Maplestory Guide

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An item with Potential can have extra stats added to it, and you don't have to settle for just any ol' stats. Using consumables called Cubes, you can push a piece of equipment to have up to three extra stats, which you can reroll using further Cubes. It's a grind, but you can do it. Before reaching your equipment's PotentialYou are able to use gear's potential as long as it is rated between Epic and Mythic. The colors for each rank is as follows:. Normal - Grey. Rare - Blue.

Epic - Purple. Unique - Orange.

Legendary - Green. Mythic - RedThe higher rank your piece of equipment is, the higher the stats its Potential can give.You must first unlock an item's Potential before you are able to access those extra stats. I'm not sure about the cost for other tiers of equipment, but for my latest Unique gloves, it cost 50,000 Mesos.You can unlock Potential via looking at the item's details and tapping the button to unlock Potential at the bottom of the frame. Rolling the Potential diceOnce you unlock your equipment's Potential, you can see its extra stats and gauge whether they're what you want.Potential itself has a rank, with three ranks possible from Rare to Unique. The higher the rarity of the Potential itself, the better the stats. This is another factor to consider along with the rarity of the item.Let's say you've only got two Potential stats and you want three, or maybe you just don't like the stats you've got. What do you do then?

Get to rerolling via Cubes.You can reroll your Potential using Black Cubes, Red Cubes, and Occult Cubes.

Contents.You must be level 35 or higher with 2nd job advancement to learn a profession. There are two harvesting professions: Herbalism and Mining. There are three crafting professions: Alchemy, Smithing, and Accessory Crafting. Learning Herbalism is a requirement before you can learn Alchemy. Learning Mining is a requirement before you can learn Smithing or Accessory Crafting.

After learning a profession, you can unlearn it through that profession's master. Your level of mastery in that profession will return to zero if you choose to unlearn it. Herbalism allows you to gather seeds and flowers which are located in Saffron’s Secret Herb Patch in Ardentmill and some hunting maps. It also allows you to use those to create items needed for Alchemy. Mining allows you to gather ores which are located in Cole’s Secret Mine in Ardentmill and some hunting maps. It also allows you to refine ores to create items needed for Smithing and Accessory Crafting.

Alchemy allows you to create buff potions and transformation potions using herb oil. Smithing allows you to create weapons and armor using refined ore. You can eventually learn how to make an Android companion. Accessory Crafting allows you to create equipment items such as rings, pendants, and shoulder accessories using refined ore.

Using your profession earns you experience in that profession in order to raise its mastery level. Higher levels of mastery enable you to harvest or craft better items. Some items for further crafting can't be made.

Some can be bought from Nack, Ramsey, or Angelica in Ardentmill, others are dropped by monsters. The Production Skill menu is set to the B key by default.You will gain Fatigue Points while performing profession skills. If your Fatigue Point meter fills up, you won't be able to use profession skills again for a little while. You can reduce your Fatigue points by using certain fatigue reduction potions or by using a Fatigue Reset Coupon from the Cash Shop but there is a 30 minute cooldown between potions. Your Fatigue Points will also reduced by 20 each hour, and they will be completely reset to 0 each day at 12 AM Pacific. Grant is the village elder, who allows you to learn professions.

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Saffron teaches Herbalism. Cole teaches Mining. Ally teaches Alchemy.

Gere teaches Smithing. Intaglio teaches Accessory Crafting.Each profession has a few associated profession-exclusive quests.

The second quest for each gathering profession allows you to get an 8-slot bag for that profession. For example, herbalists can get an 8-slot bag that will hold herbs and seeds, but not ores. Note: you can only get one 8-slot bag (Herbalism or Mining), not the other.For items above craft level 8, there is a 15 minute cooldown between same item craft and a 5 minute cooldown for alchemy potions.Mastery is lost every hour after 17 hours of rest period if you did not craft, at level 10 and above but craft level will not decrease below level 10.You can also earn traits EXP.For more details on Traits, see. Mastery Harvesting. You get mastery for everything you craft and harvest. You get mastery into herbalism or mining for every herb or vein harvested respectively, and 20 mastery for every oil or plate/crystal made. Note that if you fail to harvest, it will give you 10% of the usual mastery.

Success rate of harvesting increases with level, but the mastery received decreases (higher level herbs/veins give more mastery). Max level for herbalism and mining is 10.Crafting. You get mastery for crafting potions/items into alchemy/blacksmithing/accessory crafting, whichever you chose to be. Mastery increases for crafting higher leveled stuff, but it has lower success rate. Premium rate increases with level and this allows higher stat items as a result. For crafting lower leveled stuff you get less mastery. For accessory and smithing, success rate is 95% for craft level 5-8 at the same level as your craft level (crafting level 5 items at level 5, etc.) and 90% for level 9-10.

This success rate increases to 100% when your level is at least 21 higher than the targeted equipment level crafted or when your craft level exceeds the optimal craft level stated. For alchemy, success rate is 95% for level 5-8 and 90% for level 9. Success rate increases to 100% when your craft level exceeds optimum craft level stated or when you are level 10 or more.Crafting past level 10. To gain mastery past level 10, you need to craft items suitable for level 8 or more.

They will give increased mastery than previously before level 10. However each item has a 5 minute cooldown (alchemy) or 15 minute (smithing, accessory).