
!Tier 1!!Tier 2!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
|-
|2%||4%||6%||8%||10%||12%||14%
|2%||4%||6%||8%||10%||12%||14%
|}
|}


=====Damage % increase (Weapons)=====
====Damage % increase (Weapons)====
{|{{prettytable|notwide=1}}
{|{{prettytable|notwide=1}}
!Stat level 1!!Stat level 2!!Stat level 3!!Stat level 4!!Stat level 5!!Stat level 6!!Stat level 7
!Tier 1!!Tier 2!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
|-
|1%||2%||3%||4%||5%||6%||7%
|1%||2%||3%||4%||5%||6%||7%
|}
|}


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


Item must be at least level 1.
;Possible values
;Possible values
{|{{prettytable|notwide=1}}
{|{{prettytable|notwide=1}}
!Stat level 1!!Stat level 2!!Stat level 3!!Stat level 4!!Stat level 5!!Stat level 6!!Stat level 7
!Tier 1!!Tier 2!!Tier 3!!Tier 4!!Tier 5!!Tier 6!!Tier 7
|-
|-
| -5|| -10|| -15|| -20|| -25|| -30|| -35
| -5|| -10|| -15|| -20|| -25|| -30|| -35
|}
|}
==Nebulites==
Notice: Nebulites have been removed on 20 June due to implementation of Bonus Stats.
Nebulites are items that can be used to increase an item's stats without consuming an upgrade slot. However it will consume the socket slot, which most equipments will have 1. However once you applied a Nebulite into the equipment the equipment will be stuck with the Nebulite stats unless you remove it by paying <s>500 NX (US $0.50)</s>1 meso (due to pending removal of nebulites).
===Ranks===
There were 5 ranks of Nebulites: D, C, B, A and S, though S rank is no longer obtainable, with D being the weakest (or basically useless) and A or S being the strongest.
===Obtaining Nebulites===
Monsters can drop the Nebulite box at a super rare rate (estimated to be 1 in 100 thousands to 1 million), which when opened will give a D rank Nebulite (or better if you are lucky). You can fuse Nebulites in order to have a chance for a better ranked Nebulite but the rank may drop if you fuse using a lower Nebulite rank. B rank Nebulites and higher ranks require Fusion Tickets in order to be fused, which can be obtained by buying in cash shop.
===Stats===
These are the possible stats for Nebulites. Note that the stats on the Nebulite is applied on the equipment when used on it, so that means you can choose what stats you want for the equipment (if you have the Nebulite, you can use it and get the stats written on it).
====D rank====
You can obtain D rank Nebulites by opening a Nebulite Box, which drops from all monsters at an abysmal rate.
{{col|4|begin}}
;STR increase
+1 or +2
;DEX increase
+1 or +2
;INT increase
+1 or +2
;LUK increase
+1 or +2
{{col|4}}
;HP increase
+10 or +20 or +30
;MP increase
+10 or +20 or +30
;Accuracy increase
+2 or +6
;Avoidability increase
+2 or +6
{{col|4}}
;Weapon Defense increase (Armors and Accessories)
+10 or +20 or +30
;Magic Defense increase (Armors and Accessories)
+10 or +20 or +30
;10% chance to make an emotion for 10 seconds when attacked. (Hats)
Possible emotions:
*Fall in love
*Happy
*Rage
*Furious
*Deeply moved
{{col|4}}
;Speed increase (Shoes)
+1 or +2
;Jump increase (Shoes)
+1 or +2
;Attack Power increase (Weapons)
+1
;Magic Attack increase (Weapons)
+1
{{col|4|end}}
====C rank====
You can obtain C rank Nebulites at a chance by fusing 2 D rank Nebulites or by opening Nebulite boxes that drops from monsters at an abysmal rate.
{{col|4|begin}}
;STR increase
+3 or +4
;DEX increase
+3 or +4
;INT increase
+3 or +4
;LUK increase
+3 or +4
;HP increase
+40 or +50 or +60
;MP increase
+40 or +50 or +60
;All Stats increase
+4
;Accuracy increase
+10 or +12
;Avoidability increase
+10 or +12
;STR % increase
+1%
;DEX % increase
+1%
;INT % increase
+1%
;LUK % increase
+1%
{{col|4}}
;Accuracy % increase
+1%
;Avoidability % increase
+1%
;Weapon Defense increase (Armors and Accessories)
+40 or +50 or +60 or +70 or +80 or +90
;Magic Defense increase (Armors and Accessories)
+40 or +50 or +60 or +70 or +80 or +90
;Weapon Defense % increase (Armors and Accessories)
+1%
;Magic Defense % increase (Armors and Accessories)
+1%
;HP % increase (Armors and Accessories)
+1%
;MP % increase (Armors and Accessories)
+1%
;Speed increase (Shoes)
+3 or +4
;Jump increase (Shoes)
+3 or +4
{{col|4}}
;Recover HP every 4 seconds. (Accessories)
HP recovered: 2 or 6 or 12 or 20 or 24
;Recover MP every 4 seconds. (Accessories)
MP recovered: 2 or 6 or 12 or 20 or 24
;Attack Power increase (Weapons)
+2
;Magic Attack increase (Weapons)
+2
;Attack Power % increase (Weapons)
+1%
;Magic Attack % increase (Weapons)
+1%
;Critical Rate increase (Weapons)
+4%
;Total Damage % increase (Weapons)
+1% or +2%
;3% chance to recover HP when attacking. (Weapons)
HP recovered: 10 or 15 or 20
;3% chance to recover MP when attacking. (Weapons)
MP recovered: 10 or 15 or 20
{{col|4}}
;10% chance to inflict Poison when attacking. (Weapons)
Poison Skill: Level 1 or Level 2 or Level 3 or Level 4 or Level 5 or Level 6
;5% chance to inflict Stun when attacking. (Weapons)
Stun Skill: Level 1 or Level 2
;10% chance to inflict Slow when attacking. (Weapons)
Slow Skill: Level 1 or Level 2
;10% chance to inflict Darkness when attacking. (Weapons)
Darkness Skill: Level 1 or Level 2 or Level 3
;5% chance to inflict Freeze when attacking. (Weapons)
Freeze Skill: Level 1 or Level 2
;5% chance to inflict Seal when attacking. (Weapons)
Seal Skill: Level 1 or Level 2
;Ignore Monster's Defense when attacking. (Weapons)
Monster's Defense ignored: 15%
{{col|4|end}}
====B rank====
You can obtain B rank Nebulites at a chance by fusing 2 C rank Nebulites or by opening Nebulite boxes that drop from monsters at an abysmal rate.
{{col|4|begin}}
;STR increase
+5 or +6
;DEX increase
+5 or +6
;INT increase
+5 or +6
;LUK increase
+5 or +6
;HP increase
+70 or +80 or +90
;MP increase
+70 or +80 or +90
;Accuracy increase
+18 or +22 or +26
;Avoidability increase
+18 or +22 or +26
;STR % increase
+2%
;DEX % increase
+2%
;INT % increase
+2%
;LUK % increase
+2%
{{col|4}}
;Accuracy % increase
+2%
;Avoidability % increase
+2%
;Weapon Defense increase (Armors and Accessories)
+100 or +110 or +120
;Magic Defense increase (Armors and Accessories)
+100 or +110 or +120
;Weapon Defense % increase (Armors and Accessories)
+2%
;Magic Defense % increase (Armors and Accessories)
+2%
;HP % increase
+2%
;MP % increase
+2%
;All Stats % increase
+1% or +2%
;Speed increase (Shoes)
+5 or +6
;Jump increase (Shoes)
+5 or +6
{{col|4}}
;Recover HP every 4 seconds. (Accessories)
HP recovered: 2 or 6 or 12 or 20 or 24
;Recover MP every 4 seconds. (Accessories)
MP recovered: 2 or 6 or 12 or 20 or 24
;Attack Power increase (Weapons)
