This page describes the potential and bonus potential system used by equipment items.
Regular Potentials
The potential system is a bonus to item stats previously set. If you pick up an item, there might be a notice in your chat window saying, "You get the Rare/Epic/Unique/Legendary Item.", depending on rank. That item will have a coloured border around it based on the potential or bonus potential rank. The colour corresponding to the rank is based on the higher rank out of normal potential and bonus potential but if either of them is unrevealed, the border will be red.
If the item has a red outline, it means it has hidden potential or hidden bonus potential. Mouse over the item to view the regular potential rank, bonus potential rank will remain hidden.
If the item has a blue outline, it's a rare item with both revealed potentials exist at rare rank or below.
If the item has a purple outline, it's an epic item with both revealed potentials exist at epic rank or below.
If the item has a yellow outline, it's an unique item with both revealed potentials exist at unique rank or below.
If the item has a green outline, it's a legendary item with both revealed potentials exist at legendary rank or below.
Tiers
There are 3 tiers (4 tiers in GMS) of normal potential items and bonus potentials for weapons:
Level 0-30 gear items can get: 1% on rare, 2% on epic, 3% on unique, 6% on legendary
Level 31-70 gear items can get: 2% on rare, 4% on epic, 6% on unique, 9% on legendary
Level 71+ gear items can get: 3% on rare, 6% on epic, 9% on unique, 12% on legendary
GMS only: Level 151+ gear items can 4% on rare, 7% on epic, 10% on unique, 13% on legendary
All stat % are 1 rank below the stated rank.
Potential Scrolls
An item without potential can gain potential using the following items:
Potential Scroll (70% pass)
Advanced Potential Scroll (90% pass)
Special Potential Scroll (100% pass, untradeable)
Epic Potential Scroll (40%/50%/80% pass depending on scroll, potential rank is set to Epic, usable on Rare rank potentials too)
Unique Potential Scroll (40%/50%/60%/80%/100% pass depending on scroll, potential rank is set to Unique, usable on Rare and Epic rank potentials too)
Legendary Potential Scroll 50% (50% pass, potential rank is set to Legendary, usable on Rare, Epic and Unique potentials too)
You can gain the above-mentioned scrolls from the following methods (All scrolls are tradable and permanent unless specified):
Bounty Portal Pouches (low chance to obtain from Intermediate pouches, 50% pass, untradeable, expires in 7 days)
Monster Collection (6 or 24 hour exploration, 50% pass, untradeable, expires in 7 days)
Event Shops (usually 50% pass, untradeable, expires in 7 days)
Cash Shop Events (usually 100% from Grand Red Cube packages)
Fairy Bros' Daily Gift Day 26 (50% pass, untradeable, expires in 7 days)
Unique Potential Scrolls (success rate varies)
Monster Park Tuesday (low chance to obtain if completed on Tuesdays, 100% pass, untradeable, expires in 7 days)
Certain Events (when they are generous, usually once per year)
Cash Shop Events (usually 30% from Grand Black Cube packages)
Legendary Potential Scrolls (success rate varies)
Certain Events (when they are really generous, which only happened twice till date)
Maplehood Watch Tuesdays (50% pass, expires in 7 days)
Reveal Potential
You will need to reveal the equipment by clicking the magnifying glass icon in your inventory to reveal the potential, which costs a certain amount of mesos based on the level of the equipment. It will be free if your Insight traits allow. Level 30+ for level <30, Level 60+ Insight for equipment level <70 and level 90+ Insight for equipment level <120.
Reveal Potential Cost
EquipmentLevel2 × Constant, where constant equals to
0 when Equipment Level Requirement is 30 or less
0.5 when Equipment Level Requirement is 31 to 70
2.5 when Equipment Level Requirement is 71 to 120
20 when Equipment Level Requirement is 121 or more
Note:
Prices formulated in the above formulas are based on the original Equipment Level Requirement, that means excluding Bonus Stat Equipment Level Reduction.
Prices for Equipment Level 70 or less (before Bonus Stat Level Reduction) are fully waived if your Insight Trait is Level 60-89.
Prices for Equipment Level 120 or less (before Bonus Stat Level Reduction) are fully waived if your Insight Trait is Level 90 or higher.
Increasing Potential Lines
Items with potential will have either 2 or 3 lines of stat bonuses. You can increase the number of lines from 2 to 3 using the following items:
Carved Silver Stamp (50% pass, potentials are not reset)
Carved Golden Stamp (80% pass, potentials are not reset)
Perfect Carved Stamp (100% pass, potentials are not reset, untradeable)
You can obtain Carved Silver Stamps and Carved Golden Stamps from the following methods (tradable and does not expire unless specified):
Carved Silver Stamps
Bounty Portal Pouches (low chance from Basic pouches, untradeable, expires in 7 days)
Monster Collection (low chance to obtain from 3/6/24 hour explorations, untradeable, expires in 7 days)
10 Super Miracle Cube Fragments (from using 10 Super Miracle Cubes) -> 1 Carved Silver Stamp
Certain Events
Carved Golden Stamps
Union/Legion Coin Shop (40 coins, each character can buy 3 per week, untradeable, expires in 10 days)
Bounty Portal Pouches (low chance from Intermediate pouches, untradeable, expires in 7 days)
Monster Collection (low chance to obtain from 6 or 24 hour exploration, untradeable, expires in 7 days)
Event Shops (usually untradeable and expires in 7 days)
Certain Events (usually untradeable and expires in 7 days)
Perfect Carved Stamps (untradeable)
10 Red Cube Fragments (from using 10 Red Cubes) -> 1 Perfect Carved Stamp
10 Black Cube Fragmemts (from using 10 Black Cubes) -> 1 Perfect Carved Stamp
Reset Potentials
You can reset potentials using the following items (Item rank can increase at a small chance, it will never decrease unless Selection cube is used):
Red Cube (cost 1,200 NX cash (2,100 cash in MSEA), usable from Rare to Legendary)
Black Cube (cost 2,200 NX cash (3,500 cash in MSEA), usable from Rare to Legendary, choose between before or after reset)
Selection Cube (Event Sales, Usable on weapons only, from Rare to Legendary, potentials chosen are from a fixed pool that reshuffles every 20 minutes, rank can decrease)
Violet Cube/Hexa Cube (Event Sales, Cost 4,000 NX cash (6,000 cash in MSEA), sold only during certain events, usable from Rare to Legendary, choose 2 lines from 4 lines for 2 lined items, choose 3 lines from 6 lines for 3 lined items)
Equality Cube (Event Sales, costs more than Hexa cube, usable from Rare to Epic, all 3 lines will be prime)
Occult Cube/Suspicious Cube (Usable from Rare to Epic, can be obtained through game methods)
Master Craftsman's Cube/Yellow Cube (Usable from Rare to Unique, can be obtained through game methods)
Meister's Cube/Purple Cube (Usable from Rare to Legendary, can be obtained through game methods)
During certain events, the chance of increasing the potential rank is doubled, and also allows a very small chance of a double rank-up in a single cube.
Obtaining Cubes
Cubes can be obtained from various methods.
Occult/Suspicious Cubes (tradable and permanent unless specified)
General Raid Bosses
Sudden Mission
Monster Collection (tradable within account, up to 5 can be obtained depending on duration of exploration)
Elite Monsters (only in GMS, low drop rate, expires in 7 days)
Bounty Portal Pouches (low chance to obtain 1 from Intermediate/Advanced pouches, untradeable, expires in 7 days)
Monster Collection (low chance from 3/6/24 hours explorations, tradable within account, low chance to obtain 1 or 3 from Superior pouches, expires in 7 days)
Union/Legion Coin Shop (140 coins, each character can buy 3 per week, untradeable, expires in 10 days)
Oz Tower (low chance from Rank 4 or better boxes, expires in 7 days)
Event Shops (usually untradeable and expires in 7 days)
Meister/Purple Cubes
General Raid Bosses (GMS only, low drop rate, tradable within account, expires in 7 days)
Meister Smithing Crafting (5 Chaos Cubic Blades + 10 Cube Fragments + minor materials --> 1 Purple Cube, expires in 7 days)
Bounty Portal Pouches (low chance from Premium pouches, untradeable, expires in 7 days)
Monster Collection (low chance from 6/24 hour explorations, tradable within account, expires in 7 days)
Oz Tower (low chance from Rank 2 or better boxes, expires in 7 days)
Cash Shop Cubes
Red Cube
(GMS) Bought from Maple Rewards shop for 1,200 Reward Points, max 5 per month per account, reset on 1st day of the month
Fairy Bros' Daily Gift Day 14 (cube expires in 7 days upon claiming)
1 Red Cube if you are MVP Bronze 2 or lower
2 Red Cubes if you are MVP Bronze 3 or higher
Black Cube
(GMS) Bought from Maple Rewards shop for 2,200 Reward Points, max 5 per month per account, reset on 1st day of the month
Fairy Bros' Daily Gift Day 28 (cube expires in 7 days upon claiming)
1 Black Cube if you are not qualified for MVP Bronze 1
2 Black Cubes if you are MVP Bronze 1 ~ Bronze 4
3 Black Cubes if you are MVP Silver
4 Black Cubes if you are MVP Gold
5 Black Cubes if you are MVP Diamond and above
All other cubes (Red, Black, Bonus Potential, White Bonus Potential, Hexa/Violet, Equality, Selection) are bought from the cash shop only (Reward Points/Mileage cannot be used). Events may give out some of these cubes for free but it is quite rare.
