By Burak Sahin · 2026-08-21 · Updated 2026-10-02
Metin2 Item Bonus Guide: 6th and 7th Bonus Explained
I have spent more Yang chasing the perfect Metin2 item bonus than I have on any other system in the game, and I have the failed rolls to prove it. The first time I opened the blacksmith window I had no idea what a bonus slot even was, so I fed a decent sword into the machine and walked away with a worse one. This guide is the explanation I needed back then: what bonuses are, how the slots work, which stats matter for PvP and which matter for PvE, and the real cost of rolling for that sixth and seventh bonus.
What Item Bonuses Actually Are
An item bonus is an extra stat that sits on top of your gear's base stats. Your weapon already has a base attack value and your armour already has a base defence value. Bonuses are the layer above that, the random stats you roll into numbered slots: attack speed, critical hit, HP, defence, resistance, penetration, and a long tail of others. Two swords with the same base stats can be worth wildly different amounts because of the bonuses riding on them.
Think of it like this. The base item decides the ceiling of the item's power, and the bonuses decide how close you actually get to that ceiling. A cheap weapon with a perfect attack speed and penetration roll will beat an expensive weapon with three useless stat rolls in almost every fight. That is why the market prices gear by its bonus rolls as much as by its upgrade level.
Bonuses come in tiers of usefulness, and the tier depends entirely on what you are doing. A monster attack bonus is amazing while you grind and worthless in a duel. A defence against players bonus is the reverse. Before you spend a single Yang, decide what the item is for, because the correct answer changes completely between PvE and PvP.
- Base stats: the fixed attack, defence, and level requirements printed on the item.
- Bonuses: the random stats you roll into numbered slots.
- Upgrade level: the +0 to +9 progression, which raises base stats, not bonuses.
- Bonus quality: the difference between a mediocre and a perfect item of the same base type.
The Bonus Slots and How to Add Them
Every bonusable item has a set number of slots, and the number depends on the item type, its level, and your server's rules. On the servers I play, most mid-game armour carries a handful of standard slots, while high-level weapons can support the full run up to the 6th and 7th bonus. The slots are filled one at a time, and each one has its own roll pool and its own cost.
You add or change a bonus at the blacksmith, usually in a dedicated bonus window. You place the item in the slot, add the required bonus item, pay the Yang fee, and the game rolls a random stat into the next open slot. Early slots are cheaper and roll from a shallower pool, so they land useful stats more often. Later slots are expensive and roll from a deeper pool, which is exactly why the 6th and 7th bonus are such a Yang sink.
There is an important detail most new players miss: some slots are added and some are changed. Adding fills an empty slot. Changing rerolls a slot you already have, and it can make the item worse. If you are happy with your 4th bonus, do not touch it while you work on the 5th. I have watched guildmates reroll a perfect stat by accident because they clicked the wrong slot, and there is no undo.
A practical order of operations I follow:
- Decide the item's purpose first. PvP and PvE want different stats.
- Fill the cheap early slots before touching the expensive later ones.
- Lock in or leave alone any slot that already rolled something you want.
- Save the 6th and 7th bonus for items you will keep for months, not weeks.
- Keep a written budget for the session and stop when it is gone.
Useful Bonuses for PvP vs PvE
The single biggest mistake I see is players copying a PvP build onto a farming character, or the other way around. The stats do not transfer. PvE is about killing monsters fast and surviving their damage. PvP is about beating another player who is actively trying to beat you, which means your defensive stats and your ability to cut through theirs matter far more.
For PvE, attack speed and penetration are my top two. Attack speed raises your damage per second directly, and penetration helps you cut through the higher defence of bosses and high-level mobs. Critical hit adds burst, HP keeps you alive through bad pulls, and any monster-specific damage bonus is pure profit on a farming route. You do not need resistance against players on a character that never enters PvP.
For PvP, attack speed stays king because it wins the damage race. Penetration matters because everyone stacks defence and you have to punch through it. Critical hit gives you the burst windows that decide duels. On defence, HP, resistance, and defence against players keep you alive through the opponent's opening combo. A PvP set with no HP is a glass cannon that dies to one good hit.
- PvE attack speed: more hits per second, the most reliable damage stat.
- PvE penetration: cuts through boss and high-level monster defence.
- PvE critical hit: burst damage for faster clear speed.
- PvP attack speed: still the stat that decides most duels.
- PvP penetration: beats the defence stacking every opponent runs.
- PvP HP and resistance: survival against burst is not optional.
- Defence against players: a PvP-only stat that does nothing in PvE.
If you want the wider context on how these systems fit together, the Metin2 overview on Wikipedia is a reasonable starting point, though your server's own rules always win.
The 6th and 7th Bonus System
The 6th and 7th bonus are where Metin2 stops being a normal upgrade system and starts being a serious Yang sink. On most servers the 6th bonus is added at the blacksmith with a special bonus item plus a Yang fee per attempt. The game rolls a random stat into the slot, and if you do not like it you pay again and reroll. The 7th bonus is the same idea but with a deeper pool, rarer items, and a higher Yang cost.
What makes these two slots different is the roll pool. Early slots draw from a small set of common stats, so a usable roll arrives fairly quickly. The 6th and 7th draw from a much wider list that includes niche and situational stats, which means the chance of landing exactly the stat you want on any single attempt is low. This is why a 7th bonus can cost more than the entire rest of the item combined.
My rule is simple: only chase the 6th and 7th on an item you will still be using in three months. A levelling weapon gets replaced. A main-hand PvP weapon or a piece of endgame armour is worth the investment. I have poured millions into a 6th bonus on gear I sold a month later, and it is the fastest way to feel stupid in this game.