+3 or +4
;Magic Attack increase (Weapons)
+3 or +4
;Attack Power % increase (Weapons)
+2%
;Magic Attack % increase (Weapons)
+2%
;Critical Rate increase (Weapons)
+5% or +6%
;Total Damage % increase (Weapons)
+3% or +4%
;3% chance to recover HP when attacking. (Weapons)
HP recovered: 20 or 25 or 30
;3% chance to recover MP when attacking. (Weapons)
MP recovered: 20 or 25 or 30
{{col|4}}
;Ignore Monster's Defense when attacking. (Weapons)
Monster's Defense ignored: 18%
;Invincibility time increase (Tops and Overalls)
+1 second
;Abnormal status duration (Tops and Overalls)
Reduces by 2 seconds.
;15% chance to recover HP after killing an enemy. (Gloves)
HP recovered: 40 or 50 or 60
;15% chanace to recover MP after killing an enemy. (Gloves)
MP recovered: 40 or 50 or 60
;20% chance to ignore damage when attacked. (Shields and Kataras)
Damage ignored: 3 or 9 or 15
;25% chance to ignore damage when attacked. (Shields and Kataras)
Damage ignored: 5 or 14 or 23
;30% chance to ignore damage when attacked. (Shields and Kataras)
Damage ignored: 7 or 19 or 31
{{col|4|end}}
====A rank====
You would require a Fusion Ticket to fuse B rank Nebulites in order to have a chance to obtain an A rank Nebulite.
{{col|4}}
;STR increase
+7 or +8
;DEX increase
+7 or +8
;INT increase
+7 or +8
;LUK increase
+7 or +8
;HP increase
+100 or +110 or +120
;MP increase
+100 or +110 or +120
;Accuracy increase
+28 or +30 or +32 or +34
;Avoidability increase
+28 or +30 or +32 or +34
;STR % increase
+3% or +4%
;DEX % increase
+3% or +4%
;INT % increase
+3% or +4%
;LUK % increase
+3% or +4%
{{col|4}}
;Accuracy % increase
+3% or +4%
;Avoidability % increase
+3% or +4%
;Weapon Defense increase (Armors and Accessories)
+130 or +140 or +150
;Magic Defense increase (Armors and Accessories)
+130 or +140 or +150
;Weapon Defense % increase (Armors and Accessories)
+3% or +4%
;Magic Defense % increase (Armors and Accessories)
+3% or +4%
;HP % increase (Armors and Accessories)
+3% or +4%
;MP % increase (Armors and Accessories)
+3% or +4%
;HP recovery items % increase
+10% or +20%, does not apply to MP potion recovery (for dual heal potions, only HP is affected) and any % based potion heal.
;All Stats % increase
+3% or +4%
{{col|4}}
;All skill levels increase (Hats)
All Skill Levels +1
;Decent Mystic Door available (Hats)
Skill stats are the same as the Potential version.
;Speed increase (Shoes)
+7 or +8
;Jump increase (Shoes)
+7 or +8
;Decent Haste available (Shoes)
Skill stats are the same as the Potential version.
;Auto steal chance (Gloves)
Chance: 1% or 2% for the monster to drop an item while alive. Boss monsters not affected.
;Decent Sharp Eyes available (Gloves)
Skill stats are the same as the Potential version.
;Attack Power increase (Weapons)
+5 or +6
;Magic Attack increase (Weapons)
+5 or +6
;Attack Power % increase (Weapons)
+3% or +4%
;Magic Attack % increase (Weapons)
+3% or +4%
{{col|4}}
;Critical Rate increase (Weapons)
+7% or +8%
;Total Damage % increase (Weapons)
+5% or +6%
;Damage to Boss Monsters % increase (Weapons)
+20% or +25%
;Ignore Monster's Defense when attacking. (Weapons)
Monster's Defense ignored: 21%
;Invincibility time increase (Tops and Overalls)
+2 seconds
;2% chance to be invincible when attacked. (Tops and Overalls)
Invincibility time: 5 seconds
;Abnormal status duration (Tops and Overalls)
Reduces by 2 seconds.
;Decent Hyper Body available (Pants)
Skill stats are the same as the Potential version.
;5% chance to ignore damage when attacked. (Shields and Kataras)
20%
{{col|4|end}}
====S rank====
S rank Nebulites are unobtainable at the moment but the items are already coded into the game.
{{col|4|begin}}
;STR increase
+9 or +10 or +11
;DEX increase
+9 or +10 or +11
;INT increase
+9 or +10 or +11
;LUK increase
+9 or +10 or +11
;HP increase
+130 or +140 or +150
;MP increase
+130 or +140 or +150
;Accuracy increase
+36 or +40 or +42
;Avoidability increase
+36 or +40 or +42
;All Stats increase
+5 or +6 or +7
;STR % increase
+5% or +6%
;DEX % increase
+5% or +6%
;INT % increase
+5% or +6%
;LUK % increase
+5% or +6%
;Accuracy % increase
+5% or +6%
;Avoidability % increase
+5% or +6%
{{col|4}}
;Weapon Defense increase (Armors and Accessories)
+160 or +170 or +180 or +190 or +200
;Magic Defense increase (Armors and Accessories)
+160 or +170 or +180 or +190 or +200
;Weapon Defense % increase (Armors and Accessories)
+5% or +6%
;Magic Defense % increase (Armors and Accessories)
+5% or +6%
;HP % increase (Armors and Accessories)
+5% or +6%
;MP % increase (Armors and Accessories)
+5% or +6%
;HP recovery items % increase
+30%, does not apply to MP potion recovery (for dual heal potions, only HP is affected) and any % based potion heal.
;All Stats % increase
+5% or +6%
;Decent Advanced Bless available (Hats)
Skill stats are the same as the Potential version.
;Skill cooldown duration (Hats)
Reduced by 1 second or 2 seconds.
;Speed increase (Shoes)
+9 or +10
;Jump increase (Shoes)
+9 or +10
{{col|4}}
;Decent Combat Orders available (Shoes)
Skill stats are the same as the Potential version.
;Auto steal chance (Gloves)
Chance: 3% or 4% for the monster to drop an item while alive. Boss monsters not affected.
;Decent Speed Infusion available (Gloves)
Skill stats are the same as the Potential version.
;Minimum Critical Damage increase (Gloves)
+2% or +4% or +6%
;Maximum Critical Damage increase (Gloves)
+2% or +4% or +6%
;Attack Power increase (Weapons)
+7 or +8
;Magic Attack increase (Weapons)
+7 or +8
;Attack Power % increase (Weapons)
+5% or +6%
;Magic Attack % increase (Weapons)
+5% or +6%
;Critical Rate increase (Weapons)
+9% or +10%
;Total Damage % increase (Weapons)
+7% or +8%
;Damage to Boss Monsters % increase (Weapons)
+30% or +35%
{{col|4}}
;Ignore Monster's Defense when attacking. (Weapons)
Monster's Defense ignored: 24%
;Invincibility time increase (Tops and Overalls)
+3 seconds
;3% chance to be invincible when attacked. (Tops and Overalls)
Invincibility time: 6 seconds
;Elemental resistance increase (Tops and Overalls)
+5% or +10%
;Abnormal Status Resistance increase (Pants)
+5% or +10%
;10% chance to ignore damage when attacked. (Shields and Kataras)
Damage ignored: 40%
;Reflect damage at a chance. (Pants)
Possible stats:
*10% chance, 20% damage
*10% chance, 30% damage
*20% chance, 35% damage
*30% chance, 35% damage
;Skill MP cost (Accessories)
Reduces by 5% or 10%.
;Mesos obtained increase (Accessories)
+10% or +15% or +20%
;Drop rate increase (Accessories)
+10% or +15% or +20%
{{col|4|end}}
{{Footer Nav|game=MapleStory|prevpage=Potential System|nextpage=Professions}}