White Bonus Potential cubes, Hexa/Violet cubes, Selection Cubes and Equality Cubes are only sold during event periods only.
Cubes found in the cash shop will give a Cube Fragment that you can use to exchange for items after collecting a certain number of them.
Cube Fragments (not the one from using Cash Shop Cubes) and Cubic Blades/Chaos Cubic Blades (along with other materials) are needed to craft the Yellow/Purple Cubes respectively. They can be obtained as such (all of them are tradable and permanent):
Kritias Shop (Kritias Commemorative Coin x8, 40 Coins needed to make one Purple Cube)
Oz Tower (low chance, requires box Rank 4 or better, low chance)
Sudden Missions (low chance)
Potentials List
These are possible stats, as of V update but Potentials for Level 151+ may be inaccurate.
Any of the following stats can be improved through potentials: INT, LUK, STR, DEX, HP, MP, Defense, Speed, Jump as well as special stats and effects.
Other possible benefits include: new skills, increase in damage, all skills get extra levels, ignore certain amount of damage by a certain % of chance, reflect damage, abnormal status resistance increase.
Helmet: Decent Advanced Bless, Decent Mystic Door (self use only), requires 2 Magic Rocks
Weapons are the only item that can get Attack, Magic Attack, and other bonuses like:
Ignore monsters DEF by a certain %
Deal extra damage to bosses by a certain %
Damage up by a certain %
Seal, stun, slow, freeze, poison enemies by a certain %
Critical rate up by a certain %
Chance to recover some HP or MP when attacking
Note: Possible stats for each rank is denoted as follows: Rank (Primary) and Rank (Secondary).
Example: You can get STR +5 and STR +10 on the same equipment Rare rank. Lines can be the same for multiple lines.
There is also a small chance for the 2nd and 3rd line to give the maximum value (also known as prime), 1st line will always give the maximum value, unless the Hexa/Violet cube is used. Equality cubes ensure that it is 100% chance of prime lines.
The weighted chance of each potential line is dependent on the cube used. The 1st line can have an influence on the 2nd and 3rd line, and the 2nd line can have an influence on the 3rd line. Some stats are limited up to 2 appearances on a single cube (different stats have their own separate limit)
Damage on boss monsters increase
Ignore monster DEF increase
Item Drop Rate increase
Chance to ignore % damage
Chance to become invincible
All skill levels increase
Invincibility time increase
Rare (Secondary)
STR Increase
Equip level
Stat value
0-20
+1
21-40
+2
41-50
+3
51-70
+4
71-90
+5
91+
+6
DEX Increase
Equip level
Stat value
0-20
+1
21-40
+2
41-50
+3
51-70
+4
71-90
+5
91+
+6
INT Increase
Equip level
Stat value
0-20
+1
21-40
+2
41-50
+3
51-70
+4
71-90
+5
91+
+6
LUK Increase
Equip level
Stat value
0-20
+1
21-40
+2
41-50
+3
51-70
+4
71-90
+5
91+
+6
MaxHP Increase
Equip level
Stat value
0-10
+5
11-20
+10
21-30
+15
31-40
+20
41-50
+25
51-60
+30
61-70
+35
71-80
+40
81-90
+45
91-100
+50
101-110
+55
111+
+60
MaxMP Increase
Equip level
Stat value
0-10
+5
11-20
+10
21-30
+15
31-40
+20
41-50
+25
51-60
+30
61-70
+35
71-80
+40
81-90
+45
91-100
+50
101-110
+55
111+
+60
Speed Increase (Shoes)
Equip level
Stat value
0-30
+1
31-70
+2
71-110
+3
111+
+4
Jump Increase (Shoes)
Equip level
Stat value
0-30
+1
31-70
+2
71-110
+3
111+
+4
Weapon ATT Increase (Weapon, Secondary Weapon and Emblem)
Equip level
Stat value
0-20
+1
21-40
+2
41-60
+3
61-80
+4
81-90
+5
91+
+6
Magic ATT Increase (Weapon, Secondary Weapon and Emblem)
Equip level
Stat value
0-20
+1
21-40
+2
41-60
+3
61-80
+4
81-90
+5
91+
+6
DEF Increase (Armor and Accessory)
Equip level
Stat value
0-10
+5
11-20
+10
21-30
+15
31-40
+20
41-50
+25
51-60
+30
61-70
+35
71-80
+40
81-90
+45
91-100
+50
101-110
+55
111+
+60
10% chance to show rage for 10 seconds when being attacked. (Hat)
Equip level requirement: 0 or higher.
10% chance to show happy for 10 seconds when being attacked. (Hat)
Equip level requirement: 0 or higher.
10% chance to fall in love for 10 seconds when being attacked. (Hat)
Equip level requirement: 0 or higher.
10% chance to feel deeply moved for 10 seconds when being attacked. (Hat)
Equip level requirement: 0 or higher.
10% chance to show angry for 10 seconds when being attacked. (Hat)
Equip level requirement: 0 or higher.
Rare (Primary) / Epic (Secondary)
STR Increase
Equip level
Stat value
0-20
+2
21-40
+4
41-50
+6
51-70
+8
71-90
+10
91-150
+12
151+
+13
DEX Increase
Equip level
Stat value
0-20
+2
21-40
+4
41-50
+6
51-70
+8
71-90
+10
91-150
+12
151+
+13
INT Increase
Equip level
Stat value
0-20
+2
21-40
+4
41-50
+6
51-70
+8
71-90
+10
91-150
+12
151+
+13
LUK Increase
Equip level
Stat value
0-20
+2
21-40
+4
41-50
+6
51-70
+8
71-90
+10
91-150
+12
151+
+13
MaxHP Increase
Equip level
Stat value
0-10
+10
11-20
+20
21-30
+30
31-40
+40
41-50
+50
51-60
+60
61-70
+70
71-80
+80
81-90
+90
91-100
+100
101-110
+110
111-150
+120
151+
+125
MaxMP Increase
Equip level
Stat value
0-10
+10
11-20
+20
21-30
+30
31-40
+40
41-50
+50
51-60
+60
61-70
+70
71-80
+80
81-90
+90
91-100
+100
101-110
+110
111-150
+120
151+
+125
Speed Increase (Shoes)
Equip level
Stat value
0-30
+2
31-70
+4
71-110
+6
111+
+8
Jump Increase (Shoes)
Equip level
Stat value
0-30
+2
31-70
+4
71-110
+6
111+
+8
Weapon ATT Increase (Weapon, Secondary Weapon and Emblem)
Equip level
Stat value
0-20
+2
21-40
+4
41-60
+6
61-80
+8
81-90
+10
91-150
+12
151+
+13
Magic ATT Increase (Weapon, Secondary Weapon and Emblem)
Equip level
Stat value
0-20
+2
21-40
+4
41-60
+6
61-80
+8
81-90
+10
91-150
+12
151+
+13
DEF Increase (Armor and Accessory)
Equip level
Stat value
0-10
+10
11-20
+20
21-30
+30
31-40
+40
41-50
+50
51-60
+60
61-70
+70
71-80
+80
81-90
+90
91-100
+100
101-110
+110
111-150
+120
151+
+125
STR % Increase
Equip level
Stat value
0-30
+1%
31-70
+2%
71-150
+3%
151+
+4%
DEX % Increase
Equip level
Stat value
0-30
+1%
31-70
+2%
71-150
+3%
151+
+4%
INT % Increase
Equip level
Stat value
0-30
+1%
31-70
+2%
71-150
+3%
151+
+4%
LUK % Increase
Equip level
Stat value
0-30
+1%
31-70
+2%
71-150
+3%
151+
+4%
MaxHP % Increase (Armor and Accessory)
Equip level
Stat value
0-30
+1%
31-70
+2%
71-150
+3%
151+
+4%
MaxMP % Increase (Armor and Accessory)
Equip level
Stat value
0-30
+1%
31-70
+2%
71-150
+3%
151+
+4%
DEF % Increase (Armor and Accessory)
Equip level
Stat value
0-30
+1%
31-70
+2%
71-150
+3%
151+
+4%
Weapon ATT % Increase (Weapon, Secondary Weapon and Emblem)
Equip level
Stat value
0-30
+1%
31-70
+2%
71-150
+3%
151+
+4%
Magic ATT % Increase (Weapon, Secondary Weapon and Emblem)
Equip level
Stat value
0-30
+1%
31-70
+2%
71-150
+3%
151+
+4%
Damage % Increase (Weapon, Secondary Weapon and Emblem)
Equip level
Stat value
0-30
+1%
31-70
+2%
71-150
+3%
151+
+4%
Critical Rate +4% (Weapon, Secondary Weapon and Emblem)
Equip level requirement: 0 or higher
All Stats Increase
Equip level
Stat value
0-20
+1
21-40
+2
41-60
+3
61-80
+4
81-150
+5
151+
+6
Recover HP every 4 seconds. (Accessory)
HP recovered as listed.
