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Etc item

From the MapleStory Classic Wiki, mirrored inside MPStorys
Etc item
Inventory item that isn't worn and isn't consumed for an effect.
Category
etc
Stackable
Yes (per type)
Slot
Etc tab in the inventory window

An etc item is anything that lives in the Etc tab of the inventory: items the character carries but never equips and never consumes for a triggered effect. Etc items are the connective tissue of the game's economy, sitting between monster combat (which generates them as drops) and the systems that pay out for them (NPC shops, quest turn-ins, the crafting table, and the player-to-player Free Market).

The defining trait of an etc item is its purpose-by-context. A Slime Bubble on its own is a low-value trophy that sells to a town NPC for 6 mesos. The same Slime Bubble in the inventory of a player working through the early Maple Island quests is worth a meaningful XP and starter-meso reward. And the same bubble, stacked twenty deep in a crafter's storage, can feed into recipes. The etc category is the wiki's shorthand for "the item's value depends on what you do with it."

Subcategories

Etc items split into seven well-defined subcategories. Each row links to the corresponding section on Category:Etc items, which lists every item in that subcategory in a sortable table.

Subcategory What it is Example
Quest item Items required or rewarded by a specific quest. Most sell to NPC shops for 1 meso, the convention for "this is quest-bound, don't sell it yet." Athena Pierce's Letter
Monster drop Trophy items dropped by specific monsters during training. Sold to NPCs for steady mid-fight meso income, or turned in for quest credit. Animal Fur Bundle
Gem Cut and uncut precious stones. Cut gems are a high-meso passive income from gem-dropping zones; uncut ores refine into cut gems via gem-cutting. Amethyst, Aquamarine
Ore & Mineral Raw mining outputs. Ores refine into ingots through smithing; ingots feed into weapon and armor recipes. Adamantium Ore, Bronze Ingot
Crafting material Reagents specific to one or more crafting recipes. Recipe-bound, so they only have value in a crafter's hands.
Stimulator Catalysts used by crafting and scrolling to bias outcomes. Rare and expensive; saved for high-value attempts.
Misc One-off keepsakes, currency-like tokens, and seasonal event items that don't fit the other buckets.

Inventory and stacking

Etc items live in the Etc tab of the inventory, separate from worn equipment, from use-category consumables, and from setup items. The Etc tab has a slot limit (the default starting count is 24, expandable through cash-shop upgrade coupons or event rewards), and most etc items stack to a per-type ceiling (typically 200 for monster drops and ores, 1 for unique quest items).

The practical limit on etc-tab capacity is the long tail of quest items that don't stack. A reader who collects every quest item they encounter without turning them in will fill the Etc tab faster than they fill the Equip or Use tabs combined; the wiki's quest pages flag which quest items are safe to drop, sell, or store.

Where they come from

Etc items have three primary sources:

  • Monster drops. By far the dominant source. Most monsters drop at least one etc-category trophy item, and a few drop a wide variety. The drop tables on each monster's page list the etc items they yield.
  • Quest progress. Many quests require the player to collect a specific etc item (often a monster drop, sometimes a unique quest-bound item from a chest or NPC). Other quests award etc items as flavor rewards.
  • Crafting outputs. Smithing, gem-cutting, and other crafting trees output etc-category intermediate items (ingots, cut gems, refined reagents) that feed into the next stage of the chain.

A small number of etc items are NPC-shop purchasable, but these are the exception. The shop economy is built around use items and equipment; etc items are mostly produced by play, not bought.

Selling vs holding

The most common question about etc items is "is this safe to sell?" The wiki's convention covers the four common cases:

  • 1-meso sell price. Almost always a quest item. Hold until the quest is complete or until you've confirmed the questline is finished. The 1-meso value is deliberate: it signals "the game doesn't want you to sell this for cash, but won't actively block you."
  • Modest sell price (10 to 500 mesos). Usually a monster drop. Safe to sell once you've checked the relevant monster's drop-quest pages for any active turn-ins.
  • High sell price (1,000+ mesos). Usually a gem or a high-tier crafting output. Often worth more to a crafter or in the Free Market than to an NPC; check the Free Market trends before selling to NPCs.
  • No sell price set. Either a fully untradable item, or a data gap on the wiki. Default to holding it until the page is filled in.

See also

  • Category:Etc items: full browseable list of every etc item, split into sortable tables per subcategory.
  • Items: top-level items hub.
  • Equipment: worn items.
  • Use items: consumables.
  • Crafting: the production system that turns ores and reagents into equipment.
  • Inventory: the Etc tab, and the 200-item stack every monster drop shares.