Latest revision as of 21:12, 18 September 2023

MS Item with bonus stats.jpg

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

The Bonus Stats system always add stats and it will never deduct stats (unless you apply a Rebirth Flame on an old item that has been applied before, which resets the bonus stats). The bonuses generally increases with equipment level but some of the bonuses are not subjected to equipment level. Bonus stats on equipments will be written in green.

Note that the following equipment types cannot receive Bonus Stats.

  • Rings
  • Shoulderpad (Scarlet Shoulderpad can be flamed however)
  • Medals
  • Emblems
  • Badges
  • Android
  • Android Hearts
  • Secondary Weapons (including shield and katara)

Mechanics[edit]

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

A summary table is provided for convenience.

Number of Lines
Normal Equips Elite Boss and Rune of Njord Equips Flame Advantage Equips
1~4 (2~4 for Meister crafting/fusing) 1~4 (2~4 for Meister crafting/fusing) 4
Tier Range
Method Normal Equips Elite Boss Equips Flame Advantage Equips
Crafting/Fusing (Level 1~10) 1~3 1~3 3~5
Powerful/Crimson/Obsidian Resurrection Flame, Fusing (Master Craftsman) 1~4 1~4 3~6
Bought from NPC/Equipment Shard, Crafting (Master Craftsman) 1~5 1~5 3~7
Monster Drop 1~5 3~7 3~7
Equipment Shard Chance Time, Eternal/Rainbow/Black Resurrection Flame, Crafting, Fusing (Meister) 2~5 2~5 4~7
Kuro Black Set / Frozen Set (from burning event/event characters), BEYOND set items N/A N/A 3

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

Method 1 line 2 lines 3 lines 4 lines
Using a Resurrection Flame 40% 40% 16% 4%
Crafting (Master Craftsman) 21% 50% 25% 4%
Crafting (Meister) N/A 56% 40% 4%
Others 41% 40% 15% 4%

The probability of each tier is described as such.

Equipment without flame advantage
Method/Item Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Monster Drop, Bought from NPC/Equipment Shard 25% 30% 30% 14% 1%
Equipment Shard Chance Time N/A 30% 50% 19% 1%
Resurrection Flame Level 100/110/120/130/140/150 50% 40% 9% 1% N/A
Powerful/Crimson/Obsidian Resurrection Flame 20% 30% 36% 14% N/A
Eternal/Rainbow/Black Resurrection Flame N/A 29% 45% 25% 1%
Crafting (Level 1~10), Fusing (Level 1~10) 50% 40% 10% N/A N/A
Crafting (Master Craftsman) 15% 30% 40% 14% 1%
Fusing (Master Craftsman) 25% 35% 30% 10% N/A
Crafting (Meister) N/A 19% 50% 30% 1%
Fusing (Meister) N/A 40% 45% 14% 1%
Equipment with flame advantage
Method/Item Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
Monster Drop, Bought from NPC/Equipment Shard 25% 30% 30% 14% 1%
Equipment Shard Chance Time N/A 30% 50% 19% 1%
Resurrection Flame Level 100/110/120/130/140/150 97% 1% 1% 1% N/A
Powerful/Crimson/Obsidian Resurrection Flame 20% 30% 36% 14% N/A
Eternal/Rainbow/Black Resurrection Flame N/A 29% 45% 25% 1%
Crafting (Level 1~10), Fusing (Level 1~10) 50% 40% 10% N/A N/A
Crafting (Master Craftsman) 15% 30% 40% 14% 1%
Fusing (Master Craftsman) 25% 35% 30% 10% N/A
Crafting (Meister) N/A 19% 50% 30% 1%
Fusing (Meister) N/A 40% 45% 14% 1%
Kuro Black Set (from burning event/event characters) 100% N/A N/A N/A N/A

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

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

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

The sample used to determine flame advantage probabilities are:

Flame Advantage[edit]

Most equipment from raid bosses are classified as Flame Advantage equips, though some are excluded. Also, some equipment that are not awarded by slaying raid bosses are also classified as Flame Advantage equips. Flame Advantage equips gain much better bonus stats compared to normal equips.