Equip level
Stat value
0-10
2
11-20
4
21-30
6
31-40
8
41-50
10
51-60
12
61-70
14
71-80
16
81-90
18
91-100
20
101-110
22
111-150
24
151+
25
Recover MP every 4 seconds. (Accessory)
MP recovered as listed.
Equip level
Stat value
0-10
2
11-20
4
21-30
6
31-40
8
41-50
10
51-60
12
61-70
14
71-80
16
81-90
18
91-100
20
101-110
22
111-150
24
151+
25
Chance to recover HP when attacking. (Weapon, Secondary Weapon and Emblem)
HP recovered as listed.
Suspicious, Yellow, Purple cubes
Chance of recovery: 3%
Equip level
Stat value
0-10
10
11-20
12
21-30
14
31-40
16
41-50
18
51-60
20
61-70
22
71-80
24
81-90
26
91-100
28
101-110
30
111-150
32
151+
33
Red, Black cubes
Chance of recovery: 20%
Equip level
Stat value
0-10
20
11-20
40
21-30
60
31-40
80
41-50
100
51-60
120
61-70
140
71-80
160
81-90
180
91-100
200
101-110
220
111-150
240
151+
250
Chance to recover MP when attacking. (Weapon, Secondary Weapon and Emblem)
MP recovered as listed.
Suspicious, Yellow, Purple cubes
Chance of recovery: 3%
Equip level
Stat value
0-10
10
11-20
12
21-30
14
31-40
16
41-50
18
51-60
20
61-70
22
71-80
24
81-90
26
91-100
28
101-110
30
111-150
32
151+
33
Red, Black cubes
Chance of recovery: 20%
Equip level
Stat value
0-10
20
11-20
30
21-30
40
31-40
50
41-50
60
51-60
70
61-70
80
71-80
90
81-90
100
91-100
110
101-150
120
151+
125
Chance to inflict darkness when attacking. (Weapon, Secondary Weapon and Emblem)
Not applicable to boss monsters.
Suspicious, Yellow, Purple cubes
Activation chance: 10%
Red, Black cubes
Activation chance: 20%
Equip level
Stat value
10-50
Level 1
51-100
Level 2
101+
Level 3
Chance to inflict slow when attacking. (Weapon, Secondary Weapon and Emblem)
Not applicable to boss monsters.
Suspicious, Yellow, Purple cubes
Activation chance: 10%
Red, Black cubes
Activation chance: 20%
Equip level
Stat value
10-70
Level 1
71+
Level 2
Chance to inflict poison when attacking. (Weapon, Secondary Weapon and Emblem)
Not applicable to boss monsters.
Suspicious, Yellow, Purple cubes
Activation chance: 10%
Red, Black cubes
Activation chance: 20%
Equip level
Stat value
10-20
Level 1
21-40
Level 2
41-60
Level 3
61-80
Level 4
81-100
Level 5
101+
Level 6
Chance to inflict stun when attacking. (Weapon, Secondary Weapon and Emblem)
Not applicable to boss monsters.
Suspicious, Yellow, Purple cubes
Activation chance: 5%
Red, Black cubes
Activation chance: 10%
Equip level
Stat value
10-70
Level 1
71+
Level 2
Chance to inflict seal when attacking. (Weapon, Secondary Weapon and Emblem)
Not applicable to boss monsters.
Suspicious, Yellow, Purple cubes
Activation chance: 5%
Red, Black cubes
Activation chance: 10%
Equip level
Stat value
10-70
Level 1
71+
Level 2
Chance to inflict freeze when attacking. (Weapon, Secondary Weapon and Emblem)
Not applicable to boss monsters.
Suspicious, Yellow, Purple cubes
Activation chance: 5%
Red, Black cubes
Activation chance: 10%
Equip level
Stat value
10-70
Level 1
71+
Level 2
Ignores 15% of Monster's DEF when attacking. (Weapon, Secondary Weapon and Emblem)
Ignore Monster DEF can only appear up to 2 times on a single cube.
Equip level requirement: 30 or higher
Epic (Primary) / Unique (Secondary)
STR % Increase
Equip level
Stat value
0-30
+2%
31-70
+4%
71-150
+6%
151+
+7%
DEX % Increase
Equip level
Stat value
0-30
+2%
31-70
+4%
71-150
+6%
151+
+7%
INT % Increase
Equip level
Stat value
0-30
+2%
31-70
+4%
71-150
+6%
151+
+7%
LUK % Increase
Equip level
Stat value
0-30
+2%
31-70
+4%
71-150
+6%
151+
+7%
MaxHP % Increase
Equip level
Stat value
0-30
+2%
31-70
+4%
71-150
+6%
151+
+7%
MaxMP % Increase
Equip level
Stat value
0-30
+2%
31-70
+4%
71-150
+6%
151+
+7%
DEF % Increase (Armor and Accessory)
Equip level
Stat value
0-30
+2%
31-70
+4%
71-150
+6%
151+
+7%
Weapon ATT % Increase (Weapon, Secondary Weapon and Emblem)
Equip level
Stat value
0-30
+2%
31-70
+4%
71-150
+6%
151+
+7%
Magic ATT % Increase (Weapon, Secondary Weapon and Emblem)
Equip level
Stat value
0-30
+2%
31-70
+4%
71-150
+6%
151+
+7%
Damage % Increase (Weapon, Secondary Weapon and Emblem)
Equip level
Stat value
0-30
+2%
31-70
+4%
71-150
+6%
151+
+7%
Critical Rate +8% (Weapon, Secondary Weapon and Emblem)
Equip level requirement: 0 or higher
All Stats % Increase
Equip level
Stat value
0-30
+1%
31-70
+2%
71-150
+3%
151+
+4%
Chance to recover HP when attacking. (Weapon, Secondary Weapon and Emblem)
HP recovered as listed.
Suspicious, Yellow, Purple cubes
Chance of recovery: 3%
Equip level
Stat value
0-10
20
11-20
23
21-30
26
31-40
29
41-50
32
51-60
35
61-70
38
71-80
41
81-90
44
91-100
47
101-110
50
111-150
53
151+
54
Red, Black cubes
Chance of recovery: 20%
Equip level
Stat value
0-10
30
11-20
60
21-30
90
31-40
120
41-50
150
51-60
180
61-70
210
71-80
240
81-90
270
91-100
300
101-110
330
111-150
360
151+
375
Chance to recover MP when attacking. (Weapon, Secondary Weapon and Emblem)
MP recovered as listed.
Suspicious, Yellow, Purple cubes
Chance of recovery: 3%
Equip level
Stat value
0-10
20
11-20
23
21-30
26
31-40
29
41-50
32
51-60
35
61-70
38
71-80
41
81-90
44
91-100
47
101-110
50
111-150
53
151+
54
Red, Black cubes
Chance of recovery: 20%
Equip level
Stat value
0-10
30
11-20
45
21-30
60
31-40
75
41-50
90
51-60
105
61-70
120
71-80
135
81-90
150
91-100
165
101-150
180
151+
187
Ignore 15% of Monster's DEF when attacking. (Weapon, Secondary Weapon and Emblem)
Ignore Monster DEF can only appear up to 2 times on a single cube.
Equip level requirement: 50 or higher.
20% chance to ignore monster damage dealt. (Armor and Secondary Weapon)
Damage ignored as listed. % HP attacks not affected
Equip level
Stat value
0-10
3
11-20
5
21-30
7
31-40
9
41-50
11
51-60
13
61-70
15
71-80
17
81-90
19
91-100
21
101-110
23
111-150
25
151+
26
20% chance to ignore monster damage dealt. (Armor and Secondary Weapon)
Damage ignored as listed. % HP attacks not affected
Equip level
Stat value
0-10
5
11-20
8
21-30
11
31-40
14
41-50
17
51-60
20
61-70
23
71-80
26
81-90
29
91-100
32
101-110
35
111-150
38
151+
39
30% chance to ignore monster damage dealt. (Armor and Secondary Weapon)
Damage ignored as listed. % HP attacks not affected
Equip level
Stat value
0-10
7
11-20
11
21-30
15
31-40
19
41-50
23
51-60
27
61-70
31
71-80
35
81-90
39
91-100
43
101-110
47
111-150
51
151+
53
Invincibility Time +1 second (Top and Overall)
Invincibility time increase can only appear up to 2 times on a single cube.
Equip level requirement: 0 or higher
15% chance to recover HP when you killed a monster. (Gloves)
HP recovered as listed.
Equip level
Stat value
0-10
40
11-20
45
21-30
50
31-40
55
41-50
60
51-60
65
61-70
70
71-80
75
81-90
80
91-100
85
101-110
90
111-150
95
151+
97
15% chance to recover MP when you killed a monster. (Gloves)
MP recovered as listed.