A few things that genuinely help, based on my own rolls:
- Use the best bonus item you can afford on a keeper, and cheap items on practice gear.
- Roll during events that advertise boosted bonus rates or cheaper attempts.
- Set a hard attempt cap before you start, and honour it.
- Accept a 'good enough' 6th bonus if the perfect one is burning your budget.
- Never reroll a 7th bonus you are happy with just to chase a marginal upgrade.
Bonus-Changing Items and Their Cost
The cost of a bonus session has two parts: the bonus-changing item and the Yang fee. The item is consumed on every attempt, so a stubborn roll can eat a whole stack. The Yang fee scales with the item level and the slot number, so a 6th bonus attempt on a high-level weapon costs far more per click than a 3rd bonus attempt on a low-level one.
On the servers I play, a single 6th bonus attempt on a level 105 item can run somewhere in the range of a few million to fifteen million Yang plus the switch item, and that is before a bad streak. If it takes you ten attempts, you have spent a small fortune. Treat the per-attempt cost as a subscription you pay until the roll lands, not a one-time purchase.
This is why experienced players buy their bonus items in bulk before an event, not one at a time during it. Prices spike when everyone is rolling at once. I keep a stock of switches in my inventory and a separate Yang reserve that I do not touch for anything else. When I run out of either, the session is over, full stop.
- Bonus-change item: consumed on every attempt, the main recurring cost.
- Yang fee: scales with item level and slot number, paid on every click.
- Failure cost: a bad roll replaces the stat you had, which can make the item worse.
- Event pricing: items and Yang demand both rise during bonus events.
- Budget reserve: always hold back enough for your worst realistic streak.
If you are unsure which item your server uses, ask in your guild or check the blacksmith window before you buy anything. The names differ between official and private servers, but the structure is the same everywhere: item plus Yang, random result, repeat until done.
Common Mistakes When Rolling
I have made every mistake on this list at least twice, so treat it as a confession. The good news is that almost all of them are behavioural. You can fix them with a rule and a notepad, and you do not need any special skill or luck.
- Chasing the 7th before the 6th. Finish the cheaper slot first; there is no point paying top price while a lower slot is still empty.
- Rolling the wrong item. Do not sink millions into gear you will replace next week.
- Rerolling a good stat by accident. Check which slot you selected before you click.
- No budget cap. Without a wall, tilt decides when you stop, and tilt never stops.
- Using cheap bonus items on an expensive weapon. You saved a little and lowered your odds on the item that matters.
- Ignoring events. Rolling the day before a rate boost is just donating Yang.
- Keeping every mediocre roll. Sometimes selling the item and starting fresh is cheaper than fixing it.
- Never tracking attempts. Without notes you have no idea what your server's real rates look like.
The meta-mistake underneath all of them is treating bonuses as a quick win. The 6th and 7th bonus are grinds with a random payout. Players who budget for the average and walk away when the budget is gone come out ahead. Players who chase the high of a lucky roll usually fund someone else's luck.
Funding a Bonus Session with Yang
A serious bonus session burns Yang fast, and farming that Yang back can take days you would rather spend actually playing. When I want to roll a full set of bonuses in one evening, I buy the Yang instead of grinding for it. That is not cheating, it is choosing which resource to spend: your hours or your money. Most working players eventually make the same call.
Metin2Trade delivers through face-to-face in-game trade, usually in five to fifteen minutes, and the PvP and Mobile bundles add a +2% bonus on the ordered amount. That extra percentage is exactly the kind of cushion a stubborn 6th bonus roll needs, because a handful of extra attempts is often the difference between landing your stat tonight and coming back next week.
Pick the package that matches your server and your goal:
- Elveron Yang for the popular private PvP scene, great for bulk bonus sessions.
- Tigerghost Won for official Gameforge players who want to fund rolling fast.
- Metin2009 Yang for players on that classic server with its own bonus pools.
- Harbi2 Mobile Won for mobile servers with their own blacksmith rules.
You can compare everything in the shop, read the delivery details in the FAQ, and reach a real person through contact before you buy. If you want to know who is behind the trades, the about us page has the background. Funding a bonus session with Won is simply converting a currency you already have into the Yang the blacksmith actually consumes.
Final Tips Before You Roll
Set a budget before every session and treat it as a wall. If the Yang is gone and the bonus is not the one you wanted, stop. Log off, sell whatever you did not use, and come back tomorrow with a clear head. The blacksmith will still be there, and your Yang will not be sitting in someone else's inventory.
Track your rolls. A tiny notepad file with the item, the slot, and the result turns bonuses from a feeling into data. After fifty attempts you will know your server's real roll pool better than most of the forum, and that knowledge stops you from taking the same bad bets twice. It is worth more than any single lucky 7th bonus.
And keep the bigger picture in mind. A perfect 6th bonus is worth more to a rich player than to a growing account. Sometimes the smartest move is to roll a good-enough set, sell the item, and fund a whole gear upgrade instead of chasing one perfect slot. Do not get attached to pixels. The goal is a stronger character, not a shelf full of weapons you never use.
Bonuses reward patience and punish impulse, every time. Pick the right item, choose the right stats for PvP or PvE, do the cost math, and know when to walk away. That is the whole guide, and it beats every ritual I have ever tried at the blacksmith.
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Burak Sahin
Metin2 Player & Writer
Burak is a long-time farmer who has played every class to high level. His guides cover farming routes, character builds and market flipping, and are based on his own hourly testing.