  • It will always receive 4 lines.
  • Minimum and maximum flame tier from Powerful Rebirth Flame and Eternal Rebirth Flame is 2 tiers higher for flame advantage items vs non-flame advantage items

MS Flame advantage.jpg MS Normal item.jpg

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

Resetting Bonus Stats[edit]

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

MS Inventory while using flame.jpg

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

MS Using flame notice.jpg

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

Item Dots[edit]

On the top left of the item icon in the item stats, there will be a dot in the icon which determines whether or not levelled flames can be applied.

  • Transparent Dot (If an item has a Transparent dot then all flames can be used on it however, flames with item level restrictions cannot be used on a level 151 and above item with a transparent dot, since these flames only work on items up to level 150)
  • White Dot (If an item has a White dot then only flames without item level restrictions can be used on it)

Rebirth Flames[edit]

There are a few types of flames with varying performance. Karma type flames can only be used on untradable items, and the performance follows that of the normal type flames.

  • Rebirth Flames Level 100/110/120/130/140/150

These flames give bonus stats to Transparent Dot items whose level is equal or below the level stated in the flame.

  • Powerful Rebirth Flame

Has a higher chance of bonus stats being a Tier 4 instead of Tiers 1~3 (Tiers 3~5 with a chance of Tier 6 for Flame Advantage equips) compared to levelled flames.

  • Eternal Rebirth Flame

Bonus Stats will be guaranteed at least Tier 2 (Tier 4 for Flame Advantage equips). Lines will be usually Tiers 2~4 with a 1% chance of it being Tier 5 (Tiers 4~6, with a 1% chance of Tier 7 for Flame Advantage equips)

  • Obsidian Flame

Bonus Stats tier are the same as Powerful Rebirth Flame, additionally allows you to choose before and after bonus stats results.

  • Black Rebirth Flame

Bonus Stats tier are the same as Eternal Rebirth Flame, additionally allows you to choose before and after bonus stats results.

Flame Acquisition Methods[edit]

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

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

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

Powerful Rebirth Flames/Crimson Resurrection Flame
  • Master Craftsman Accessory crafting recipe (x30 Mana Crystal, x5 Rebirth Fragment, x30 Fine Spell Essence, x5 Unrelenting Flame, expires in 7 days)
  • Legion Coin Shop (100 Union/Legion coin each, each character can buy 3 per week, untradable, expires in 10 days)
  • Mu Lung Dojo (25,000 Points, 1 per week, untradable, expires in 7 days)
  • Ursus (x40 Animal Bone, x40 Animal Fur, x20 Stiff Leather, x5 Ursus Paw, x1 Ursus Soul Fragment, No limits on the amount that can be purchased, untradable, expires in 7 days)
  • Bounty Hunter Pouches (low chance from Superior/Premium pouches, untradable, expires in 7 days)
  • Monster Collection exploration 6 or 24 hours (low chance, tradable within account, expires in 7 days)
  • Elite Monsters and Champions (low chance in GMS, very low chance and drop rate increases with monster level in non-GMS, expires in 7 days)
  • The following bosses as of the Maple LIVE update (sorted in order by each respective boss's crystal price):
    • Normal Lotus, Normal Damien, Normal Guardian Angel Slime, Easy Lucid, Normal Lucid, Normal Will, Normal Gloom / Dusk, Normal Darknell / Djunkel, Hard Damien, Hard Lotus, Hard Lucid, Hard Will, Chaos Guardian Angel Slime, Chaos Gloom / Dusk, Hard Darknell / Djunkel, Hard Verus Hilla / Heretic Hilla, Hard Chosen Seren / Serene, Black Mage
Karma Powerful Rebirth Flames/Karma Crimson Resurrection Flames
  • Events, Event shops (usually untradable and expires in 7 days)
  • Legion Coin Shop (50 Union/Legion coin each, each world can buy 20 per week, untradable, expires in 10 days)
Eternal Rebirth Flames/Rainbow Resurrection Flame
  • Meister Accessory crafting recipe (x40 Mana Crystal, x10 Rebirth Fragment, x20 Grand Spell Essence, x5 Forever Unrelenting Flame, expires in 7 days)
  • Bounty Hunter Pouches (low chance from Premium pouches, untradable, expires in 7 days)
  • Monster Collection exploration 24 hours (low chance, tradable within account, expires in 7 days)
  • Elite Monsters and Champions (low chance in GMS, very low chance and drop rate increases with monster level in non-GMS, expires in 7 days)
  • Event shops (usually untradable and expires in 7 days)
  • The following bosses as of the Maple LIVE update (sorted in order by each respective boss's crystal price):
    • Normal Guardian Angel Slime, Easy Lucid, Normal Lucid, Normal Will, Normal Gloom / Dusk, Normal Darknell / Djunkel, Hard Damien, Hard Lotus, Hard Lucid, Hard Will, Chaos Guardian Angel Slime, Chaos Gloom / Dusk, Hard Darknell / Djunkel, Hard Verus Hilla / Heretic Hilla, Hard Chosen Seren / Serene, Black Mage
Karma Eternal Rebirth Flames/Karma Rainbow Resurrection Flames
  • Events, Event shops (usually untradable and expires in 7 days)
  • Legion Coin Shop (150 Union/Legion coin each, each world can buy 20 per week, untradable, expires in 10 days)
  • Fairy Bros.' Daily Gift (18 given on Day 11, x2 for MVP Bronze IV or higher, untradable, expires in 7 days)
Obsidian Rebirth Flames
  • Gachapon events
Black Rebirth Flame/Black Resurrection Flames
  • Meister Accessory crafting recipe (x500 Mana Crystal, x30 Rebirth Fragment, x50 Grand Spell Essence, x5 Forever Unrelenting Black Flame, expires in 7 days)
  • Elite Monsters and Champions (low chance in GMS, very low chance and drop rate increases with monster level in non-GMS, expires in 7 days)
  • The following bosses as of the Maple LIVE update (sorted in order by each respective boss's crystal price):
    • Normal Gloom / Dusk, Normal Darknell / Djunkel, Hard Damien, Hard Lotus, Hard Lucid, Hard Will, Chaos Guardian Angel Slime, Chaos Gloom / Dusk, Hard Darknell / Djunkel, Hard Verus Hilla / Heretic Hilla, Hard Chosen Seren / Serene, Black Mage
Karma Black Rebirth Flames/Karma Black Resurrection Flames
  • Events, Event shops (usually untradable and expires in 7 days)
  • Legion Coin Shop (250 Union/Legion coin each, each world can buy 20 per week, untradable, expires in 10 days)
  • Fairy Bros.' Daily Gift (1 given on Day 25, x2 for MVP Gold or higher, untradable, expires in 7 days)