Equip level
Stat value
0-10
40
11-20
45
21-30
50
31-40
55
41-50
60
51-60
65
61-70
70
71-80
75
81-90
80
91-100
85
101-110
90
111-150
95
151+
97
Unique (Primary) / Legendary (Secondary)
STR % Increase
Equip level
Stat value
0-30
+3%
31-70
+6%
71-150
+9%
151+
+10%
DEX % Increase
Equip level
Stat value
0-30
+3%
31-70
+6%
71-150
+9%
151+
+10%
INT % Increase
Equip level
Stat value
0-30
+3%
31-70
+6%
71-150
+9%
151+
+10%
LUK % Increase
Equip level
Stat value
0-30
+3%
31-70
+6%
71-150
+9%
151+
+10%
MaxHP % Increase (Armor and Accessory)
Equip level
Stat value
0-30
+3%
31-70
+6%
71-150
+9%
151+
+10%
MaxMP % Increase (Armor and Accessory)
Equip level
Stat value
0-30
+3%
31-70
+6%
71-150
+9%
151+
+10%
DEF % Increase (Armor and Accessory)
Equip level
Stat value
0-30
+3%
31-70
+6%
71-150
+9%
151+
+10%
Weapon ATT % Increase (Weapon, Secondary Weapon and Emblem)
Equip level
Stat value
0-30
+3%
31-70
+6%
71-150
+9%
151+
+10%
Magic ATT % Increase (Weapon, Secondary Weapon and Emblem)
Equip level
Stat value
0-30
+3%
31-70
+6%
71-150
+9%
151+
+10%
Damage % Increase (Weapon, Secondary Weapon and Emblem)
Equip level
Stat value
0-30
+3%
31-70
+6%
71-150
+9%
151+
+10%
Critical Rate % Increase (Weapon, Secondary Weapon and Emblem)
Equip level
Stat value
0-30
+3%
31-70
+6%
71-150
+9%
151+
+10%
All Stats % Increase
Equip level
Stat value
0-30
+2%
31-70
+4%
71-150
+6%
151+
+7%
All Skill Levels +1 (Hat)
All Skill Levels increase can only appear up to 2 times on a single cube.
Equip level requirement: 30 or higher, does not go beyond skill maximum level. Beginner and 5th job skills not affected.
All Skill Levels +2 (Hat)
All Skill Levels increase can only appear up to 2 times on a single cube.
Equip level requirement: 70 or higher, does not go beyond skill maximum level. Beginner and 5th job skills not affected.
Ignore 30% of Monster's DEF when attacking. (Weapon, Secondary Weapon and Emblem)
Ignore Monster DEF can only appear up to 2 times on a single cube.
Equip level requirement: 50 or higher
5% chance to ignore 20% of monster damage dealt. (Armor and Secondary Weapon)
Chance to ignore percentage damage can only appear up to 2 times on a single cube.
Equip level requirement: 20 or higher, % HP attacks not affected
5% chance to ignore 40% of monster damage dealt. (Armor and Secondary Weapon)
Chance to ignore percentage damage can only appear up to 2 times on a single cube.
Equip level requirement: 40 or higher, % HP attacks not affected
Invincibility Time +2 seconds (Top and Overall)
Invincibility time increase can only appear up to 2 times on a single cube.
Equip level requirement: 0 or higher
2% chance to be invincible when attacked. (Top and Overall)
Chance to be invincible can only appear up to 2 times on a single cube.
Invincibility time as listed.
Equip level
Stat value
0-40
5 seconds
41-80
6 seconds
81+
7 seconds
Reflect damage at a chance. (Bottom)
Equip level
Reflect chance
Reflect damage (% of damage taken by you)
0-30
10%
20%
31-50
10%
35%
51-70
20%
35%
70-100
20%
50%
101+
30%
50%
Reflect damage at a chance. (Bottom)
Equip level
Reflect chance
Reflect damage (% of damage taken by you)
0-30
10%
30%
31-50
10%
50%
51-70
20%
50%
70-100
20%
70%
101+
30%
70%
Potion HP Recovery % Increase
Does not apply to MP potion recovery (for dual heal potions, only HP is affected) and any % based potion heal.
Equip level
Stat value
0-30
+10%
31-70
+20%
71+
+30%
Damage to Boss Monsters +20% (Weapon and Secondary Weapon)
Damage to Boss Monsters increase can only appear up to 2 times on a single cube.
Equip level requirement: 50 or higher
Damage to Boss Monsters +30% (Weapon and Secondary Weapon)
Damage to Boss Monsters increase can only appear up to 2 times on a single cube.
Equip level requirement: 100 or higher
1% Auto Steal Chance (Gloves)
Only appears when using a Yellow Cube/Master Craftsman Cube or Purple Cube/Meister Cube.
Equip level requirement: 20 or higher, the monster will drop an item while alive. Boss monsters not affected.
2% Auto Steal Chance (Gloves)
Only appears when using a Yellow Cube/Master Craftsman Cube or Purple Cube/Meister Cube.
Equip level requirement: 40 or higher, the monster will drop an item while alive. Boss monsters not affected.
Decent Haste enabled. (Shoes)
Equip level requirement: 70 or higher
For 200 seconds, Movement Speed +20, Jump +10, does not break maximum movement speed and jump limit, does not stack with Haste, personal buff only.
Decent Mystic Door enabled. (Hat)
Equip level requirement: 70 or higher
Use 2 Magic Rock to summon a temporary door that lasts for 120 seconds to town and from town to the map used.
Decent Sharp Eyes enabled. (Gloves)
Equip level requirement: 120 or higher
For 240 seconds, Critical rate +10%, Critical Damage +8%, does not stack with Sharp Eyes, personal buff only.
Decent Hyper Body enabled. (Bottom)
Equip level requirement: 70 or higher
For 240 seconds, MaxHP and MaxMP +40%, does not stack with Hyper Body, personal buff only.
STR +1 per 10 Character Levels (Gloves)
Only obtained from Red and Black cubes
Equip level requirement: 30 or higher
DEX +1 per 10 Character Levels (Gloves)
Only obtained from Red and Black cubes
Equip level requirement: 30 or higher
INT +1 per 10 Character Levels (Gloves)
Only obtained from Red and Black cubes
Equip level requirement: 30 or higher
LUK +1 per 10 Character Levels (Gloves)
Only obtained from Red and Black cubes
Equip level requirement: 30 or higher
Legendary (Primary)
STR % Increase
Equip level
Stat value
0-30
+6%
31-70
+9%
71-150
+12%
151+
+13%
DEX % Increase
Equip level
Stat value
0-30
+6%
31-70
+9%
71-150
+12%
151+
+13%
INT % Increase
Equip level
Stat value
0-30
+6%
31-70
+9%
71-150
+12%
151+
+13%
LUK % Increase
Equip level
Stat value
0-30
+6%
31-70
+9%
71-150
+12%
151+
+13%
MaxHP % Increase (Armor and Accessory)
Equip level
Stat value
0-30
+6%
31-70
+9%
71-150
+12%
151+
+13%
MaxMP % Increase (Armor and Accessory)
Equip level
Stat value
0-30
+6%
31-70
+9%
71-150
+12%
151+
+13%
DEF % Increase (Armor and Accessory)
Equip level
Stat value
0-30
+6%
31-70
+9%
71-150
+12%
151+
+13%
Weapon ATT % Increase (Weapon, Secondary Weapon and Emblem)
Equip level
Stat value
0-30
+6%
31-70
+9%
71-150
+12%
151+
+13%
Magic ATT % Increase (Weapon, Secondary Weapon and Emblem)
Equip level
Stat value
0-30
+6%
31-70
+9%
71-150
+12%
151+
+13%
Damage % Increase (Weapon, Secondary Weapon and Emblem)
Equip level
Stat value
0-30
+6%
31-70
+9%
71-150
+12%
151+
+13%
Critical Rate % Increase (Weapon, Secondary Weapon and Emblem)
Equip level
Stat value
0-30
+6%
31-70
+9%
71-150
+12%
151+
+13%
All Stats % Increase
Equip level
Stat value
0-30
+3%
31-70
+6%
71-150
+9%
151+
+10%
Critical Damage % Increase (Gloves)
Equip level
Stat value
50-60
+5%
61-80
+6%
81+
+8%
All Skill Levels +2 (Hat)
All Skill Levels increase can only appear up to 2 times on a single cube.
Equip level requirement: 30 or higher, does not go beyond skill maximum level. Beginner and 5th job skills not affected.
All Skill Levels +3 (Hat)
All Skill Levels increase can only appear up to 2 times on a single cube.
Equip level requirement: 30 or higher, does not go beyond skill maximum level. Beginner and 5th job skills not affected.
Elemental Resistance Increase (Top and Overall)
Equip level
Stat value
70
+5%
71+
+10%
Abnormal Status Resistance Increase (Bottom)
Equip level
Stat value
70
+5
71+
+10
Ignore 35% of Monster's DEF when attacking. (Weapon, Secondary Weapon and Emblem)
Ignore Monster DEF can only appear up to 2 times on a single cube.
Equip level requirement: 50 or higher
Ignore 40% of Monster's DEF when attacking. (Weapon, Secondary Weapon and Emblem)
Ignore Monster DEF can only appear up to 2 times on a single cube.
Equip level requirement: 100 or higher
10% chance to ignore 20% of monster damage dealt. (Armor and Secondary Weapon)
Chance to ignore percentage damage can only appear up to 2 times on a single cube.
Equip level requirement: 20 or higher, % HP attacks not affected
10% chance to ignore 40% of monster damage dealt. (Armor and Secondary Weapon)
Chance to ignore percentage damage can only appear up to 2 times on a single cube.
Equip level requirement: 40 or higher, % HP attacks not affected
Invincibility Time +3 seconds (Top and Overall)
Invincibility increase can only appear up to 2 times on a single cube.
Equip level requirement: 0 or higher
4% chance to become invincible when attacked. (Top and Overall)
Chance to become invincible can only appear up to 2 times on a single cube.
Invincibility time as listed.
Equip level
Stat value
0-40
5 seconds
41-80
6 seconds
81+
7 seconds
Reflect damage at a chance. (Bottom)
Equip level
Reflect chance
Reflect damage (% of damage taken by you)
0-30
10%
20%
31-50
10%
35%
51-70
20%
35%
70-100
20%
50%
101+
30%
50%
Reflect damage at a chance. (Bottom)
Equip level
Reflect chance
Reflect damage (% of damage taken by you)
0-30
10%
30%
31-50
10%
50%
51-70
20%
50%
70-100
20%
70%
101+
30%
70%
MP Cost Reduction (Accessory except Belts)
MP cost reduction as listed.
Equip level
Stat value
0-50
5%
51-100
10%
101-150
15%
151+
17%
MP Cost Reduction (Accessory except Belts)
MP cost reduction as listed.
Equip level
Stat value
0-50
10%
51-100
20%
101-150
30%
151+
35%
Potion HP Recovery % Increase
Only appears when using a Purple Cube/Meister Cube.
Does not apply to MP potion recovery (for dual heal potions, only HP is affected) and any % based potion heal.
Equip level
Stat value
0-30
+20%
31-70
+30%
71+
+40%
Skill Cooldown -1 second (Hat)
Equip level requirement: 70 or higher.
If the skill cooldown is 5~10 seconds after % cooldown reductions, cooldown reduces by 5% of the remaining cooldown instead of 1 second (minimum cooldown 5 seconds).
If the skill cooldown is more than 10 seconds after % cooldown reductions, but it is reduced below 10 seconds from this option, the number of seconds that will reduce below 10 seconds will be halved.
Skill Cooldown -2 seconds (Hat)
Equip level requirement: 120 or higher
If the skill cooldown is 5~10 seconds after % cooldown reductions, cooldown reduces by 10% of the remaining cooldown instead of 2 seconds (minimum cooldown 5 seconds).
If the skill cooldown is more than 10 seconds after % cooldown reductions, but it is reduced below 10 seconds from this option, the number of seconds that will reduce below 10 seconds will be halved.
Damage to Boss Monsters +30% (Weapon and Secondary Weapon)
Damage to Boss Monsters increase can only appear up to 2 times on a single cube.
Equip level requirement: 50 or higher
Damage to Boss Monsters +35% (Weapon and Secondary Weapon)
Damage to Boss Monsters increase can only appear up to 2 times on a single cube.
Equip level requirement: 100 or higher
Damage to Boss Monsters +40% (Weapon and Secondary Weapon)
Damage to Boss Monsters increase can only appear up to 2 times on a single cube.
Equip level requirement: 100 or higher
Meso from Monsters % Increase (Accessory except Belts)
Maximum +100% from equipment Potentials and Bonus Potentials.
Equip level
Stat value
0-30
+10%
31-70
+15%
71+
+20%
Item Drop Rate % Increase (Accessory except Belts)
Item Drop Rate increase can only appear up to 2 times on a single cube.
Maximum +200% from equipment Potentials and Bonus Potentials.
Equip level
Stat value
0-30
+10%
31-70
+15%
71+
+20%
3% Auto Steal Chance (Gloves)
Only appears when using a Purple Cube/Meister Cube.
Equip level requirement: 20 or higher, the monster will drop an item while alive.
Boss monsters not affected.
5% Auto Steal Chance (Gloves)
Only appears when using a Purple Cube/Meister Cube.
Equip level requirement: 40 or higher, the monster will drop an item while alive. Boss monsters not affected.
7% Auto Steal Chance (Gloves)
Only appears when using a Purple Cube/Meister Cube.
Equip level requirement: 60 or higher, the monster will drop an item while alive. Boss monsters not affected.
Decent Combat Orders enabled. (Shoes)
Equip level requirement: 70 or higher
For 240 seconds, All Skill Levels +1, majority of 4th job skills can surpass Maximum Skill Level, does not stack with Combat Orders, personal buff only. 5th job skills not affected.
Decent Advanced Bless enabled. (Hat)
Equip level requirement: 120 or higher
For 240 seconds, Weapon and Magic Attack +20, DEF +425, MaxHP and MaxMP +475, MP cost reduced by 12%. Does not stack with Advanced Bless, personal buff only.
Decent Speed Infusion enabled. (Gloves)
Equip level requirement: 120 or higher
For 240 seconds, Attack Speed +1, does not go beyond Attack Speed limit unless already broken, does not stack with Speed Infusion, personal buff only.
Weapon ATT +1 per 10 Character Levels (Weapon, Secondary Weapon and Emblem)
Only obtained from Red and Black cubes
Equip level requirement: 30 or higher
Magic ATT +1 per 10 Character Levels (Weapon, Secondary Weapon and Emblem)
Only obtained from Red and Black cubes
Equip level requirement: 30 or higher
Bonus Potential
Bonus Potential can be obtained on items with Regular Potential. It provides additional stats that is weaker compared to Regular Potentials (7% stat instead of 12% for example) but some stats are really powerful that Regular Potentials cannot give (example: 10 ATT on rare bonus potential on armor/accessory)
Tiers
There are 4 tiers (5 tiers in GMS) of bonus potentials for accessories and armors:
Level 0-20 gear items can get: 1% on rare, 1% on epic, 2% on unique, 3% on legendary
Level 21-50 gear items can get: 1% on rare, 2% on epic, 3% on unique, 4% on legendary
Level 51-90 gear items can get: 1% on rare, 3% on epic, 4% on unique, 5% on legendary
Level 91+ gear items can get: 2% on rare, 4% on epic, 5% on unique, 7% on legendary
GMS only: Level 151+ gear items can 3% on rare, 5% on epic, 6% on unique, 8% on legendary
All stat % are 1 rank below the stated rank.
Bonus Potential Scrolls
For bonus potentials, there are Bonus Potential Scrolls which can be obtained from events and cash shop sales. They have varying success rates but the most common ones are: 50%, 70% and 100%.
When used it can give 2-3 lines of bonus potentials. Note that the item must already have normal potentials in order to use this. There is a higher chance than normal potentials that the iten will end up as epic or unique after using a Bonus Potential Scroll.
Some of the ways to obtain Bonus Potential Scrolls include:
Cash Shop for Special Bonus Potential Scroll (100% success, always 3 lines)
25 Black Cube Fragments (from using 25 Black Cubes) -> 100% Bonus Potential Scroll (untradeable)
Elite Bosses (Obtain tradable 50% scroll from Rare Treasure Chest if you are lucky)
Event Shops
Increasing Lines
The following items can be used to increase from 2 lines to 3 lines for bonus potentials:
Basic Awakening Stamp (20% success, from elite boss, untradeable)
Intermediate Awakening Stamp (40% success, from elite boss, untradeable)
Superior Awakening Stamp (60% success, obtained from boss raids, untradeable)
Special Awakening Stamp (100% success, from event shop or swapping 10 Bonus Potential Cube Fragments from using 10 Bonus Potential Cubes, untradeable)
Resetting Bonus Potential
The only way to reset Bonus Potentials is by buying the Bonus Potential Cube from the cash shop for 2,400 NX cash (4,000 cash in MSEA). However, it costs more than a Red Cube and it is harder to obtain desired stats so it is not advisable to cube bonus potential unless you have maximised your normal potentials or when it is double miracle time.
You can also get 1 Bonus Potential Cube from Fairy Bros' Daily Gift on Day 27. Expires in 7 days after claiming it. Events can also award the Bonus Potential Cube directly.
During event sales, White Bonus Potential Cubes may be sold in the cash shop, it works like a Black Cube for Bonus Potentials.
Events and bosses of Lotus/Damien and above difficulty will also drop Suspicious Additional Cubes (tradable for boss drop and untradeable/tradable within account otherwise). These can only be used on Rare rank Additional Potentials.
The other cubes (Red, Black, Master Craftsman, Meister, Occult) will not affect Bonus Potentials and Bonus Potential Cubes will also not affect Normal Potentials.
Bonus Potentials (Armor and Accessories)
These are possible stats as of GMS Firepower Update though some Level 151+ Potentials may be inaccurate. However, stat bonuses are worse than regular potentials and you can get most stats without equipment type limit unlike normal potentials. (You can get ATT +10 on any eq for instance.)