Unrelenting Flames, Forever Unrelenting Flames and Forever Unrelenting Black Flames are also needed (together with Rebirth Fragments and other materials) to craft Powerful Rebirth Flames, Eternal Rebirth Flames and Black Rebirth Flames respectively.

Unrelenting Flames
  • Kritias Shop (Kritias Commemorative Coin x5, 25 Coins needed to make one Powerful Rebirth Flame)
  • Elite Monsters and Champions (low chance in GMS, very low chance and drop rate increases with monster level in non-GMS)
  • The following bosses as of the Maple LIVE update (sorted in order by each respective boss's crystal price):
    • Hard Damien, Hard Lotus, Hard Lucid, Hard Will, Chaos Guardian Angel Slime, Chaos Gloom / Dusk, Hard Darknell / Djunkel, Hard Verus Hilla / Heretic Hilla, Hard Chosen Seren / Serene, Black Mage
Forever Unrelenting Flames
  • Kritias Shop (Kritias Commemorative Coin x10, 50 Coins needed to make one Eternal Rebirth Flame)
  • Elite Monsters and Champions (low chance in GMS, very low chance and drop rate increases with monster level in non-GMS)
  • The following bosses as of the Maple LIVE update (sorted in order by each respective boss's crystal price):
    • Hard Damien, Hard Lotus, Hard Lucid, Hard Will, Chaos Guardian Angel Slime, Chaos Gloom / Dusk, Hard Darknell / Djunkel, Hard Verus Hilla / Heretic Hilla, Hard Chosen Seren / Serene, Black Mage
Forever Unrelenting Black Flames
  • Elite Monsters and Champions (low chance in GMS, very low chance and drop rate increases with monster level in non-GMS)
  • The following bosses as of the Maple LIVE update (sorted in order by each respective boss's crystal price):
    • Hard Damien, Hard Lotus, Hard Lucid, Hard Will, Chaos Guardian Angel Slime, Chaos Gloom / Dusk, Hard Darknell / Djunkel, Hard Verus Hilla / Heretic Hilla, Hard Chosen Seren / Serene, Black Mage

Flame Score[edit]

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

It involves utilising stat equivalence ratios. One such example of a set of ratios are:

  • 1 secondary stat = 0.125 primary stat
  • 1 job ATT = 4 primary stat
  • 1% all stats = 10 primary stat

Then, by using the primary stat equivalent as the basis of comparison, we could determine the power of a set of stats easily. This primary stat equivalent value (the damage increase is very similar to adding that number of base primary stat directly) is called flame score.

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

Some ways to find out your stat equivalence easily can be found below.

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

Also, jumping between these sample guidelines have a wide gap due to combination probability, so when crossing from average to above average, you might need hundreds or thousands of flames. Please be careful. For instance, the guidelines are set based on Rainbow/Black Resurrection Flame standards.

  • Starters: 80th percentile (5 rainbow/black flames / 10 crimson flames)
  • Average: 95th percentile (20 rainbow/black flames / 50 crimson flames)
  • Above Average: 99th percentile (100 rainbow/black flames / 300 crimson flames)
  • Minmax: 99.9th percentile (1,000 rainbow/black flames / >5,000 crimson flames)

For starters and average, the equivalent crimson resurrection flames needed would be about double this value. For above average, the crimson resurrection flames needed would be about triple to quadruple the value. For minmax, you are better off using rainbow resurrection flames. (that is why it is called minmax)

Items with flame advantage
  • Level 250+ items: 80 flame score for starters, 115 flame score for average, 140 flame score for above average, 175 flame score for minmax
  • Level 200~249 items: 75 flame score for starters, 105 flame score for average, 130 flame score for above average, 160 flame score for minmax
  • Level 160~199 items: 65 flame score for starters, 90 flame score for average, 115 flame score for above average, 140 flame score for minmax
  • Level 140~159 items: 60 flame score for starters, 80 flame score for average, 105 flame score for above average, 125 flame score for minmax
Items without flame advantage
  • Level 160~199 items: 20 flame score for starters, 35 flame score for average, 50 flame score for above average, 75 flame score for minmax
  • Level 140~159 items: 20 flame score for starters, 30 flame score for average, 45 flame score for above average, 70 flame score for minmax
  • Level 120~139 items: 20 flame score for starters, 30 flame score for average, 45 flame score for above average, 65 flame score for minmax

For Xenons, you would just need to look at All Stats %, Weapon ATT, as well as STR+DEX+LUK. All Stats % and Weapon ATT would have a higher weight (about 1.5x to 2x) than other jobs due to the structure of Xenon's stat composition. For the flame score, we assume that:

  • 1 job ATT = 8 primary stat
  • 1% all stats = 20 primary stat
  • 1 STR = 1 DEX = 1 LUK = 1 primary stat
    • If we compare the equivalent chance of a set value of all stat % against that of a set value of a single stat %, they are pretty similar (3% all stat is similar to 9% single stat on epic, 6% all stat is similar to 15% single stat on unique, 9% all stat is similar to 18% single stat on legendary). However, even though the chance is similar, the "all stats %" configuration would add more damage, so we can assume that all xenons should go for "all stats %" potentials regardless of the stage of the game, so the power of each primary stat should be similar.
Items with flame advantage
  • Level 250+ items: 175 flame score for starters, 245 flame score for average, 275 flame score for above average, 310 flame score for minmax
  • Level 200~249 items: 165 flame score for starters, 225 flame score for average, 255 flame score for above average, 290 flame score for minmax
  • Level 160~199 items: 150 flame score for starters, 200 flame score for average, 225 flame score for above average, 260 flame score for minmax
  • Level 140~159 items: 140 flame score for starters, 180 flame score for average, 205 flame score for above average, 240 flame score for minmax
Items without flame advantage
  • Level 160~199 items: 60 flame score for starters, 80 flame score for average, 105 flame score for above average, 145 flame score for minmax
  • Level 140~159 items: 50 flame score for starters, 75 flame score for average, 96 flame score for above average, 135 flame score for minmax
  • Level 120~139 items: 45 flame score for starters, 70 flame score for average, 90 flame score for above average, 130 flame score for minmax

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

Items with flame advantage
  • Starters: Tier 4 HP
  • Average: (Tier 4 HP + Tier 4 Weapon ATT) or Tier 6 HP
  • Above Average: (Tier 5 HP + Tier 6 Weapon ATT) or (Tier 6 HP + Tier 4 Weapon ATT)
  • Minmax: (Tier 6 HP + Tier 6 Weapon ATT) or (Tier 7 HP + Tier 4 Weapon ATT)
Items without flame advantage
  • Starters: Tier 1 Weapon ATT or Tier 1 HP (Tier 1 HP is stronger, but the probability is too low to fulfill the "Starters" classification)
  • Average: (Tier 1 HP + Tier 4 Weapon ATT) or (Tier 2 HP + Tier 2 Weapon ATT) or Tier 3 HP
  • Above Average: (Tier 2 HP + Tier 5 Weapon ATT) or (Tier 3 HP + Tier 3 Weapon ATT) or (Tier 4 HP + Tier 1 Weapon ATT)
  • Minmax: (Tier 4 HP + Tier 4 Weapon ATT) or (Tier 5 HP + Tier 2 Weapon ATT)

Stats[edit]

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

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

STR increase[edit]

Equip level Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
0-19 1 2 3 4 5 6 7
20-39 2 4 6 8 10 12 14
40-59 3 6 9 12 15 18 21
60-79 4 8 12 16 20 24 28
80-99 5 10 15 20 25 30 35
100-119 6 12 18 24 30 36 42
120-139 7 14 21 28 35 42 49
140-159 8 16 24 32 40 48 56
160-179 9 18 27 36 45 54 63
180-199 10 20 30 40 50 60 70
200-229 11 22 33 44 55 66 77
230+ 12 24 36 48 60 72 84

DEX increase[edit]

Equip level Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
0-19 1 2 3 4 5 6 7
20-39 2 4 6 8 10 12 14
40-59 3 6 9 12 15 18 21
60-79 4 8 12 16 20 24 28
80-99 5 10 15 20 25 30 35
100-119 6 12 18 24 30 36 42
120-139 7 14 21 28 35 42 49
140-159 8 16 24 32 40 48 56
160-179 9 18 27 36 45 54 63
180-199 10 20 30 40 50 60 70
200-229 11 22 33 44 55 66 77
230+ 12 24 36 48 60 72 84

INT increase[edit]

Equip level Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
0-19 1 2 3 4 5 6 7
20-39 2 4 6 8 10 12 14
40-59 3 6 9 12 15 18 21
60-79 4 8 12 16 20 24 28
80-99 5 10 15 20 25 30 35
100-119 6 12 18 24 30 36 42
120-139 7 14 21 28 35 42 49
140-159 8 16 24 32 40 48 56
160-179 9 18 27 36 45 54 63
180-199 10 20 30 40 50 60 70
200-229 11 22 33 44 55 66 77
230+ 12 24 36 48 60 72 84

LUK increase[edit]

Equip level Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
0-19 1 2 3 4 5 6 7
20-39 2 4 6 8 10 12 14
40-59 3 6 9 12 15 18 21
60-79 4 8 12 16 20 24 28
80-99 5 10 15 20 25 30 35
100-119 6 12 18 24 30 36 42
120-139 7 14 21 28 35 42 49
140-159 8 16 24 32 40 48 56
160-179 9 18 27 36 45 54 63
180-199 10 20 30 40 50 60 70
200-229 11 22 33 44 55 66 77
230+ 12 24 36 48 60 72 84

STR and DEX increase[edit]

Equip level Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
0-39 1 2 3 4 5 6 7
40-79 2 4 6 8 10 12 14
80-119 3 6 9 12 15 18 21
120-159 4 8 12 16 20 24 28
160-199 5 10 15 20 25 30 35
200-249 6 12 18 24 30 36 42
250+ 7 14 21 28 35 42 49

STR and INT increase[edit]

Equip level Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
0-39 1 2 3 4 5 6 7
40-79 2 4 6 8 10 12 14
80-119 3 6 9 12 15 18 21
120-159 4 8 12 16 20 24 28
160-199 5 10 15 20 25 30 35
200-249 6 12 18 24 30 36 42
250+ 7 14 21 28 35 42 49

STR and LUK increase[edit]

Equip level Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
0-39 1 2 3 4 5 6 7
40-79 2 4 6 8 10 12 14
80-119 3 6 9 12 15 18 21
120-159 4 8 12 16 20 24 28
160-199 5 10 15 20 25 30 35
200-249 6 12 18 24 30 36 42
250+ 7 14 21 28 35 42 49

DEX and INT increase[edit]

Equip level Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
0-39 1 2 3 4 5 6 7
40-79 2 4 6 8 10 12 14
80-119 3 6 9 12 15 18 21
120-159 4 8 12 16 20 24 28
160-199 5 10 15 20 25 30 35
200-249 6 12 18 24 30 36 42
250+ 7 14 21 28 35 42 49

DEX and LUK increase[edit]

Equip level Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
0-39 1 2 3 4 5 6 7
40-79 2 4 6 8 10 12 14
80-119 3 6 9 12 15 18 21
120-159 4 8 12 16 20 24 28
160-199 5 10 15 20 25 30 35
200-249 6 12 18 24 30 36 42
250+ 7 14 21 28 35 42 49

INT and LUK increase[edit]