The weighted chance of each potential line is dependent on the cube used. The 1st line can have an influence on the 2nd and 3rd line, and the 2nd line can have an influence on the 3rd line. Some stats are limited up to 2 appearances on a single cube (different stats have their own separate limit)
Damage on boss monsters increase
Ignore monster DEF increase
Item Drop Rate increase
All skill levels increase
Rare (Secondary)
STR Increase
Equip level
Stat value
0-20
+1
21-40
+2
41-50
+3
51-70
+4
71-90
+5
91+
+6
DEX Increase
Equip level
Stat value
0-20
+1
21-40
+2
41-50
+3
51-70
+4
71-90
+5
91+
+6
INT Increase
Equip level
Stat value
0-20
+1
21-40
+2
41-50
+3
51-70
+4
71-90
+5
91+
+6
LUK Increase
Equip level
Stat value
0-20
+1
21-40
+2
41-50
+3
51-70
+4
71-90
+5
91+
+6
Weapon ATT Increase
Equip level
Stat value
0-50
+1
51-100
+2
101+
+3
Magic ATT Increase
Equip level
Stat value
0-50
+1
51-100
+2
101+
+3
Speed Increase
Equip level
Stat value
0-30
+1
31-70
+2
71-110
+3
111+
+4
Jump Increase
Equip level
Stat value
0-30
+1
31-70
+2
71-110
+3
111+
+4
MaxHP Increase
Equip level
Stat value
0-10
+5
11-20
+10
21-30
+15
31-40
+20
41-50
+25
51-60
+30
61-70
+35
71-80
+40
81-90
+45
91-100
+50
101-110
+55
111+
+60
MaxMP Increase
Equip level
Stat value
0-10
+5
11-20
+10
21-30
+15
31-40
+20
41-50
+25
51-60
+30
61-70
+35
71-80
+40
81-90
+45
91-100
+50
101-110
+55
111+
+60
DEF Increase
Equip level
Stat value
0-10
+5
11-20
+10
21-30
+15
31-40
+20
41-50
+25
51-60
+30
61-70
+35
71-80
+40
81-90
+45
91-100
+50
101-110
+55
111+
+60
Rare (Primary) / Epic (Secondary)
STR Increase
Equip level
Stat value
0-20
+2
21-50
+4
51-70
+6
71-90
+8
91-150
+10
151+
+11
DEX Increase
Equip level
Stat value
0-20
+2
21-50
+4
51-70
+6
71-90
+8
91-150
+10
151+
+11
INT Increase
Equip level
Stat value
0-20
+2
21-50
+4
51-70
+6
71-90
+8
91-150
+10
151+
+11
LUK Increase
Equip level
Stat value
0-20
+2
21-50
+4
51-70
+6
71-90
+8
91-150
+10
151+
+11
Weapon ATT Increase
Equip level
Stat value
0-20
+1
21-40
+2
41-60
+4
61-80
+6
81-90
+8
91-150
+10
151+
+11
Magic ATT Increase
Equip level
Stat value
0-20
+1
21-40
+2
41-60
+4
61-80
+6
81-90
+8
91-150
+10
151+
+11
MaxHP Increase
Equip level
Stat value
0-20
+10
21-50
+15
51-90
+50
91-150
+100
151+
+125
MaxMP Increase
Equip level
Stat value
0-20
+10
21-50
+15
51-90
+50
91-150
+100
151+
+125
DEF Increase
Equip level
Stat value
0-20
+10
21-50
+15
51-90
+50
91-150
+100
151+
+125
Speed Increase
Equip level
Stat value
0-20
+2
21-50
+3
51-80
+4
81-110
+5
111+
+6
Jump Increase
Equip level
Stat value
0-20
+2
21-50
+3
51-80
+4
81-110
+5
111+
+6
STR % Increase
Equip level
Stat value
0-90
+1%
91-150
+2%
151+
+3%
DEX % Increase
Equip level
Stat value
0-90
+1%
91-150
+2%
151+
+3%
INT % Increase
Equip level
Stat value
0-90
+1%
91-150
+2%
151+
+3%
LUK % Increase
Equip level
Stat value
0-90
+1%
91-150
+2%
151+
+3%
DEF % Increase
Equip level
Stat value
0-90
+1%
91-150
+2%
151+
+3%
MaxHP % Increase
Equip level
Stat value
0-90
+1%
91-150
+2%
151+
+3%
MaxMP % Increase
Equip level
Stat value
0-90
+1%
91-150
+2%
151+
+3%
All Stats Increase
Equip level
Stat value
0-50
+1
51-90
+2
91+
+3
Epic (Primary) / Unique (Secondary)
STR Increase
Equip level
Stat value
0-20
+4
21-40
+6
41-50
+8
51-70
+10
71-90
+12
91-150
+14
151+
+15
DEX Increase
Equip level
Stat value
0-20
+4
21-40
+6
41-50
+8
51-70
+10
71-90
+12
91-150
+14
151+
+15
INT Increase
Equip level
Stat value
0-20
+4
21-40
+6
41-50
+8
51-70
+10
71-90
+12
91-150
+14
151+
+15
LUK Increase
Equip level
Stat value
0-20
+4
21-40
+6
41-50
+8
51-70
+10
71-90
+12
91-150
+14
151+
+15
Weapon ATT Increase
Equip level
Stat value
0-20
+4
21-50
+6
51-90
+8
91-150
+11
151+
+12
Magic ATT Increase
Equip level
Stat value
0-20
+4
21-50
+6
51-90
+8
91-150
+11
151+
+12
MaxHP Increase
Equip level
Stat value
0-10
+15
11-20
+30
21-30
+45
31-40
+60
41-50
+75
51-60
+90
61-70
+105
71-80
+120
81-90
+135
91-100
+150
101-110
+165
111-150
+180
151+
+185
MaxMP Increase
Equip level
Stat value
0-10
+15
11-20
+30
21-30
+45
31-40
+60
41-50
+75
51-60
+90
61-70
+105
71-80
+120
81-90
+135
91-100
+150
101-110
+165
111-150
+180
151+
+185
DEF Increase
Equip level
Stat value
0-20
+15
21-50
+20
51-90
+60
91-150
+120
151+
+150
Speed Increase
Equip level
Stat value
0-30
+4
31-110
+6
111+
+8
Jump Increase
Equip level
Stat value
0-30
+4
31-110
+6
111+
+8
STR % Increase
Equip level
Stat value
0-20
+1%
21-50
+2%
51-90
+3%
91-150
+4%
151+
+5%
DEX % Increase
Equip level
Stat value
0-20
+1%
21-50
+2%
51-90
+3%
91-150
+4%
151+
+5%
INT % Increase
Equip level
Stat value
0-20
+1%
21-50
+2%
51-90
+3%
91-150
+4%
151+
+5%
LUK % Increase
Equip level
Stat value
0-20
+1%
21-50
+2%
51-90
+3%
91-150
+4%
151+
+5%
MaxHP % Increase
Equip level
Stat value
0-20
+1%
21-50
+2%
51-90
+3%
91-150
+5%
151+
+6%
MaxMP % Increase
Equip level
Stat value
0-20
+1%
21-50
+2%
51-90
+3%
91-150
+5%
151+
+6%
DEF % Increase
Equip level
Stat value
0-30
+1%
31-70
+2%
71-150
+4%
151+
+5%
All Stats % Increase
Equip level
Stat value
0-90
+1%
91-150
+2%
151+
+3%
Unique (Primary) / Legendary (Secondary)
STR Increase
Equip level
Stat value
0-20
+8
21-50
+10
51-70
+12
71-90
+14
91-150
+16
151+
+17
DEX Increase
Equip level
Stat value
0-20
+8
21-50
+10
51-70
+12
71-90
+14
91-150
+16
151+
+17
INT Increase
Equip level
Stat value
0-20
+8
21-50
+10
51-70
+12
71-90
+14
91-150
+16
151+
+17
LUK Increase
Equip level
Stat value
0-20
+8
21-50
+10
51-70
+12
71-90
+14
91-150
+16
151+
+17
Weapon ATT Increase
Equip level
Stat value
0-20
+6
21-50
+8
51-90
+10
91-150
+12
151+
+13
Magic ATT Increase
Equip level
Stat value
0-20
+6
21-50
+8
51-90
+10
91-150
+12
151+
+13
DEF Increase
Equip level
Stat value
0-20
+15
21-50
+30
51-90
+80
91-150
+150
151+
+185
MaxHP Increase
Equip level
Stat value
0-10
+20
11-20
+40
21-30
+60
31-40
+80
41-50
+100
51-60
+120
61-70
+140
71-80
+160
81-90
+180
91-100
+200
101-110
+220
111-150
+240
151+
+250
MaxMP Increase
Equip level
Stat value
0-10
+20
11-20
+40
21-30
+60
31-40
+80
41-50
+100
51-60
+120
61-70
+140
71-80
+160
81-90
+180
91-100
+200
101-110
+220
111-150
+240
151+
+250
STR % Increase
Equip level
Stat value
0-20
+2%
21-50
+3%
51-90
+4%
91-150
+5%
151+
+6%
DEX % Increase
Equip level
Stat value
0-20
+2%
21-50
+3%
51-90
+4%
91-150
+5%
151+
+6%
INT % Increase
Equip level
Stat value
0-20
+2%
21-50
+3%
51-90
+4%
91-150
+5%
151+
+6%
LUK % Increase
Equip level
Stat value
0-20
+2%
21-50
+3%
51-90
+4%
91-150
+5%
151+
+6%
MaxHP % Increase
Equip level
Stat value
0-20
+2%
21-50
+3%
51-90
+5%
91-150
+7%
151+
+8%
MaxMP % Increase
Equip level
Stat value
0-20
+2%
21-50
+3%
51-90
+5%
91-150
+7%
151+
+8%
DEF % Increase
Equip level
Stat value
0-20
+2%
21-50
+3%
51-90
+5%
91-150
+7%
151+
+8%
All Stats % Increase
Equip level
Stat value
0-20
+1%
21-50
+2%
51-90
+3%
91-150
+4%
151+
+5%
Elemental Resistance Increase
Equip level
Stat value
60
+2%
61-90
+3%
91-150
+4%
151+
+5%
Abnormal Status Resistance Increase
Equip level
Stat value
60
+2
61-90
+3
91-150
+4
151+
+5
Potion HP Recovery Increase
Does not apply to MP potion recovery (for dual heal potions, only HP is affected) and any % based potion heal.
Equip level
Stat value
0-20
+5%
21-50
+10%
51-90
+15%
91+
+20%
STR +1 per 10 Character Levels
Equip level requirement: 30 or higher
DEX +1 per 10 Character Levels
Equip level requirement: 30 or higher
INT +1 per 10 Character Levels
Equip level requirement: 30 or higher
LUK +1 per 10 Character Levels
Equip level requirement: 30 or higher
All Skill Levels +1 (hat)
All Skill Levels increase can only appear up to 2 times on a single cube.
Equip level requirement: 30 or higher, does not go beyond maximum skill level. Beginner and 5th job skills not affected.
Legendary (Primary)
STR Increase
Equip level
Stat value
0-20
+8
21-40
+10
41-50
+12
51-70
+14
71-90
+16
91-150
+18
151+
+19
DEX Increase
Equip level
Stat value
0-20
+8
21-40
+10
41-50
+12
51-70
+14
71-90
+16
91-150
+18
151+
+19
INT Increase
Equip level
Stat value
0-20
+8
21-40
+10
41-50
+12
51-70
+14
71-90
+16
91-150
+18
151+
+19
LUK Increase
Equip level
Stat value
0-20
+8
21-40
+10
41-50
+12
51-70
+14
71-90
+16
91-150
+18
151+
+19
Weapon ATT Increase
Equip level
Stat value
0-20
+8
21-50
+10
51-90
+12
91-150
+14
151+
+15
Magic ATT Increase
Equip level
Stat value
0-20
+8
21-50
+10
51-90
+12
91-150
+14
151+
+15
DEF Increase
Equip level
Stat value
0-20
+20
21-50
+50
51-90
+100
91-150
+200
151+
+250
MaxHP Increase
Equip level
Stat value
0-10
+25
11-20
+50
21-30
+75
31-40
+100
41-50
+125
51-60
+150
61-70
+175
71-80
+200
81-90
+225
91-100
+250
101-110
+275
11-150
+300
151+
+310
MaxMP Increase
Equip level
Stat value
0-10
+25
11-20
+50
21-30
+75
31-40
+100
41-50
+125
51-60
+150
61-70
+175
71-80
+200
81-90
+225
91-100
+250
101-110
+275
111-150
+300
151+
+310
STR % Increase
Equip level
Stat value
0-20
+3%
21-50
+4%
51-90
+5%
91-150
+7%
151+
+8%
DEX % Increase
Equip level
Stat value
0-20
+3%
21-50
+4%
51-90
+5%
91-150
+7%
151+
+8%
INT % Increase
Equip level
Stat value
0-20
+3%
21-50
+4%
51-90
+5%
91-150
+7%
151+
+8%
LUK % Increase
Equip level
Stat value
0-20
+3%
21-50
+4%
51-90
+5%
91-150
+7%
151+
+8%
MaxHP % Increase
Equip level
Stat value
0-20
+3%
21-50
+5%
51-90
+7%
91-150
+10%
151+
+11%
MaxMP % Increase
Equip level
Stat value
0-20
+3%
21-50
+5%
51-90
+7%
91-150
+10%
151+
+11%
DEF % Increase
Equip level
Stat value
0-20
+3%
21-50
+5%
51-90
+7%
91-150
+10%
151+
+11%
Critical Damage % Increase (gloves)
Equip level
Stat value
0-20
+1%
21-90
+2%
91+
+3%
Critical Damage % Increase (armor)
Equip level
Stat value
0-150
+1%
151+
+2%
All Stats % Increase
Equip level
Stat value
0-20
+2%
21-50
+3%
51-90
+4%
91-150
+5%
151+
+6%
Elemental Resistance % Increase
Equip level
Stat value
70-90
+4%
91-150
+5%
151+
+6%
Abnormal Status Resistance Increase
Equip level
Stat value
70-90
+4
91-150
+5
151+
+6
STR +2 per 10 Character Levels
This effect increases STR by 1 every 5 character levels.
Equip level requirement: 30 or higher
DEX +2 per 10 Character Levels
This effect increases DEX by 1 every 5 character levels.
Equip level requirement: 30 or higher
INT +2 per 10 Character Levels
This effect increases INT by 1 every 5 character levels.
Equip level requirement: 30 or higher
LUK +2 per 10 Character Levels
This effect increases LUK by 1 every 5 character levels.
Equip level requirement: 30 or higher
Skill Cooldown -1 second (hat)
Equip level requirement: 100 or higher
If the skill cooldown is 5~10 seconds after % cooldown reductions, cooldown reduces by 5% of the remaining cooldown instead of 1 second (minimum cooldown 5 seconds).
If the skill cooldown is more than 10 seconds after % cooldown reductions, but it is reduced below 10 seconds from this option, the number of seconds that will reduce below 10 seconds will be halved.
Meso Drop Rate % Increase
Maximum +100% from equipment Potentials and Bonus Potentials.
Equip level
Stat value
0-20
+2%
21-50
+3%
51-90
+4%
91+
+5%
Item Drop Rate % Increase
Item Drop Rate increase can only appear up to 2 times on a single cube.
Maximum +200% from equipment Potentials and Bonus Potentials.
Equip level
Stat value
0-20
+2%
21-50
+3%
51-90
+4%
91+
+5%
Potion HP Recovery Increase
Does not apply to MP potion recovery (for dual heal potions, only HP is affected) and any % based potion heal.
Equip level
Stat value
0-20
+10%
21-50
+15%
51-90
+20%
91+
+30%
All Skill Levels +2 (hat)
All Skill Levels increase can only appear up to 2 times on a single cube.
Equip level requirement: 30 or higher, does not go beyond maximum skill level. Beginner and 5th job skills not affected.
Bonus Potential (Weapons)
Rare (Secondary)
STR Increase
Equip level
Stat value
0-20
+1
21-40
+2
41-50
+3
51-70
+4
71-90
+5
91+
+6
DEX Increase
Equip level
Stat value
0-20
+1
21-40
+2
41-50
+3
51-70
+4
71-90
+5
91+
+6
INT Increase
Equip level
Stat value
0-20
+1
21-40
+2
41-50
+3
51-70
+4
71-90
+5
91+
+6
LUK Increase
Equip level
Stat value
0-20
+1
21-40
+2
41-50
+3
51-70
+4
71-90
+5
91+
+6
Weapon ATT Increase
Equip level
Stat value
0-20
+1
21-40
+2
41-60
+3
61-80
+4
81-90
+5
91+
+6
Magic ATT Increase
Equip level
Stat value
0-20
+1
21-40
+2
41-60
+3
61-80
+4
81-90
+5
91+
+6
Speed Increase
Equip level
Stat value
0-30
+1
31-70
+2
71-110
+3
111+
+4
Jump Increase
Equip level
Stat value
0-30
+1
31-70
+2
71-110
+3
111+
+4
MaxHP Increase
Equip level
Stat value
0-10
+5
11-20
+10
21-30
+15
31-40
+20
41-50
+25
51-60
+30
61-70
+35
71-80
+40
81-90
+45
91-100
+50
101-110
+55
111+
+60
MaxMP Increase
Equip level
Stat value
0-10
+5
11-20
+10
21-30
+15
31-40
+20
41-50
+25
51-60
+30
61-70
+35
71-80
+40
81-90
+45
91-100
+50
101-110
+55
111+
+60
DEF Increase
Equip level
Stat value
0-10
+5
11-20
+10
21-30
+15
31-40
+20
41-50
+25
51-60
+30
61-70
+35
71-80
+40
81-90
+45
91-100
+50
101-110
+55
111+
+60
Rare (Primary) / Epic (Secondary)
STR Increase
Equip level
Stat value
0-20
+2
21-40
+4
41-50
+6
51-70
+8
71-90
+10
91-150
+12
151+
+13
DEX Increase
Equip level
Stat value
0-20
+2
21-40
+4
41-50
+6
51-70
+8
71-90
+10
91-150
+12
151+
+13
INT Increase
Equip level
Stat value
0-20
+2
21-40
+4
41-50
+6
51-70
+8
71-90
+10
91-150
+12
151+
+13
LUK Increase
Equip level
Stat value
0-20
+2
21-40
+4
41-50
+6
51-70
+8
71-90
+10
91-150
+12
151+
+13
Weapon ATT Increase
Equip level
Stat value
0-20
+2
21-40
+4
41-60
+6
61-80
+8
81-90
+10
91-150
+12
151+
+13
Magic ATT Increase
Equip level
Stat value
0-20
+2
21-40
+4
41-60
+6
61-80
+8
81-90
+10
91-150
+12
151+
+13
MaxHP Increase
Equip level
Stat value
0-20
+10
21-50
+15
51-90
+50
91-150
+100
151+
+125
MaxMP Increase
Equip level
Stat value
0-20
+10
21-50
+15
51-90
+50
91-150
+100
151+
+125