Equip level Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
0-39 1 2 3 4 5 6 7
40-79 2 4 6 8 10 12 14
80-119 3 6 9 12 15 18 21
120-159 4 8 12 16 20 24 28
160-199 5 10 15 20 25 30 35
200-249 6 12 18 24 30 36 42
250+ 7 14 21 28 35 42 49

Attack Power increase (Non-weapons)[edit]

Not affected by Equip Level. However, the item must be at least level 60 and above.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
1 2 3 4 5 6 7

Attack Power increase (Weapons)[edit]

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

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

Normal Weapons (values shown are % of Weapon's base Attack Power, rounded up)
  • Tiers 6~7 are only limited to Elite Boss drops (upon obtaining, any rebirth flames applied will be limited back to Tiers 1~5)
  • Zero weapons and weapons from Elite Bosses are classified as normal weapons. Zero weapon is calculated off Lapis.
Equip level Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
0-39 1% 2.2% 3.63% 5.324% 7.3205% 8.7846% 10.2487%
40-79 2% 4.4% 7.26% 10.648% 14.641% 17.5692% 20.4974%
80-119 3% 6.6% 10.89% 15.972% 21.9615% 26.3538% 30.7461%
120-159 4% 8.8% 14.52% 21.296% 29.282% 35.1384% 40.9948%
160-199 5% 11% 18.15% 26.62% 36.6025% 43.923% 51.2435%
200+ 6% 13.2% 21.78% 31.944% 43.923% 52.7076% 61.4922%

For an easier reference for Zero weapons

  • Type 6: 6/13/21/30/41
  • Type 7: 9/20/32/47/64
  • Type 8: 11/23/38/56/76
  • Type 9: 18/40/65/95/131
  • Genesis: 21/46/75/110/151
Flame Advantage Weapons (values shown are % of Weapon's base Attack Power, rounded up)
Equip level Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
0-39 3% 4.4% 6.05% 7.986% 10.2487%
40-79 6% 8.8% 12.1% 15.972% 20.4974%
80-119 9% 13.2% 18.15% 23.958% 30.7461%
120-159 12% 17.6% 24.2% 31.944% 40.9948%
160-199 15% 22% 30.25% 39.93% 51.2435%
200+ 18% 26.4% 36.3% 47.916% 61.4922%

For an easier reference

Fafnir Weapons
Weapon's base Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
86 11 16 21 28 36
119 15 21 29 39 49
125 15 22 31 40 52
126 16 23 31 41 52
128 16 23 31 41 53
153 19 27 38 49 63
160 20 29 39 52 66
164 20 29 40 53 68
171 21 31 42 55 71
175 21 31 43 56 72
201 25 36 49 65 83
204 25 36 50 66 84
Absolabs Weapons
Weapon's base Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
103 16 23 32 42 53
143 22 32 44 58 74
150 23 33 46 60 77
151 23 34 46 61 78
154 24 34 47 62 79
184 28 41 56 74 95
192 29 43 59 77 99
197 30 44 60 79 101
205 31 46 63 82 106
210 32 47 64 84 108
241 37 54 73 97 124
245 37 54 75 98 126
Arcaneshade Weapons
Weapon's base Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
149 27 40 55 72 92
206 38 55 75 99 127
216 39 58 79 104 133
218 40 58 80 105 135
221 40 59 81 106 136
264 48 70 96 127 163
276 50 73 101 133 170
283 51 75 103 136 175
295 54 78 108 142 182
302 55 80 110 145 186
347 63 92 126 167 214
353 64 94 129 170 218
Genesis Weapons
Weapon's base Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
172 31 46 63 83 106
237 43 63 87 114 146
249 45 66 91 120 154
251 46 67 92 121 155
255 46 68 93 123 157
304 55 81 111 146 187
318 58 84 116 153 196
326 59 87 119 157 201
337 61 89 123 162 208
340 62 90 124 163 210
342 62 91 125 164 211
348 63 92 127 167 214
400 72 106 146 192 246
406 74 108 148 195 250

Magic Attack increase (Non-weapons)[edit]

Not affected by Equip Level. However, the item must be at least level 60 and above.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
1 2 3 4 5 6 7

Magic Attack increase (Weapons)[edit]

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

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

Normal Weapons (values shown are % of Weapon's base Magic Attack, rounded up)
  • Tiers 6~7 are only limited to Elite Boss drops (upon obtaining, any rebirth flames applied will be limited back to Tiers 1~5)
  • Zero weapons and weapons from Elite Bosses are classified as normal weapons. Zero weapon is calculated off Lapis.
Equip level Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
0-39 1% 2.2% 3.63% 5.324% 7.3205% 8.7846% 10.2487%
40-79 2% 4.4% 7.26% 10.648% 14.641% 17.5692% 20.4974%
80-119 3% 6.6% 10.89% 15.972% 21.9615% 26.3538% 30.7461%
120-159 4% 8.8% 14.52% 21.296% 29.282% 35.1384% 40.9948%
160-199 5% 11% 18.15% 26.62% 36.6025% 43.923% 51.2435%
200+ 6% 13.2% 21.78% 31.944% 43.923% 52.7076% 61.4922%

For an easier reference for Zero weapons

  • Type 6: 6/13/21/30/41
  • Type 7: 9/20/32/47/64
  • Type 8: 11/23/38/56/76
  • Type 9: 18/40/65/95/131
  • Genesis: 21/46/75/110/151
Flame Advantage Weapons (values shown are % of Weapon's base Magic Attack, rounded up)
Equip level Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
0-39 3% 4.4% 6.05% 7.986% 10.2487%
40-79 6% 8.8% 12.1% 15.972% 20.4974%
80-119 9% 13.2% 18.15% 23.958% 30.7461%
120-159 12% 17.6% 24.2% 31.944% 40.9948%
160-199 15% 22% 30.25% 39.93% 51.2435%
200+ 18% 26.4% 36.3% 47.916% 61.4922%