DEF Increase
Equip level
Stat value
0-20
+10
21-50
+15
51-90
+50
91-150
+100
151+
+125
Speed Increase
Equip level
Stat value
0-20
+2
21-50
+3
51-80
+4
81-110
+5
111+
+6
Jump Increase
Equip level
Stat value
0-20
+2
21-50
+3
51-80
+4
81-110
+5
111+
+6
STR % Increase
Equip level
Stat value
0-30
+1%
31-70
+2%
71-150
+3%
151+
+4%
DEX % Increase
Equip level
Stat value
0-30
+1%
31-70
+2%
71-150
+3%
151+
+4%
INT % Increase
Equip level
Stat value
0-30
+1%
31-70
+2%
71-150
+3%
151+
+4%
LUK % Increase
Equip level
Stat value
0-30
+1%
31-70
+2%
71-150
+3%
151+
+4%
Weapon ATT % Increase
Equip level
Stat value
0-30
+1%
31-70
+2%
71-150
+3%
151+
+4%
Magic ATT % Increase
Equip level
Stat value
0-30
+1%
31-70
+2%
71-150
+3%
151+
+4%
Damage % Increase
Equip level
Stat value
0-30
+1%
31-70
+2%
71-150
+3%
151+
+4%
MaxHP % Increase
Equip level
Stat value
0-90
+1%
91-150
+2%
151+
+3%
MaxMP % Increase
Equip level
Stat value
0-90
+1%
91-150
+2%
151+
+3%
Critical Rate % Increase
Equip level
Stat value
0-30
+1%
31-70
+2%
71-150
+3%
151+
+4%
All Stats Increase
Equip level
Stat value
0-20
+1
21-40
+2
41-60
+3
61-80
+4
81-150
+5
151+
+6
Epic (Primary) / Unique (Secondary)
STR % Increase
Equip level
Stat value
0-30
+2%
31-70
+4%
71-150
+6%
151+
+7%
DEX % Increase
Equip level
Stat value
0-30
+2%
31-70
+4%
71-150
+6%
151+
+7%
INT % Increase
Equip level
Stat value
0-30
+2%
31-70
+4%
71-150
+6%
151+
+7%
LUK % Increase
Equip level
Stat value
0-30
+2%
31-70
+4%
71-150
+6%
151+
+7%
Weapon ATT % Increase
Equip level
Stat value
0-30
+2%
31-70
+4%
71-150
+6%
151+
+7%
Magic ATT % Increase
Equip level
Stat value
0-30
+2%
31-70
+4%
71-150
+6%
151+
+7%
Damage % Increase
Equip level
Stat value
0-30
+2%
31-70
+4%
71-150
+6%
151+
+7%
Critical Rate % Increase
Equip level
Stat value
0-30
+2%
31-70
+4%
71-150
+6%
151+
+7%
MaxHP % Increase
Equip level
Stat value
0-20
+1%
21-50
+2%
51-90
+3%
91-150
+5%
151+
+6%
MaxMP % Increase
Equip level
Stat value
0-20
+1%
21-50
+2%
51-90
+3%
91-150
+5%
151+
+6%
All Stats % Increase
Equip level
Stat value
0-30
+1%
31-70
+2%
71-150
+3%
151+
+4%
3% chance to recover HP when attacking.
HP recovered as listed.
Equip level
Stat value
0-10
20
11-20
23
21-30
26
31-40
29
41-50
32
51-60
35
61-70
38
71-80
41
81-90
44
91-100
47
101-110
50
111-150
53
151+
54
3% chance to recover MP when attacking.
MP recovered as listed.
Equip level
Stat value
0-10
20
11-20
23
21-30
26
31-40
29
41-50
32
51-60
35
61-70
38
71-80
41
81-90
44
91-100
47
101-110
50
111-150
53
151+
54
Ignore 3% of Monster's DEF when attacking.
Ignore Monster DEF can only appear up to 2 times on a single cube.
Equip level requirement: 50 or higher
Unique (Primary) / Legendary (Secondary)
STR % Increase
Equip level
Stat value
0-30
+3%
31-70
+6%
71-150
+9%
151+
+10%
DEX % Increase
Equip level
Stat value
0-30
+3%
31-70
+6%
71-150
+9%
151+
+10%
INT % Increase
Equip level
Stat value
0-30
+3%
31-70
+6%
71-150
+9%
151+
+10%
LUK % Increase
Equip level
Stat value
0-30
+3%
31-70
+6%
71-150
+9%
151+
+10%
Weapon ATT % Increase
Equip level
Stat value
0-30
+3%
31-70
+6%
71-150
+9%
151+
+10%
Magic ATT % Increase
Equip level
Stat value
0-30
+3%
31-70
+6%
71-150
+9%
151+
+10%
Damage % Increase
Equip level
Stat value
0-30
+3%
31-70
+6%
71-150
+9%
151+
+10%
Critical Rate % Increase
Equip level
Stat value
0-30
+3%
31-70
+6%
71-150
+9%
151+
+10%
MaxHP % Increase
Equip level
Stat value
0-20
+2%
21-50
+3%
51-90
+5%
91-150
+7%
151+
+8%
MaxMP % Increase
Equip level
Stat value
0-20
+2%
21-50
+3%
51-90
+5%
91-150
+7%
151+
+8%
All Stats % Increase
Equip level
Stat value
0-30
+2%
31-70
+4%
71-150
+6%
151+
+7%
Abnormal Status Resistance Increase
Equip level
Stat value
100-150
+4
151+
+5
Damage to Boss Monsters +12%
Damage to Boss Monsters increase can only appear up to 2 times on a single cube.
Equip level requirement: 50 or higher
Ignore 4% of Monster's DEF when attacking.
Ignore Monster DEF can only appear up to 2 times on a single cube.
Equip level requirement: 50 or higher
15% chance to recover HP when attacking.
HP recovered as listed.
Equip level
Stat value
0-10
40
11-20
45
21-30
50
31-40
55
41-50
60
51-60
65
61-70
70
71-80
75
81-90
80
91-100
85
101-110
90
111-150
95
151+
97
15% chance to recover MP when attacking.
MP recovered as listed.
Equip level
Stat value
0-10
40
11-20
45
21-30
50
31-40
55
41-50
60
51-60
65
61-70
70
71-80
75
81-90
80
91-100
85
101-110
90
111-150
95
151+
97
STR +1 per 10 Character Levels
Equip level requirement: 30 or higher
DEX +1 per 10 Character Levels
Equip level requirement: 30 or higher
INT +1 per 10 Character Levels
Equip level requirement: 30 or higher
LUK +1 per 10 Character Levels
Equip level requirement: 30 or higher
Legendary (Primary)
STR % Increase
Equip level
Stat value
0-30
+6%
31-70
+9%
71-150
+12%
151+
+13%
DEX % Increase
Equip level
Stat value
0-30
+6%
31-70
+9%
71-150
+12%
151+
+13%
INT % Increase
Equip level
Stat value
0-30
+6%
31-70
+9%
71-150
+12%
151+
+13%
LUK % Increase
Equip level
Stat value
0-30
+6%
31-70
+9%
71-150
+12%
151+
+13%
Weapon ATT % Increase
Equip level
Stat value
0-30
+6%
31-70
+9%
71-150
+12%
151+
+13%
Magic ATT % Increase
Equip level
Stat value
0-30
+6%
31-70
+9%
71-150
+12%
151+
+13%
Damage % Increase
Equip level
Stat value
0-30
+6%
31-70
+9%
71-150
+12%
151+
+13%
Critical Rate % Increase
Equip level
Stat value
0-30
+6%
31-70
+9%
71-150
+12%
151+
+13%
MaxHP % Increase
Equip level
Stat value
0-20
+3%
21-50
+5%
51-90
+7%
91-150
+10%
151+
+11%
MaxMP % Increase
Equip level
Stat value
0-20
+3%
21-50
+5%
51-90
+7%
91-150
+10%
151+
+11%
All Stats % Increase
Equip level
Stat value
0-30
+3%
31-70
+6%
71-150
+9%
151+
+10%
Abnormal Status Resistance Increase
Equip level
Stat value
70-90
+4
91-150
+5
151+
+6
Damage to Boss Monsters +18%
Damage to Boss Monsters increase can only appear up to 2 times on a single cube.
Equip level requirement: 50 or higher
Ignores 5% of Monster's DEF when attacking.
Ignore Monster DEF can only appear up to 2 times on a single cube.
Equip level requirement: 50 or higher
STR +2 per 10 Character Levels
This effect increases STR by 1 every 5 character levels.
Equip level requirement: 30 or higher
DEX +2 per 10 Character Levels
This effect increases DEX by 1 every 5 character levels.
Equip level requirement: 30 or higher
INT +2 per 10 Character Levels
This effect increases INT by 1 every 5 character levels.
Equip level requirement: 30 or higher
LUK +2 per 10 Character Levels
This effect increases LUK by 1 every 5 character levels.