For an easier reference

Fafnir Weapons
Weapon's base Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
86 11 16 21 28 36
119 15 21 29 39 49
125 15 22 31 40 52
126 16 23 31 41 52
128 16 23 31 41 53
153 19 27 38 49 63
160 20 29 39 52 66
164 20 29 40 53 68
171 21 31 42 55 71
175 21 31 43 56 72
201 25 36 49 65 83
204 25 36 50 66 84
Absolabs Weapons
Weapon's base Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
103 16 23 32 42 53
143 22 32 44 58 74
150 23 33 46 60 77
151 23 34 46 61 78
154 24 34 47 62 79
184 28 41 56 74 95
192 29 43 59 77 99
197 30 44 60 79 101
205 31 46 63 82 106
210 32 47 64 84 108
241 37 54 73 97 124
245 37 54 75 98 126
Arcaneshade Weapons
Weapon's base Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
149 27 40 55 72 92
206 38 55 75 99 127
216 39 58 79 104 133
218 40 58 80 105 135
221 40 59 81 106 136
264 48 70 96 127 163
276 50 73 101 133 170
283 51 75 103 136 175
295 54 78 108 142 182
302 55 80 110 145 186
347 63 92 126 167 214
353 64 94 129 170 218
Genesis Weapons
Weapon's base Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
172 31 46 63 83 106
237 43 63 87 114 146
249 45 66 91 120 154
251 46 67 92 121 155
255 46 68 93 123 157
304 55 81 111 146 187
318 58 84 116 153 196
326 59 87 119 157 201
337 61 89 123 162 208
340 62 90 124 163 210
342 62 91 125 164 211
348 63 92 127 167 214
400 72 106 146 192 246
406 74 108 148 195 250

Defense increase[edit]

Equip level Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
0-19 1 2 3 4 5 6 7
20-39 2 4 6 8 10 12 14
40-59 3 6 9 12 15 18 21
60-79 4 8 12 16 20 24 28
80-99 5 10 15 20 25 30 35
100-119 6 12 18 24 30 36 42
120-139 7 14 21 28 35 42 49
140-159 8 16 24 32 40 48 56
160-179 9 18 27 36 45 54 63
180-199 10 20 30 40 50 60 70
200-229 11 22 33 44 55 66 77
230+ 12 24 36 48 60 72 84

HP increase[edit]

Equip level Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
0-9 3 6 9 12 15 18 21
10-19 30 60 90 120 150 180 210
20-29 60 120 180 240 300 360 420
30-39 90 180 270 360 450 540 630
40-49 120 240 360 480 600 720 840
50-59 150 300 450 600 750 900 1,050
60-69 180 360 540 720 900 1,080 1,260
70-79 210 420 630 840 1,050 1,260 1,470
80-89 240 480 720 960 1,200 1,440 1,680
90-99 270 540 810 1,080 1,350 1,620 1,890
100-109 300 600 900 1,200 1,500 1,800 2,100
110-119 330 660 990 1,320 1,650 1,980 2,310
120-129 360 720 1,080 1,440 1,800 2,160 2,520
130-139 390 780 1,170 1,560 1,950 2,340 2,730
140-149 420 840 1,260 1,680 2,100 2,520 2,940
150-159 450 900 1,350 1,800 2,250 2,700 3,150
160-169 480 960 1,440 1,920 2,400 2,880 3,360
170-179 510 1,020 1,530 2,040 2,550 3,060 3,570
180-189 540 1,080 1,620 2,160 2,700 3,240 3,780
190-199 570 1,140 1,710 2,280 2,850 3,420 3,990
200-209 600 1,200 1,800 2,400 3,000 3,600 4,200
210-219 620 1,240 1,860 2,480 3,100 3,720 4,340
220-229 640 1,280 1,920 2,560 3,200 3,840 4,480
230-239 660 1,320 1,980 2,640 3,300 3,960 4,620
240-249 680 1,360 2,040 2,720 3,400 4,080 4,760
250+ 700 1,400 2,100 2,800 3,500 4,200 4,900

MP increase[edit]

Equip level Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
0-9 3 6 9 12 15 18 21
10-19 30 60 90 120 150 180 210
20-29 60 120 180 240 300 360 420
30-39 90 180 270 360 450 540 630
40-49 120 240 360 480 600 720 840
50-59 150 300 450 600 750 900 1,050
60-69 180 360 540 720 900 1,080 1,260
70-79 210 420 630 840 1,050 1,260 1,470
80-89 240 480 720 960 1,200 1,440 1,680
90-99 270 540 810 1,080 1,350 1,620 1,890
100-109 300 600 900 1,200 1,500 1,800 2,100
110-119 330 660 990 1,320 1,650 1,980 2,310
120-129 360 720 1,080 1,440 1,800 2,160 2,520
130-139 390 780 1,170 1,560 1,950 2,340 2,730
140-149 420 840 1,260 1,680 2,100 2,520 2,940
150-159 450 900 1,350 1,800 2,250 2,700 3,150
160-169 480 960 1,440 1,920 2,400 2,880 3,360
170-179 510 1,020 1,530 2,040 2,550 3,060 3,570
180-189 540 1,080 1,620 2,160 2,700 3,240 3,780
190-199 570 1,140 1,710 2,280 2,850 3,420 3,990
200-209 600 1,200 1,800 2,400 3,000 3,600 4,200
210-219 620 1,240 1,860 2,480 3,100 3,720 4,340
220-229 640 1,280 1,920 2,560 3,200 3,840 4,480
230-239 660 1,320 1,980 2,640 3,300 3,960 4,620
240-249 680 1,360 2,040 2,720 3,400 4,080 4,760
250+ 700 1,400 2,100 2,800 3,500 4,200 4,900

Speed increase (Non-Weapons)[edit]

Not affected by Equip Level.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
1 2 3 4 5 6 7

Jump increase (Non-Weapons)[edit]

Not affected by Equip Level.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
1 2 3 4 5 6 7

Special Bonus Stats[edit]

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

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

All Stats % increase[edit]

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

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
1% 2% 3% 4% 5% 6% 7%

Damage to Boss Monsters % increase (Weapons)[edit]

Weapon must be at least level 90.

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
2% 4% 6% 8% 10% 12% 14%

Damage % increase (Weapons)[edit]

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
1% 2% 3% 4% 5% 6% 7%

Equip level requirement reduction[edit]

Note: The new required equip level is automatically displayed as Required Level ("REQ LEV") to equip. However, its enhancement characteristics remains unchanged.

  • Example: A Level 160 weapon has this bonus stat: "Required Level : -10".

The equip will show "REQ LEV : 150" but for potential stats, it still receives the 4th tier (assuming GMS) as the original requirement is Level 160. Applies to all sorts of enhancements, including costs.

Item must be at least level 1.

Possible values
Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 Tier 7
-5 -10 -15 -20 -25 -30 -35